![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
Mod #1 - Mav's Camera Mod v.2 for 1.2
This cameramod would not be possible without the author of the SH3 Mini Tweeker program Timetraveler and the maker of the Camara.dat.txt tweek file for SH4 U-Bones Big thanks to them that did the hard work. ![]() I have added a new Scene.dat file in the mod. I should note a warning here about NOT installing it without being in port, but just to test it thoroughly i did just that. And it worked anyway - go figur :hmm: The Scene.dat file has one line added that enables a Horizon catagory, where a Zmax of 3000 is set as pr. SHIII 16km visibility mod. This will enable you to finaly look over the horizon. The default value of that line is 1000 - that would give the stock visibility of 8km's I allso added the Fog setting values that the 9km mod gave. Those values seems to be a percentage of the total visibility, so the Fogged values might need adjustment, so please give me your feedback on that. Meening if you see the fog as you used to when its fogged.... Lines changed in Scene.dat are: Air, Air Fog, Camera, LOD LodFactor - set to 2 from 1 Fog 1 (no fog) ObjectsRelativeZmin 0.8 from 0 Added Horizon Zmax=3000 (stock value is 1000 even when the line is not there) 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. 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. Regards Mav Now for what i tweeked in Camera.dat Bino Extended clipping to 2,0 from 0,1 so you will not see the shears in the bino view. Aka it will not obstruct your view in the bino at any direction. Max Zoom to 7 like the TBT/UZO as in real life the TBT was the bino layed up in a holder. Min elevation to -30 from -10 Max elevation to 90 from 70 AngularAngle to 57.265 FarDistance 30000 Uzo Max Zoom to 7 from 10 AngularAngle to 57.265 FarDistance 30000 Obs Periscope - Values reflect that you can now use the zooms to calculate distance with Kim Rønhofs Range Calculator Mark 3B that has ranges x1, x2, x4 and x8 - non of those ranges are present with the real periscope that was x1½ and x6 Elevation max to 75 MinZoom 1.5 from 1 MaxZoom 6 from 10 AngularAngle 37 (not totally adjusted, but my closest nearest guestimate after 3 hours testing) FarDistance 30000 Periscope (attack peri) - Values reflect that you can now use the Lens Lines to calculate distance with Kim Rønhofs Range Calculator Mark 3B that has ranges x1, x2, x4 and x8 - non of those ranges are present with the real periscope that was x1½ and x6, but in High Power (6x) it happens so, that the values of Kim's Range Calculator's x1 scale fits like a glove HEH. Elevation max to 45 - Value from manual of the periscope Min zoom to 1,5 from 1 Max zoom to 6 from 10 AngularAngle 60 (again the closest nearest guestimate from all the testing) FarDistance 30000 Conning Peri - standing at the periscope in the conning tower NOT viewing through it Max restricted rotation to -180 Min restricted rotation to 180 Elevation min to -90 from -30 Elevation max to 90 from 30 Mod can be downloaded HERE http://files.filefront.com/Mavs_Came.../fileinfo.html --------------------------------------------------------------------------- Mod #2 - Nematode's Fix for Merchant ships missing Horse Power I took the liberty and time to type all the data you have come up with Nematode and make it into a JGSME installable mod. I hope that you do not mind that Nematode. I do not want any credit at all as you have done all the bloddy hard leg work and research. The only credit i will take is if there is any errors in my typings ![]() HATS OFF FOR NEMATODE ![]() http://files.filefront.com/Nematodes.../fileinfo.html There to download. I OWE TO SAY THAT MY FILES ARE "DIMENSION FIXED" *.sim FILES........ Nematodes writings..... PROBLEM Many of Silent Hunter 4's merchant ships, and some of its warships, slow down to a few knots when they turn, and accelerate back to speed very slowly. This problem appears whenever the ships turn at a waypoint, or turn during "evade mode", which is triggered when a player sub is detected. INTRODUCTION This article documents a unit of measurement bugfix to eng_power, which is a game measure of a ship's horsepower found in ships' .sim files. This bug is UNRELATED to any "lost leader" or any other AI problem. This isn't a "rivet counter" issue, or a how-to for a realism mod. The UBIdevs gave us eng_power values for the game that they collected from historical references for the real life ships' sea trial horsepower. But apparently without the UBIdevs realizing it, one of the sources that they used put them on the wrong