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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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i noticed the position of the view for the sonar is only 3 feet off the ground!
i mean look at the guy next to you and your eye level with his belly button ![]() has anyone done a mod that fixes this terrible camera positioning? |
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#2 |
Sea Lord
![]() Join Date: Jun 2006
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I've never seen an operator 'standing' a complete watch. I'm sure the radar operator position is incorrect, as they should both be seated.
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#3 |
Stowaway
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well when you go to radar and look over at him, the guy is shown standing with his head clearly above the center point of the dials so he is actually standing yet the camera view is like he is seated.
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#4 |
Grey Wolf
![]() Join Date: Mar 2005
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I'd have to be in the game to be sure, but I think the sonar guy has a vertical unit which he looks at while standing. I think the radar guy has a horizontal unit, kind of like a desk top, which he leans on to observe. Thus the view appears lower.
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#5 | |
Stowaway
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you are correct about the equipt but the sonar has the too low view. its like your sitting at your kitchen table and the sonar dial is a picture on the wall. you have to look up and to the right to see it and your view is in my opinion needs to be shifted over some to get a better view if the dial. right now its closer to the range to target guage thats looked at the least. when im trying to zero in on a sonar bearing i cant even see what the damn heading scale is. |
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#6 |
Ocean Warrior
![]() Join Date: Jan 2008
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The camera positions for the stations are defined as a series of dummies. For the sonar the node is called Dummy_Sonar and in the Porpoise interior for example, the node is number 357 (assuming stock). You can change the position of the dummy and the camera will change accordingly. Chnage the dummy position in the Y axis if you want to get a standing up position.
You are absolutely right. Of the three views, the sonar view is the lowest, when compared to the PPI and 'A' scope views.
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#7 | |
Stowaway
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ok so its got to be checked and fixed in each subs dat and not the main particles.dat file? i want to shift to the right as well so which axis is that? and for the radar i wanted to move forward some so how do you shift that? |
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#8 |
Ocean Warrior
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Woah, I have to ask why particles.dat would come into play with this. That file is only for prticle effects (special effects). Anyway that doesn't matter. If you get S3D, then it will have a helper icon attached to every node that will ahve a rule of thumb attached to it. There will be a tool helper attached in the 3D model preview window that shows you which is the X axis, which is the Y axis and which is the Z axis. If all fails, you can always change one attribute and see where the node goes.
The dummy nodes are in the /data/interior folders in the structure of NSS_TYPE/NSS_TYPE_CT.dat (CT = Conning Tower). There are about three for the whole range of fleet boats. Each one has to be changed for the whole range of boats top be altered. To move the radar forward, have a look at which axis points at the radar screen, it will be labelled with a letter and that's the axis you need to increase. You can get an idea of how the game orinetates things from looking at the default rotation of things. If you get stuck, then just post or PM me, but it's fairly straight forward, if you look at the orientation helper in S3D.
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#9 | ||||
Stowaway
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what im planing is to move up to look more straight down over the radars to the point you dont see the floor when you look down because you cant see your own legs anyway. the stock view looking down shows incorrectly you have no legs and the scope tubes are within inches of the radar panel which wouldnt make it possable to stand there so that view is totally screwed up anyhow. Quote:
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#10 |
Ocean Warrior
![]() Join Date: Jan 2008
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The way the game works, in order to make it easy for the different interiors to work, there's a bit of interplay between the two parts. In cameras.dat there's the list of the properties of all the camera, e.g. how it is constrained and how far it can rotate up and right/left, whether it is affected by sway and DCs (Mech Shocks Pendulum) and in the interiors file, there's a point in space that tells the game where to put the virtual camera. This makes it easy for a new interior to be made, as all you have to do is to put a point in space and aim it at the radar set and you don't need to worry about camera properties.
What you want to do is to move the point in space that the virtual camera 'sits on' and then the virtual camera will move with that point. Move the point closer to the radar and the camera will get closer to the radar, rotate it and the camera will start in that position. Open the file up in S3D and take a look at that node - I'm getting a bit confused now as I thought you said sonar, but now it's the radar ![]()
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#11 |
Stowaway
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well im looking to correct both positons but i figured after finding out how to adjust the sonar view i would use the same method to then adjust the PPI radar view as well. i just left the PPI out of the original question because i figured the answer to moving it would be the same as the solution for moving the sonar.
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