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Old 02-26-08, 11:37 AM   #31
geosub1978
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Default True bearings

That's true!

I am speaking of a true bearing layer under/above or even instead of the relative bearing layer on the periscope mask, as long as the compass bearings are true and periscope and UZO are relative.

Or I would say that an inner relative bearing cyrcle in the compass would be OK!

I think that this would be very helpful and realistik as well douring realistik target approach procedures!
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Old 03-05-08, 06:37 PM   #32
ustahl
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Addon compatibility?

Is this mod supposed to work with the Addon v1.5 as such, or will it be updated to work with the U-Boat Missions Addon?:hmm:
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Old 03-05-08, 08:23 PM   #33
NonWonderDog
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I think it will screw up various U-Boot screens if you try to apply camera mods (like this one) to 1.5. I'm not sure on that, though.


What I've been doing, is I've been using Silent 3ditor to change the periscope magnification levels from 1x and 4x to 1.5x and 6x in cameras.dat. The path is "Node - _Dummy_Cam_Periscope_" -> "Optical" -> "Properties" -> "ZoomLevels" for the attack scope and it's very similar for the observation scope.
Then I go and take my favorite periscope overlays and scale them up 50%. That does make them a bit blurry, of course, and the U-Boot reticles aren't labelled correctly anymore.

I have no idea if that makes it really look like the realistic 1.5x and 6x, though. I think the tick marks are a bit off, too. I've done a lot of very accurate optics work with Armed Assault (such as this fully functional and accurately scaled TPD-K1), but I haven't quite figured out the field of view settings in SH4 yet. If I find some references i might try my hand at some to-scale reticles, but now that I've got free time again I really should be working on that tank mod.
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Old 03-06-08, 04:00 AM   #34
ustahl
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Thanks. I've never done such modding before, but with your advice I might give it a try. It's never too late to try learning new skills. Not sure of the outcome though.:hmm:
I wish some you actual modding gurus (WernerSobe?) would fix this, however.
Btw your tank optics looks amazing.
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Old 03-12-08, 03:51 AM   #35
Mav87th
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Try to look at this old mod.

http://www.subsim.com/radioroom/showthread.php?t=115525


Feel free to copy anything you like from it.

Last edited by Mav87th; 03-12-08 at 04:15 AM.
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Old 03-12-08, 05:40 PM   #36
eatmafish
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I tried to overwrite the uboat periscope skins with some of maxoptics' mod files and looking good so far.

see my uboat video -



the only thing maybe the depth gauge to the left blocking some of the scope but not big deal to me.
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Old 03-12-08, 10:44 PM   #37
Sailor Steve
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That does look good. I'm glad it's working well, as I like both theaters and both campaigns, but can't play SH4 yet, due to poor equipment. It looks like the add-on is taking the direction of bringing everything up to SH4 standards, and it will be nice to have the 'MaxOptics' views for all submarines.
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Old 03-13-08, 12:57 PM   #38
ustahl
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Quote:
Originally Posted by eatmafish
I tried to overwrite the uboat periscope skins with some of maxoptics' mod files and looking good so far.
I think that is what I actually did, too, and got the nice maxoptics visions.
I made my v1.5 Addon maxoptics adoption simply as follows: From the original maxoptics 1.4 I took only the file
Data\Menu\Gui\Layout\Periscope_Mask_1024.dds and copied it into a new JSGME-able mod with following structure:
Data\Menu\Skins\American\Gui\Layout\Periscope_Mask _1024.dds
and Data\Menu\Skins\German\Gui\Layout\Periscope_Mask_1 024.dds.
This way I have a JSGME-able maxoptics mod that works and looks well in the UBM Addon for both the Fleetboats and the U-Boats.

I'm looking for one improvement, though. This maxoptics periscope overlay shows rather thick black cross hair lines, which possibly are not historically correct. Does any body know how to get rid of those cross hair lines??

Credits go of course to Werner Sobe for the original maxoptics 1.4
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Old 04-07-08, 08:51 AM   #39
Snakeeyes
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Sub gurus... how realistic is this?
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Old 05-20-08, 06:47 AM   #40
Yoda
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Great Mod , i have a question/request though.

I use 1650x1080 widescreen and if possible? i would like to have the cross-hair and markings thinner as they appear now. I reckon the used drawings is still the design for 1024x768?

Im a not a modder myself and i really appreciate if someone have an idea or fix for this (what file name has the crosshairs? i got a dds mod tool now ).

