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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
GWX Project Director
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As I recall, without deep digging, historically accurate optic magnification for both the attack scope and UZO was 1.5x and 6x.
Everyone needs to bear in mind that when GWX 3.0 was under development, the vast majority of users were still using full screen mode as opposed to widescreen, and the native resolution of SH3 was 1024x768. Widescreen mods were still in their infancy and full of much weirdness. We set the outer camera zoom level to be 10x to account for the lower game resolution being not as acute as the human Mk.1 eyeball. Other notes: (I don't think many players consider, or are aware of...) Generally speaking, during periscope depth-level torpedo attacks, the captain placed himself in the conning tower to access the attack periscope... which is not accessible from the control room. It is the observation periscope that is accessible from the control room. The observation periscope's main function is just that.... to observe. It is my understanding that it had (has) a wider angle view both horizontally and vertically. Before surfacing it would be used for a quick visual check for surface and/or air threats. At any rate, with the higher resolutions available these days, 1.5x and 6x would indeed be the way to go.... if those resolutions are indeed what the player is using. ie: ARB, Ahnenerbe GUI's. In short, we accounted for a limitation of the game which appears to be much less of an issue than it was 10-15 years ago. |
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#2 | |
Ocean Warrior
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Thanks ! Also, I recall reading recently (if I could remember where.....Commander's handbook maybe) that the 6x was only to be used for observing, i.d., etc.; actually firing took place using 1.5x.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#3 |
Seaman
![]() Join Date: Apr 2019
Posts: 39
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Thanks again for all of the amazing info!
I didn't realize my GUI mod would alter that aspect of GWX. Thank you very much for the clarification. Happy Hunting! |
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#4 |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,456
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Here is the UBoat Commanders word on the periscope.
Good hunting, FUBAR295 130.) For computing the range, the 1 magnification should be used in the periscope. With the 6-fold magnification, no estimation of distance is possible, on account of the monocular optical system of the periscope. As a matter of principles the 6-fold magnification of the periscope should always only be used temporarily, in order the better to observe details of the enemy ship, as, for example, in computing its course and speed, but never for the actual attack at close range. or derstosstrupp's retranslation : 130.) In estimating range, always use the 1.5x magnification in the periscope. The monocular optics of the periscope do not allow for range estimation at 6x magnification. The 6x magnification of the periscope basically may only be used temporarily in order to better observe details of the enemy ship, for example in estimating angle-on-bow and speed, however never for conducting the actual close-range attack.
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
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#5 | |
Ocean Warrior
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__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#6 |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,456
Downloads: 494
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__________________
Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
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#7 |
GWX Project Director
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![]() Good find, Fubar295. I knew it was in there, just haven't had the time since the discussion here to follow up. Thank you! ![]() |
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#8 | |
Torpedoman
![]() Join Date: Nov 2010
Location: Zielona Góra, Poland
Posts: 116
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I think that in SH3 this is one of the most underrated aspects of this game or even more of a simulator as GWX. I think the first and biggest reason for using high magnification in the periscope was to avoid mistakes of sinking friendly or neutral units. Hence, hospital ships had their function and affiliation markings all over the large hull, not just the flag. Unfortunately, at low resolutions, even 6x magnification is often not enough to clearly identify a potential target as hostile. Perhaps this is correct because for this reason the game can reflect the mistakes that happened in reality. There were, after all, sea waters, where trade ship routes of opposite sides intersected. One of them was the Mediterranean Sea. I would be very pleased if it was possible to map the movement of friendly and neutral ships as much as in reality, so that the captain of the submarine would have to approach the task of correct identification of the vessel very carefully. And in case of doubt, even give up the attack. |
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