View Full Version : [REL] Optic update for DarkWraith's New UIs
These updates are based off of Hitmans U-boat optic PDF he posted on these forums. I have complete redrawn the optics for the Attack Scope, OBS Scope, UZO, and Binoculars to better reflect the images he posted showing the true optics.
Copy folder to mods folder and install with JSGME
V 1.7 released
Version 1.7
Added tint to Attack scope to better come inline with Hitmans observations.
Added Color Filter to OBS scope
Added New Binoc graphic.
Small changes to cameras file
Download 1.7 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1685)
This is made for aspect ration 5:8 if you are using Another aspect ratio please download the additional patch below for your aspect ratio and install after installing the base mod.
Patch for 4:3 and 5:4 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1686)
Patch for 16:9 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1692)
Attack Scope
http://img535.imageshack.us/img535/7247/sh5img20100328183246.png
OBS Scope
http://img338.imageshack.us/img338/8643/sh5img20100328175506.png
UZO
http://img522.imageshack.us/img522/8610/uzog.jpg
Binocs
http://img185.imageshack.us/img185/6279/sh5img20100328183329.png
reaper7
03-27-10, 04:19 PM
Well made Emtguf. These look great. Thanks. :up:
Sailor Steve
03-27-10, 04:47 PM
Very nice!
Hitman knows a lot more than I do, but it seems odd to me that the binoculars would have those markings and the UZO would not, since the UZO is just a special set of binoculars mounted into a frame.
Excuse me!. Where is the download link?
Ok issues all worked out and ready for download.
Sailor Steve
03-27-10, 04:50 PM
He took it down to make a small fix. It's back now.:sunny:
Michal788
03-27-10, 05:06 PM
Emtguf can you add a colour filter?
7thSeal
03-27-10, 05:18 PM
Emtguf can you add a colour filter?
Mainly to the attack scope which I'm sure others will agree. :yeah:
Looking into doing that with the next update so yes, it is planned. :DL
Hello emtgul!. Congratulations for your mod! Please, Could you quit the yellow croshair of the binocular view?
Hello emtgul!. Congratulations for your mod! Please, Could you quit the yellow croshair of the binocular view?
The crosshair is hard coded somewhere other than what the menu editor touches. May take a bit to track down where this graphic is coming from.
I've looked through the scripts and it isn't there either.
So for now it is stuck showing up, till I can track it down.
It is possible that it is hard coded into the game, if that's the case nothing can be done.
7thSeal
03-27-10, 07:54 PM
One other request if you're willing... compatible with the free cam mod?
It seems I have to choose between the two when using your scopes and really want both. :DL
I will look at "Free cam mod" now and see what it changes. Can probably make them compatible
You talking about Free cam Tweak? or which mod exactly?
7thSeal
03-27-10, 08:03 PM
You talking about Free cam Tweak?
Yeah that one, most modded scopes aren't compatible with it but its widely used. :)
Ok it does mess up the calibration of my scopes, however I will take the Free Cam Tweak 1.1 file and mod in my calibration for my Attack, and OBS scope and leave the rest as he has it set up.
That way you can have the other views as his, and the correct calibration in my Attack, and OBS scope.
That work?
7thSeal
03-27-10, 08:11 PM
That way you can have the other views as his, and the correct calibration in my Attack, and OBS scope.
That work?
Heck yeah! :yep:
Ok working on it now, should have it uploaded shortly. Repackaging the mod, so will get it included int he full download.
Ok fixed and uploaded. This is version 1.5 now with Free Cam Tweak 1.1 by CCIP added.
Download available in the first post.
7thSeal
03-27-10, 08:36 PM
Thank you much sir. :DL
Not a problem. Any other requests either drop here or shoot me a PM.
Will do what I can.
Sorry for my English, I'm Spanish. I found the solution to remove yellow crosshire from binocular's view. The solution not is mine. I found in this forum the mod "Removes the binoccular crosshair" from Ragtag. Now I paste in this post the "readme" of this mod:
*********************
Removes the binoccular crossair.
It's done by commenting out 2 lines, Pos and Zone:
\data\Menu\Pages\Page binocular.ini
[G27 I12]
Name=Viewport
Type=1030;Static bmp
ItemID=0x27000001
ParentID=0x27000000
Pos=;32,-53,960,586
Zone= ;32 715 960 586 5 1 0x27010000 0.5 -0.45 0x27000001 -0.5 0.5 0 0
Color=0xFFFFFF00
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/layout/bkgr.tga
Crop 0=0,0,4,4
MatFlags=0x1
TexFmt=0x0
Feel free to add this to any mod package. Give credits where it's due.
