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[REL] Mav’s Periscope Optics Mod ver. 1.4
Mav’s Periscope Optics Mod ver. 1.4 For ROW and/or Real Fleet Boat 1.4 PLEASE READ THE WHOLE POST!!!! BetterScopes 1.3 must be installed in order for the mod to work correct. OR Real Fleet Boad 1.4 or any other mod that incorporates BetterScopes 1.3... DOWNLOAD http://files.filefront.com/Mavs+Periscope+Optics+Mod47z/;9831298;/fileinfo.html Credits: This camera mod would not be possible without the author of the SH3 Mini Tweaker program Timetraveler and the maker of the Camara.dat.txt tweak file for SH4 U-Bones. Further kudos goes to the maker of “Silent 3ditor” Skwas. That program is top-notch! Further I have this time taken the liberty of using the Cameras.dat from the ROW patch as the basis of my mod as I think any mod nowadays need to be compatible with that magnificent piece of work!!! Big thanks to them that did the hard work. The mod utilizes the BetterScopes graphical images that come with the Real Fleet Boat 1.4 for ROW patch RC1 or with BetterScopes ver. 1.3. These overlays are the most accurate scope images I have seen to date. And they have the correct markings on both the Attack Periscope and the Observations Periscope. For this mod thanks to Captain Cox for the original idea and his work on which this is based; to Kataki for the idea of reducing the brightness of the attack scope, making it less useful in darkness; and finally to lethal for carrying the torch from the original idea to BetterScopes 1.1 Why this mod? First I think I need to explain why this mod is essential (in my eyes), but please bare with me as it’s a little complicated to explain for me as English is not my native languish. You can see in the Fleet Type Submarine Periscope Manual on page 77, 443 and 526 that the periscope in the fleet type submarines had periscopes that had the following data: Magnification: Low Power (unzoomed) : x 1,5 High Power (zoomed) : x 6 True Field of View Low Power : 32 deg. High Power : 8 deg. Now to mimic this in the games scope, and thus the image of how the captain saw the ships, we need to cover the same True Field of View in the scope image at the zoom level chosen. http://img353.imageshack.us/img353/5...eramod1tt4.png If this is not done the ships will either be too big or too small compared to the sightings the real captain did in his scope. This will either enable you to see ships, ID or what ever on to great distances, or the opposite NOT give you the possibility of doing just that. Using this mod (or similar changes to your own cameras.dat file) will enable you to view the Kiturin Maru at the exact correct size in the optics on the ranges. I adjusted the Angular Angle for the periscope so the ships had the correct Linier-Length (a ship of 450 ft. fills X-much division markers in the scope at Y range) in all of the observation aids. It actually gives pretty much zoom over the stock effect. You will be able to localize mastheads over the horizon in good weather now and able to begin Stadimeter ranging at around 8000-9000 yards (witch to me also seems about right as the Stadimeter gauge does not extend to more then 9000 yards...). In my opinion having a larger zoom lens is rather pointless as all you need at 9000+ yards are bearing and relative movement in order to direct your intercept course. From 9000 yards you have ample time to ID and fine tune the solution until you shoot. How to manually do the mod to your own cameras.dat file….. First we set the zoom level for the periscopes correct in the Cameras.dat file to x1.5, x6 and then x7 for the Binocular and UZO (the TBT is named UZO in the cameras.dat file) as both was a x7 optics). But this is not enough as the Angular Angle need to be calibrated to show the correct amount of feet across the periscopes visual area aka. Its need to be changed to some figure that will give the image a True Field of View of 8 deg. in high power or 32 deg. in low power. I also included an extra zoom level for the UZO at x1 so you can zoom out slew and then zoom in again with the mousewheel. I did this as the TBT is simply the captains binocular laid up and a holder and he could look over the TBT while turning it. The Angular Angle in the Cameras.dat file is the same as what in the optical world are described as Angular Field of View (how wide a field you see at 1000yards in angles) and that was pretty far off in both periscopes and binocular in the original SH4. Angular Field Of View The amount of sky that you can view through a telescope is called the real (true) field of view and is measured in degrees of arc (angular field). The larger the field of view, the larger the area of the sky you can see. Angular field of view is calculated by dividing the power being used into the apparent field of view (in degrees) of the eyepiece being used. For example, if you were using an eyepiece with a 50 degree apparent field, and the power of the