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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 | |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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Let's say the listed mast height was 25m and we're using the attack scope: In high power zoom, the target should be 2 ticks high at 2500m (4 ticks if in the obs scope). If you look at the ship from that range.. you will see where 2 ticks falls... it wasn't at the mast it was at the funnel for this particular ship. the math: 2 ticks is actually 4 for this scope so we use (25 X 100) / 4 ..... then multiplied by 4 for high power zoom. the divion and multiplication cancel each other out.. so it's just 2500. So you could just say that any ship when it is at it's mast height x 100 range.. should be 2 ticks high in the attack scope at high power. So a ship listed with a 29.3m mast.... when it is 2930m away the number 2 tick will show you where the mast is according to the value in the rec manual. For the last escort i tried it against it was way up at the top of the mast.. for a large steamer it was near the horizontal parts of the mast... and for another ship it was at the top of the funnel. So in summary... the listed mast heights in the ship .cfg files are off for some ships. If someone were to correct those we wouldn't be having this problem. Someone needs to go through the laborious task of figuring out where on the ship the lsited height is... Easiest way to do it is to enable the "range to nearest visual contact" command. Fire the command and get the range from your WO in the message window. Use the stadimeter and move it up & down until you match the range with that of the WO's. Then look at where it is on the ship. If the listed mast height was 23.6m and the stadimeter is at the top of the funnel when it's set to the correct range... .. then the funnel is 23.6m high and not the mast. Last edited by gutted; 03-28-10 at 03:33 PM. |
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#77 |
Stowaway
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You need to alter his menu.ini and periscope ini files - ill doo that in a short while, but it will be for a 1900x1200 screen res.
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#78 | |
Soundman
![]() Join Date: Aug 2007
Location: On dry land, in Copenhagen
Posts: 142
Downloads: 39
Uploads: 0
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Just looks too good to leave alone ![]() Edit: Anyone up for making a 16:10 (8:5) version?
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Disclaimer: The above are my current opinion and are liable to change according to mood, time of day, degree of sleep deprivation endured, caffeine intake and/or level of inebriation. Last edited by TheBlobThing; 03-28-10 at 04:01 PM. |
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#79 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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#80 |
中国水兵
![]() Join Date: Mar 2005
Location: Basque Country
Posts: 284
Downloads: 365
Uploads: 0
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#81 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Jeesh, I take 1 night off and I get sidelined on my own project.
![]() - On stadimeter: as far as I understand it, the mast heights don't get send to it. No matter how you identify a ship, the result will always come out the same. imho ignore the thing, it's broken. - 8:5 version is already included in the patch pack - This mod changes the obs.scope ini, it might conflict with DarkWraith's mod there. Menu.ini has no changes made by this mod. I'll contact him and see about compatibility. - I asked and got permission to integrate CCIP's tweaks. Will be included in v1.3. - Hitman's point on discolouration to the sides of the attack scope view have been noted and integrated in v1.3. - The horizontal part of the reticle in the att. scope will be moved to the bottom to correspond to new illustration. - Will start work on binocular reticle to match illustration.
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#82 | |
Eternal Patrol
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"I like your mod but the attack scope looks WEIRD! It's all blurry and I can't see anything at night!" ![]()
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“Never do anything you can't take back.” —Rocky Russo |
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#83 | |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Requested permission to release patch for TDW GUI compatibility. Need to take his "page obs periscope.ini" and make 1 change. I'll put it in a patch, and integrate into v1.3. (if I get permission
![]() Install his mod, then this one and finally apply patch. Quote:
![]() Emtguf has one very similar, already distributed with TDW UI.
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Contritium praecedit superbia. |
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#84 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
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some tests, PQ-17 mission, 21h00, attack scope is too dark to use because of dusk. view from the observation scope, using the latest build.
![]() ![]() ![]() ![]() surprisingly enough, after just a few days of using this mod, I am already at a point where I can now roughly guesstimate the range of a ship just by looking at it.
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#85 |
Eternal Patrol
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Ooh, nice!
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“Never do anything you can't take back.” —Rocky Russo |
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#86 | |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Not just pretty, but functional.
![]() Note on the colouration towards the edge of the field: Quote:
Any comments are welcome.
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Contritium praecedit superbia. |
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#87 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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After more testing, yes.. i see the stadimeter IS broken. I was viewing the problem wrong i guess.
Anyway, I tested out a cimmaron tanker... i closed the range so that the top of his mast was at 50 in the obs scope. Did the math with the listed mast height.. and i was getting the correct range. Turned on the stadiemeter and put it at the 50 tick mark.. and the range it was showing was way off. I stand corrected. Last edited by gutted; 03-28-10 at 07:32 PM. |
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#88 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Not sure what's wrong with it, most logical thing I heard was that the mast-height didn't get set when you IDed a ship, but just hear-say.
Might be related to aspect ratios and/or angular view/viewport settings.
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Contritium praecedit superbia. |
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#89 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
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and here is a shot from the attack scope. I seem to have an issue with that saved game, local time was around 21h30, but now that I reloaded the save, it shows up as 17h30.
![]() In game, the observation scope is easier to use in low light conditions than the attack scope, which I understand is how it was in RL as well.
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#90 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Indeed, even the obs. scope only transmitted about 40% of the light; attack scope should be useless at night, obs. scope only marginally usefull, like on a clear night. But SH5 has pretty bright nights (in stock), haven't had much difficulty yet with either.
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Tags |
more realistic periscope, rmp |
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