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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 |
Silent Hunter
![]() Join Date: Apr 2002
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So after having spent some time testing out the scopes in a variety of settings and comparing with the exact range as calculated with map updates "on", I can say, the ranges are right on (running at 1920x1200 w. 8:5 patch). The range as calculated from the scope is usually within 10% of the real range, although that difference has more to do with my ability to guesstimate the actual mast height against the horizontal bars.
the formulas which I use are the following: observation scope: 1.5x - MastHeight x 100 / horizontal bars = Range 6x - MastHeight x 400 / horizontal bars = Range Attack scope: 1.5x - MastHeight x 50 / horizontal bars = Range 6x - MastHeight x 200 / horizontal bars = Range excellent work. ![]()
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#62 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
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If so then it shows that the stadimeter is where the problem is not the stats reguarding use of the stadimeter. |
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#63 | |
Silent Hunter
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I am convinced there is a problem with the stadimeter.
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#64 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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It's the Stadi that's broken, but not all the numbers in the rec manual are correct. The exceptions seem only to be for length and draft though.
![]() As a side note; the real thing was never used at high-power to measure range, and initially I didn't set out to make them usefull at that magnification: consider it a bonus that you can in the game. ![]() I will further finetune the .cam files, for all aspect ratios, to make them more accurate. Not that there's anything wrong at this point, but still. I'll post some samples of the new masks in a bit, on which I'd like some feedback. Personally I think they are too dark, but it should be closer to the real thing. ![]() Thank you Mav, for the assistance. ![]()
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#65 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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Thumbs; click to enlarge:
![]() ![]() ![]() Tell me what you think; too dark, shadows along the edge or prefer clear edge with gradual shadow (like current version). Any comments are welcome. ![]()
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#66 |
Grey Wolf
![]() Join Date: Feb 2009
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Please put at the first post the version number and changelog to follow progress of your mod, please!
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#67 |
Navy Seal
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Changelog? Jeesh, busting my balls man, busting my balls.
![]() I'll update thread and download titles to reflect current version, at least then you know when you're lagging behind. See what I can do about those changelogs. ![]()
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Contritium praecedit superbia. |
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#68 | |
Silent Hunter
![]() Join Date: Aug 2006
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Does the "freecam zoom" thing include the "closer to the boat" cam fix CCIP did?
These changes: Quote:
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#69 |
Navy Seal
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Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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Nope, is just Elanaiba's zoomable exterior cam. Which reminds me, should ask CCIP if I can integrate his tweaks with this. A lot of people are using it apparently and isn't compatible afaik.
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#70 | |||
Silent Hunter
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It would be neat if we could eventually get all that into the game...not that I am suggesting extra work though.. ![]() Quote:
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#71 | ||
Pacific Aces Dev Team
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You can achieve this effect by extending the shadow in the mask to that 1/4, and painting the main graphic dark blue in that external rim, and black in the centre. This will cause that when the mask appears in the game, you see the edges deteriorating to blue and blurred, and the centre simply with lower light level. Quote:
One more thing about the attack scope: Because it was used sparingly and with maximum stealth (The captain would make it pop in and out the water quickly like a cork) in quick glances, the markings are simplified (1 mark per 2 mils) and overall the design is intended to simply help the intuitive feeling of proportions by the observer. It was never intended to be used as a detailed observation tool, nor to plot an enemy attack with exact observations. The commander sat there and gave quick glances to control the advance of the target in the last and closest stages of the approach, eyeballing range, AOB and speed if it had not ben already determined during the previous overhaul maneuver at surface. In my experience, and using my own custom optics mod in SH3, once you have enough practice with this system it becomes very effective and intuitive for short ranges attacks (As will always be the submerged ones). But it requires that the user has contantly the same mod installed and monitor used, to get used to the size of the ships as presented in the screen. When you are good enough at it, however, the feeling is AMAZINGLY satisfactory ![]() ![]()
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One day I will return to sea ... |
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#72 | |||
Stowaway
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Here is a little info from the Submarine Torpedo Fire Control Manual about how to figure out the correct height to measure with the stadimeter (or in this case the graticule's)
Basicaly count the number of decks and multiply them with 8 ft. (or 2.5 meters) then measure the same decks with the graticule's you know have an estimated height of the decks and a graticule count and can then calculate the distance the usual way. Say there are 3 visible decks above the deck you then measure with the graticule from deck to the top of the 3rd deck. Estimated real height is 3x2.5 meters Graticules says fx. 50 (in x6 zoom) range is then : 7.5M x 1000 / 50 * 4 = 1500 meters The method can also be used to "check" a stadimeter reading of range for gross errors. Quote:
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#73 | |
Silent Hunter
![]() Join Date: Apr 2002
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#74 |
Seasoned Skipper
![]() Join Date: Apr 2005
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Hitman, always a pleasure to read your posts.
Chromatic aberration sounds like a very pleasant touch! |
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#75 |
中国水兵
![]() Join Date: Mar 2005
Location: Basque Country
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Very nice work !!!
Is it possible to use this mod on top of the new User Interfaces developed by TheDarkWraith ?? Or we need some changes to make them compatible? Txema |
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Tags |
more realistic periscope, rmp |
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