View Full Version : Why have 2 periscopes?
Tinman764
12-27-10, 08:44 PM
Not really a SH3 question, but someone might know. What was the point of separate observation and attack periscopes? Not only does it use space in already cramped conditions and valuable resources to make and fit, but it seems that except for a difference in magnification power they both do the same job.
Sailor Steve
12-27-10, 08:49 PM
The observation periscope has a large head, which lets in a lot of light and is able to see further, as well as crank up to nearly 90 degrees to watch for aircraft. The bad part is that head is easy to sea, and leaves a large wake behind it which makes it even easier to spot.
The attack periscope is much more limited, but has a much smaller head, which makes it harder to see when the actual attack is being conducted.
Also, redundancy is always a good thing.
Tinman764
12-27-10, 08:53 PM
I see, thanks for the answer :salute:
GoldenRivet
12-27-10, 11:36 PM
is this concept of easier for them to see or harder for them to see simulated in GWX?
seems like i should know that
Sailor Steve
12-28-10, 12:52 AM
I don't think SH3 allows for that.
On the other hand, this is the first subsim to actually have both periscopes, so it's a start.
I always use the attack periscope because of the x10...You are actually saying that with the observation periscope you can see further?
kaleun69
12-28-10, 03:06 AM
Ahh nice that actually having 2 scopes is modeled in SHIII. However they semed to have reversed the funtions lol.. the attack parascope has a x10 zoom, the observation only x4.5 zoom.
On this topic, what orders of magnification did uboat periscopes actually have? Thought I read that it was less than x10. Also, I read somewhere that a sub couldnt go more than 5 knots with the perisope up and have it be usable due to vibration. Is that true?
I always use the attack periscope because of the x10...You are actually saying that with the observation periscope you can see further?
Larger optics are an advantage in the dark, and that applies here.
*
Also, we need a redundant periscope if they don't do their job of slashing destroyers open (this can happen, and they sink like stones... not exactly realistic but amusing)
Sailor Steve
12-28-10, 10:56 AM
I always use the attack periscope because of the x10...You are actually saying that with the observation periscope you can see further?
Ahh nice that actually having 2 scopes is modeled in SHIII. However they semed to have reversed the funtions lol.. the attack parascope has a x10 zoom, the observation only x4.5 zoom.
On this topic, what orders of magnification did uboat periscopes actually have? Thought I read that it was less than x10.
Stock SH3 has the observation periscope set to x1 and x4, and the attack periscope set to x1.5 and x6. The latter is the proper setting for all real-life periscopes, at least for the Germans and the Americans. GWX made the attack 'scope go to x10 just so you could read the flags from a greater distance. I use Hitman's mod which gives the correct optics to both 'scopes and the UZO.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1519
Also, I read somewhere that a sub couldnt go more than 5 knots with the perisope up and have it be usable due to vibration. Is that true?
Yes it's true. It is my understanding that the acceptable limit is 3 knots.
GoldenRivet
12-28-10, 11:48 AM
Yes it's true. It is my understanding that the acceptable limit is 3 knots.
my understanding as well:yep:
Missing Name
12-28-10, 11:55 AM
I found that ahead slow is your best bet. Not only would the periscope be unusable in real life, but the wake would be very visible at speeds above that.
Plus, going above ahead slow underwater is a good way for an escort to home in on your position.
The observation periscope has a large head, which lets in a lot of light and is able to see further, as well as crank up to nearly 90 degrees to watch for aircraft. The bad part is that head is easy to sea, and leaves a large wake behind it which makes it even easier to spot.
The attack periscope is much more limited, but has a much smaller head, which makes it harder to see when the actual attack is being conducted.
Also, redundancy is always a good thing.
Thanks for the clarification. I thought it was the opposite, periscope observation was more "discreet".:yeah:
Greets,
FIREWALL
12-29-10, 04:56 AM
my understanding as well:yep:
I found that ahead slow is your best bet. Not only would the periscope be unusable in real life, but the wake would be very visible at speeds above that.
Plus, going above ahead slow underwater is a good way for an escort to home in on your position.
I'd like to see a mod that would make it unusable above 5 knots.
Delareon
12-29-10, 05:01 AM
try h.sie's Realistic Repair and Flooding Times Mod.
It makes the Persicope useless above 4 knots and many other nice things.
http://www.subsim.com/radioroom/showthread.php?t=174225
btw. can anyone provide me with screenshots or the discussion thread for hitmans optics?
Cant find it in the mod section, want to take a look at it before i install it.
Tinman764
12-29-10, 08:39 AM
That Repair and flooding times mod looks awesome, anyone know if it plays nice with GWX3?
That Repair and flooding times mod looks awesome, anyone know if it plays nice with GWX3?
Yup, I would like to know the same thing.
Delareon
12-31-10, 02:30 AM
Yes it does :)
Yes it does :)
Freakin' SWEET!
I also just got my SH4 situation fingered out.
I wasn't sure at first because I keep both periscopes down most of the time...but it looks like, no matter where I position the periscopes, they never appear to move on the inside-sub views.
That seems odd. The periscopes do move in the external views, but didn't have their positions change on the interior views.
Is any fix available or being worked on?
Sailor Steve
01-03-11, 09:58 PM
I wasn't sure at first because I keep both periscopes down most of the time...but it looks like, no matter where I position the periscopes, they never appear to move on the inside-sub views.
That seems odd. The periscopes do move in the external views, but didn't have their positions change on the interior views.
Is any fix available or being worked on?
Open Conning Tower Hatch mod. The O-scope will move up and down, and if you go back to either the Control Room or Conning Tower, the scope you just left will be in the direction you were looking.
Kip Chiakopf
01-04-11, 12:05 PM
Open Conning Tower Hatch mod. The O-scope will move up and down, and if you go back to either the Control Room or Conning Tower, the scope you just left will be in the direction you were looking.
I don't see an Open Conning Tower Hatch in the the Downloads. Where may I find it?
Sailor Steve
01-04-11, 10:42 PM
http://www.subsim.com/radioroom/showthread.php?t=159772&highlight=open+hatch
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