![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Planesman
![]() Join Date: May 2005
Posts: 180
Downloads: 10
Uploads: 0
|
![]()
This is a continuation of the work of Captain Cox detailed here.
UPDATE: Version 1.2 ![]() ![]() ![]() ![]() - changed the color of the lines to a dark green as per request - refined some of the lines a bit From the Readme: This mod aims to improve the overall appearance of the periscope views in Silent Hunter 4. It does this by using historically accurate markings, adding a layer of dirt and scratches to the lens, reducing the opacity of the attack scope, resizing the scopes and adding a more readable and appealing heading scale. Source Drawings from Submarine Periscope Manual: ![]() ![]() Let me know what you think ![]() Last edited by l3th4l; 05-16-07 at 05:29 PM. Reason: Update for v1.2 |
![]() |
![]() |
![]() |
#2 |
Canadian Wolf
|
![]()
Nice work
![]() RDP |
![]() |
![]() |
![]() |
#3 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
|
![]()
Bloody brilliant man, but you knew that already :p this will be in my JSGME "always use" folder
![]() And have to say, very nice team effort from all sides on this one. But hey "l3th4l" you forgot MADE BY l3th4l!!!! ![]() Will check back on that zoom stuff when i have a min (free till Wednesday, thank god for Socialism :p ) |
![]() |
![]() |
![]() |
#5 |
Sonar Guy
![]() Join Date: Apr 2005
Location: People's Republic of Cambridge
Posts: 379
Downloads: 118
Uploads: 0
|
![]()
wonderful and beautiful!!
thank you! ![]()
__________________
my diminutive mod contributions new chronometer thermalizer Japanese wartime radio pack Japanese traditional radio pack new radio new ordnance what color is your torpedo aye, sir! sound mod |
![]() |
![]() |
![]() |
#6 |
Rough night at Langtrees brothel
![]() Join Date: Mar 2007
Posts: 480
Downloads: 0
Uploads: 0
|
![]()
Great job!
![]()
__________________
![]() http://maxt.dk/archives/2007/03/22/s...nter-4-cheats/ Get KillerSub MOD and bring the Hell back to Earth! The FUN way to play SH4! Now with Rail Guns! ![]() |
![]() |
![]() |
![]() |
#7 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
![]() Quote:
Is it bug?
__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 04-29-07 at 02:07 PM. |
|
![]() |
![]() |
![]() |
#8 | |
Planesman
![]() Join Date: May 2005
Posts: 180
Downloads: 10
Uploads: 0
|
![]() Quote:
the source images above are straight from Captain Cox's thread but when i made the textures i looked directly at the periscope manual for reference... could have sworn there was an image without that vertical line... tbh. for some reason i rather like it without that line; makes it look clean. but lets get a general consensus here: do people want that line to be present or do they prefer it the way it is? To change that is pretty easy so that shouldn't be a concern. edit: one more comment about this: as the picture in the persicope manual is depicting the attack scope while zoomed out and not the observation scope, it comes down to personal preference on this matter as we currently simply do not know what the observation scope actually looks like (of course i'd be more than happy if somebody proves me wrong here and provides us with accurate information about the obs scope). seems like i have missed that line btw.; I couldn't find a picture without it ![]() but as i've said, if people prefer it to be there i'll add it. Last edited by l3th4l; 04-29-07 at 03:21 PM. |
|
![]() |
![]() |
![]() |
#9 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
|
![]()
Yeah the observation scope needs a verticle line because...
You can't accurately tell the bearing without a line through the compass bar... making it too much of a guess job when plotting.. so you are forced to use only the attack scope. |
![]() |
![]() |
![]() |
#10 |
Planesman
![]() Join Date: May 2005
Posts: 180
Downloads: 10
Uploads: 0
|
![]()
New version out - first post has been updated.
|
![]() |
![]() |
![]() |
#11 |
Sailor man
![]() Join Date: Apr 2005
Location: Sweden
Posts: 46
Downloads: 38
Uploads: 0
|
![]()
Awesome mod l3th4l, this is such a great mod.