Contact:
Ragtag/Subsim.com
raggz@getmail.no
********************
Emtguf, I copy two lines of the Mod of Ragtag:
Pos=;32,-53,960,586
Zone= ;32 715 960 586 5 1 0x27010000 0.5 -0.45 0x27000001 -0.5 0.5 0 0
in the file "Page binocular.ini" of your Mod and work's perfectly!!!
This is the Result:
[G27 I6]
Name=Viewport
Type=1030;Static bmp
ItemID=0x27000001
ParentID=0x27000000
Pos=;32,-53,960,586
Zone= ;32 715 960 586 5 1 0x27010000 0.5 -0.45 0x27000001 -0.5 0.5 0 0
Color=0xFFFFFF00
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/layout/bkgr.dds
Crop 0=0,0,4,4
MatFlags=0x1
TexFmt=0x0
Thank you very much!! to you and Ragtag.
7thSeal
03-27-10, 10:11 PM
In the next release for DarkWaith's New UIs he mentions...
"- give users the option to remove crosshairs in some views"
May just be for when walking around in first person, not sure.
Thanks for the fix. I will add it to the base package!
PL_Andrev
03-28-10, 02:05 AM
Looks great, but I think that the UZO and binocular view is not "natural" (like only one-eye).
Graduation looks fine.
:up:
New Version 1.6 removed crosshair in binocular view. (Thanks Dwail!)
Hm, hm, hm.
I have original a military binocular (not German,'70 yeards, land army) and the crosshairs ARE in this binocular...
Looks great, but I think that the UZO and binocular view is not "natural" (like only one-eye).
Graduation looks fine.
:up:
Hm, hm, hm.
I have original a military binocular (not German,'70 yeards, land army) and the crosshairs ARE in this binocular...
The crosshair that was removed was the crosshair that turns from yellow to red when you target something.
So not really a part of the optics more of like the crosshair in first person mode that tells you something can be clicked on.
Thanks for you, emtgulf. And thanks for all comunity modder. For now I have 39 Mod's and Silent Hunter is very very good.
Ablemaster
03-28-10, 11:15 AM
Good stuff and with Free Cam Tweak 1.1 by CCIP added even better, like the new bino's look too, thanks emtguf :yeah:
Does the range lines turn green during night now like the originals does?
Einsman
03-28-10, 11:57 AM
Very nice!!! Downloading... :up:
Slowly going to look like a simulator. 5th installment of the Silent Hunter series and have not learned anything from Ubi Soft developers. It's a shame ...
Sorry for my English. In my language write better. :D
karamazovnew
03-28-10, 12:20 PM
Since I've uninstalled SH5, I can't test this mod, however the screenshots hinted to me that something is wrong. I downloaded the mod, and looked around the files. And yes, something is definitely wrong.
Any optics image used in this game must behave like a background that stretches uniformly until the image reaches the sides of the screen. Please look at this tutorial:
http://www.subsim.com/radioroom/showthread.php?t=163118
In the page files I've seen that all new optic images have a zone that looks like this:
Zone= 0 896 1024 1024 1 1 0x26060000 0.5 -0.5 0x26000001 -0.5 0.5 0 0
That red "1" corresponds to a scaling mode of constantAspectRatioVertical.
You need to use constantAspectRatioHorizontal for any backgrounds and any optics. This isn't just for looks, as you can see from the pics, the horizontal marks don't correspond with the vertical marks. Your pics were made on a 16:10 resolution which, if I'm right, should induce a 1.2 (1.6/1.33) scaling error horizontally. And using a simple ruler, I saw that in your pics 10 marks vertical correspond to about 8.3 marks horizontal. 10/8.3=1.20....
The Pages files are a part of Darkwraiths mod so I have no modification to any of them (other than the binocular page). That being said the constant aspect ratio that you are seeing is the stock settings for those.
Also the marks are drawn further apart horizontal than they are vertical so that may be the difference you see in the screenshot.
karamazovnew
03-28-10, 01:24 PM
The Pages files are a part of Darkwraiths mod so I have no modification to any of them (other than the binocular page). That being said the constant aspect ratio that you are seeing is the stock settings for those.
Also the marks are drawn further apart horizontal than they are vertical so that may be the difference you see in the screenshot.
