![]() |
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 |
Quote:
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: |
Quote:
Quote:
|
Quote:
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. |
Quote:
Quote:
Quote:
|
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 |
Quote:
|
Quote:
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 |
Quote:
Generalee |
Quote:
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 |
Quote:
Generalee |
All times are GMT -5. The time now is 12:38 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.