Stalcraft Sensitivity Converter

Convert your Stalcraft (Stalzone) sensitivity to cm/360 and work out a sensitivity for each zoom level with focal length, viewspeed or monitor distance scaling

Base Settings

Scaling Method

Zoom Sensitivities

Stalcraft: X
Scope TypeZoom FactorIn-game Value360° Distance
1.0x Scope
1.00x
33.618 cm13.24 inches
1.25x Scope
1.25x
47.746 cm18.80 inches
1.5x Scope
1.50x
60.914 cm23.98 inches
1.6x Scope
1.60x
66.023 cm25.99 inches
1.8x Scope
1.80x
76.060 cm29.94 inches
2.0x Scope
2.00x
85.917 cm33.83 inches
2.4x Scope
2.40x
105.285 cm41.45 inches
2.8x Scope
2.80x
124.358 cm48.96 inches
3.0x Scope
3.00x
133.823 cm52.69 inches
3.4x Scope
3.40x
152.651 cm60.10 inches
3.5x Scope
3.50x
157.341 cm61.95 inches
4.0x Scope
4.00x
180.717 cm71.15 inches
6.0x Scope
6.00x
273.514 cm107.68 inches
8.0x Scope
8.00x
365.821 cm144.02 inches

How to use: Enter your DPI and sensitivity. The table updates automatically with a value for each zoom level. Click any In-game Value to copy it to your clipboard. Use these values in your user_config.json or in-game settings.

How the Sensitivity Converter calculates

The converter works out the physical mouse travel for your sensitivity, and a sensitivity value for each zoom level, with the formulas below. Every number in the table comes from these formulas and your inputs. Nothing is measured from the game.

Base sensitivity and cm/360

cm/360 is how far the mouse travels, in centimetres, to turn the camera a full 360°. It depends on Mouse DPI (mouse counts per inch of travel) and In-game Sensitivity.

cm/360
cm/360 = (360 × 2.54) ÷ (DPI × sensitivity × 1/150)

The converter assumes that one mouse count turns the camera by sensitivity ÷ 150 degrees. A full turn therefore takes 360 ÷ (sensitivity ÷ 150) counts. Dividing by DPI gives inches, and × 2.54 gives centimetres. With the page defaults, 1600 DPI and 2.55 give 33.618 cm.

Why DPI matters

The in-game number alone does not set your aim speed. At 800 DPI the same 2.55 needs 67.235 cm per 360°, twice the travel, because each count covers twice the distance on the mousepad. To keep the same feel after changing DPI, keep the cm/360, not the sensitivity.

From cm/360 to sensitivity

The inverse has the same shape: sensitivity = (360 × 2.54) ÷ (DPI × cm/360 × 1/150). Typing a value into Desired cm/360 sets the sensitivity this way.

How the fields stay in sync

Changing the sensitivity recalculates cm/360. Typing a cm/360 sets the sensitivity, rounded to 3 decimals. Changing DPI keeps the sensitivity and recalculates cm/360. Config FOV (Vertical) and Aspect Ratio do not affect cm/360.

Zoom sensitivities

The table lists the 14 zoom factors defined in the converter: 1.0x, 1.25x, 1.5x, 1.6x, 1.8x, 2.0x, 2.4x, 2.8x, 3.0x, 3.4x, 3.5x, 4.0x, 6.0x, 8.0x. Config FOV (Vertical) is read as a vertical angle in degrees. For each zoom factor the converter assumes the zoomed field of view is that FOV divided by the zoom factor: for example 100° at 2x is 50°.

In-game Value
value = base sensitivity × zoom factor × scaling ratio

The scaling ratio depends on the Scaling Method (below). At 1.0x every method gives a ratio of 1, so the value equals your base sensitivity. Values are shown with 3 decimals, and clicking one copies it rounded to 3 decimals.

The 360° Distance column is the cm/360 of the value divided by its zoom factor, at your DPI, with the formula above. The line under it converts that to inches (÷ 2.54).

Scaling Method

In these formulas, FOV is your config FOV and zoomed FOV = FOV ÷ zoom factor. Focal Length Scaling is selected by default. The page does not claim that any method is objectively best: which one feels right is a personal choice.

Focal Length Scaling
ratio = tan(zoomed FOV ÷ 2) ÷ tan(FOV ÷ 2)

The tangent of half the field of view is proportional to how much of the scene fits between the centre and the edge of the screen. This ratio scales the sensitivity by how much the image is magnified, so a small mouse movement moves the crosshair by a similar amount relative to what you see around it.

Viewspeed
ratio = (zoomed FOV ÷ FOV) × sin(zoomed FOV ÷ 2) ÷ sin(FOV ÷ 2)

This is the viewspeed formula the converter implements. Viewspeed methods try to keep the apparent speed of the view similar across zoom levels. Several variants have been published. The worked example below compares it with the other methods at one zoom level. The page does not claim that it reproduces the game's own scaling.

Monitor Distance Match
ratio = atan(x × tan(zoomed FOV ÷ 2)) ÷ atan(x × tan(FOV ÷ 2))
x = MDM % ÷ 100 × aspect ratio

Monitor distance matching scales the sensitivity by the change in the angle to one chosen point on the screen. MDM Percentage (%) sets that point: its distance from the centre as a percentage of the way to the left or right edge (100% = the edge). Because the FOV is vertical, Aspect Ratio converts it to the horizontal edge; this is the only method that uses the aspect ratio. At 0% the formula would divide zero by zero, so the converter uses the Focal Length Scaling ratio instead. That is also the value MDM approaches as the percentage approaches 0, so 0% and Focal Length Scaling give identical results.

Worked example: FOV 100° at 2x

With the page defaults (2.55, FOV 100°, 16:9) the 2x row shows 1.996 with Focal Length Scaling (and with Monitor Distance Match at 0%), 1.407 with Viewspeed, and 3.124 with Monitor Distance Match at 100%. The zoomed FOV is 50° in every case. Only the scaling ratio differs.

Assumptions and limitations

  • FOV is read as a vertical angle in degrees. Entering a horizontal FOV gives wrong results.
  • Zoomed FOV = FOV ÷ zoom factor. This is the converter's assumption. It does not read data for individual scopes, and a zoom factor that is not in the list has no row.
  • Aspect ratio is only used by Monitor Distance Match. No formula uses the physical size of the monitor, your distance from it or its resolution. The 4:3 option is only a ratio and does not model stretched rendering.
  • The constant 1/150 and the × zoom factor step are the converter's model of STALCRAFT sensitivity, not values published by the game. A game update could change how sensitivity works.
  • Settings outside this page are not included: operating system pointer speed or acceleration, mouse software, and any game setting other than the value you enter. The formulas assume that every mouse count turns the camera by the same angle.
  • Rounding. Values are shown and copied with 3 decimals. If the game keeps fewer decimals, the in-game result differs slightly.
  • No recommended cm/360. The converter converts the speed you choose. It does not judge which speed or method suits you.