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-   -   [REL]MaxOptics IV (https://www.subsim.com/radioroom/showthread.php?t=165243)

CapnScurvy 03-17-10 11:28 AM

[REL]MaxOptics IV
 
This modification changes the magnification of several stations to give a larger image when viewing. This should aid in ship identification, Stadimeter use when using manual targeting and Deck Gun operations. By no means are these views considered "realistic" however this is a game and to better play this game these magnifications do help. I've made this as a combination of mods that are useful in game play aids and assists for those that have weak eye's as I have.

Both Periscopes, the Binocular, TBT, and Deck Gun views are magnified for easier viewing. Zoom levels were added to the Periscopes, Binocular, and TBT. A larger bearing compass was added to the Periscopes and TBT. The view "port hole" was enlarged for the Periscopes as well. I've increased the size of the HUD dials (compass, telegraph, rudder) for easier viewing, and added a modification that lightens the night sky for night viewing. I've also changed the in-game menu images simply because I wanted to.

I've decided it was time to put this particular thread together because I had some of these modifications strung out over the forums. This thread will put together the most current MaxOptics mods compatible with the currently used "super mods" as well as covering the older (yet widely used) 1.4 patched SH4 versions.


MaxOptics IV for SH4 1.5


MaxOptics IV for TMO 1.9 Compatible with the 25012010 patch


MaxOptics IV for TMO 2.0


MaxOptics IV for RFB 2.0 Compatible with the 23April2010


MaxOptics IV for GFO 1.1


For SH4 patched to ONLY a 1.4 version


Clayp's Optics for SH4 1.4


Clayp's Optics for RFB 1.4


Clayp's Optics for TMO

keltos01 03-17-10 01:30 PM

:yeah:

good job !

keltos

Karbo 03-17-10 03:12 PM

Thanks alot CapnScurvy :salute:

Hydra 03-17-10 06:25 PM

Thank you Captain, my eyes appreciate it!:yeah:

TH0R 03-18-10 03:39 AM

Thanks or this. I will give it a try. :up:

haz 03-18-10 06:44 AM

I highly recommend..works great:DL

arnahud2 03-18-10 07:20 AM

Quote:

Originally Posted by haz (Post 1321789)
I highly recommend..works great:DL

Me too !!

Great work :yeah:

looney 03-18-10 07:31 AM

dumb question mabe but do you have 1 for OM and/or OM+KUIB?

lurker_hlb3 03-18-10 08:32 AM

Quote:

Originally Posted by looney (Post 1321855)
dumb question mabe but do you have 1 for OM and/or OM+KUIB?

This mod is not compatible with OM.

Dave Hansen 03-18-10 06:42 PM

Thanks...much appreciate the night optics enhancement!

itman 05-05-10 03:46 AM

camera.dat
 
JSGME says:

Quote:

"Cameras.dat" wurde bereits durch "RFB_2.0" geändert.
"Cameras.dat" wurde bereits durch "RFB_2.0_Patch_23April2010" geändert.
"Deck_Gun_3_50.sim" wurde bereits durch "RFB_2.0" geändert.
"Deck_Gun_3_50.sim" wurde bereits durch "RFB_2.0_Patch_23April2010" geändert.
"Deck_Gun_4_50.sim" wurde bereits durch "RFB_2.0" geändert.
"Deck_Gun_4_50.sim" wurde bereits durch "RFB_2.0_Patch_23April2010" geändert.
"Deck_Gun_5_25.sim" wurde bereits durch "RFB_2.0" geändert.
"menu_1024_768.ini" wurde bereits durch "RFB_2.0" geändert.
"Intro_logo_bkg.dds" wurde bereits durch "RFB_2.0" geändert.
"recognitionmanual.dds" wurde bereits durch "RFB_2.0" geändert
Could I just copy over the files from patch-april or is some more tweaking required?

"wurde bereits durch XXX geändert" translate into allready changed by...

cheers

Chubster 05-05-10 10:32 AM

Hi Capn...Cheeky I know but would it be possible to use just the dials, ie compass, telegraph etc on there own ?