track with a badly flawed unit of measurement. I'll explain all that in a minute. By posting my research here, I'm making it freely available to anyone who wants to incorporate it into SH4. If anyone uses my work and cares to credit me, that'd be nice, if not, I won't lose sleep over it. All of my findings came from a non player modified version of SH4. Fresh install, completely stock, US CDROM plus v1.2 patch. I would like to acknowledge Timetraveller and Nvdrifter for their work creating SH3 Mini-Tweaker and resource files, without which this article would not have been possible. DISCOVERIES While troubleshooting an SH4 custom mission, I noticed that the Kuma light cruiser would slow down to about 2 knots when it turned at a waypoint or started evading after it spotted my sub. Firing up Mini-Tweaker, I found that eng_power in NCL_Kuma.sim was 70. No wonder Kuma was having problems. SH4 was simulating trying to accelerate a large ship with the equivalent of a motorcycle engine. The similar Naka cruiser in SH4 doesn't have those problems, and it has 90000 eng_power in NCL_Naka.sim. Opening my copy of "Warships of the Imperial Japanese Navy, 1869-1945" by Jentschura et al, I found that the real life Kuma and Naka were both rated at 90,000 shaft horsepower. After editing 90000 eng_power into NCL_Kuma.sim and testing the fixed Kuma in an SH4 mission, it performs properly: no extreme slowdown on turning, with acceleration out of the turn that's consistent with other warships. I next started checking other SH4 warships. There are several mistakes, but most warships checked out fine, and their eng_power values match real life sea trial horsepower values found in historical references. I've listed corrections for the mistakes that I came across in the table below. That's when it dawned on me that one cause of the SH4 merchant ship slowdown might be eng_power problems. I started digging, and found that yep, all but one of the Japanese merchant ships in the game are underpowered, and some of them are extremely underpowered. After more digging, I spotted a trend... It appears that the UBIdevs used Charles Hocking's "Dictionary of Disasters at Sea During the Age of Steam" (London: Lloyd's Register of Shipping, 1969) as a major source of information on the Japanese merchant ships. This book has been digitized and put online in PDF format, available at several websites including http://perso.orange.fr/cdasm.56/dico.htm Hocking's book documented a ship's horsepower with a unit of measure called nominal horsepower. Basically, nhp was a system dating from the 19th century to measure steam engine horsepower by formulating together the engine's dimensions. For reasons that aren't entirely clear to me, Lloyd's Register, the merchant shipping information company whose databases Hocking used to write his book, continued to list nhp in its publications well into the 20th century. While nhp was a useful way for Lloyd's Register to maintain "rule of thumb" style values for ships' horsepower, it's an extremely inaccurate way to measure it. The problem with nhp was recognized over a century ago by mechanical engineers. A typical criticism of nhp can be found in "The Mechanical Engineering of Steam Power Plants", by Frederick Hutton, published in 1908, which has been by digitized by Google (search for the title to find the online book if you care to). Hutton wrote, "Nominal Horsepower is an old term now properly disused, which was based on an untenable assumption that all engines of a given diameter and stroke (or cylinder volume) were of the same horsepower, whatever the mean pressure on the piston or the speed of its traverse." Engineers have long since come up with improved methods of measuring sea trial horsepower, by installing a meter somewhere on the engine or drive train. These are known as indicated horsepower (ihp), brake horsepower (bhp), or shaft horsepower (shp), depending on the type of engine and testing method. These methods weren't perfect, but they were light years more accurate than the nhp formula. When compared to ihp, bhp, or shp, nominal horsepower underestimates the sea trial horsepower of ship engines by anywhere from 400% to 1500%. I've been able to locate ihp, bhp, or shp sea trial horsepower values for most, but not all - I had to make several "best guesses" - of the Japanese merchant ships, and they're listed in the table below. I've included notes to document how I came up with my numbers, as well as showing where I believe UBIdevs got their nhp numbers. By replacing the incorrect eng_power values in SH4 with