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View Full Version : [REL] maxoptics 1.4


WernerSobe
01-29-08, 11:33 AM
this little mod increases view and zoom for attack periscope by 75% making the use of stadimeter easier and more accurate...

this picture is taken at 1800 yards.

http://img201.imageshack.us/img201/8107/maxopt1mk2.jpg


http://img87.imageshack.us/img87/9189/maxopt2rc1.jpg




Download: http://files.filefront.com/maxopticszip/;9533480;/fileinfo.html

Fincuan
01-29-08, 02:01 PM
Finally :up:

After trying OLC's "zoomed in" observation periscope in SH3 I've been wanting for something similar for SH4, but haven't quite got up to do it myself.

Good job WernerSobe!

ATR-42
01-29-08, 03:18 PM
Nice work Mr. Sobe, thank you :arrgh!:

eatmafish
01-29-08, 07:35 PM
Thanks Mr. Sobe. Very good! :up:

Stary Wuj
01-30-08, 04:22 AM
Thank You, it's really work fine (accurate) with stadimeter ?
Just courious :D

Best Regards

Stary Wuj

PS. Very helpfull indeed.

sergbuto
01-30-08, 04:33 AM
Isn't that cool? I am edicted to a large opening in the periscope view since SH2 times. :)

Donner
01-30-08, 09:11 AM
Great mod! :D

I decided to try this mod without CapnScurvy Range fix manual. And it is a vast improvement for those that want to use the target's mast height to determine range.

Well done again WernerSobe!! :up:

Topo65
01-30-08, 09:19 AM
GOOD JOB! Downloading!!!!

Thx, WernerSobe!!!!:up:

Bluesub 6
01-30-08, 09:37 AM
Just download, will try later!

Meridian
01-30-08, 10:14 AM
Just installed and tried it but i'm getting a large translucent rectangle in the middle of the image. I assume this is something to do with screen rez but I can't remember the fix.

I'm running at 1680x1050.


EDIT: Just realised that it only shows in the lowered position. Works fine when it's raised.

Donner
01-30-08, 11:22 AM
Just installed and tried it but i'm getting a large translucent rectangle in the middle of the image. I assume this is something to do with screen rez but I can't remember the fix.

I'm running at 1680x1050.


EDIT: Just realised that it only shows in the lowered position. Works fine when it's raised.

Yes, that's the 3d "mask" for the periscope well. It is a small glitch, but very minor...doesn't take away from the brilliance of this mod.

Bluesub 6
01-30-08, 12:59 PM
Nice work WernerSobe:up:
Running at 1600x1200!

Stary Wuj
01-31-08, 05:00 AM
Just installed and tried it but i'm getting a large translucent rectangle in the middle of the image. I assume this is something to do with screen rez but I can't remember the fix.

I'm running at 1680x1050.


EDIT: Just realised that it only shows in the lowered position. Works fine when it's raised.
Yes, that's the 3d "mask" for the periscope well. It is a small glitch, but very minor...doesn't take away from the brilliance of this mod.
Hmmm, just asking, it is possible to do something with this so called "mask" for periscope ? I have the same effect as described above, resolution 1280x1024.

Best Regards

Stary Wuj

WernerSobe
01-31-08, 05:31 AM
Just installed and tried it but i'm getting a large translucent rectangle in the middle of the image. I assume this is something to do with screen rez but I can't remember the fix.

I'm running at 1680x1050.


EDIT: Just realised that it only shows in the lowered position. Works fine when it's raised.
Yes, that's the 3d "mask" for the periscope well. It is a small glitch, but very minor...doesn't take away from the brilliance of this mod.
Hmmm, just asking, it is possible to do something with this so called "mask" for periscope ? I have the same effect as described above, resolution 1280x1024.

Best Regards

Stary Wuj

resolution doesnt matter. I couldnt find a way around it sofar.

Stary Wuj
01-31-08, 11:05 AM
I understand, anyway, great mod, thank You very much :D

Best Regards

Stary Wuj aka Koci

Sailor Steve
01-31-08, 11:11 AM
Looks great! Now go make one for SH3!:lol:

Anvart
01-31-08, 11:43 AM
Isn't that cool? I am edicted to a large opening in the periscope view since SH2 times. :)
Ничто не ново под Луной ... :D
Nothing is new under the Moon ...

fvd
01-31-08, 01:35 PM
Great mwork WernerSobe!

But i am wondering, what was the "real" magnification of the attack persiscope?

Regards,
fvd

ReallyDedPoet
01-31-08, 06:23 PM
Nice work, especially helpful at night :up:


RDP

Capt Jack Harkness
02-07-08, 02:01 AM
Great mwork WernerSobe!