Think they are bloomin fantastic

CapnScurvy 05-05-10 04:01 PM

Quote:

Originally Posted by itman
Could I just copy over the files from patch-april or is some more tweaking required?

This is regards to RFB 2.0 and it's latest patch of 23April2010. I'm afraid more tweaking is required.

I hadn't noticed the latest patch (as of this morning), the base RFB 2.0 post had not yet been updated from the March patch. I did find it further down the thread and checked it out. I see what differences the latest patch makes compared to MaxOptics and I've just about completed a compatible version for it. The camera.dat file has been changed significantly regarding the parameter "Angular Angle". The Angular Angle refers to the general "field of view" of the various stations. In short the latest patch decreases the field of view (what you can see from left to right within a given specific area) which will create a more magnified view if left alone without additional zoom magnification. I've not read the specific reason for the departure from stock or past RFB's modifications, but I'm guessing it may be an attempt to use the Telemeter (hash marks) for their intended purpose at the periscope's and TBT views.

My plan is to release a compatible MaxOptics version, not disturbing the RFB intent and yet still provide an optical supplement that will provide a higher magnification when you want it. A little more testing and I'll release it.

I've been working on a modification to do exactly this same thing (use the Telemeter marks to accurately find range and AoB). The first and foremost task is to have the "view" you use to accurately display what you should be able to measure. I'll admit the stock game is inaccurate in this endeavor. Mainly because mast heights or given ship lengths are wrong for the game to use. That's why I modded the SCAF fix, correcting the various reference point 'heights" the game uses for manual range finding. More importantly, I've been finding views determined by such parameters as Angular Angle are wrong too!! The math just isn't adding up as it should be.

For instance, one degree of angle, at 1000 yards should cover the distance of 52.3 feet, and should do this at ANY magnification. Not so with the stock game. Does RFB? I don't know, and really I'm not looking to correct them if it doesn't. I'm just planning on paddling my own boat and I don't plan to paddle theirs.

Anyway, give me a day or two to complete a compatible version for the latest patch.

itman 05-06-10 04:39 AM

Quote:

Originally Posted by CapnScurvy (Post 1383221)
... snip alot ...

Anyway, give me a day or two to complete a compatible version for the latest patch.

Thank you. And no need to rush things...:salute:

cheers

CapnScurvy 05-06-10 07:52 AM

Quote:

Originally Posted by Chubster (Post 1382932)
Hi Capn...Cheeky I know but would it be possible to use just the dials, ie compass, telegraph etc on there own ?

Think they are bloomin fantastic

Well the work was cobbled together from several sources. I used Jimimadrid's dials (I picked his American black faced dials and used one of his German dial rosette to fit within the center after changing its color to match) and tweaked them a bit to fit. I put the red mark on the outer base ring to identify the subs heading. I used a Larger Hud Dials mod which I believe was made by AOTD_MadMax (but I'm not positive of the original creator, it's been too long to remember where I got it. Doing a search comes up blank) to increase the size. I had to tweak it to fit but the original idea wasn't mine. A few small tidbits like the red telegraph handle or the red compass pointer for setting a new course were mine.

The question is, can they be put into a separate mod for use? The short answer is yes of course. The larger problem is, can a casual player keep track of the various mods that are activated through JSGME to not allow one to overwrite another causing a conflict. Take for instance JSGME, in itman's post he has JSGME's warning (be it in Dutch) of a conflict between files JSGME has already changed. If the files are compatible (one was written specifically to overwrite another) there's no problem with the change. If a file is changed just to satisfy it's intended purpose without regard to any other changes, all hell can break loose.

For the ability to have larger dials appear in the Hud the Menu_1024_768.ini file has to be changed. This file tells the game where, what, and how a 2D object gets put unto the screen. Many mods rewrite this file to accomplish it's intended changes. But when one change doesn't include another for the same file (the game will read only the last file that JSGME has activated, that's why the order of activation in JSGME is so important) parts of the first file will be lost. That's why I state in the README for MaxOptics, place the mod after it's intended compatible mod. If I made just a straight "Magnified Hud Dials" mod there's a good chance it will be used with other mods and BAMM, it will conflict with any that changes the Menu_1024_768.ini file.

Long story short, it will save you and me some grief. :88)


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