my numbers, the game's merchant ships and merchant convoys will no longer come to a screeching near-halt. Or rather, if they do, it's because of AI problems, whether they are "lost leader" or bad pathing/collision avoidance stuff. Hopefully that'll be attended to by the UBIdevs. Data follows in next post...... -----Post2---- THE DATA THESE eng_power VALUES CHECK OUT OK, NO CHANGES ARE NECESSARY --------------------------------------------------------------- Ship Name................SH4 v1.2 eng_power value --------------------------------------------------------------- NBB_Fuso........................78000 NBB_Ise.........................81000 NBB_Ise2........................81000 NBB_Kongo......................136000 NBB_Yamato.....................150000 NCA_Maya.......................130000 NCA_Mogami.....................152000 NCA_Takao......................130000 NCL_Agano......................100000 -- see Note 1 NCL_Naka........................90000 NCV_Hiryu......................163000 NCV_Shokaku....................165000 NCV_Taiho......................163000 NCVE_Akitsu......................7500 -- see Note 2 NCVS_Chitose....................44000 NDD_Akizuki.....................52000 NDD_Asashio.....................50000 NDD_Fubuki......................50000 NDD_Minekaze....................38500 NDD_Mutsuki.....................38500 NDD_Shiratsuyu..................42000 NSC_SubChaser....................1700 NMS_No13.........................3200 NBB_Iowa.......................212000 NBB_North_Carolina.............115000 NCA_Kent........................80000 NCA_Northampton................107000 NCL_Brooklyn...................100000 NCL_Dido........................62000 NCL_Omaha.......................90000 NCVE_Bogue.......................8500 THESE eng_power VALUES ARE INCORRECT, RECOMMENDED CHANGES LISTED HERE --------------------------------------------------------------------- Ship Name......SH4 v1.2 eng_power.....Correct eng_power value --------------------------------------------------------------------- NCA_Furutaka........52000.............102000 -- see Note 3 NCL_Kuma...............70..............90000 -- see Note 4 NCVE_Taiyo..........10000..............25200 -- see Note 5 NML_Okinoshima.......2250...............9000 -- see Note 6 NBB_New_Mexico......31197..............40000 -- see Note 7 NCA_Baltimore.......12000.............120000 -- see Note 8 NCL_Cleveland.......10000.............100000 -- see Note 9 NKLCS_Nagara.........9325...............6700 -- see Note 10 NKLSS_Hakusika........704...............5461 -- see Note 11 NKMCS_Akita...........342...............2899 -- see Note 12 NKMCS_Heito...........500...............3786 -- see Note 13 NKMCS_Zinbu...........532...............2500 -- estimate, see Note 14 NKMSS_Biyo...........2000...............2800 or 3973 -- see Note 15 NKMSS_Kinposan........250...............2324 -- see Note 16 NKSCS_Taihosan........110...............1000 -- see Note 17 NKSSS_Kasagisan.......181...............1633 -- see Note 18 NOL_Nippon...........2250...............9773 -- see Note 19 NOM_Buzyun...........2000...............2900 -- estimate, see Note 20 NOS_Haruna............126...............1414 -- estimate, see Note 21 NPL_Conte_Verde......3650..............20000 -- estimate, see Note 22 NPL_Horai............1370...............7400 or 8132 -- see Note 23 NPL_Kiturin..........1250...............7800 or 8395 -- see Note 24 NPS_Tyohei............225...............1000 -- estimate, see Note 25 For various reasons, I didn't evaluate NLCVP, NPT_Br, NCVE_Casablanca, NCV_USEarlyWar, CMD_small_boat, JPFish01, JPFish02, JPGunBoat01, JPGunBoat02, NAMC, NATF, NBB_KGeorgeV, NDD_Clemson, NDD_Fletcher, NDD_Somers, NDD_Tribal, NDE_Buckley, NDE_Evarts, NDE_JCB, NFD, NFishingTrawler, NF_boat, NKSQ_, NKSs_, NLifeboat_01, NLifeboat_02, NLL, NLST, NOTMs_, NSampan01, NSampan02, NSampan03, NTR, NTRW_, NVV, Sub_Depot_Ship, NS_Ko_Hyoteki, NSS_Sen_Toku, NSS_Balao, NSS_Gato_sim, NSS_s18, NSS_s42, NSS_Salmon, NSS_Sargo, NSS_Tambor, NSS_Porpoise, or Survivor BIBLIOGRAPHY Jentschura, Hansgeorg; Dieter Jung; and Peter Mickel. Warships of the Imperial Japanese Navy, 1869-1945. Annapolis: Naval Institute Press, 1977 Noma, Hisashi. Japanese Merchant Ships at War. Tokyo, 2002 Fumio Nagasawa's "Nostalgic Japanese Steamships" website at http://homepage3.nifty.com/jpnships/ In Japanese, but with many statistics in English, can be read using a translator program Jon Parshall's "Imperial Japanese Navy Page" at http://www.combinedfleet.com/ Andrew Toppan's "Haze Gray & Underway Naval History Information