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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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Try this thread
http://www.subsim.com/radioroom/showthread.php?t=164512 thats the mod i have installed for working TDC dials. |
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#2 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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No, I didn't tune the angular field. That's exactly the question I've been repeating for a bit: how do you calculate it?
![]() Don't know how to determine proper placement for the marks either, for that matter. ![]()
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Contritium praecedit superbia. |
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#3 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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Updated link, made a few changes:
Observation scope zoom is the same as attack periscope (1.54->1.5 and 6.1->6). Reworked mask to incorporate the reticule which disappeared after changing zoom. Purely cosmetic though, at least it looks the part. Added a version integrating the colour filter from OPCF; 4 versions in all: MRP MRP+Freecam zoom MRP+OPCF MRP+OPCF+Freecam zoom Credit for the freecam tweaks go to Elanaiba. ![]() Striving for realistic optics, much like the ones Hitman did for SH3. For the moment, other similar projects are underway and I have my own as well, so I'll leave it at this for now. If the others don't work out or something, or other projects are complete, I'll pick this back up. Previews in post #2 updated.
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Contritium praecedit superbia. |
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#4 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
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If you're striving for realistic optics, then the Attack scope would be darker to look through than the Observation scope. The head was smaller and thus it let less light in. This became apparent particularly at night. I have seen this simulated before with a slighty darkened mask on the attack scope. Should be pretty easy to implement for someone with your talent
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***THE GENERAL*** Last edited by The General; 03-23-10 at 09:52 AM. |
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#5 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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Aye, about 41% light transmission for the observation scope and even less for attack scope.
![]() Also smaller exit pupil on attack scope, so maybe add a little more shadow to restrict vision further. ![]() Little busy at the moment, but will keep it in mind. ![]()
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Contritium praecedit superbia. Last edited by Arclight; 03-30-10 at 01:10 AM. |
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#6 |
Stowaway
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Ahhhh sorry Arclight - i thought you knew about the math behind it.
You can not per se calculate the value you need to put into camera.dat, but you can calculate what the Linier Field of View need to be at a certain range. Thats what i did with the Emden Cruiser. A is the Angular Field of View (for the scope thats 9° in high power fx.) 17,45 x A x 1000 = Linier FOV in mm at a range of 1000 meter aka 17,45 x A = Liner FOV at 1000 meters so in high power and a range of 1000 meters the scope need to cover 157 meters from the left edge to the right edge of the scope. That fits with an Emden Cruisers length. I know that you CAN somehow calculate the value to put into the Camera.dat, but i have to "dig in" to find that. I allways found it easier to just adjust it to fit. |
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#7 | |
Stowaway
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HMMM - Emden is in the Official guide listed at 156 meters length, same on its wiki page... http://en.wikipedia.org/wiki/German_cruiser_Emden
Where did you find the other length ? Ok i found this post in the old SH-4 mod forum threads..... Quote:
Texture size / pixels pr degree / zoom = angularangle parameter number I tried to use the math on your graphic ObsPeriscope_Mask_1024.dds measured pixels from 15° left of center mark to 15° right of center mark was 454 pixels (for 30°) thats 15,1 pixel pr. degree. So 1024/15.1 = 67,815 dividing that with x1,5 for the zoom gives 45,21 witch should then be the AngularAngle value used for the Observations scope camera setting. for the attack scope graphic I also got 15,1 pixel per degree, ending up with the same angular angle value of 45,21. I tried it and it did NOT work as it should - the graphics must be changed in size somewhere. Repeated checks in game showed me that your camara.dat file should have an AngularAngle value of 95,0 (attack and observations perí) to work as you want. But the viable whole in your periscope is too big (or the ticks are too close together - there should be 38 tics over the diameter of the hole if each tick is 1° in x1,5 zoom. ) image otw soon. If i were you I would enlarge the "hole" and remake the tics. |
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#8 |
Sailor man
![]() Join Date: May 2009
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Thanks makes a noticable difference excellent.
![]() Snall request : any chance you could add more zoom to the binoculars as well ? Thanks in advance, Ringy. |
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#9 |
Seasoned Skipper
![]() Join Date: Apr 2005
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The UZO should have a single vertical centerline and nothing else. OBS or UZO shouldn't have stadimeter. I think UZO is 7x or 8x binocular.
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#10 |
Grey Wolf
![]() Join Date: May 2008
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@ Arclight how did you achieve the yellow-greenish tint to the lens? Is it something done to the dds file or is it somewhere in data files?
I would like to replicate that for my mod.
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#11 |
Stowaway
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Great mod this, thanks.
One thing, though- can I easily remove the yellow crosshair from the middle of the binos view? Cheers! |
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Tags |
more realistic periscope, rmp |
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