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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Silent Hunter
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![]() Quote:
I'm afraid no succes finding a screenshot. But it was (allready) part of the Gui Special in his Ubermod 2.43. You can see it if you view the transparency mask of data/menu/OLC/uzo.tga from the Gui Special.
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My site downloads: https://ricojansen.nl/downloads Last edited by Pisces; 05-13-09 at 07:33 AM. |
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#2 |
Grey Wolf
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Also, another piece of information worth telling.
If one multiplies the 3m 15sec distance a ship has covered with 10, then he gets the ships speed. That, of course, means marking the ship's position on the nav map. ![]() |
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#3 |
Pacific Aces Dev Team
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Ah, now I see what you mean. Yes those scales are similar to something I developed long ago, and OLC seems to have corrected and enhanced it considerably. The idea in the original scale was to use 18 metres as reference, (Bridge of large ships, funnel of small ones) and by multiplication with the scale you would get approximate range.
A further evolution of that I did later by using 5.75 degrees (Which is 0.100) as "10" and then half of it is "20", half of "20" is "40" and so on. That way it can be used with any heigth and not just 18 metres. This allows you to get range by multiplication instead of division, which is usually easier to do menthally (Well at least for me LOL) EDIT: In fact I added such a scale to the game's binoculars, for my next evolution of Hitman's optics. I based this on picture I found of a real reticle from a watchcrew binocular.
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#4 |
Maverick Modder
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Just an FYI to the OP:
Those UZO marks mentioned by Pisces did not exist in the real UZO. They are provided in OLCG because IRL it was possible to estimate (quite accurately, and without using any optics) the range to a target which was within firing distance. But estimating range is very hard to do in a monofocal videogame. Is monofocal a word or did I just make it up? Anyway... you will find that the UZO marking lines won't allow you to accurately determine the range of very distant ships, and that's by design, but they're great for getting a firing solution during a night-time surface attack. ![]()
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#5 |
Grey Wolf
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#6 |
Maverick Modder
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That's what they are before you step on them, yes?
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#7 |
Silent Hunter
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Is that also how they make "dia-fragments"?
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My site downloads: https://ricojansen.nl/downloads |
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#8 |
Maverick Modder
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What's a dia-fragment?
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#9 |
Grey Wolf
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#10 |
Ace of the Deep
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Hi all.
I no longer can play SH3 due to computer problems, still in the game with SH4/5 Uboats. My UZO field of view has USN markings and I use Mils for range calculations, i.e., I let each small tic represent 2.4 mils. I came about using that quantity by first going to the "Academy" and used one of the scenarios displayed there. I "asked" my Weapons Officer for the Bearing and Range of a stationary target. He replied with 020* @ 5000m. I then used the mils formula: Target Masthead height (meters) x 1000m / ((2 tick marks) 4.8 mils) = 5000m. Since I now have two sources giving me the same answer...I'm calibrated for gameplay. I guess it'll work for whatever game one plays provided you calibrate before getting into a career.
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