Center" at http://www.hazegray.org/navhist/ Notes from the table follow in next post. ----Post3---- NOTES Note 1 -- Agano's center of gravity is high, needs reducing. It almost lays on its side in a high speed turn. CG is beyond the scope of this post, so, I'm just sayin. Note 2 -- Akitsu is seriously broken. Its rudder is displaced off the model by about 100 meters, and it gets stuck trying to turn. I don't know how to fix it, so, once again, I'm just sayin. Note 3 -- Furutaka class Heavy Cruisers had 102,000 shp. See Jentschura page 79. Is it just my PC, or is part of Furutaka's rigging missing? Note 4 -- Kuma class Light Cruisers had 90,000 shp. See Jentschura page 106. Note 5 -- Taiyo class Escort Carriers Taiyo, Unyo, and Chuyo were converted from brand new NYK steam turbine ocean liners Kasuga Maru, Yawata Maru, and Nitta Maru, respectively, and had 25,200 shp. See Jentsura page 58. Andrew Toppan lists 25,200 shp for Taiyo class at http://www.hazegray.org/navhist/carr...cv.htm#taiy-cl Fumio Nagasawa lists 25,200 shp for class leader Nitta Maru at http://homepage3.nifty.com/jpnships/...1_oshu_nyk.htm Note 6 -- Okinoshima Large Minelayer had 9,000 shp. See Jentschura page 200. Note 7 -- BB New Mexico and sister ships received a refit in the 1930's, upgrading engines to 40,000 shp. See http://www.hazegray.org/navhist/batt...s_dr.htm#nm-cl Note 8 -- Baltimore class Heavy Cruisers had 120,000 hp, see http://www.hazegray.org/navhist/cruisers/ca-cl2.htm Note 9 -- Cleveland class Light Cruisers had 100,000 hp, see http://www.hazegray.org/navhist/cruisers/ca-cl2.htm I'm assuming that SH4 v1.2 eng_power values for Baltimore and Cleveland were data entry errors. Note 10 -- NKLCS_Nagara = Large Modern Composite Freighter. The one merchant ship in the game that's actually overpowered. In real life, Nagara Maru was a 1933 built diesel powered fast passenger/cargo vessel. Ships of this type were built to government specs for private shipping lines under subsidy programs and heavily requisitioned by the Japanese military as troopships and auxiliary naval vesels. Fumio Nagasawa lists 6700 hp at http://homepage3.nifty.com/jpnships/...okubei_nyk.htm 6700hp is consistent with values found in Hisashi Noma for similar vessels. Note 11 -- NKLSS_Hakusika = Large Old Split Freighter. In real life known as Hakushika Maru, built 1917, triple expansion reciprocating steam engine. 5461 ihp is from http://homepage3.nifty.com/jpnships/...ano_aclass.htm Notice that Fumio Nagasawa lists both nhp and ihp for this vessel. UBIdev nhp number can be found at http://perso.orange.fr/cdasm.56/dictionnaire/295.pdf Note 12 -- NKMCS_Akita = Medium Composite Superstructure Freighter. In real life Akita Maru was built 1916, triple expansion reciprocating steam engine. 2899 ihp is from http://homepage3.nifty.com/jpnships/...akitaclass.htm Notice that Fumio Nagasawa lists both nhp and ihp for this vessel. UBIdev nhp number can be found at http://perso.orange.fr/cdasm.56/dictionnaire/016.pdf Note 13 -- NKMCS_Heito = Medium Modern Composite Superstructure Freighter. In real life Heito Maru was built 1934, steam turbine fast cargo/passenger ship. 3786 shp is from Hisashi Noma page 117, confirmed by Fumio Nagasawa at http://homepage3.nifty.com/jpnships/...taiwan_osk.htm UBIdev nhp number can be found at http://perso.orange.fr/cdasm.56/dictionnaire/310.pdf Note 14 -- NKMCS_Zinbu = Medium European Composite Superstructure Freighter. In real life known as Jinbu Maru, built 1894 England, later sold to a Japanese shipping company. An antique by the time of WW2, Jinbu Maru was sunk in the Sea of Okhotsk by submarine S30. I've found no technical data on Jinbu Maru, 2500 hp is an estimate based on comparisons with similar vessels. UBIdev nhp number can be found at http://perso.orange.fr/cdasm.56/dictionnaire/360.pdf Note 15 -- NKMSS_Biyo = Medium Old Split Superstructure Freighter. The real life Biyo Maru was built 1920, member of the numerous Yoshida Maru No. 1 class, possibly with a different power plant than its triple expansion reciprocating steam engine powered sister ships. I don't have a horsepower figure for Biyo Maru, but Hisashi Noma page 279 lists 3973hp for sister ship Havre Maru, and Fumio Nagasawa lists 2800 ihp for Havre Maru at http://homepage3.nifty.com/jpnships/...ano_bclass.htm Note 16 -- NKMSS_Kinposan = Medium Modern Split Superstructure Freighter. The real life Kinposan Maru was built 1936, triple expansion reciprocating steam engine with turbo supercharger. Requisitioned by the Japanese Navy and converted into an auxiliary gunboat/minelayer with 