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-   -   [REL] New Optics for NYGM 3.0 NOW 1.1! (https://www.subsim.com/radioroom/showthread.php?t=141925)

Hitman 09-10-08 02:19 AM

[REL] New Optics for NYGM 3.0 NOW 1.1!
 
In case people missed the announcement, it's in the main NYGM thread here:

http://www.subsim.com/radioroom/show...0&postcount=86

Stiebler kindly finished and tested a work I did this summer on my vacations, changing the appearence of the optics to follow historic ones, and adding Nicolas superb TDC controls to the peris and UZO stations.

Attack Scope:

http://img365.imageshack.us/img365/7...1669vj0.th.jpg

Observation Scope:

http://img84.imageshack.us/img84/610...3379kg6.th.jpg

UZO:

http://img143.imageshack.us/img143/2...4900qf2.th.jpg

Enjoy :up:

h.sie 09-10-08 02:55 AM

awful. is there a version for GWx2.1, too? or a do-it-yourself manual?

wdq4587 09-10-08 04:53 AM

Just forget post in that "Telemeter scale in the german optics".

I don't think the periscope have a field of view less than 50 degree. Some u-boat commander binoculars have a FOV like 72 degree. Although I have no data of periscope FOV. But I believe it at last should have a 60 degree FOV.

Why you can not seen a 60 degree FOV from the camera picture is not because the camera FOV not big enough. That's because the camera lens can not near the periscope lens enough. And the binoculars or periscope have limited eye relief. Just like there are a hole in wall, if you are not close enough, you can not see wide.

Hitman 09-10-08 05:02 AM

Quote:

awful
Thank you. Now I can be sure the mod is in the right pace.

Quote:

is there a version for GWx2.1, too? or a do-it-yourself manual?
:rotfl:

Quote:

I don't think the periscope have a field of view less than 50 degree. Some u-boat commander binoculars have a FOV like 72 degree. Although I have no data of periscope FOV. But I believe it at last should have a 60 degree FOV.
No. read the documentation, it took many research hours to find the correct info ;) . The FOV in real german periscopes was 38º in 1,5x zoom.

Alex 09-10-08 06:20 AM

:huh:
It looks very nice, Hitman ! :hmm:

:rock: :up: :arrgh!: ;)

onelifecrisis 09-10-08 07:21 AM

:rock: :rock: :rock:
Looks brilliant!

kranz 09-10-08 08:57 AM

#Hitman

Do you have a .doc version of the pdf containing the tables with range? I'm asking because I get some cr*p while trying to print it(no umlauts, lots of ! ! ! etc)

Hitman 09-10-08 09:00 AM

Thanks for your kind comments :up:

@kranz

Here you go: http://www.mediafire.com/?sharekey=b...8d5dbc07de014c

kranz 09-10-08 09:06 AM

Thanks:up: Now it looks good. But how to use it? I mean "Mils"= those little vertical marks on the left, yes?

Hitman 09-10-08 09:26 AM

Hummm I thought it would be more intuitive :lol:

Never mind....

Here is an example: You are looking at a coastal merchant (22.7 metres mast) through your scope at 6x zoom and see this:

http://img228.imageshack.us/img228/3...mplemt4.th.jpg

The top of the mast reaches the "100" mark (In the attack scope that would be the "10" mark, not that divisions there go 20 by 20, not 10 by 10)

You can calculate the distance quickly with a mental formula:

22.7 x 1000 = 22700
22700 / 100 = 227 (Distance it would be at 1,5x scope zoom)

and then multiply by 4 (Because you are in high zoom) to get a result of 908 metres.

Or you can look at the table and find the result like this:

http://img75.imageshack.us/img75/9041/tableto6.th.jpg

The table is setup to be conceptually similar to what you see through the scope, i.e. the leftmost colum matches your scope divisions. The higher the mast on your scope, also the higher you go in that column. Then you simply slide right till the proper mast heigth column, in this case 23 metres (Rounded up 22.7 metres).

This method is way faster than browsing through the recognition manual to find a match and also allows you to make estimates based on funnels, deck, bridge, etc. heigth. If you have a printed manual with silhouettes, this method is the best possible one :rock:

joegrundman 09-10-08 09:55 AM

this looks fantastic Hitman! Great work:D

Sailor Steve 09-10-08 11:54 AM

Looks great! I especially like the effect with the UZO.

