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

Anvart 05-23-07 10:42 PM

Quote:

Originally Posted by Mav87th
Quote:

Originally Posted by Anvart
Hi.
You very well juggle with figures, but I would like pictures...
:o
All adjustments of views and optical devices in games are very relative ...
You should consider visual effect only ...

Here ya go...

http://gallery.filefront.com/Mav87th/91822/

A series of pictures displaying a Kinposan Maru and Heito Maru i tracked at 10000 yards visualy in good weather with the Bino/TBT. The same ship is shown through Bino/TBT, Attack Periscope (x6) and Observations Periscope (x6)

The Heito Maru is shown at 1246 yards where it is 5 ticks after having sunk a tad. If you look at Kim Rшnhof's Range-Calculator Mark 3B you will see that a 85.9 ft. high target at 1246 yards should fill 5,5 ticks. (one has to use the x1 scale at the Range-Calculator with the periscopes x6 power)

OK.
I shall look these pictures, but i must first to buy magnifying glass ...
:D

Anvart 05-24-07 06:57 AM

Quote:

Originally Posted by Anvart
Quote:

Originally Posted by Mav87th
Quote:

Originally Posted by Anvart
Hi.
You very well juggle with figures, but I would like pictures...
:o
All adjustments of views and optical devices in games are very relative ...
You should consider visual effect only ...

Here ya go...

http://gallery.filefront.com/Mav87th/91822/

A series of pictures displaying a Kinposan Maru and Heito Maru i tracked at 10000 yards visualy in good weather with the Bino/TBT. The same ship is shown through Bino/TBT, Attack Periscope (x6) and Observations Periscope (x6)

The Heito Maru is shown at 1246 yards where it is 5 ticks after having sunk a tad. If you look at Kim Rønhof's Range-Calculator Mark 3B you will see that a 85.9 ft. high target at 1246 yards should fill 5,5 ticks. (one has to use the x1 scale at the Range-Calculator with the periscopes x6 power)

OK.
I shall look these pictures, but i must first to buy magnifying glass ...
:D

I would like, that you did not forget about bad sight and about bad monitors, and gave direct links on 1024x768 pictures... :yep:

Mav87th 05-24-07 11:15 AM

Quote:

Originally Posted by Anvart
I would like, that you did not forget about bad sight and about bad monitors, and gave direct links on 1024x768 pictures... :yep:

And i would like to be "lawinsky'ed" every morning:arrgh!:

Sadly my pc skills prohibits me from putting pictures here, but if you click the link you go straight to the pictures that blows full screen if you click them.

http://gallery.filefront.com/Mav87th//578375/1/

http://gallery.filefront.com/Mav87th//578374/1/

http://gallery.filefront.com/Mav87th//578373/1/

http://gallery.filefront.com/Mav87th//578372/1/

Anvart 05-25-07 02:12 PM

Quote:

Originally Posted by Mav87th
Quote:

Originally Posted by Anvart
I would like, that you did not forget about bad sight and about bad monitors, and gave direct links on 1024x768 pictures... :yep:

And i would like to be "lawinsky'ed" every morning:arrgh!:

Sadly my pc skills prohibits me from putting pictures here, but if you click the link you go straight to the pictures that blows full screen if you click them.

http://gallery.filefront.com/Mav87th//578375/1/

http://gallery.filefront.com/Mav87th//578374/1/

http://gallery.filefront.com/Mav87th//578373/1/

http://gallery.filefront.com/Mav87th//578372/1/

No, Mate.
You are mistaken ...
Only 1024x768 and higher looks good ...

CaptainCox 05-25-07 02:25 PM

I just use
http://photobucket.com/
Sign up and just start uploading. When done you will get 3 different choices of code to use. For this forum I use "URL LINK", hit that button and it will be copied(cache), back in your "reply to thread" window hit the icon that looks like a "mountain with a sun" (insert image) and paste that URL and away you go!

You might know this but...there it is :p

supposedtobeworking 05-27-07 03:49 PM

I was just playing SH4 and I must say that this mod presents the best looking periscope screen in a subsim i have ever seen. I have to post my thanks to the author...I'm using the 1.2 version with worn view. I feel like I am looking through a real scope...bravo and thanks. Now I wish something like this were done for SH3...but its not that big a deal. It adds so much though.

any plans on an updated TBT screen?

MONOLITH 05-28-07 06:00 PM

Question guys...

When the JSGME notifies of a conflict, continuing to enable the second mod overwrites the conflicted file entirely, not just adds the second set of changes, is this correct? Meaning the first mod changes are lost, not added to, yes?

With the Better scopes mod, it conflicts the menu.ini from the Imperial Nomograph mod.


Can someone tell me the exact changes to the menu.ini from either mod, so I can manually edit the ini to combine both sets of changes into one?

Please and Thank you.

EDIT: Same issue with Mavs Camera and Beery's camera 4 mod with the cameras.dat.

Canonicus 05-28-07 06:45 PM

Not sure where your conflict is, but...

Here the list of INI changes to run the betterscopes mod....