![]() ![]() |
![]() |
![]() |
![]() |
#12 |
Frogman
![]() Join Date: Feb 2005
Location: Florence Italy
Posts: 307
Downloads: 64
Uploads: 0
|
![]()
good work mate.
![]() |
![]() |
![]() |
![]() |
#13 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
Hey L3th4l
I have used your Better Scope mod for some time now - and its simply wunderfull. Moreover I have changed my Cameras.dat file to accomodate your periscope image so it fits in size in high power with the correct zoom level. If one sets the Max zoom level of the periscope (or obs periscope) to x6 then you need to adjust the AngularAngle to 57,265 (or something close to that value) to have the correct calibration. I tested it using a Small Gun boat (Atami) since the roof of the formost part of the stearinghouse is really close to 20 ft. in height. According to the periscope manual the lines are calibrated from a 20 ft. target at 400, 500, 1000, 2500, 7500 and 110000 yards distances in high power. From my findings the Kim Rønhof 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. ----------- EDITED ------------ From some testing and resetting of the AngularAngle i have found that there is a pretty big difference from the Attack Periscope to the Observations periscope. In order to accomodate ship lengths and heights in both attack and observations periscope so that you have a correct FOV on both scopes and match zoom levels and scope deviderlines you have to have the following settings in the Camaras.dat file (IF using L3th4l's Better Scopes. Observations Periscope ZoomMin 1.5 ZoomMax 6 AngularAngle 37 (not totally adjusted, but my closest nearest guestimate after 3 hours testing) Attack Periscope ZoomMin 1.5 ZoomMax 6 AngularAngle 60 (again the closest nearest guestimate from all the testing) The bino and Uzo should have the following values ZoomMin 1 ZoomMax 7 AngularAngle 57.265 FarDistance 30000 (binocular only) Elevation Min -30 Elevation Max 85 CameraParams ClipDistance 2 Used in conjunction with a Scene.dat file where one has added a Horizon catagory with a Zmax of 3000 then you should have a great HUMAN visual simulation. eg. the AI's will neither benefit nor be handicaped from this. This is the approximate of the 16km visibility mod. The above changes to the Camaras.dat file can be used without the scene.dat changes without problems though. Last edited by Mav87th; 05-20-07 at 06:42 AM. |
![]() |
![]() |
#14 |
Commander
![]() Join Date: Sep 2004
Posts: 462
Downloads: 62
Uploads: 0
|
![]()
Hey, Mav, with regards to AngularAngle, does that value represent the collimator and head prism of the periscope? I was looking through the Submarine Periscope Manual and they show collimator and head prism at an angle of 74.5 but I'm guessing it's for the attack scope?
|
![]() |
![]() |
![]() |
#15 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
The head Prism at the angle of 74,5 deg. is elevation - the Submarine P. Manual describes that the scope can elevate up to 74.5 degrees - meaning you can look up at that max angle. That is represented in the camaras.dat as well as MaxElevation (set to 74,5 in mine) and MinElevation (set to -10) As i see the AngularAngle - it equals a value that sets Field of View of the total screen size. ie. if its set to 60 your total screen field of view will be 60 degrees from left to right side of the screen. Now if you change zoom level, but maintain the AngularAngle at the same value - you will allso change the "Linier Field of View" that is a product of True Field of View. ie. changing only zoom lets you zoom only that much as the angularangle sets a restriction to it. But if you change the FOV with zoom you get more dynamic results and can have the ships fill the correct amount of "scope" at the correct distance. That way you can use the periscope markings in the attack scope with a real Range Calculator Mark3B, calculating the range manualy by "counting the ticks and spinning the wheel". Apart from that this small change will enable you to ID ships from further out and spotting them from further out. http://en.wikipedia.org/wiki/Field_of_view |
|
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|