4x120mm guns and 2x7.7mm MG along with its sister ship Kinjosan Maru. The only ihp info I could find comes from a dissertation in Japanese at http://ci.nii.ac.jp/naid/110003879646/ which translates to "The engine develops a normal output of 1950 I.H.P.at 82 r.p.m. The trials were carried out at a light loaded condition and the results were quite satisfactory. The maximum speed of 14.5075 Knots was recorded at 89.75 r.p.m.and 2,324 I.H.P. ..." , It's not the authoritative source that I wanted but it beats no sources at all. Having said that. 2,324 ihp looks believable for this ship. UBIdev nhp number can be found at http://perso.orange.fr/cdasm.56/dictionnaire/385.pdf Note 17 -- NKSCS_Taihosan = Composite Superstructure Freighter. In real life Taihosan Maru was built 1938, triple expansion reciprocating steam engine with turbo-supercharger. During wartime Taihosan Maru was used as a fresh water tanker bringing water to garrisoned islands. Hisashi Noma page 95 lists 1000hp. UBIdev nhp number can be found at http://perso.orange.fr/cdasm.56/dictionnaire/680.pdf Note 18 -- NKSSS_Kasagisan = Small Old Split Superstructure Freighter. In real life Kasagisan Maru was built 1925, triple expansion reciprocating steam engine. Hisashi Noma page 445 lists 1633 hp. UBIdev nhp number can be found at http://perso.orange.fr/cdasm.56/dictionnaire/374.pdf Note 19 -- NOL_Nippon = Large Modern Tanker. SH4 bug limits this ship to 9 knots, should be 20 knots. In real life Nippon Maru was built in 1936 as a diesel powered fast tanker. This ship and many of its sister ships were requisitioned by the Japanese Navy for use as auxiliary fleet oilers. Fumio Nagasawa lists 9773 bhp at http://homepage3.nifty.com/jpnships/..._showa1_02.htm UBIdev nhp number corresponds to that of sister ship Genyo Maru, which can be found at http://perso.orange.fr/cdasm.56/dictionnaire/267.pdf Note 20 -- NOM_Buzyun = Medium Old Tanker. I have no useful info on the real life Buzyun Maru (aka Bujun Maru). My estimate of 2900 hp is based on comparisons with vessels of similar date of build and displacement. Note 21 -- NOS_Haruna = Small Old Tanker. I'm at a loss for what this is modeled after. There was a Haruna Maru, but it was a 10,000 ton NYK ocean liner that foundered on the rocks in 1942. Maybe it's a model of Haruta Maru, which was a 1515 ton Norwegian merchant ship built in 1925 named Halldor captured by the Japanese in December 1941, and used until it got sunk in 1945. It's driving me nuts but, I found 1414 ihp for this ship somewhere, and didn't write down where. Now I can't find it again. Goes to show I shouldn't search for things at 4am. That being the case, 1414 ihp is my estimate. Note 22 -- NPL_Conte_Verde = European Built Liner. The real life Conte Verde was a 1920's-built Italian ocean liner that was trapped at Shanghai in Dec 1941. It remained there until the Italian armistice in 1943, when its crew scuttled it. The Japanese raised it, repaired it, renamed it Kotobuki Maru, and it got sunk for good in 1944. I could find no technical specs on Conte Verde. My estimate of 20,000 hp is based on comparisons with other 1920's era passenger liners. Note 23 -- NPL_Horai = Large Old Passenger Carrier. The real life Horai Maru was built in 1912 in Great Britain with a quadruple expansion reciprocating steam engine, sold to Japanese shipping line OSK in 1923. Sunk by friendly fire in 1942. Hisashi Noma page 16 lists 7400 hp, Fumio Nagasawa lists 8132 ihp at http://homepage3.nifty.com/jpnships/...taiwan_osk.htm UBIdev nhp number can be found at http://perso.orange.fr/cdasm.56/dictionnaire/328.pdf Note 24 -- NPL_Kiturin = Modern Passenger Liner. In real life known as Kitsurin Maru, built in 1935, steam turbine engine. I don't have much useful on Kitsurin Maru, but it had a sister ship named Nekka Maru, and there's good info on that ship. Hisashi Noma page 141 lists 8395 hp for Nekka Maru; Fumio Nagasawa lists 7,800 shp for Nekka Maru at http://homepage3.nifty.com/jpnships/...dairen_osk.htm UBIdev nhp number matches up with Nekka Maru at http://perso.orange.fr/cdasm.56/dictionnaire/498.pdf Note 25 -- NPS_Tyohei = Small Passenger Carrier. I don't have any info on what this ship was in real life. My estimate of 1000 hp is based on comparison with Taihosan Maru. Last edited by Mav87th; 05-27-07 at 01:13 PM. |
![]() |
![]() |
#2 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
|
![]()
Nice one man! getting it now....need a break from all the darn hexing i have been at for the last 5h or so. Just gonna play for 30-40 min. Always nice with something new then.