telescope with this eyepiece was 100x, then the field of view would be 0.5 degrees (50/100 = 0.5). Manufacturers will normally specify the apparent field (in degrees) of their eyepiece designs. The larger the apparent field of the eyepiece (in general), the larger the real field of view and thus the more sky you can see. Likewise, lower powers used on a telescope allow much wider fields of view than do higher powers. No matter what, the ticks in the scope should cover X feet at Y yards of range. This is measured in both degrees (angular field of view) and in feet (linier field of view). Both periscopes have a angular field of view of 8 deg. at high power (x6) and 32 deg. in low power (x1,5) As long as the FOV is less than 10 degrees, the following approximation formulas allow one to convert between linear and angular field of view. Let A be the angular field of view in degrees. Let L be the linear field of view in feet per 1000 yards. Let M be the linear field of view in millimetres per meter. Then: angular field of view in degrees = A= 0.0191 x L angular field of view in degrees = A= 0.0577 x M linear field of view in feet per 1000 yards = L = 52,43 x A linear field of view in millimetres per meter = M=17,15 x A For example, in high power with a 8 deg. Angular Field Of View you have a Linear Field of View of 419,44 feet per 1000 yards of range. Meaning that a target of 420 ft. in length at a range of 1000 yards should touch both the left and right side of the periscope view as it should fill exactly 8 deg’s of Angular Field Of View. If it’s on a range of 2000 yards it should fill half of the scope across. It so happens, that the Kiturin Maru is 426 feet long and fits this test fine. The division markers in the scope optics represent accurate minutes of arc. Each large division on the telemeter lens corresponds to an angle of 1 degree at high power, and 4 degrees at low power. Each subdivision corresponds to an angle of 15' at high power and 1 degree at low power. This is valid for the ticks vertical and horizontal. Overlap system of collimation. A ready means of checking the range scale dials of the stadimeter with the lower (split) objective lens is accomplished by use of the telemeter lens and is called the overlap system. This method is of great importance to a repairman as a rough check of the stadimeter when the periscope is installed in a submarine. In determining the range scale dial readings by this method, the cotangent of the angle is used. The angles measured are those angles formed by the graduated lines of the telemeter lens located 1 degree to the left of the vertical centerline in high power. In low power, the group of lines is located 4 degrees to the left of the vertical centerline. Each large division on the telemeter lens corresponds to an angle of 1 degree at high power, and 4 degrees at low power. Each subdivision corresponds to an angle of 15' at high power and 1 degree at low power. In high power, the cotangents at these angles are: Cotangent of 15' = 229.18 Cotangent of 30' = 114.59 Cotangent of 45' = 76.39 Cotangent of 60' or 1 degree = 57.29 Cotangent of 1 degree and 15' = 45.85 When displacing the lower (split) objective lens, and overlapping or superimposing the telemeter lens lines over each other, the range is found as follows: 1. 15 minutes of arc represents a range scale dial reading of 1,500 yards over the 20-foot height scale dial reading. 229.18 X 20 ft = 4,583.60 ft, or 1,527 yd 2. 30' of arc represents a range scale dial reading of 760 yards over the 20-foot height scale dial reading. 114.59 X 20 ft = 2,291.80 ft, or 763.93 yd 3. 45' of arc represents a range scale dial reading of 500 yards over the 20-foot height scale dial reading. 76.39 X 20 ft = 1,527.80 ft, or 509.26 yd 4. 60', or 1 degree, of arc represents a range scale dial reading of 380 yards over the 20-foot height scale dial reading. 57.29 X 20 ft = 1,145,80 ft, or 381.93 yd 5. 1 degree 15' of arc represents a range scale dial reading of 300 yards over the 20-foot height scale dial reading. 45.80 X 20 ft = 916.58 ft, or 305.33 yd What I did was the above mentioned Overlap system of Collimation test. - Sit at periscope depth and have a ship anchored in front of you (range, type, etc. is not important). - Without locking the ship you slide the stadimeter’s outermost ring so the marker is set at 20 (about 10 o’clock). - Put the periscopes crosshairs horizontal line on the horizon – be very precise! - Now click the stadimeter so it gives the double image and adjust it so the horizon in the double image aligns with the first tick over the horizon – again great precision in doing it! IF the angular angle is correct the stadimeter should give a range at about 1500 yards - Now the 2nd tick above horizon for 764 yards - 3rd tick above horizon for 509 yards - 1st whole tick (4th above horizon) for 382 yards http://img353.imageshack.us/img353/1...eramod2ed3.png I don’t know how many times I did