Ups, my bad, I didn't realize that the horizontal marks were in degrees. Plus, a constantAspectRatioVertical would not create squashing anyway. However, the rest of my statement is true. Sorry, I can't test this, but can you post 2 pics with the same ship in your sight, one at a 4:3 resolution and one at a 16:10 resolution? In both, the ship should have the exact same size. However, because of that scaling factor, it won't.:timeout:
Ups, my bad, I didn't realize that the horizontal marks were in degrees. Plus, a constantAspectRatioVertical would not create squashing anyway. However, the rest of my statement is true. Sorry, I can't test this, but can you post 2 pics with the same ship in your sight, one at a 4:3 resolution and one at a 16:10 resolution? In both, the ship should have the exact same size. However, because of that scaling factor, it won't.:timeout:
I understand what you are saying. I am working on cameras.cam files to work with other resolutions since I really can't change the pages files as they are not a part of my mod.
One of the things I am doing to get it ready for Version 1.7 actually :)
7thSeal
03-28-10, 02:01 PM
Does the range lines turn green during night now like the originals does?
No, just the crosshairs... be nice if it gets working though.
No, just the crosshairs... be nice if it gets working though.
Not sure exactly where the green line is being generated from. If I can find it I can look into building green lines for the range. However the green lines are projected onto the texture not a part of the texture itself so not sure if it will be possible.
Update in first post. Added support via patch for other aspect ratios.(4:3, and 5:4)
Update Version 1.7 released
I-M-P-R-E-S-I-V-E!!!!!......... F-A-N-T-A-S-T-I-C!!!!!....... Olé! (expresion of my country)
7thSeal
03-28-10, 08:01 PM
Yeah, just tried out the latest version... wow! Nice job. :up:
I can see that I'll have to use the OBS for night attacks now but with the filter I'm already using it more than the attack scope now. :DL
Yeah, just tried out the latest version... wow! Nice job. :up:
I can see that I'll have to use the OBS for night attacks now but with the filter I'm already using it more than the attack scope now. :DL
I am doing the same actually. Although I still like the Attack scope for daylight attacks.
I tried many different scopes for the attack scope and I think this version really gives you an idea how much smaller the optic head was than the obs scope.
badaboom
03-28-10, 09:42 PM
Thank you for making SHV a Playable sim!!!:up:
Frederf
03-28-10, 10:37 PM
Very nice!
Hitman knows a lot more than I do, but it seems odd to me that the binoculars would have those markings and the UZO would not, since the UZO is just a special set of binoculars mounted into a frame.
I know what you mean but there's a PDF floating around that definately says that the UZO had a single vertical marking. I can't speak as to how the non-UZO binoculars should look.
I know what you mean but there's a PDF floating around that definately says that the UZO had a single vertical marking. I can't speak as to how the non-UZO binoculars should look.
That pdf has a picture of the recticule for the binoculars as well. Thats what I based mine off of.
Added aspect ratio patch for 16:9
Frederf
03-29-10, 06:46 PM
The same document also mentions that periscopes varied quite a lot over the course of the war. It would be nifty to use the renown/upgrade system to be able to pick a bi-ocular periscope for more light gathering but losing the stadimeter.
yeah it would be great. not sure how all that is setup in the game though. Could do it by releasing different file but nothing using renown.
Now if someone figures it out I would be all over modding some differing optics for them
mobucks
03-30-10, 08:03 AM
thanks this works nice
At this point I feel the mod is pretty complete. Plan on updating again with a better UZO but beyond that not sure where to take it.
Any opinions on the matter? Things you would like to see?
7thSeal
03-30-10, 08:15 PM
Any opinions on the matter? Things you would like to see?
I guess the only thing left that I could think of is having the range lines green during night. I know you've already looked for a solution but just hopeful that someday it well come.
I'm very much enjoying it and salute you for all the hard work you've put into this. :salute:
Redlance88
03-31-10, 04:07 PM
in regards to the comments about a single vertical line uzo, my guess is that being as the bridge mounted optics are part of a system for bearing and the like and that I think the real thing didn't move vertically any other lines would be mostly useless. I may be totally off the mark on that but that is my guess as to why the uzo may have had less in terms of marks and cross hairs .
Arclight
03-31-10, 06:41 PM
Later war UZO did have a bit of a reticle, but it wasn't much.
A graticule is provided in the right limb. It consists of a vertical line which gradually thickens from the centre to the outside of the field.
http://uboatarchive.net/U-156BlakeleyReport.htm
The reason for little to no marks is given in Hitman's doc; the attacks on the surface being conducted with little to no parallax, as to minimize visible profile.
