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Modified Optics for GWX 3.0, this mod is a direct export from the original NYGM optics mod.
-New Attack Scope, Observation Scope and UZO
-TDC & Torpedo Settings on all screens
-New bearing indicators, with black background and white numbering.
The pursued objetives were:
1.- To give the real feeling of being looking through a scope, and not "at it" as happens on the stock one.
2.- Maximal historical accurancy in terms of functionality
3.- Availability of TDC & Torpedo controls from all attack stations.
//////////////INSTALL:///////////////////////
JGSME ready, drop it into your "Mods" folder and enable as usual.
///////////////HOW TO USE://///////////////////////
1) No automatic range finder is available, you only have the reticles. Print the table provided as a quick reference to estimate distances.
And yes it is fully intentional, just read the accompanying documentation about german optics.
Since we have so many new merchants and units in the game, it was becoming more and more pointless to search for exact matches in the recognition manual, and also it was making me angry not being able to use the stadimeter unless you lock on a ship and input a mast heigth from the manual. Since I prefer to estimate them (And trust me, you will become very proficient on it with some practice) or any other part of the ship, this works well for me. And apparently, it also did for many real Kaleuns ;-)
Some quick figures you can use:
-Most destroyers and similar sized escorts have masts of 25 metres
-Bridge of most large merchants and funnel of most small ones tops at 18 metres
-Masts of most merchants are somewhere around 20-25 metres. Use the previous figure as reference for your estimations.
If you are not convinced of the method's efectivity, think that:
-Plotting a target with many markings will allow you to narrow down very well the average course and speed. If you try to do it with only two bearing & ranges (Something never done by real kaleuns) you will rarely get good results.
-Distance to target only matters in angled shots. The closer to zero Gyro Angle your torpedoes, the less the distance matters.
2) CTRL-T locks/unlocks the TDC to the optics.
///////////////LIMITATIONS:///////////////////
-Field of view is slightly lower than real scopes. Was forced to do so to prevent the original lines from showing up.
Nevertheless, real scopes had a very degradated light and image quality near the borders, so you still have the effective usable FOV.
-Will interfere with any mods that make changes to the menu.ini
-Makes minor changes to the cameras.dat, to give the proper zoom and field of view angles.It is currently not compatible with the open hatch mod. Not that it will break your game, but you will get a weird camera position in the control room.
-If you are using the hi-res fix, the recognition manual will open each time you let the scope loose, because the cursor goes automatically to its position. I might do in the future something about it.
////////////////CREDITS://////////////////////
The TDC part is a rework of Nicolas excellent TDC periscopes.
FLB Sale was originally the creator of all dials in the periscope stations. This mod is based indirectly upon his work.
The graphics used in the periscopes come from Oakgroove and SH4, reworked by me.
The new bearing indicators have been created by me.
The GWX team for allowing me to modify their files.
//////////////////PERMISSIONS://////////////////
-Any file done by me you can do whatever you want EXCEPT use it for commercial purposes or ask for money.
-Any item created by other authors, contact them.
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