Yeah, it 's not that sadly.
The two options you have there are speed, and momentum. Speed is like adjusting this option for your mouse.
Momentum adjusts how long the view will continue after you stop moving the mouse, kind of like a trackball.
The issue we have is where small movements of the mouse are not detected at all. It’s more like that option you see in my image, “Enhance pointer precision”, in that your mouse inputs are being “filtered”.
I believe this option exists to make it easier to control with a joystick controller, which makes it easier to apply constant input in a direction, in effect acting as a deadzone for the stick. You apply a little more constant input, and the view moves. That might feel fine with a controller, but its awful with a mouse.
I’d like to see some separation between the control schemes for mouse, and joystick controllers. Ideally just leave the mouse alone, and don’t interpret its inputs at all, and stop trying to make an absolute position device behave like a relative one.
I would have to disagree. This issue has been there since I have been using the sim on August 18th. I don’t think it’s any better or worse.
One thing we may have all seen at some time or other, is where the sim has one of its little hiccups, and suffers a micro-stutter for some reason. If you were in the middle of dragging your view with the mouse, your view is suddenly thrown all over the place, way more than you actually move the mouse. My assumption here is that sim continues to apply that acceleration you had initially applied, but is magnified.
Not the same issue discussed above, but another sign of the “consolitis” we currently suffer, to allow for console controllers to drive the interface.