Getting the lines green in darkness, I think, requires it to be hardcoded, like the scales in stock (they aren't part of the menu page and you can't move or change them).
Using different masks might be possible through scripting, changing resourcess used on the fly at specific times or under specific circumstances. :hmmm:
Yeah I believe scripting is the only option for the green lines.
Of course they probably wouldn't "glow" like the current green lines.
Still wondering why those arent a part of the menu system.....
funkster319
04-04-10, 02:23 PM
Can you calculate range with these scopes? If so how?
Is it the same as arclights? i.e
OBS
@1.5 Mast Height x 100/Bars= Range
@6 ast Height x 400/Bars= Range
Attack Scope
@1.5 Mast Height x 50/Bars= Range
@6 ast Height x 200/Bars= Range
???
yes exactly the same.
I find the easiest however is to use the actual marks counted and multiply by 100 instead of 1000.
Danevang
04-05-10, 04:14 AM
Great mod, it really adds a more realistic feeling! :) I was wondering, should there be a patch for 16:10 screens too, or is that fine as it is?
keith_uk
04-05-10, 09:50 AM
Just one or two things i don't understand...
I have a wide screen monitor, does this mean i need the 16:9 patch?
Do i have to put the patch in a folder before adding it to the mods folder, as it won't show up in JSGME as it is when its downloaded.
I see the free cam tweak 1.1 is included in this mod. Does this mean i have to, or can remove my free cam tweak mod before i enable this mod?
And last question, the free cam tweak mod i have been using is the narrow view version. Which version is the one in this mod, or does that depend on the patch?
Thanks,
Keith.
Just one or two things i don't understand...
I have a wide screen monitor, does this mean i need the 16:9 patch?
Do i have to put the patch in a folder before adding it to the mods folder, as it won't show up in JSGME as it is when its downloaded.
I see the free cam tweak 1.1 is included in this mod. Does this mean i have to, or can remove my free cam tweak mod before i enable this mod?
And last question, the free cam tweak mod i have been using is the narrow view version. Which version is the one in this mod, or does that depend on the patch?
Thanks,
Keith.
Ok lets see...
1) Doesnt mean you use 16:9 look at the resolution you have set in game it should tell you the aspect ration on the side in () i.e. 1024 x 768 (4:3)
2) The patch is applied after you install the base mod. I believe the readme state the install instructions.
3) Also included in the read me. You do not use free cam tweak anymore as it is part of the mod. so uninstall it.
4) I am not using the narrow view it is the other one. I would have to make a patch for the narrow view one.
Great mod, it really adds a more realistic feeling! :) I was wondering, should there be a patch for 16:10 screens too, or is that fine as it is?
I can look at that later. I believe it works with 16:10 without a mod but will check later to be sure.
Arclight
04-05-10, 01:54 PM
Just make the freecam zoomable, that way you still get the close up shots like narrow fov. ;)
Elanaiba did a mod for that, which I included as well, along with CCIP's tweaks.
7thSeal
04-06-10, 07:35 PM
Just make the freecam zoomable, that way you still get the close up shots like narrow fov. ;)
Elanaiba did a mod for that, which I included as well, along with CCIP's tweaks.
Could you point me to where I need to look at for making the freecam zoomable or the mod Elanaiba has made for it and I'll search it for the change. I've looked for this mod you speak of but hadn't been able to find the sucker. :)
Arclight
04-06-10, 07:46 PM
Good question, can't find it either. :hmmm:
Just add an "optical" controller to the freecam, or add values (zoom-levels) if it already has one. Think it needs to be done in S3D though, shows up as unassigned controller in Goblin. :doh:
7thSeal
04-06-10, 07:53 PM
Just add an "optical" controller to the freecam, or add values (zoom-levels) if it already has one. Think it needs to be done in S3D though, shows up as unassigned controller in Goblin. :doh:
Oh damn, you're already over the top of my head... I'm not a modder and thought it was something simple I could change in the cameras.cam. :DL
Arclight
04-06-10, 08:04 PM
I'm guessing you need one to go along with this mod? 'Cause then you'd have to ask Emtguf. ;)
7thSeal
04-06-10, 08:12 PM
I'm guessing you need one to go along with this mod? 'Cause then you'd have to ask Emtguf. ;)
Yeah, I wasn't aware that you could have both the zoom along with regular free cam mod until I read your post. Its no biggie, just thought I could change a setting to enable it.