But i am wondering, what was the "real" magnification of the attack persiscope?

Regards,

fvd


From what I've read, both scopes had 1.5x low power and 6x high power (this is what I've set mine to), the only real difference was the larger head on the observation (night) scope for a brighter sight picture at night. I've actually been wondering how to accomplish this effect in-game myself...

http://www.bowfin.org/website/bowfin/bowfin_systems/periscope/periscope.htm

Xantrokoles
02-16-08, 04:44 PM
great:up:

if u got this u know why the torpedoes have the feature -slow speed-

andycaccia
02-17-08, 12:49 PM
Yes.. the scopes on us subs had max 6.0x high power. But does the stock game already use correct magnification? How can we change it?:hmm:

CapnScurvy
02-17-08, 01:00 PM
Great mod! :D

I decided to try this mod without CapnScurvy Range fix manual. And it is a vast improvement for those that want to use the target's mast height to determine range.

Well done again WernerSobe!! :up:

I've been sceptical about changing the Zoom within the periscope or TBT because so many folks like the "Realism" factor. As with other replies within this thread, people are questioning the authinticity of what is the correct view of the real life periscope? In my opinion (if it helps in game play) go for it!!! We seem to forget this is still just a game, no true lives will be lost or saved with its use. Having it fun is a key object. So my hats off to you WernerSobe!! I've wanted to change the view to help in range finding but being the new guy on the block seems to create a fair amount of controrversy with a different approach.

One thing I was concerned about is wether your tweaks did anything to skew the manual range finding. I'm happy to say it did not. There are other ways of fooling with the Camera.dat file that will create problems for the Stadimeter, but you avoided those tweaks!!

I thought I would run a couple of tests on range finding and the below picture shows the Carrier Shokaku with the stock game file mast height of 29 meters. The Stadimeter image is at the only mast worth considering to mark, with a previous range to target of 1231 meters showing in the PK. (I like the wide field of view, and of course the dramatic zoomed effect.) The actual range to target in this stationary ships test is 1384 meters. That's a 153 meter difference.

http://i175.photobucket.com/albums/w132/crawlee/SH4Img2008-02-17_120240_046-1.jpg


The next image shows the Ship Centered, Accuracy Fix running in the stock game with a much improved found range of 1387 meters. (I decided to set the correct mast height of 32.5 meters for the top of the flag.) That's just 3 meters off the correct range of 1384.


http://i175.photobucket.com/albums/w132/crawlee/SH4Img2008-02-17_115509_453-1.jpg


As you can tell, the ability to "see" the mast top is a great improvement. However, the trouble of having incorrect mast heights within the stock game is still the basic problem. Lately I've been working on trying to keep up with the various changes that RSRDC PIII has come up with and it seems every time I'm almost finished with the latest patch another comes out. I see a new patch was released yesterday. I don't mind too much but, I would like to release a new stock edition of SCAF. I just have not had time to finish the job, when the dog wages the tail.......:doh:

Werner, I'm going to send you a PM regarding the black image of the scope when it's in the rest position. It should help in creating the all dark image that is desired.

Capt Jack Harkness
02-18-08, 07:54 PM
Yes.. the scopes on us subs had max 6.0x high power. But does the stock game already use correct magnification? How can we change it?:hmm:

You need to go into Data\Library and open Cameras.dat with Silent 3ditor. Select either periscope or obs periscope for whichever you want to modify and then select Optical, then Properties. The base zoom is 1x minimum and 10x maximum.

andycaccia
02-21-08, 03:14 PM
Thank you Captain!!:sunny:

Sailor Steve
02-21-08, 04:39 PM
I've always thought that making the view bigger was much more realistic than changing the magnification. It also feels more real in that you would have your eye pressed to the lens in real life, so all you would see was the view.

As I jokingly said before, but serious now: I would love to see something similar for SH3.

Paajtor
02-21-08, 06:14 PM
Looks sweet...gonna try it straight away. :D

Paajtor
02-21-08, 06:31 PM
:cry: won't work with the ROW-camera I have (ROW Camera vs_1a)...I get a conflict, and neither the ROW-cam nor your scope-change works.
I used the one for Stock, hoping it wouldn't harm.

Any plans for more versions?

P.

geosub1978
02-24-08, 06:19 AM
Does anybody really know how we could apply true bearings on the periscopes mask's instead of relative?

Munchausen
02-25-08, 06:00 PM
Does anybody really know how we could apply true bearings on the periscopes mask's instead of relative?

:cool: When at the periscope, open up your TDC. On the bottom wheel, true bearings are on the outer ring, opposite relative bearings on the inner ring. Your true heading will be on the outer ring, opposite "0" relative bearing on the inner ring.

geosub1978
02-26-08, 11:37 AM
That's true!

