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-   -   [REL] Better Scopes 1.2 (https://www.subsim.com/radioroom/showthread.php?t=113551)

Mav87th 05-20-07 01:28 AM

Hey L3th4l

I have used your Better Scope mod for some time now - and its simply wunderfull. Moreover I have changed my Cameras.dat file to accomodate your periscope image so it fits in size in high power with the correct zoom level.

If one sets the Max zoom level of the periscope (or obs periscope) to x6 then you need to adjust the AngularAngle to 57,265 (or something close to that value) to have the correct calibration.

I tested it using a Small Gun boat (Atami) since the roof of the formost part of the stearinghouse is really close to 20 ft. in height. According to the periscope manual the lines are calibrated from a 20 ft. target at 400, 500, 1000, 2500, 7500 and 110000 yards distances in high power.

From my findings the Kim Rønhof Range Calculator Mark 3B can be used with this setting without problems BUT the 3B's x1 scale has to be used with x6 zoom when using the periscope markings. In x1.5 zoom you use the same scale (x1) but you have to multiply the range with 4 to get the right figure.

----------- EDITED ------------

From some testing and resetting of the AngularAngle i have found that there is a pretty big difference from the Attack Periscope to the Observations periscope.

In order to accomodate ship lengths and heights in both attack and observations periscope so that you have a correct FOV on both scopes and match zoom levels and scope deviderlines you have to have the following settings in the Camaras.dat file (IF using L3th4l's Better Scopes.

Observations Periscope
ZoomMin 1.5
ZoomMax 6
AngularAngle 37 (not totally adjusted, but my closest nearest guestimate after 3 hours testing)

Attack Periscope
ZoomMin 1.5
ZoomMax 6
AngularAngle 60 (again the closest nearest guestimate from all the testing)

The bino and Uzo should have the following values

ZoomMin 1
ZoomMax 7
AngularAngle 57.265
FarDistance 30000

(binocular only)
Elevation Min -30
Elevation Max 85
CameraParams ClipDistance 2

Used in conjunction with a Scene.dat file where one has added a Horizon catagory with a Zmax of 3000 then you should have a great HUMAN visual simulation. eg. the AI's will neither benefit nor be handicaped from this. This is the approximate of the 16km visibility mod. The above changes to the Camaras.dat file can be used without the scene.dat changes without problems though.

jmr 05-20-07 02:21 PM

Hey, Mav, with regards to AngularAngle, does that value represent the collimator and head prism of the periscope? I was looking through the Submarine Periscope Manual and they show collimator and head prism at an angle of 74.5 but I'm guessing it's for the attack scope?

l3th4l 05-20-07 03:22 PM

Quote:

Originally Posted by Mav87th
Hey L3th4l

I have used your Better Scope mod for some time now - and its simply wunderfull. Moreover I have changed my Cameras.dat file to accomodate your periscope image so it fits in size in high power with the correct zoom level.

If one sets the Max zoom level of the periscope (or obs periscope) to x6 then you need to adjust the AngularAngle to 57,265 (or something close to that value) to have the correct calibration.

I tested it using a Small Gun boat (Atami) since the roof of the formost part of the stearinghouse is really close to 20 ft. in height. According to the periscope manual the lines are calibrated from a 20 ft. target at 400, 500, 1000, 2500, 7500 and 110000 yards distances in high power.

From my findings the Kim Rønhof Range Calculator Mark 3B can be used with this setting without problems BUT the 3B's x1 scale has to be used with x6 zoom when using the periscope markings. In x1.5 zoom you use the same scale (x1) but you have to multiply the range with 4 to get the right figure.

----------- EDITED ------------

From some testing and resetting of the AngularAngle i have found that there is a pretty big difference from the Attack Periscope to the Observations periscope.

In order to accomodate ship lengths and heights in both attack and observations periscope so that you have a correct FOV on both scopes and match zoom levels and scope deviderlines you have to have the following settings in the Camaras.dat file (IF using L3th4l's Better Scopes.

Observations Periscope
ZoomMin 1.5
ZoomMax 6
AngularAngle 37 (not totally adjusted, but my closest nearest guestimate after 3 hours testing)

Attack Periscope
ZoomMin 1.5
ZoomMax 6
AngularAngle 60 (again the closest nearest guestimate from all the testing)

The bino and Uzo should have the following values

ZoomMin 1
ZoomMax 7
AngularAngle 57.265
FarDistance 30000

(binocular only)
Elevation Min -30
Elevation Max 85
CameraParams ClipDistance 2

Used in conjunction with a Scene.dat file where one has added a Horizon catagory with a Zmax of 3000 then you should have a great HUMAN visual simulation. eg. the AI's will neither benefit nor be handicaped from this. This is the approximate of the 16km visibility mod. The above changes to the Camaras.dat file can be used without the scene.dat changes without problems though.

great work man! feel free to upload the files - i can also include them in the next version if you'd like. all the credits to you of course ;)

Mav87th 05-20-07 04:48 PM

Quote:

Originally Posted by jmr
Hey, Mav, with regards to AngularAngle, does that value represent the collimator and head prism of the periscope? I was looking through the Submarine Periscope Manual and they show collimator and head prism at an angle of 74.5 but I'm guessing it's for the attack scope?

Lets see if my english can explain this good enough.

The head Prism at the angle of 74,5 deg. is elevation - the Submarine P. Manual describes that the scope can elevate up to 74.5 degrees - meaning you can look up at that max angle. That is represented in the camaras.dat as well as MaxElevation (set to 74,5 in mine) and MinElevation (set to -10)

As i see the AngularAngle - it equals a value that sets Field of View of the total screen size. ie. if its set to 60 your total screen field of view will be 60 degrees from left to right side of the screen. Now if you change zoom level, but maintain the AngularAngle at the same value - you will allso change the "Linier Field of View" that is a product of True Field of View. ie. changing only zoom lets you zoom only that much as the angularangle sets a restriction to it. But if you change the FOV with zoom you get more dynamic results and can have the ships fill the correct amount of "scope" at the correct distance.