![]() |
![]() |
![]() |
![]() |
#3 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
|
![]()
Something is up with that 1st link, it only takes me to the main page of Filefront.
|
![]() |
![]() |
![]() |
#4 | |
Rough night at Langtrees brothel
![]() Join Date: Mar 2007
Posts: 480
Downloads: 0
Uploads: 0
|
![]() Quote:
Here's the proper link: http://files.filefront.com/Mavs_Came.../fileinfo.html Have fun ![]()
__________________
![]() 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! ![]() |
|
![]() |
![]() |
![]() |
#5 |
Grey Wolf
![]() Join Date: May 2007
Location: Little Saigon, San Jose, California
Posts: 944
Downloads: 323
Uploads: 4
|
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() |
![]() |
#6 | |
Pacific Aces Dev Team
|
![]() Quote:
![]() Don't touch it, it is good like that, simply be aware you are in fact giving a 24000 metres horizon in clear days ![]()
__________________
One day I will return to sea ... |
|
![]() |
![]() |
![]() |
#7 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
|
|
![]() |
![]() |
#8 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
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.
Quote:
|
|
![]() |
![]() |
#9 |
A-ganger
![]() Join Date: Apr 2005
Location: Boston,Ga.
Posts: 77
Downloads: 0
Uploads: 0
|
![]()
"Kim Rønhof Range Calculator Mark 3B" has been mentioned in this thread and the readme of this fine Mod but what is it? I have searched the forum but have not found a description of it nor where it can be found or how to use it. I would appreciate any and all help concerning this. Thanks.
__________________
Maxen Thor ![]() |
![]() |
![]() |
![]() |
#10 |
Engineer
![]() Join Date: Apr 2007
Location: South of Buffalo N.Y. USA
Posts: 209
Downloads: 0
Uploads: 0
|
![]()
Is there anyway I could get this mod "Nematode's Fix for Merchant ships missing Horse Power" I can't access filefront.......
Here's what I get when I click the download link....... Your download has failed. You have an invalid session set. Click here to try your download again. |
![]() |
![]() |
![]() |
#11 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#12 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
![]() Quote:
![]() ![]() ![]() Usually you use ZoomLevels parameter (switched by Tab key) ... For UZO it's - 7x; For bino - 7x; For ObsPeri - 1x, 4x; For Attack Peri - 1.5x, 6x. MinZoom and MaxZoom it's a potential opportunity for tweaking ...
__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... |
|
![]() |
![]() |
![]() |
#13 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
For TBT(UZO) it's - 7x; For bino - 7x; For ObsPeri - 1.5x, 6x; For Attack Peri - 1.5x, 6x. Then i adjusted the Angular Angle so the ships had the correct LinierLenght (a ship of 450 ft. fills X-much division markers in the scope at Y range) in all of the observation aids. It actualy gives pretty much zoom over the stock effect. Im 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 allso seems about right as the Steadimeter guage does not extend to more then 9000 yards...). In my opinion having a larger zoomlens 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 finetune the solution untill your shot. |
|
![]() |
![]() |
#14 | ||
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
![]() Quote:
Sometimes I need to see a flag...
__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... |
||
![]() |
![]() |
![]() |
|
|