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Old 03-18-2010, 05:56 PM   #1
Arclight
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Default [REL] More realistic periscope v1.3

Changes some values for the periscopes to correspond to historical values;

Attack scope magnification: 1.5x/6x (low power/high power), stock was 1x/4x.
Attack scope elevation: -15/+20 (in degrees), stock was -10/+20.

Observation scope magnification: 1.5x/6.x, stock was 1x/4x.
Observation scope elevation: -10/+90, stock was -10/+80.


Changes attributes for all optics to be as authentic as possible.

Made another version that includes OPCF.

Range can be measured with scopes:

target height x 1000 / measured mils (in low power)
target height x 4000 / measured mils (in high power)

Say a target has a mast that stands 30m above the water. Put the horizontal crosshair on the waterline and measure the top of the mast on the scale. Say the measured height is 20 mils in low power:

30 x 1000 / 20 = 30.000 / 20 = 1500m

80 mils in high power, same target:

30 X 4000 / 80 = 120.000 / 80 = 1500m

Mils can be read from the horizontal bars, the "10" mark in attack scope is 100Mil. Took some liberty to make those marks more easily spotted, since the numbers from the stock game still show up in the wrong place.

Credit: To Hitman for the excellent illustrations. Everyone that contributed in this and the "graticule thread". To Elanaiba for his "freecam zoom" mod, which's changes have been incorporated into the .cam file (no more separate versions, too much clutter). To CCIP for his freecam tweaks.

Extract into JSGME "MODS" folder and enable 1 of 4 versions; OPCF adds a coloured overlay to the observation periscope.


DOWNLOAD (565KB)


TDW UI package:


DOWNLOAD (525KB)

-------------------------

MRP patch pack

Since the aspect ratio of the system the game is played on affects the accuracy of the periscope reticule, "More realistic periscope" needs patches to correct this.

Pack includes patches for these aspect ratios:

16:9 (ratio=1.7778)
25:16 (ratio=1.5625)
5:3 (ratio=1.6667)
5:4 (ratio=1.25)
85:48 (ratio=1.7708)
8:5 (ratio=1.6)

4:3 is supported by default.

If you need to determine which aspect ratio you're running, divide the first number of the resolution by the second number. Then compare the outcome to the ratios listed above and look for a match. Ratios are rounded to the 4th decimal.

Should you have any questions or problems, or if you have an unsupported aspect ratio, please comment in this thread.


DOWNLOAD (31KB)


Note: this is designed to be enabled as a mod. JSGME will display an overwrite warning when enabling this after enabling MRP. This is normal and needed to correct the file in need of alteration.

Make sure you do in fact enable MRP first, before trying to patch it.


-.-. .... .- -. --. . .-.. --- --.


v1.2
- updated masks to look more authentic
- tuned angular angle to make reticle usuable

v1.3
- include CCIP's freecam tweaks
- binocular 8x zoom
- further enhanced accuracy for measuring with reticle
- darker masks (light version also available)
- version compatible with TDW UI
- thicker shadow around egde (looked jaggy at some aspect ratios)
- circular UZO and binocs view
- changed reticle on attack scope, essentialy identical to obs. scope
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Last edited by Arclight; 07-09-2014 at 09:58 AM. Reason: v1.3
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Old 03-18-2010, 05:58 PM   #2
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Default v1.3 samples

Normal; attack scope, observation scope, obs. + OPCF and UZO respectively:

(Click to enlarge)

Light version, same order as before:

(Click to enlarge)

Last edited by Arclight; 04-03-2010 at 02:17 PM. Reason: v1.3
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Old 03-18-2010, 06:00 PM   #3
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Nice, I'll try this out later
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Old 03-18-2010, 06:08 PM   #4
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Well, it certainly will improve gameplay to be able to see your targets better.

Excellent job either way.
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Old 03-18-2010, 06:13 PM   #5
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Excellent job Arclight, both realistic and immersive, thankyou. Much better than stock.
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Old 03-18-2010, 06:15 PM   #6
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Being something purely focused on realism, I doubt it will garner much popularity though. Problems are that you lose the reticules, and that a lot of mods mess with "cameras.dat" causing this to take a backseat most of the time.
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Old 03-18-2010, 06:36 PM   #7
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Hitman made some REALY good grading graphics for NYGM and GWX that has the real scope gradings. He then also calibrated the camera.dat file to show the correct image.

One question Arclight:

Did you calibrate the scope linier field of view through the Angular Angle factor in the camera.dat file ?