That way you can use the periscope markings in the attack scope with a real Range Calculator Mark3B, calculating the range manualy by "counting the ticks and spinning the wheel". Apart from that this small change will enable you to ID ships from further out and spotting them from further out.


http://en.wikipedia.org/wiki/Field_of_view

jmr 05-20-07 11:35 PM

Mav, for the periscopes the max zoom is 6 but what does that correlate with on Kim' Range Calculator? I see mags for x1, x2, x4, and x6

Vanilla 05-21-07 05:01 AM

Observation scope inner circle
 
Brilliant mod, although requires some fiddling to work with RFB as both change 1024 ini.
One thing I have noticed is that observation scope has inner circle now, the purpose of this ring, I guess, is to indicate the FOV of ob.scope on max zoom, i.e. if you see something inside the ring on min zoom - you will still see it if you switch to max zoom, everything outside the ring will be outside of your FOV if you switch your zoom.
Right now, however, the ring is a tad too big, you can see it yourself if you place an object just on the edge of the FOV on max zoom and then switch the zoom. Is it possible to make the ring smaller?

Sailor Steve 05-21-07 10:42 AM

Welcome aboard, Vanilla! Great name! Do you need to be modded?:rotfl:

Mav87th 05-21-07 11:47 AM

Jmr as far as i can see it corrolates with the x1 zoom. I have no idea why, but Kim's Range Calculator is not a copy of a real one, its one fittet to SHI.

Vanilla i have not tested the "inner ring" with my enhanced beta cameras.dat file yet, but will do so asap. Perhaps an altered AngularAngle and zoom "fixes" that problem. I could find no further info in the Submarine Periscope Manual about the inner ring then it represents a 10deg area in Low Power (ie. NOT an 8 deg circle as the high power would be with a 8 deg FOV, but slightly larger then that.)

MaxT.dk 05-21-07 01:51 PM

Quote:

Originally Posted by Sailor Steve
Welcome aboard, Vanilla! Great name! Do you need to be modded?:rotfl:

NASTY! :arrgh!::rotfl:

Vanilla 05-21-07 03:55 PM

Quote:

Originally Posted by Mav87th
I could find no further info in the Submarine Periscope Manual about the inner ring then it represents a 10deg area in Low Power (ie. NOT an 8 deg circle as the high power would be with a 8 deg FOV, but slightly larger then that.)

Ups, I recon everything is as it should be then, sorry to bother. :oops:

ATR-42 05-22-07 11:01 AM

Man! you guys did a GREAT JOB with THIS MOD!!! it looks SO REAL, i love it!

just starting a new patrol with it now. :up:


:arrgh!:

l3th4l 05-22-07 05:10 PM

Thank you for the compliments :oops: ;)

i've read some requests for a new binocular/uzo (what's that called in english again?) and i think i'll give them a go as well.

now for a small request:
it's been my understanding that the pictures from that periscope manual show the view of the ATTACK scope both zoomed in and out. Since i have no picures from the observation scope i had decided to use one for the attack scope and one for the obs.
I'm still looking for drawings or at least some information about that scope and welcome any help in that regard.
On the same note i'd like to request information and possibly images of how the uzo should look. I have not decided what to do with the binocs - i'd imagine they have no lines whatsoever. i may also adjust the shape of the mask a bit. I also though about removing the accurate compass there and replacing it with one only showing cardinal directions since the binocs shouldn't have something like that build-in ;)

panthercules 05-22-07 09:17 PM

I concur about this looking great, although it's been raining/storming ever since I loaded this up and I haven't actually been able to see any ships though my scopes yet.

The US term for the Uzo is the TBT (Target Bearing Transmitter). I haven't found a picture taken through one yet, but I'm still looking.

I like the idea of a less precise direction scale/display for the binocs - you obviously should know roughly what bearing you're looking at, but not accurately down to the exact degree so some playing around with the indicators (maybe having one tick every 15 or maybe 30 degrees) would be cool. As for the mask - that's a tough one - on the one hand, binocs don't have that "sideways 8" shape to them when you look through them, but if you make it round then it'll look an awful lot like the periscope view - on balance, I think people are accustomed enough to TV, movies and games using this "sideways 8" shape mask for binocs view that it's probably better just to leave it like that so you get the feeling/impression of looking through binocs even though they don't actually look like that.

Beery 05-23-07 08:11 AM

Great mod! Can I use this in RFB?

Vanilla 05-23-07 08:45 AM

First thing i would like to see is the UZO/TBT map upscaled, so it does not reveal bands of background on the top and bottom of the screen on non-4:3 resolutions (I use 1280x1024 res) the same goes for binos, they got two bands too, but I don't understand what exactly I see in those.

Second, I've read in another thread here that TBT is actually the same binos placed in the holder of the TBT, so the picture would be exactly the same, don't know whether it is true, but that means that binos did have marks exactly the same with TBT, as they actually ARE the same thing. But for sure you would cheer removal of magnification marks from the TBT: those hatefull x10 x10 x10 with shadow(???) all 'round the screen.

Thirdly, coming back to periscopes - is it possible to make the glass of the scopes tinted on the edges so it is actually harder to see through the scope, i.e. something similar to 'RTR scopes' mod?
http://www.subsim.com/subsim_files/N...%20defualt.jpg
I buy their logic that you wouldn't get a great clear picture through the RL scope but I don't like everything else in their mod apart from that 'blackened' parts in that mod, yours is so much better, so I would prefer merging the two. I would even do it myself, but I don't have the psd to work with.


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