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Old 05-21-08, 03:10 PM   #1
Whiskey T. Foxtrot
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Default How do you get the binos that show your bearing?

I have seen screen shots with binos with a direction dial at the top. How do you get this feature? I have GWX 2.1 and no other mods installed except some of the Commander features.
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Old 05-21-08, 05:01 PM   #2
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I believe GWX 2.1 removed the compass display from the binocs. Earlier versions of GWX had it, but the decision was made to take it out.
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Old 05-21-08, 06:54 PM   #3
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Yep. The bearing indicator comes with all versions of the game except GWX 2.1. They removed it partly because it's not realistic, and partly because so many of us requested it. One of them might know how you can put it back in.
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Old 05-21-08, 06:59 PM   #4
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Quote:
Originally Posted by i_b_spectre
I believe GWX 2.1 removed the compass display from the binocs. Earlier versions of GWX had it, but the decision was made to take it out.
I guess in theory it does make sense, but in terms of practicability it's damaging.


Here's why: When your WO reports a spotted Ship/Airplane at a certain bearing it's best to use your Binocs to scope out the target. Realistically I assume the Captain would only use the UZO for surface attacks and not for general reconnaissance as it would be limited in its turn radius -as you obviously could not spin it around 180 degrees unless you were outside the Deck on the railings - thus the bearings were also put onto the binoculars.

The reason I assumed the bearings were on the Binocs was to spot targets and look an a reported target when given reports.


The bearings on a binocs is still more realistic than the UZO spinning around 360 degrees considering where it is placed on the deck.
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Old 05-21-08, 07:34 PM   #5
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Teh_Diplomat

I agree with you but for a slightly different reason. Somewhere on this board Sailor Steve and I discussed it with some other folks. The short version of what I said was that a trained watch stander can call out a relative bearing angle of a sighting within 10 degrees or so. This is because that, unlike in the game, the watch stander gets to know what the bearing angle is of different parts of the ship when seen from his watch station. He gets to take his eyes off the contact, look at his ship on the same bearing, and make a mental calculation of the bearing angle before reporting in on the sound powered phones.

Realism is in the eye of the beholder...

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Old 05-22-08, 12:00 AM   #6
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Default Binocs overboard

Done chucked my binocs overboard since they are now useless. It is difficult if not impossible to discern which direction you're looking. I cannot even depress them enough to see the bow or the stern much less the wake to even know if I;m looking forward or backward much less port of starboard. So much for realism, but frankly its a small price to pay for the overall package.
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Old 05-22-08, 12:43 AM   #7
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Sorry to interrupt you guys, but now that you're talking about the watch officer (amongst other things) let me please ask you something:

How the h*ll does the WO determine the range to the target as accurately as he does, and is his way of doing it realistic?

Last edited by _Seth_; 05-23-08 at 09:25 AM.
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Old 05-22-08, 01:44 AM   #8
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they had simple range finding apparatus, and i think that a practiced eye gets some accuracy - but no - it's not realistic.

Some of us avoid the WO for just this reason

my dream mod (but i don't think it can be done) would be to cut off the last 3 digits so you only get it to the nearest 1000m (rounded down) - that would be more reasonable i think
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Old 05-22-08, 04:39 AM   #9
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Thanks Joe
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Old 05-22-08, 05:12 AM   #10
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While I agree with the removal of the bearing markings while using the Binos, I do wish there was some indication of the direction you are looking at.

In real life, looking though binoculars, the observer would still have an idea of where they were looking based on how their body was turning and where their feet have moved. All this is not available unless the lower the binoculars.

Perhaps a compromise would be a small graphical depiction of the relative direction with respect to the orientation of the submarine.

Instead of the binoculars magically telling you that you are looking at 045 relative, the graphic would depict you facing off the starboard bow or something like that.

Enough information so the player can orientate themselves but not exact targeting information that would be unrealistic.
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Old 05-22-08, 05:27 AM   #11
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Quote:
Originally Posted by Platapus
Perhaps a compromise would be a small graphical depiction of the relative direction with respect to the orientation of the submarine.

Instead of the binoculars magically telling you that you are looking at 045 relative, the graphic would depict you facing off the starboard bow or something like that.

Enough information so the player can orientate themselves but not exact targeting information that would be unrealistic.
For those who want it, I can make a new TGA for just that sort of effect. Maybe using 0, 90, 180, 270 only.:hmm: Or, just open the bearing.tga in a graphics suite and either erase the minor marks or re-paint the alpha channel. Either will work.

BTW for those who want the original bearing marks back, open your menu.ini and find the binos block, you'll see that the tga being used is bearing2.tga (IIRC), change it back to bearing.tga (IIRC) and the game will use the original file I left in there. Must have been clarvioant that day.
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Old 05-22-08, 07:55 AM   #12
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I don't see what all the fuss is about. The binoculars are not 'useless' at all. I just do exactly what I would do in real life - turn in the general direction of the given bearing, then put up the binoculars. Works every single time, and feels much more real.
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Old 05-22-08, 08:33 AM   #13
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Quote:
Originally Posted by danlisa
For those who want it, I can make a new TGA for just that sort of effect. Maybe using 0, 90, 180, 270 only.:hmm: Or, just open the bearing.tga in a graphics suite and either erase the minor marks or re-paint the alpha channel. Either will work.

BTW for those who want the original bearing marks back, open your menu.ini and find the binos block, you'll see that the tga being used is bearing2.tga (IIRC), change it back to bearing.tga (IIRC) and the game will use the original file I left in there. Must have been clarvioant that day.
Good to know, thank you danlisa.
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Old 05-22-08, 08:47 AM   #14
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Quote:
Originally Posted by danurve
Quote:
Originally Posted by danlisa
For those who want it, I can make a new TGA for just that sort of effect. Maybe using 0, 90, 180, 270 only.:hmm: Or, just open the bearing.tga in a graphics suite and either erase the minor marks or re-paint the alpha channel. Either will work.

BTW for those who want the original bearing marks back, open your menu.ini and find the binos block, you'll see that the tga being used is bearing2.tga (IIRC), change it back to bearing.tga (IIRC) and the game will use the original file I left in there. Must have been clarvioant that day.
Good to know, thank you danlisa.
Thanks!
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Old 05-22-08, 08:52 AM   #15
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Quote:
I just do exactly what I would do in real life - turn in the general direction of the given bearing, then put up the binoculars. Works every single time, and feels much more real.
Yup, me too Probably same as you, a habit I got from "real" navigating was to look first with naked eye, then up the binoculars. Since the sea is some uniform, and the binocular view so restricted, you need first to take a reference (A cloud, another ship...) before upping the binocs or you are lost when you only see the restricted field of view they show
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