Thx a bunch

Last edited by Yoda; 05-20-08 at 11:36 AM.
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Old 05-20-08, 11:44 AM   #41
Rockin Robbins
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Arrrrrrr! I'm a realism wonk and I throw my hat in the air with Capn Scurvy. If it makes your game more fun it's a great mod. If it's not my cup of tea I'll not stand in the way of those who love it. Somewhere there is a player who kept playing SH4 because this mod or Capn Scurvy's mod made the game playable for them. Great job Werner! Glad to see you around these parts again.
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Old 05-20-08, 01:34 PM   #42
Mav87th
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Quote:
Originally Posted by Snakeeyes
Sub gurus... how realistic is this?
Hey Snakeeyes

Im not sure with what numbers is used in the mod here, but the good news is you can test the "optics" out your self.....and its rather easy

If you like i can email you a mission for SH-4's subschool where you can test it with the below method.

Test parameters:

Vs. a Kiturin Maru that in the ONI-208-J manual is listed with a length of 427 ft. The Maru is listed with an A, with indicates that its certain data. Im hoping the dev's made the ship from good drawings

Angular Length and Linier Lenght for this ship placed at 400 yards. is

((427ft. / 3) / 400 yards) * 57,3 = Angular Lenght (20,4°)

So the Kiturin Maru should fill 20,4° of vision at 400 yards range

The real scope has two levels of zoom, x1,5 and x6. It has some tickmarks horizontaly and verticaly. Each time there are three tics there is a hashmark. (see top post image in this post http://www.subsim.com/radioroom/showthread.php?t=134349)

In x1,5 scope (low power) 20,4° is the same as 20,4 ticks in total as each tick mark is 1 deg. In x6 scope (high power) its 81,5 ticks in total as each tick here only represents 0,25 deg.

The ship was in mission editor placed at 366 meters (equal to 400 yards), 732 meters, 1098 meters 1464 meters and 6862 meters away

The targets should fill the below amount of tickmarks in your high power zoom (x6 zoom) and in low power zoom (x1,5 zoom)
High - Low
81,6 - 20,4 at 400 yards
40,8 - 10,2 at 800 yards
27,2 - 6,8 at 1200 yards
4,4 - 1,1 at 7500 yards

The formula to figure this out is the following: (ship lenth in yards / Range in yards ) * 57,3 = Angle in degree's

In low zoom each tick is 1 deg.
In High Zoom each tick is 0,25 deg.

------------------------------------------------

In my periscope mod i have the zoom levels of the scopes set to 1,5 and 6 and then i have calibrated the angular angle value so the linier length's of the Kiturin Maru is correct. And its correct at all ranges. This enables manual stadimeter shots without having to ID the ship first, It allso works 100% with the ship id'ed only when this is done you NEED to take the stadimeter reading from the point that has been entered into the ships dat file as the mastheight (it could be the funnelheight and then you need to take the reading on the funnel).

I could point you around to different posts, but i would rather on request give you a guiding to how to fix it in your own install, as its a bit complicated to shuffel around to different postings.

First of all test the scope you have now, it might be correct - making any further work redundant
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Old 05-20-08, 02:18 PM   #43
CapnScurvy
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Quote:
Originally Posted by Yoda
Great Mod , i have a question/request though.

I use 1650x1080 widescreen and if possible? i would like to have the cross-hair and markings thinner as they appear now. I reckon the used drawings is still the design for 1024x768?

Im a not a modder myself and i really appreciate if someone have an idea or fix for this (what file name has the crosshairs? i got a dds mod tool now ).

Thx a bunch
Yoda, try these scopes. They are the ones I use in my SCAF mod for accuracy in manual range finding. Give cerdit to the fine work of Captain Cox's for the outside image, I reworked the lines for clarity, and enhanced them to have greater visibility at night. I also modified the lens to have a weathered appearence. There are two different sets of scopes included in the download, one to be compatible with the SH4 patched to 1.4, and the other for SH4 patched to 1.5 Addon. They are JSGME compatible.

The download site is here for CapnScurvy's Scopes

Cheers


Hey RR, how's the peanuts??
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Old 05-20-08, 04:53 PM   #44
Yoda
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@Capnscurvy:

I run SH4-1.5 with TMO and RSRDC TMO 371 is the mod compatible with this setup?

thx again
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Old 05-20-08, 07:29 PM   #45
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Quote:
Originally Posted by Yoda
@Capnscurvy:

I run SH4-1.5 with TMO and RSRDC TMO 371 is the mod compatible with this setup?

thx again
OOOOOOH, you're going to start throwing other mods into the mix!!! TMO has it's own set of scopes, I'm pretty sure RSRDC whatever does not. So if you don't like the TMO scopes, you should activate TMO first, then it's your choice to activate the CapnScurvy Scopes next OR RSRDC 371; then the last one of the three. The TMO scopes will be overwritten by the Capn Scopes and RSRDC won't bother the image change at all. Just make sure you use the "Attack Scopes SH 1.5" in the JSGME MODS folder to activate the change for the type of patched game you have.
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