I am speaking of a true bearing layer under/above or even instead of the relative bearing layer on the periscope mask, as long as the compass bearings are true and periscope and UZO are relative.

Or I would say that an inner relative bearing cyrcle in the compass would be OK!

I think that this would be very helpful and realistik as well douring realistik target approach procedures!

ustahl
03-05-08, 06:37 PM
Is this mod supposed to work with the Addon v1.5 as such, or will it be updated to work with the U-Boat Missions Addon?:hmm:

NonWonderDog
03-05-08, 08:23 PM
I think it will screw up various U-Boot screens if you try to apply camera mods (like this one) to 1.5. I'm not sure on that, though.


What I've been doing, is I've been using Silent 3ditor to change the periscope magnification levels from 1x and 4x to 1.5x and 6x in cameras.dat. The path is "Node - _Dummy_Cam_Periscope_" -> "Optical" -> "Properties" -> "ZoomLevels" for the attack scope and it's very similar for the observation scope.
Then I go and take my favorite periscope overlays and scale them up 50%. That does make them a bit blurry, of course, and the U-Boot reticles aren't labelled correctly anymore.

I have no idea if that makes it really look like the realistic 1.5x and 6x, though. I think the tick marks are a bit off, too. I've done a lot of very accurate optics work with Armed Assault (such as this fully functional and accurately scaled TPD-K1 (http://gallery.filefront.com/NonWonderDog//814910/)), but I haven't quite figured out the field of view settings in SH4 yet. If I find some references i might try my hand at some to-scale reticles, but now that I've got free time again I really should be working on that tank mod.

ustahl
03-06-08, 04:00 AM
Thanks. I've never done such modding before, but with your advice I might give it a try. It's never too late to try learning new skills. Not sure of the outcome though.:hmm:
I wish some you actual modding gurus (WernerSobe?) would fix this, however.:smug:
Btw your tank optics looks amazing.:up:

Mav87th
03-12-08, 03:51 AM
Try to look at this old mod.

http://www.subsim.com/radioroom/showthread.php?t=115525


Feel free to copy anything you like from it.

eatmafish
03-12-08, 05:40 PM
I tried to overwrite the uboat periscope skins with some of maxoptics' mod files and looking good so far. :rock:

see my uboat video -

http://www.youtube.com/watch?v=HKQIun3T9Rk

the only thing maybe the depth gauge to the left blocking some of the scope but not big deal to me.:arrgh!:

Sailor Steve
03-12-08, 10:44 PM
That does look good. I'm glad it's working well, as I like both theaters and both campaigns, but can't play SH4 yet, due to poor equipment. It looks like the add-on is taking the direction of bringing everything up to SH4 standards, and it will be nice to have the 'MaxOptics' views for all submarines.

ustahl
03-13-08, 12:57 PM
I tried to overwrite the uboat periscope skins with some of maxoptics' mod files and looking good so far.
I think that is what I actually did, too, and got the nice maxoptics visions.:)
I made my v1.5 Addon maxoptics adoption simply as follows: From the original maxoptics 1.4 I took only the file
Data\Menu\Gui\Layout\Periscope_Mask_1024.dds and copied it into a new JSGME-able mod with following structure:
Data\Menu\Skins\American\Gui\Layout\Periscope_Mask _1024.dds and Data\Menu\Skins\German\Gui\Layout\Periscope_Mask_1 024.dds.
This way I have a JSGME-able maxoptics mod that works and looks well in the UBM Addon for both the Fleetboats and the U-Boats.:yep:

I'm looking for one improvement, though. This maxoptics periscope overlay shows rather thick black cross hair lines, which possibly are not historically correct. Does any body know how to get rid of those cross hair lines??:roll:

Credits go of course to Werner Sobe for the original maxoptics 1.4:up:

Snakeeyes
04-07-08, 08:51 AM
Sub gurus... how realistic is this?

Yoda
05-20-08, 06:47 AM
Great Mod :yep:, i have a question/request though.

I use 1650x1080 widescreen and if possible? i would like to have the cross-hair and markings thinner as they appear now. I reckon the used drawings is still the design for 1024x768?

Im a not a modder myself and i really appreciate if someone have an idea or fix for this (what file name has the crosshairs? i got a dds mod tool now :) ).

Thx a bunch

Rockin Robbins
05-20-08, 11:44 AM
Arrrrrrr!:arrgh!: I'm a realism wonk and I throw my hat in the air with Capn Scurvy. If it makes your game more fun it's a great mod. If it's not my cup of tea I'll not stand in the way of those who love it. Somewhere there is a player who kept playing SH4 because this mod or Capn Scurvy's mod made the game playable for them. Great job Werner! Glad to see you around these parts again.:up:

Mav87th
05-20-08, 01:34 PM
Sub gurus... how realistic is this?

