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Mod request: Rangefinder scope on Deckgun
Hello, I have been playing silent hunter 4 since the beginning of the weekend :yeah:, and I have downloaded a few mods, like the Bismarck surface vessel battleship and the yamato. Until recently, I have not seen any combat fleets, and when I seen one, I got half destroyed, and got next to no hits with the main deckgun...:damn: I would like to know if there is a mod anywhere on the internet that has a scope on the deckgun that tells you range, and if so, I would like the link.
ps: I would also be interested in surface vessels mod links... :D Thanks Ahead of time Generalee |
Hello?!
Can anyone answer me, Id love to have the answer today and not next week :D Generalee |
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In the meantime, that may be possible but I don't know of a mod that exists for it. If it uses a German interior you can use the UZO to get a range and then return to the gun. If the ship uses the US interior you can use the statimeter to find the range. Welcome to subsim. People are willing to help, but not if you want your answer NOW. You will have to wait until someone reads your question. Relax, you will make more friends and get more answers that way. Peabody |
a mod like that don't exist
you can use UZO/TBT, sonar, radar, map instruments, or combination of all these to find out distance, you must approximate target's direction and speed etc. This is charm of this game, that's why we're playing for years and have not bored :) and make some time looking here, you will find all ships you want, submarine and surface vessels from Flying Dutchman :) to cold war era http://www.gamefront.com/files/user/Hotmanandre http://www.gamefront.com/files/21355...land_Emden.zip http://www.gamefront.com/files/user/wevbarker2011 http://www.gamefront.com/files/21355...5BFixed%5D.rar http://www.gamefront.com/files/21190228/IJNTakao.7z http://www.gamefront.com/files/user/Karle94 there you have few :) good luck and have fun!:salute: |
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WELCOME ABOARD! :sunny: |
It's possible to make a different deck gun lens view that puts telemeter divisions onto the scope lens (much like the periscope or TBT views). You would have to adjust the divisions to actually work with the correct scale the deck gun camera.dat file uses. Then you would have to add a tool like the Range Omnimeter to calculate the range to target when counting the telemeter divisions. Either that, or you get the ol' calculator out to figure the trig problem of changing height into distance when a particular angle is known.
But, that may be the easy part. I would think the deck gun camera may be effected by the differences in the particular game resolutions that the periscope and TBT views have. Depending on which resolution/aspect ratio your particular game computer uses will create a difference in scale for the deck gun view. In other words, one fix won't work for everyone. That's not a real big problem to make, but it just makes a fix all the harder to accept when a gamer has to think for himself "What fix do I need to use for the resolution my system uses?" Their more likely to say "Forget it, I'll just pop a few caps and figure range by watching my shells fall short, or going too long!" |
Rangefinder scope on deck gun
I have Trigger Maru 2.5 installed as a mod. I do not know if the following is a stock or Trigger option added.
Use UZO to find the range to target. Go to the deck gun staion and then hit the TAB key. The TAB key gives the range options. You can zoom in or out of the range, found by the UZO, with the up and down keys. |
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As a surface buff, the lack of some sort of firecontrol kinda have got to me.
I am working on something called UZO to firecontrol, the game have some "locked" things, but im working on forcing the game to a few things. I realy dont want to say to much since im in early "alpha" But hopefully when i with the help of a few others get the Takao mod completet you will se something that atleast will be more "surface" friendly.... But this is alot of coordinate work and trial and error..... here is the original layout idea, it have changed alot, but give you an idea... http://i106.photobucket.com/albums/m...irecontrol.gif I will se if i can get a screen of the final layout. In there are range etc..... TBear |
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The idea is that you use the UZO station that have been transformed into a firecontrol station. You lock get relevant information right there in one station. I have not planeed anything to the original way of the player main gun, since i kinda want the crew to do there job while im manouvering the ship. I use angle on target alot, so im hanging in uzo station and manouver from there, thats why i got this idea to have the relevant information right there without clicking around.... Again, i have no idea if it will work....its alot of reading and manipulating....and it realy takes alot more time than i thought it would.... Main problem is that i have to use one base megamod since most mods have changes in the menu init....either i had to create it for stock or i had to create it for one mod. My base foundation is Fall of the rising sun mod...FOTRS.... Here is another CONCEPT layout....the final one is kinda between them....i will upload the final layout when i have time... http://i106.photobucket.com/albums/m...kings/Gui1.gif TBear |
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Generalee |
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release.....when its done :O: Initialy no. The player stil have to use the "old" way. I might look into the player operatet gun later...but it all comes down to how well i can get the firecontrol to work.....:hmmm: TBear |
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Generalee |
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yes you can get the range from firecontrol, jump to gun and shoot like normal....player gun is stil playable....not toucthing that one....all i fool around with is order bar and UZO........ TBear |
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Ps: Would you know a way of modifying the game so I can have all my surface vessels at the same time? It tells me the following: "Readme.cfg" has already been altered by the "Playable King George V Battleship V0.2" mod. "CareerStart.upc" has already been altered by the "Playable King George V Battleship V0.2" mod. "Flotillas.upc" has already been altered by the "Playable King George V Battleship V0.2" mod. "UpgradePacks.upc" has already been altered by the "Playable King George V Battleship V0.2" mod. "Weapons.upc" has already been altered by the "Playable King George V Battleship V0.2" mod. What do I have to alter or do to avoid it to override and so that I can have many ships at a time? Thanks Generalee |
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I realy dont have enough mod experience to explain all you need to do. To avoid this problem you are having im working on two ships that will be apart of my small mod. a 3rd ship might come in. You need to get the ships in a pack if you want them to work. The submarines normaly also will have some errors when installing surface ships. My best advice is to run one at the time. Maby Karles ships work in multible installs since hes the same creator....but realy dont know.... I make paralel work on the Furutaka beside my main ship Takao. Hopefully i can get a BB in there to, especialy the Kongo....but right now i work one ship at the time, when i get something that work on that one i copy/paste it to the other one.... This is the best answer i can give...sorry.... |
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Generalee |
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To make it simple to understand an example: TBear is working on a MOD for the Takao, he obviously is not going to add a CareerStart for the King George V. So that means the LAST Careerstart.upc is the only one that will work right. One progam I have found to be very helpful, especially with Menu1024_768.ini but will work with any file that you edit with notepad is called Winmerge. So you get the warning for the Careerstart.upc. You open Winmerge and on one side you open the King George CareerStart.upc, and on the other side you open the Other CareerStart.upc (whatever that might be) and it will highlight the lines that are different. That may help you to fix them. You only have to know what information must be changed and what does not. Another example: If in the Flotillas.upc the missions are different, it is ok to leave one or the other in as long as they are both missions for surface ships. I don't have the King George so I will show an example of a CareerStart from the German uboat add on that we used for TBear to test the ships before he got his 'campaign' going. http://img822.imageshack.us/img822/9...ergecstart.jpg As you see on the left is the Careerstart for the Takao and on the right is the Careerstart for the Furutaka. And the difference is highlighted. So obviously for it to work both ships have to be in one file, since as you said the last one installed overwrites the old one. So this program may help you it may not. But it will show the difference in the two files. |
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