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View Full Version : [REL] Hitman's optics for GWX3


Hitman
02-03-09, 04:02 PM
This mod is a direct export of the NYGM one you already know, though some minor improvements/changes have been done. I wanted to add much more stuff, but if I keep tweaking it, it will never get released :damn:

Thanks to Kaptain Lehman for providing permissions for the use of many files.

Read the readme well before installing!!!!

SCREENSHOTS:

Attack Scope:

http://img19.imageshack.us/img19/1091/46123552jz0.th.jpg (http://img19.imageshack.us/my.php?image=46123552jz0.jpg)

Observation Scope:

http://img244.imageshack.us/img244/5480/67656071tr6.th.jpg (http://img244.imageshack.us/my.php?image=67656071tr6.jpg)

UZO:

http://img19.imageshack.us/img19/8507/uzokf2.th.jpg (http://img19.imageshack.us/my.php?image=uzokf2.jpg)

Get it here: http://files.filefront.com/Hitman+Optics+for+GWX3+v1rar/;13190715;/fileinfo.html

onelifecrisis
02-03-09, 04:37 PM
:rock:

It's about time this came to GWX. :ping:

Weiss Pinguin
02-03-09, 04:48 PM
Very cool :yeah:

Jimbuna
02-03-09, 04:52 PM
Will certainly have a crack at this H....Danke matey http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

geosub1978
02-03-09, 05:11 PM
Yup, these optics are very good, especially the work on FOV is very tallented. I would just suggest a more rusty glass. :salute:

lutzow
02-03-09, 05:51 PM
:o Now it's just WOW :yeah:
Thank You Hitman - cool work:salute:

bigboywooly
02-03-09, 05:53 PM
Sweet
Rarely get to play NYGM so this is good news as use GWX more
Thanx Hitman

Hitman
02-04-09, 08:35 AM
Many thanks, hope you enjoy it :up:

Sailor Steve
02-04-09, 03:06 PM
Simply mahhhvelous dalink!:rock:

bert8for3
02-04-09, 04:21 PM
Thanks much, gonna try it out for sure.

Fubar2Niner
02-04-09, 04:26 PM
Thanks muchly Hitman. I particularly like the UZO :rock:

Best regards.

Fubar2Niner

Laufen zum Ziel
02-04-09, 11:18 PM
Very well done.....

popcorn2721
02-05-09, 07:22 AM
Looks pretty sweet. Im downloading this now..will try later this afternoon.

Laufen zum Ziel
02-05-09, 11:05 AM
Would like to try this mod but when I went to
load it via JSGM I got this message.

"Commands_de.cfg" has already been altered by the "GWX - Integrated Orders" mod.
"Commands_en.cfg" has already been altered by the "GWX - Integrated Orders" mod.
"Cameras.dat" has already been altered by the "GWX - Open Hatch Mod" mod.
"menu_1024_768.ini" has already been altered by the "GWX - Integrated Orders" mod.
"Dials.cfg" has already been altered by the "GWX - Integrated Orders" mod.

Will loading it cause a CTD????? Any solution

Hitman
02-05-09, 11:09 AM
No it will not cause CTD, but you will lose all those previous mods except the open hatch, as my optics will overwrite the relevant files for them. In the open hacth you will only have a weird camera position in the control room, which sometimes goes through the periscope well (Because that well is repositioned in the open hatch mod) but nothing else.

Laufen zum Ziel
02-05-09, 12:10 PM
Thank you Hitman,

Really like the mod & will give it a try.

Uber Gruber
02-24-09, 05:10 PM
@ Hitman

Is there anyway of making the camera.dat file compatible with Open Hatch ? I was trying to find the differences between them with Silent Editor but to no avail.


Cheers, Hans.

Otto Heinzmeir
02-24-09, 08:39 PM
Thanks Hitman. Looks like the greatest thing since sliced bread.

Hitman
02-25-09, 08:10 AM
Is there anyway of making the camera.dat file compatible with Open Hatch ?