Here is my own camera.dat mod showing the Emden Light Cruiser (146 meters long) at a distance of 1000 meters from the periscope. It so happens, that the scope in x6 has a 9° Angular Field of View and a Linier Field of View of 147 meters for a distance of 1000 meters.




As you see the Emden fills the entire scope from side to side with its 146 meters, witch it should.

This is adjusted with the "Angular Angle" factor/setting under Camera Parameters. I sat mine (after some tests forth and back) to 82 and got the above result. Next step will be to incorporate Hitman's old realistic graduations for the scopes. But I'm not really strong in that part of the Mod circus......
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Old 03-19-2010, 09:54 PM   #8
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Quote:
Originally Posted by Mav87th View Post
Hitman made some REALY good grading graphics for NYGM and GWX that has the real scope gradings. He then also calibrated the camera.dat file to show the correct image.

One question Arclight:

Did you calibrate the scope linier field of view through the Angular Angle factor in the camera.dat file ?


Here is my own camera.dat mod showing the Emden Light Cruiser (146 meters long) at a distance of 1000 meters from the periscope. It so happens, that the scope in x6 has a 9° Angular Field of View and a Linier Field of View of 147 meters for a distance of 1000 meters.




As you see the Emden fills the entire scope from side to side with its 146 meters, witch it should.

This is adjusted with the "Angular Angle" factor/setting under Camera Parameters. I sat mine (after some tests forth and back) to 82 and got the above result. Next step will be to incorporate Hitman's old realistic graduations for the scopes. But I'm not really strong in that part of the Mod circus......
I want this scope view with all the attack dials etc. What mods do you have installed to get it? Is it just this mod or are there additional mods I need to install?
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Old 03-20-2010, 04:03 AM   #9
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Try this thread

http://www.subsim.com/radioroom/showthread.php?t=164512

thats the mod i have installed for working TDC dials.
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Old 03-20-2010, 06:17 AM   #10
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No, I didn't tune the angular field. That's exactly the question I've been repeating for a bit: how do you calculate it?

Don't know how to determine proper placement for the marks either, for that matter.
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Old 03-22-2010, 03:25 AM   #11
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Updated link, made a few changes:


Observation scope zoom is the same as attack periscope (1.54->1.5 and 6.1->6).

Reworked mask to incorporate the reticule which disappeared after changing zoom. Purely cosmetic though, at least it looks the part.

Added a version integrating the colour filter from OPCF; 4 versions in all:

MRP
MRP+Freecam zoom
MRP+OPCF
MRP+OPCF+Freecam zoom

Credit for the freecam tweaks go to Elanaiba.


Striving for realistic optics, much like the ones Hitman did for SH3. For the moment, other similar projects are underway and I have my own as well, so I'll leave it at this for now. If the others don't work out or something, or other projects are complete, I'll pick this back up.

Previews in post #2 updated.
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Old 03-22-2010, 06:39 AM   #12
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If you're striving for realistic optics, then the Attack scope would be darker to look through than the Observation scope. The head was smaller and thus it let less light in. This became apparent particularly at night. I have seen this simulated before with a slighty darkened mask on the attack scope. Should be pretty easy to implement for someone with your talent
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Last edited by The General; 03-23-2010 at 09:52 AM.
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Old 03-22-2010, 06:59 AM   #13
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Aye, about 41% light transmission for the observation scope and even less for attack scope.

Also smaller exit pupil on attack scope, so maybe add a little more shadow to restrict vision further.


Little busy at the moment, but will keep it in mind.
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Last edited by Arclight; 03-30-2010 at 01:10 AM.
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Old 03-22-2010, 04:05 PM   #14
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Ahhhh sorry Arclight - i thought you knew about the math behind it.

You can not per se calculate the value you need to put into camera.dat, but you can calculate what the Linier Field of View need to be at a certain range.
Thats what i did with the Emden Cruiser.

A is the Angular Field of View (for the scope thats 9° in high power fx.)

17,45 x A x 1000 = Linier FOV in mm at a range of 1000 meter

aka 17,45 x A = Liner FOV at 1000 meters

so in high power and a range of 1000 meters the scope need to cover 157 meters from the left edge to the right edge of the scope. That fits with an Emden Cruisers length.

I know that you CAN somehow calculate the value to put into the Camera.dat, but i have to "dig in" to find that. I allways found it easier to just adjust it to fit.
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Old 03-22-2010, 04:06 PM   #15
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Thanks makes a noticable difference excellent.

Snall request : any chance you could add more zoom to the binoculars as well ?

Thanks in advance,

Ringy.
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