[G26 I134]:
old:
Zone= 422 604 180 16 0 1 0x26000002 0.5 -0.5 0x26000004 -0.5 0.5 0 0
Mat 0=data/menu/gui/bearing.tga
new:
Zone= 310 104 404 128 0 1 0x26000002 0.5 1.5 0x26000004 -0.5 0.5 0 0
Mat 0=data/menu/gui/bearing_big.tga

[G26 I137]:
old:
Mat 0=data/menu/gui/layout/periscope_mask_1024.tga
new:
Mat 0=data/menu/gui/layout/betterscopes_attack.tga

[G26 I144]:
old:
Zone= 217 827 590 885 2 1 0x26060000 0.5 -0.5 0x26140000 -0.5 0.5 0 0
new:
Zone= 0 1536 1024 2304 2 1 0x26060000 0.5 -0.5 0x26140000 -0.5 0.5 0 0

[G26 I145]:
old:
Zone= 217 533 590 590 2 1 0x26140000 0 -0.332203 0x26140001 0 0 0 0
new:
Zone= 0 768 1024 1408 2 1 0x26140000 0 -0.11 0x26140001 0 0 0 0

[G26 I146]:
old:
Zone= 217 828 590 295 2 1 0x26140000 0 0.00112994 0x26140002 0 0 0 0
new:
Zone= 0 0 1024 400 2 1 0x26140000 0 0.05 0x26140002 0 0 0 0

[G2B I133]:
old:
Zone= 422 604 180 16 0 1 0x2B000002 0.5 -0.5 0x2B000004 -0.5 0.5 0 0
Mat 0=data/menu/gui/bearing.tga
new:
Zone= 212 104 600 128 0 1 0x2B000002 0.5 1.8 0x2B000004 -0.5 0.5 0 0
Mat 0=data/menu/gui/bearing_big.tga

[G2B I136]:
old:
Mat 0=data/menu/gui/layout/periscope_mask_1024.tga
new:
Mat 0=data/menu/gui/layout/betterscopes_observation.tga

[G2B I143]:
old:
Zone= 217 827 590 885 2 1 0x2B060000 0.5 -0.5 0x2B140000 -0.5 0.5 0 0
new:
Zone= 0 1536 1024 2304 2 1 0x2B060000 0.5 -0.5 0x2B140000 -0.5 0.5 0 0

[G2B I144]:
old:
Zone= 217 533 590 590 2 1 0x2B140000 0 -0.332203 0x2B140001 0 0 0 0
new:
Zone= 0 768 1024 1408 2 1 0x2B140000 0 -0.11 0x2B140001 0 0 0 0
[G2B I145]:
old:
Zone= 217 828 590 295 2 1 0x2B140000 0 0.00112994 0x2B140002 0 0 0 0
new:
Zone= 0 0 1024 400 2 1 0x2B140000 0 0.05 0x2B140002 0 0 0 0

And the added INI entry to use the nomograph....


[G31 I28]
Name=Nomograph
Type=1030;Static bmp
ItemID=0x3100000f
ParentID=0x31000000
Pos=0,0,200,720
Zone=0 768 200 720 2 1 0x31000000 0.76 -0.02 0x3100000f 0 0 0 0
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/layout/nomograph.tga
MatFlags=0x9
TexFmt=0x0

Hope this helps you.:D

MONOLITH 05-28-07 08:02 PM

Quote:

Originally Posted by Canonicus
Not sure where your conflict is, but...

The conflict comes in because both mods use the same menu.ini, and when engaged with the JSGME, the latter mod will overwrite the former, so you cannot have both at once.

To have both the nomograph and Mav's camera changes, you have to manually edit one of the ini's to incorporate both sets of changes to one ini file.

From the looks of it, the easiest way is to add the Nomograph text to Mav's camera mod.

Thanks for the reply.

ATR-42 05-28-07 09:52 PM

Quote:

Originally Posted by MONOLITH
Question guys...

When the JSGME notifies of a conflict, continuing to enable the second mod overwrites the conflicted file entirely, not just adds the second set of changes, is this correct? Meaning the first mod changes are lost, not added to, yes?

With the Better scopes mod, it conflicts the menu.ini from the Imperial Nomograph mod.


Can someone tell me the exact changes to the menu.ini from either mod, so I can manually edit the ini to combine both sets of changes into one?

Please and Thank you.

EDIT: Same issue with Mavs Camera and Beery's camera 4 mod with the cameras.dat.

http://www.subsim.com/radioroom/showthread.php?t=115257

although it does not contain the camera mod but its close to what your asking for...

MONOLITH 05-28-07 11:31 PM

So Mav... the edited lines in your quote below... these are incorporated into your camera mod, correct?

And if I understand correctly, what this is doing is adjusting things so that the tick marks on the new scope views are accurate with the mast heights on vessels, or did I read all this wrong?



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.


MONOLITH 05-28-07 11:31 PM

Quote:

Originally Posted by ATR-42
although it does not contain the camera mod but its close to what your asking for...

Thanks ATR

Mav87th 05-29-07 05:52 AM

Quote:

Originally Posted by MONOLITH
So Mav... the edited lines in your quote below... these are incorporated into your camera mod, correct?

YES

Quote:

Originally Posted by MONOLITH
And if I understand correctly, what this is doing is adjusting things so that the tick marks on the new scope views are accurate with the mast heights on vessels?

YES

:arrgh!:

MONOLITH 05-29-07 07:36 AM

Thank you.

It appears that the camera view when looking the radar is moved closer to the radar screen as well. Was this intentional?

Now if we can just incorporate Beery's camera distance changes back into the camera.dat, I'll be happy. :yep:

Mav87th 05-29-07 04:34 PM

Quote:

Originally Posted by MONOLITH
Thank you.

Your welcome - glad you like it

Quote:

Originally Posted by MONOLITH
It appears that the camera view when looking the radar is moved closer to the radar screen as well. Was this intentional?

Yes - i have deminished FOV(angularangle) a little on the indoor cameras, but left zoom alone as it is 1.

Quote:

Originally Posted by MONOLITH
Now if we can just incorporate Beery's camera distance changes back into the camera.dat, I'll be happy. :yep:

Beery would you surply the numbers for that camera to me to incorporate it...:yep:


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