View Full Version : difference between atk and observation scopes?
Atony94
11-23-08, 12:24 AM
what is the difference between the attack periscope and the observation periscope?
Im playing 35% realism at the moment (watching vids as i type on how to manual target) so maybe when i make the big leap from auto target to manual target there will be a difference? because right now they look the same.
Lower power "X",greater field of view,Overhead view for A/C (vertical) back-up for damaged Atk.Scope
Arclight
11-23-08, 05:03 AM
Observation scope head was also larger and let in more light. Drawback was that it was easier to spot, but because it let in more light it offered better vision at night.
Of course none of this, except the greater mobility so you can scan the sky, is actually modeled. :roll:
Hmm...on my rig the observation scope is brighter. I often use it on very dark nights because I can see better with it.
Nisgeis
11-23-08, 05:29 PM
If your talking in game, I don't think there is much of difference. I haven't noticed the light diff like banjo has. The attack periscope should be harder to see, as it's tube is smaller, but I don't know if that is actually modelled or not - I'd guess that is the big difference.
If you are talking RL, the obs scope had a thicker walled tube which reduced vibration at speed compared to the attack scope. This isn't modelled in the game. The obs scope also had a horizontal stadimeter as well as a vertical stadimeter, so the AoB could be measured (if you had a reliable target length). In reality this wasn't used very often, as skippers didn't want to spend the time it took to use (the stadimeter is wound into position my a hand wheel and is not in place for instant use as in the game. The horizontal stadimeter requires winding in the vertical stadimeter and then going on to wind it back out and the horizontal one into place). Late in the war the obs scope got an ST radar to get range readings whilst submerged.
It has been said that the obs scope let in more light, but I haven't seen that documented anywhere - if someone could give me a link or a source, I'd be obliged.
Sailor Steve
11-23-08, 05:41 PM
1A4. Useful Definitions.
The term night periscope is used to designate a periscope having both high light transmission and an exit pupil of large diameter.
The term attack periscope is applied to a periscope with a minimum diameter of head at the sacrifice of light transmission and diameter of exit pupil.
http://www.maritime.org/fleetsub/pscope/chap1.htm#1A
Quillan
11-24-08, 08:55 AM
Observation scope head was also larger and let in more light. Drawback was that it was easier to spot, but because it let in more light it offered better vision at night.
Of course none of this, except the greater mobility so you can scan the sky, is actually modeled. :roll:
That actually depends on the mods you use. I don't know about Real Fleet Boat, but Ducimus did model the increased brightness of the Obs scope in Trigger Maru Overhauled. It is definitely brighter at night than the attack scope.
Okay, that must be the deal. I have gone back to TMO.
Arclight
11-24-08, 01:19 PM
Didn't know it was modeled in TMO, never tried that one I'm afraid. I did mod it myself at one point, also increasing the magnification levels to real values and reworking the mask to have the marks be (roughly) correct.
Another thing to note is that the magnification is wrong; in the game it's 1x LP / 4x HP. Should be 1,5x LP / 6x HP. RFB corrects this, dunno about TMO.
Also, with the real scopes you could rotate coloured filters into place to aid in different lighting conditions. When I was messing with my Obs. scope I "placed a yellow filter", and it noteably enhanced visibility at night. :hmm:
virtualpender
11-24-08, 02:09 PM
Whoa, Arclight, any chance of you releasing that periscope mod you developed?
Arclight
11-24-08, 02:26 PM
:huh:
When I did months ago there was no interest. :rotfl:
1. open up the mask file in an editor.
2. create a new layer and paint it yellow
3. make the layer transparent (10 to 15% opaque) and move it below the mask, so you only see the yellow through the openings in the mask.
4. flatten the image / merge the layers and save.
But do make a backup of the original, of course. Instead of yellow you can make it white to brighten up the image, kinda simulating higher light transmission. The more opaque you make it, the greater it's effect.
If I find time I'll make a mod out of it, but no promises there since I'm in the middle of a move. :-? (which reminds me; I still need to get internet there. :cry: )
Soundman
11-24-08, 02:40 PM
Observation scope head was also larger and let in more light. Drawback was that it was easier to spot, but because it let in more light it offered better vision at night.
Of course none of this, except the greater mobility so you can scan the sky, is actually modeled. :roll:
That actually depends on the mods you use. I don't know about Real Fleet Boat, but Ducimus did model the increased brightness of the Obs scope in Trigger Maru Overhauled. It is definitely brighter at night than the attack scope.
Ditto...Ducimus did lighten up the O Scope in TMO.
virtualpender
11-24-08, 06:13 PM
Arclight - thank you for responding so promptly! I'm going to try and tackle the mask editing this week.
What file can I edit to correct the scope magnification?
Thank you again!
Arclight
11-24-08, 07:48 PM
http://www.subsim.com/radioroom/showthread.php?t=144834#post994370
;)
For the magnification you can check Cameras.dat (you'll need s3editor). Any further questions can be deposited in that thread, to avoid derailing this any further.
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