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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: Sep 2007
Location: Reno Nevada USA
Posts: 1,860
Downloads: 85
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Just a though and a bit OT but has anyone though about using a background color other than stark black, say an ebony?
I think that would help the dials blend in and not stand out so much, as it is now they seem to be floating in space not fixed to something. ![]() Magic
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Reported lost 11 Feb. 1942 Signature by depthtok33l |
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#2 |
Machinist's Mate
![]() Join Date: Oct 2005
Posts: 128
Downloads: 44
Uploads: 3
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So it has been out for about a day now. Any comments to it's function?
I am working now on making the Graticule better looking, and should have an update for that later today. Want to make sure people are getting accurate distances though before I totally set in stone the marks location. Thanks all |
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#3 |
Machinist's Mate
![]() Join Date: Oct 2005
Posts: 128
Downloads: 44
Uploads: 3
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Edited
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#4 |
Nub
![]() Join Date: Mar 2010
Posts: 3
Downloads: 28
Uploads: 0
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brilliant, go and test it later on tonight...
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#5 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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If so then will update my Recognition mod in conjunction with the Graticule from this Mod to show the points to measure with stadimeter. If thats ok with you emtguf. ![]() |
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#6 |
Captain
![]() Join Date: Jun 2009
Location: Bergen, Norway
Posts: 262
Downloads: 40
Uploads: 0
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Looks great! I will sure test it soon!
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#7 | |
Machinist's Mate
![]() Join Date: Oct 2005
Posts: 128
Downloads: 44
Uploads: 3
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I actually worked on a texture but there are several in the menu editor that would have to be changed as well. Believe they are the blackmasks that extend out further than your scope. I had drawn out a metal looking background on the one I just released but removed it till I can have more time to mess with the menu editor. Wish I could find the standard UBI marks on the screen to get rid of them as well. Last edited by emtguf; 03-21-10 at 12:17 PM. |
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#8 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Night: ![]() Day: ![]() |
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#9 |
Machinist's Mate
![]() Join Date: Oct 2005
Posts: 128
Downloads: 44
Uploads: 3
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Like the metal background you have above. Have to say though I like my eyepiece better haha.
If you want I can give you the psd (if your using photoshop) to add your metal background to. Will still have black sides though unless you are planning on changing the blackmasks they have currently ingame. |
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#10 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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I may keep them as I plan on having slid out panels to match the scope with all the dial on them. That is if I can figure out the Editor and some scripting to get it working. Have not had much luck yet. Everyting either crashes or shows up like the defaults. ![]() Could really do with tutorials on stuff to do with editor and scripting. |
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#11 |
Lieutenant
![]() Join Date: Mar 2007
Posts: 263
Downloads: 132
Uploads: 0
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Looking great, thank you.
![]() Rich |
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#12 |
Sparky
![]() Join Date: May 2005
Location: San diego Ca.
Posts: 150
Downloads: 30
Uploads: 0
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Do I have to multiply this by the magnification as well?
When zoomed in using "More realistic Periscope" my math comes out as follows: 27.1 mast height touching / line 12 graticule x 100 = 225.83 This is not the distance to target though. But if I multiply by the magnification difference (No mag = 1.5 High Mag = 6 difference of 4.5) the range comes out correct. New math then is 27.1 mast height / line 12 graticule x 100 x High Mag 4.5 = 1016 It looks as though the graticule lines do not change with the magnification, so this would certainly play with ranges.
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