Quote:

Originally Posted by Hitman
Quote:

awful
Thank you. Now I can be sure the mod is in the right pace.

I'm pretty sure he mean "awesome". But I'm also pretty sure you thought so, too.

kranz 09-10-08 12:31 PM

sure he did. It's cool especially now, when I know how to use it.

PS: One more question: there are 4 subdivisions between 0-50 and 50-100(so:10, 20, 30,40 and 60, 70, 80, 90) and only 3 between 100-150. How come?

Wilcke 09-10-08 03:16 PM

Excellent work Hitman! This is a must have for NYGM 3.0.

Thank you, sir.

Hitman 09-10-08 03:58 PM

Quote:

PS: One more question: there are 4 subdivisions between 0-50 and 50-100(so:10, 20, 30,40 and 60, 70, 80, 90) and only 3 between 100-150. How come?
BUG!!! :damn:

Thanks for reporting, will fix it ASAP meanwhile note that the 150 is in fact one mark higher :shifty:

wdq4587 09-10-08 08:35 PM

Quote:

Originally Posted by Hitman
No. read the documentation, it took many research hours to find the correct info ;) . The FOV in real german periscopes was 38º in 1,5x zoom.

38º in 1.5x zoom, that's people normally called 57º FOV from human eyes. (Although calculated by triangle functions it should be 54.6º).

I strongly suggest you enlarge the periscope view as big as possible. In my calculate from a normal distance to view computer screen. It's about 1º per 31 pixels (+20%, -10%). Calculate your 57º FOV using how much pixels. Then you know a ship in your periscope small than a ship in real periscope how much. In my modifiction, I even add a 21X zoom level to emulate the same size in human eye retina. And even with that, you still can not get same distinguish ability as using real optic system for your computer do not display pixels in 0.1 mm size.

And I also strongly against using 2 circles style to show binoculars and UZO. It's looks not professional at all.

Hitman 09-11-08 01:25 AM

Quote:

I strongly suggest you enlarge the periscope view as big as possible. In my calculate from a normal distance to view computer screen. It's about 1º per 31 pixels (+20%, -10%). Calculate your 57º FOV using how much pixels. Then you know a ship in your periscope small than a ship in real periscope how much. In my modifiction, I even add a 21X zoom level to emulate the same size in human eye retina. And even with that, you still can not get same distinguish ability as using real optic system for your computer do not display pixels in 0.1 mm size.
FOV through an eyepiece is obviously reduced when compared with naked eye. You are mixing here FOV and amount of detail visible or perceivable, which are two different things. I have been testing my results with REAL binoculars this summer, watching REAL ships from the beach and the FOV is correct, although of course the computer screen resolution limits the detail you can perceive (F.e. in thin parts like masts and cables, or edges of the bridge). Then I also have readed many reports and manuals about the periscopes and their limitations, and you can be sure that using them required experience and ability. The amount of detail and size you suggest is in my opinion way better than the one available on real WW2 periscopes, not counting the dirt and humidity condensed in the lense, water reflections and other many variables that cause noticeable distortion to the image.

But again that's only my opinion and how I prefer the game to look like. I did the mod for my personal use but decided to share it in case someone else liked it and hadn't the skills to create his own one. I'm not going to introduce other modifications that those I like, so anyone not satisfied with the optics, just unistall them or modify them (I gave blanket permission for that in the readme in anything related to my own work).

Quote:

And I also strongly against using 2 circles style to show binoculars and UZO. It's looks not professional at all.
I also have a version with only one circle in the middle, showing the correct vision when the eyes are pressed against the rubber. I will upload it as alternative for those who prefer it :up:

Thanks

coronas 09-11-08 02:01 AM

Great work, Hitman! Simple and realistic! :rock:

h.sie 09-11-08 02:20 AM

oh sh*t, i of course meant awesome and not awful. sorry for my bad english.

nirwana 09-11-08 02:53 AM

I recommend to disable WA support in reality settings if its not done yet. He will report the distance to the closest target only but i think leave it on would spoil the reality purpose of this mod to a certain degree.


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