this then exited from the game and changed the Angular angle a tad and redid the test….but it took me about 7-8 hours in total. The end result is good though. A noticeable factor is the FarDistance value. If that one is changed the angular angle works differently!!! – I have changed all the periscopes, binocular and UZO FarDistance values to 20000. I could not see any effect in how far one could see land. Next I made a mission (included in the mod) that shows up in the Submarine School as “SS05 Periscope Scale” where you start as a Salomon surfaced or dived at 164 feet of water(first time you run it your surfaced, all the other times you will be at 164 ft. – I have no idea why??). Just order periscope depth without sailing and you will pop up between two Japanese Modern Passenger Liners (Kiturin Maru’s with a ship length 426.7 feet) placed at distances of 1000 yards (the one behind you) and 2000 yards (the one in front of you). Now check to see if the two ships fill respectively the whole of the scope width in x6 or half the scope width – they do. The ships are a little to long (6.7 feet) compared to the mathematical number of 419,4 feet of Linier Field of View that the 8 deg. Angular Field of View periscope has in x6 power. Next test was to check if all of this had had any impact on the stadimeter measurement if a target – it had not. No matter the value of the angular angle and zoom, the stadimeter range came out correct (assuming the data for the targets masthead height is correct in the ships data files) So this mod will NOT screw up your targeting, but only give you the correct visual impression of your target. Kim Rønhof’s 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. New values Dummy_Cam_UZO: Zoom set to x7 New zoom level of x1 in addition to the x7 Angular angle set to 84 FarDistance set to 20.000 Dummy_Cam_Obs_Periscope: Zooms set to x1,5 and x6 Elevation min -10 max 74.5 Angular Angle set to 55 FarDistance set to 20.000 Dummy_Cam_Binocular: Zoom set to x7 Elevation to min -70 and max 70 Angular Angle set to 84 FarDistance set to 20.000 Dummy_Cam_ Periscope: Zooms set to x1,5 and x6 Elevation min -10 max 45 Angular Angle set to 63,1 FarDistance set to 20.000 |
Thanks Mav,
With your permission will use these scope graphics for the next release and 1.5 version of RFB |
Ahh, good job for fixing that up.
But, and I don't mean to be disparaging at all, you probably didn't need to go through all that. SH4 scales everything from a base screen width (1024 pixels), so you probably could have derived everything from the scope texture. I haven't had time to try this, but here's how I would have done it (and how I have done it for Armed Assault). If you open the scope texture, you can count the pixels between each tick. The one I just measured has 68 pixels between each group of four ticks. If each tick is 15 MoA, then the scope is obviously scaled for 68/(4*0.25) = 68 pixels per degree in high magnification. High magnification is 6x, so the base magnification is then 68/6 = 11.33 pixels per degree at unity. The texture width is 1024 pixels, so the base field of view should be 1024/11.33 = 90.35 degrees. This number goes in AngularAngle. Am I close to what you've come up with? Personally, though, I think AngularAngle should be as close to the angle taken up by your monitor in your field of view (I usually say 25-35°) as is practical. Then optics should be scaled to that. The problem, of course, is that many optics have apparent fields of view much greater than 35° (our submarine periscopes have a 48° apparent field of view, for example), so you have to either cut off the sides or shrink them down to fit on the screen. Pretty much every developer chooses the latter path. But with AngularAngle set to 90 degrees, a 6x periscope only looks like 2x magnification to my eyes. Eventually I wanted to redo the TBT/UZO, binocular, and periscope overlays for a common base field of view somewhere around 48 degrees (and get rid of the god-awful two-circle thing in the binocular overlays -- I really hate that convention), but I haven't had the time or inclination. EDIT: The BetterScopes textures are completely different from what I just measured. So these numbers don't apply at all. Just measured BetterScopes 1.3 and found scales of 90 pixels per degree for the attack scope and 103 pixels per degree for the observation scope. Those should give AngularAngle values of 62.27 and 59.65 respectively. EDITx2: After testing what I've typed here, I have to conclude that it doesn't work. It's close, but not quite there. I really can't imagine why it fails. It's not scaling the reticle texture any, so either SH4 uses some non-standard projection to display things onscreen or AngularAngle isn't actually in degrees. I haven't found a relationship between what I've come up with and what's needed for accurate display yet. |
SWDW feel free to leech what ever is in the mod. I'd be honored by its usage.