Hey Snakeeyes

Im not sure with what numbers is used in the mod here, but the good news is you can test the "optics" out your self.....and its rather easy

If you like i can email you a mission for SH-4's subschool where you can test it with the below method.

Test parameters:

Vs. a Kiturin Maru that in the ONI-208-J manual is listed with a length of 427 ft. The Maru is listed with an A, with indicates that its certain data. Im hoping the dev's made the ship from good drawings:arrgh!:

Angular Length and Linier Lenght for this ship placed at 400 yards. is

((427ft. / 3) / 400 yards) * 57,3 = Angular Lenght (20,4°)

So the Kiturin Maru should fill 20,4° of vision at 400 yards range

The real scope has two levels of zoom, x1,5 and x6. It has some tickmarks horizontaly and verticaly. Each time there are three tics there is a hashmark. (see top post image in this post http://www.subsim.com/radioroom/showthread.php?t=134349)

In x1,5 scope (low power) 20,4° is the same as 20,4 ticks in total as each tick mark is 1 deg. In x6 scope (high power) its 81,5 ticks in total as each tick here only represents 0,25 deg.

The ship was in mission editor placed at 366 meters (equal to 400 yards), 732 meters, 1098 meters 1464 meters and 6862 meters away

The targets should fill the below amount of tickmarks in your high power zoom (x6 zoom) and in low power zoom (x1,5 zoom)
High - Low
81,6 - 20,4 at 400 yards
40,8 - 10,2 at 800 yards
27,2 - 6,8 at 1200 yards
4,4 - 1,1 at 7500 yards

The formula to figure this out is the following: (ship lenth in yards / Range in yards ) * 57,3 = Angle in degree's

In low zoom each tick is 1 deg.
In High Zoom each tick is 0,25 deg.

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

In my periscope mod i have the zoom levels of the scopes set to 1,5 and 6 and then i have calibrated the angular angle value so the linier length's of the Kiturin Maru is correct. And its correct at all ranges. This enables manual stadimeter shots without having to ID the ship first, It allso works 100% with the ship id'ed only when this is done you NEED to take the stadimeter reading from the point that has been entered into the ships dat file as the mastheight (it could be the funnelheight and then you need to take the reading on the funnel).

I could point you around to different posts, but i would rather on request give you a guiding to how to fix it in your own install, as its a bit complicated to shuffel around to different postings.

First of all test the scope you have now, it might be correct - making any further work redundant :ping:

CapnScurvy
05-20-08, 02:18 PM
Great Mod :yep:, i have a question/request though.

I use 1650x1080 widescreen and if possible? i would like to have the cross-hair and markings thinner as they appear now. I reckon the used drawings is still the design for 1024x768?

Im a not a modder myself and i really appreciate if someone have an idea or fix for this (what file name has the crosshairs? i got a dds mod tool now :) ).

Thx a bunch

Yoda, try these scopes. They are the ones I use in my SCAF (http://www.subsim.com/radioroom/showthread.php?t=126016) mod for accuracy in manual range finding. Give cerdit to the fine work of Captain Cox's for the outside image, I reworked the lines for clarity, and enhanced them to have greater visibility at night. I also modified the lens to have a weathered appearence. There are two different sets of scopes included in the download, one to be compatible with the SH4 patched to 1.4, and the other for SH4 patched to 1.5 Addon. They are JSGME compatible.

The download site is here for CapnScurvy's Scopes (http://files.filefront.com/CapnScurvys+Scopesrar/;10282131;/fileinfo.html)

Cheers


Hey RR, how's the peanuts?? :D

Yoda
05-20-08, 04:53 PM
@Capnscurvy: :up:

I run SH4-1.5 with TMO and RSRDC TMO 371 is the mod compatible with this setup?

thx again :)

CapnScurvy
05-20-08, 07:29 PM
@Capnscurvy: :up:

I run SH4-1.5 with TMO and RSRDC TMO 371 is the mod compatible with this setup?

thx again :)

OOOOOOH, you're going to start throwing other mods into the mix!!! TMO has it's own set of scopes, I'm pretty sure RSRDC whatever does not. So if you don't like the TMO scopes, you should activate TMO first, then it's your choice to activate the CapnScurvy Scopes next OR RSRDC 371; then the last one of the three. The TMO scopes will be overwritten by the Capn Scopes and RSRDC won't bother the image change at all. Just make sure you use the "Attack Scopes SH 1.5" in the JSGME MODS folder to activate the change for the type of patched game you have.