I will post ASAP a list of the changes done to the cameras.dat, so anyone can make the mod compatible with whatever other mod that tweaks the cameras.dat

Should have really done that in the release already :oops:

Hitman
02-25-09, 10:21 AM
Here is the relevant info you must have in order to accurately tweak the cameras.dat with S3D Editor (The values you must change are highlighted in red):

A) 2.Node_Dummy_Cam_UZO:

8.Optical---->9.Optical--->Zoom Levels [1] => [0] = 7

B) 126.Node_Dummy_Cam_Obs_Periscope:

134.Optical---->135.Optical--->Zoom Levels [2] => [0] = 1,5 [1] = 6

136.CameraParams--->137.CameraParams---->Angular Angle = 47,0

C) 138.Node_Dummy_Cam_Periscope:

146.Optical---->147.Optical--->Zoom Levels [2] => [0] = 1,5 [1] = 6

148.CameraParams--->149.CameraParams---->Angular Angle = 47,0

D) 150.Node_Dummy_Cam_Binocular:

156.Optical---->157.Optical--->Zoom Levels [1] => [0] = 10

ref
02-25-09, 11:17 AM
In the open hacth you will only have a weird camera position in the control room, which sometimes goes through the periscope well (Because that well is repositioned in the open hatch mod) but nothing else.

Hitman, try reducing the radius value in the AxisRotation controller of the interior Aft camera, I'm at work now, so I don't have the value I use for GWX3, but something like 0.01 should do the trick.

Ref

Oneshot/Onekill
02-26-09, 02:14 PM
Hello Hitman.

I would first like to say that i really like the new optics, it looks so much more realistic than before. I did find a small bug that i thought you might like to know about, it doesnt affect the function of the 3 different scopes. the only way you can select your topedo tubes is by left clicking on the green illuminated buttons.
You can't use the manual torpedo selector as you normally would by left clicking and dragging, also there are no roman numerials on the selector. Like i said before
not a big deal, just thought you like to know!:rock:

Oneshot/Onekill
02-26-09, 02:19 PM
There is one more thing that i forgot to mention, and i thought you might be able to elaborate a little more. I'm having a real hard time with this new method of targeting without the Stadimeter:damn: I printed off the table that you provided but i noticed that it only goes to 35meters for mast height, how do ia calculate for masts that are significatley higher than this such as the liners that VonDos has modded for example?

Any suggestions would be very much appreciated.:up:


PS Keep up the great work.

Hitman
02-26-09, 04:00 PM
Thanks for the feedback and compliments :up:

the only way you can select your topedo tubes is by left clicking on the green illuminated buttons.
You can't use the manual torpedo selector as you normally would by left clicking and dragging

Humm...first time I hear about that way of selecting torpedo tubes...didn't even know it existed :haha:

there are no roman numerials on the selector

Yes, that only happens with GWX (Not with the original NYGM version of the mod) but I can't tell why. In any case, it is better like this because the roman numbers in the salvo dial are only correct for the Type IX - and that is a hardcoded bug, I'm afraid.

I printed off the table that you provided but i noticed that it only goes to 35meters for mast height, how do ia calculate for masts that are significatley higher than this such as the liners that VonDos has modded for example?


Use another part of the ship as reference :) . I usually prefer to estimate funnel or bridge heigth based on known or estimated mast height, as it is easier to see at higher distances. In the recognition manual picture there are also many times background lines that help you dividing in equal parts the heigth and guesstimating the heigth of another keypoint in the ship.

Good hunting

Oneshot/Onekill
02-26-09, 04:06 PM
Thanks for the good advice. I'm going to give it a go this evening.:up:

Otto Heinzmeir
02-26-09, 04:44 PM
I liked this mod before I even tried it out. But after using it, its just totally awesome. At first I thought that each hash represented 10 but then realized that they had to be 20 and the printed number 10 represented 100.:D Its actually easier to use than the stock method and seems more reliable at long distances.

Scape
05-16-10, 01:08 PM
Love this mod but is there any chance of getting this to work with the integrated orders mod?