Emtguf... I have a request. :haha:
TheDarkWraith
04-20-10, 02:26 AM
I'm trying to merge many other great mods into my UIs mod and noticed that you have made changes to the Page binocular file. What changes did you make to that file in v1.7?
I made a lot of changes to that file. The way it drew the binoc image was much more different than the way it drew the other view.
I had to pretty much redo the file, and placements to get the new background to show up correctly.
Take a look at the file in the menu editor, and then look at the original.
Lots of various changes I don't remember off the top of my head.
reaper7
04-26-10, 03:23 PM
@ emtguff and Arclight: I've being working on an Range and Angle on Bow finder for my UI Mod as can be seen here: http://www.subsim.com/radioroom/showpost.php?p=1374211&postcount=84
But have noticed something and am wondering if its linked to the cameras.cam file.
Using the RAOBF in 1920x1080 resolution if I used a test mission that had a Tanker at 1000m, now the ships mast reaches 4 Graticule Marks High in my RAOBF Graticule.
Now if I do that same mission at 1024x768 resolution the same ship at the same distance reaches only 3 ticks high :06:.
This is leaving me to belive that the Game is scaling the visible view through the scopes for different resolutions.
This may be the case, have ye noticed this in yere Periscope Mods?
Can the cameras.cam file be fixed to the same distance for all resolutions?
(i.e. In the Editor any graphics can be set from noConstraints to noScale to stop them scalling at different resolutions)
Arclight
04-26-10, 03:30 PM
Problem with screen ratio, not resolution; each needs a different angular angle setting. Had to make patches for all ratios, think Emtguf did the same.
Might be another solution, but patches with different cameras.cam files with varying angular angle settings is all I know. :hmmm:
reaper7
04-26-10, 03:40 PM
Problem with screen ratio, not resolution; each needs a different angular angle setting. Had to make patches for all ratios, think Emtguf did the same.
Might be another solution, but patches with different cameras.cam files with varying angular angle settings is all I know. :hmmm:
Just noticed an error in my post the 1024x768 is the results of my 1400x900 test, and 1400x900 is 16:10.
And as 1080P is 16:9 that may account for the descripency will try it with your 16:9 camera patch and see if that solves it :up:
reaper7
04-26-10, 04:26 PM
Just noticed an error in my post the 1024x768 is the results of my 1400x900 test, and 1400x900 is 16:10.
And as 1080P is 16:9 that may account for the descripency will try it with your 16:9 camera patch and see if that solves it :up:
New Test Results
Ok, I've redone the test using the 16:10 (8:5) cameras.cam file and its changed the height but its still not concurrent.
The ship now reaches 2.5 ticks at 1.5x zoom 10 at 6x.
This compares to 3 ticks at 1.5x zoom and 12 ticks at 6x using 1920x1080 (16:10) cameras.cam.
That is a difference of 200m using the RAOBF. I'll prob need to create new cam files for the different resolutions.
Is it easy to edit the Cameras.cam file to get it to match? any Tips on how to do this.
Cheers lads. Sorry if I'm hijacking the thread a bit but it seemed to be the relevant Thread to post in. :03:
it is trial and error to get the values correct in the cameras.cam file.
I got them as close as I could when making the patches. Shouldnt be off by 1/2 a tick though. Think the most off I got it was maybe 1/8 a tick.
reaper7
04-28-10, 01:00 PM
it is trial and error to get the values correct in the cameras.cam file.
I got them as close as I could when making the patches. Shouldnt be off by 1/2 a tick though. Think the most off I got it was maybe 1/8 a tick.
Downloaded silent 3ditor and loaded in the cameras.cam, :o how to know which of the 308 entries to edit.
There's a lot of CameraParams but no indication what views there for?
Which ones are for the Attack, Obs, Binocs and UZO's :hmmm:
If I loaded up cameras.gr2 into Goblin Editor it has the names of the stations but not which lines the correspond to.
I want to get the zooms and Aspect ration as close as possible for use with the RAOBF as a fast and accurate method of getting range and AOB.
Thanks Guys for all the help :yeah:
panosrxo
04-28-10, 01:17 PM
Downloaded silent 3ditor and loaded in the cameras.cam, :o how to know which of the 308 entries to edit.
There's a lot of CameraParams but no indication what views there for?
Which ones are for the Attack, Obs, Binocs and UZO's :hmmm:
If I loaded up cameras.gr2 into Goblin Editor it has the names of the stations but not which lines the correspond to.
I want to get the zooms and Aspect ration as close as possible for use with the RAOBF as a fast and accurate method of getting range and AOB.
