vanjast
02-16-11, 02:54 PM
I haven't seen this yet - but you can scream at me if it has be done.
Here's a working sextant in the Obs Scope - accuracy to about 1/5 degree (I guess).
http://www.vanjast.com/NavMod/Sextant.jpg
It's essentially the same idea as the previous SH3/4 sextant, and used the same way.
Porthole: = 768 pixel diameter (24 pixels per degree at 32 degree FOV) - easy to work with
Zoom levels: = 3 levels (Sextant [lowest], 2 other levels [currently 32 and 8 deg FOV])
Interesting notes:
The sky view 'lens', that is the optical view of the stars is a fish-eye lens in the vertical plane, with stretching as you move away from the centre of the scope view.
This apparently does not effect the bearing indicator and scope rotation in the horizontal plane. Maybe the game compensates for this already. It seems that the sky FOV is seperated from the sealevel stuff.
Wot I did
=======
- I tried to get rid of the fisheye effect by a combination of AngularDistance, portviews, ClipDistance and Zoomlevel - nothing worked.
- I eventually settled on the games default AngularDistance, etc.. so as to be compatible with the big mods, hopefully
- Locking the min scope angle = 30 degrees, the then adjusted the zoom level so that the horizon was on the lowest line (0 Degrees). This meant that the 60 Degrees line would be in the right place.
- With 12 test missions at 5 degree latitude increments I adjusted the indicators until within position - taking into consideration the 0.5 degree offset of Polaris from True North, which was at an angle from Casseopeia.
Longitude line is Greenwich.
Other notes:
- I'm doing this on my laptop with a 1280x800 res, but after fiddling as bit I found that the best obscope and periscope masks, to get that nice round hole was 1240x768 image size. If I'm not mistaken the game locks at 768 vertical, but fudges it up according to your screens horizontal res.
IOW those ingame graphics settings and ratios of 4:3, 5:3, 8:5 mean zippo, unless you have a screen of exact proportions.
- I made my 'porthole' = 768 vertical pixels, and then adjusted the width of the mask until my pic was round - I measured with a ruler :) - This means that my screenshots are compressed, but an image editor sorts that out.
The image is without any frills, so what I can do is upload this basic scope view, plus test missions, and you can, adjust(add to) it to your screenres, as there is no-ways that 'one will fit all'.
:)
Here's a working sextant in the Obs Scope - accuracy to about 1/5 degree (I guess).
http://www.vanjast.com/NavMod/Sextant.jpg
It's essentially the same idea as the previous SH3/4 sextant, and used the same way.
Porthole: = 768 pixel diameter (24 pixels per degree at 32 degree FOV) - easy to work with
Zoom levels: = 3 levels (Sextant [lowest], 2 other levels [currently 32 and 8 deg FOV])
Interesting notes:
The sky view 'lens', that is the optical view of the stars is a fish-eye lens in the vertical plane, with stretching as you move away from the centre of the scope view.
This apparently does not effect the bearing indicator and scope rotation in the horizontal plane. Maybe the game compensates for this already. It seems that the sky FOV is seperated from the sealevel stuff.
Wot I did
=======
- I tried to get rid of the fisheye effect by a combination of AngularDistance, portviews, ClipDistance and Zoomlevel - nothing worked.
- I eventually settled on the games default AngularDistance, etc.. so as to be compatible with the big mods, hopefully
- Locking the min scope angle = 30 degrees, the then adjusted the zoom level so that the horizon was on the lowest line (0 Degrees). This meant that the 60 Degrees line would be in the right place.
- With 12 test missions at 5 degree latitude increments I adjusted the indicators until within position - taking into consideration the 0.5 degree offset of Polaris from True North, which was at an angle from Casseopeia.
Longitude line is Greenwich.
Other notes:
- I'm doing this on my laptop with a 1280x800 res, but after fiddling as bit I found that the best obscope and periscope masks, to get that nice round hole was 1240x768 image size. If I'm not mistaken the game locks at 768 vertical, but fudges it up according to your screens horizontal res.
IOW those ingame graphics settings and ratios of 4:3, 5:3, 8:5 mean zippo, unless you have a screen of exact proportions.
- I made my 'porthole' = 768 vertical pixels, and then adjusted the width of the mask until my pic was round - I measured with a ruler :) - This means that my screenshots are compressed, but an image editor sorts that out.
The image is without any frills, so what I can do is upload this basic scope view, plus test missions, and you can, adjust(add to) it to your screenres, as there is no-ways that 'one will fit all'.
:)