Yea there is a problem with the scaling imo. Looks like the closer you are to center the more its compressed. Allso as i wrote in the above the FarDistance plays a part in this. Anyway the second test you did with BetterScopes 1.3 overlays was much closer to my findings. |
Mav87th, I've just downloaded your latest visual mod and I'm looking foward to trying it out. I have a Maxoptics2 mod that magnifies the view for greater visual sighting of the target but my parameters have nothing to do with the correct visual size comparied to the rectile hash marks of the scope. Your mod increases the high magnification view of the periscope to 6 where mine went to 8 (stock value was 4). But, I will take the 6 value anyday if it gives correct readings for range using the scope hash marks. You have done your homework, and I believe it deserves a warm pat on the back for a job well done. :up: :up: Two thumbs up!!!
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I made this mod back in ver. 1.2 and followed it up for 1.3. Then i had a bigger brake but is now back in town :)
I HOPE i did my homework correct, it is the best i could do without having a boat in the backyard, thus not being able to check it out vs. the neighbourhoods car pool.... Your praise warms my heart. A feelow modders praise is allways worth more then 1000 downloads!! THANKS And to anyone who feels like using this in their future mod's - you are all VERY welcome - credits or not. Im only modding to make the game better, not for the credits. Remember that IF you credit me - i expect the mod to be implemented correct so i won't take your flack for it:arrgh!: |
Anyplace to download BetterScopes 1.3 or the newest version? Thanks
Nevermind, I just found 1.51 :up: |
Be carefull - i have no idea if the size of the overlays have changed in BetterScopes 1.51!!
You can do a quick verification by carefully doing the Overlap system of Collimation test that i described in the first post. |
It does not work with 1.51, It causes SHIV to lock up with the loading bar on the opening screen about 3/4 complete. Cycle them back out, and business as usual.:damn:
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Ok THAT sounds strange. I can understand if it opens and gives a distorted image, but not that it crashes due to two other graphical images as background layer. What mods have you got installed now?
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RSRD V355
ASW 6.0 Environmental Color 3.2 360 Degree Bearing Plotter Imperial 1.5 SHIV Mast Correction Diverate My Menu V15 Imperial Nomograph I don't remember what the exact error message was... |
Mav87th,
Just read the README, awesome work, as I am always looking to increase the accuracy of game play in SH4, I am looking forward to installing this one! Thanks! |
56 downloads in less then a week.... pretty good
Now if any of you 56 skippers has any feedback to me; be that critique or suggestions then please put them here in the thread. I'd like to develope the cameras.dat file further. Next step is to make it Real Nav compatible with either a 30deg. sextant mod, or a 60 deg sextant mod. - im not sure if a 30 deg. mod is best. It's more precise, but allso rents you with less possibilties to read stars (0-30 and 60-90 degrees). Another idea is too combine a 30 and 60 degree mod. To do this ill make one of the views (fx. the deckgun) use a 30 deg vertical angular angle and keep the bridge view at 60 deg angular angle - then the same sextant with 60 divisions can be used in both positions. A third idea is to give the bridge view an extra zoom level of x2 and then utilize this with the sextant (x2 zoom at 60 deg angular angle gives 30 deg angular angle). But for now its feedback on the present file....:|\\ |
Maj. Mav,
I play using TMO+RSRDC v371 and am currently using Werner's Optic's2 over TM. I would like to try your optics mod because of the realistic magnification/True Field of View and the large bearing indicator. Do you have any plans to release a 1.5 version of this mod? Perhaps one that is compatible with TMO and/or RSRDC? Thanks! |
Yes it's being implemented in RFB for 1.5
If any of you guys want it then i have an updated camera.dat file that will run (not tested tho as i don't have 1.5 yet) with 1.5. You can have that via email if you wanna try it. |
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