Thanks Guys for all the help :yeah:
Open every camerauserdata entry in s3ditor and you see the name of each camera
reaper7
04-28-10, 02:33 PM
Open every camerauserdata entry in s3ditor and you see the name of each camera
Ah.. Thank you panosrxo. Totally missed that going thru the entries. :up:
Ok This is what I've found, am I missing any (Attack scope and Obs is all I'm looking for)
76: Obs Periscope
Angular Distance = 84.0
Clip distance = 0.3
84: Attack Periscope
Angular Distance = 84.0
Clip distance = 0.3
268: Obsscope_Out (Is this the UZO)
Angular Distance = 65.0
Clip distance = 0.01
lorka42
04-28-10, 03:52 PM
you could just tweak the zoom level a bit, make it like 1.59 or 1.40 instead of 1.5 (which is standard) and the same for the second zoom level, which is 5x i believe, in stock. this is the obs. periscope's zoom levels, the entries in between the prior and next camuserdata are for that camera, and the UZO has its own camuserdata..
http://img.photobucket.com/albums/v246/lorka42/obsperi.jpg
hope this helps you out
panosrxo
04-28-10, 06:40 PM
Ah.. Thank you panosrxo. Totally missed that going thru the entries. :up:
Ok This is what I've found, am I missing any (Attack scope and Obs is all I'm looking for)
76: Obs Periscope
Angular Distance = 84.0
Clip distance = 0.3
84: Attack Periscope
Angular Distance = 84.0
Clip distance = 0.3
268: Obsscope_Out (Is this the UZO)
Angular Distance = 65.0
Clip distance = 0.01
No there is an uzo entry I think..
McHub532
04-28-10, 07:17 PM
My laptop is a 5:3 ratio.. do you have a mod for my size? (whimper prays)
reaper7
04-28-10, 07:37 PM
you could just tweak the zoom level a bit, make it like 1.59 or 1.40 instead of 1.5 (which is standard) and the same for the second zoom level, which is 5x i believe, in stock. this is the obs. periscope's zoom levels, the entries in between the prior and next camuserdata are for that camera, and the UZO has its own camuserdata..
http://img.photobucket.com/albums/v246/lorka42/obsperi.jpg
hope this helps you out
If you change the zoomlevel to sau 1.51 will it show up on the scope as 1.51 or as 1.5.
Would rather keep it to authentic zoom levels. Haven't done any messing yet with the camera.cam file.
My laptop is a 5:3 ratio.. do you have a mod for my size? (whimper prays)
Yes I have mods for all aspect ratios for my mod in the downloads section.
McHub532
04-29-10, 09:29 PM
Yes I have mods for all aspect ratios for my mod in the downloads section.
Do you know if TheDarkWraith has your most current update in his mod? I notice that a couple upgrades of his ago the scopes changed quite a bit. I am sure to use his emtguf scopes mod.. just want to make sure I have your fanciest bells and whistles. :)
TheDarkWraith
04-29-10, 09:44 PM
Do you know if TheDarkWraith has your most current update in his mod? I notice that a couple upgrades of his ago the scopes changed quite a bit. I am sure to use his emtguf scopes mod.. just want to make sure I have your fanciest bells and whistles. :)
I don't. I have one of his early versions in the mod.
McHub532
04-29-10, 09:50 PM
I don't. I have one of his early versions in the mod.
Ah, okay.. I'll snatch up his newest one. It should work just fine with your UI.. right TDW?
7thSeal
04-29-10, 09:53 PM
I been using the latest version (installed after installing DW's UI mod) and haven't noticed any oddities. :)
McHub532
04-29-10, 09:53 PM
I been using the latest version (installed after installing DW's UI mod) and haven't noticed any oddities. :)
WooHoo.. installing right now.
TheDarkWraith
04-29-10, 09:55 PM
WooHoo.. installing right now.
ensure you set the option in the options file for compatibility with his mod :DL
7thSeal
04-29-10, 09:57 PM
ensure you set the option in the options file for compatibility with his mod :DL
Yeah that I did do but forgot to mention it. :up:
McHub532
04-29-10, 10:40 PM
ensure you set the option in the options file for compatibility with his mod :DL
Glad you said something... I did... and they look great. Now I just need daylight so I can see better. :)
7thSeal
04-29-10, 10:47 PM
Now I just need daylight so I can see better. :)
Try the OBS which has the filter, during night attacks it works rather well for seeing better. I also use a mod which darkens the nights quite a bit... if it works with that it should do well with stock nights. :)
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