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#1 |
Soundman
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"Multiplied by four is correct for 6x, however, there was something with the optics that made that not so straightforward. To the extent that the commander’s handbook recommends rangefinding only at low power."
The zoom and field of view had different ratios, perhaps that made it impossible to calibrate the graticle for both. |
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#2 | |
Sailor man
![]() Join Date: Jul 2014
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The optical magnification in telescopes is increasing the apparent angular size of an object by a certain factor, compared to what would be seen by the naked eye. The decrease in field of view, looking through the same eyepiece, is a direct consequence of that, right? So, it seems that zoom and field of view are proportionally linked to each other by definition. If not, than the magnification power number is just meaningless. |
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#3 | |
Soundman
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In Sh3 it works like you say, there is a direct and inverse relationship between zoom and field of view. However, it is not like that in real life, it depends on the construction of the optical device. In this particular case, the zoom ratio was 4 ( 1.5 to 6 ) but the field of view ratio was 4.22 ( 38 to 9 ). Since the graticle is just a 2d overlay it can't be accurate for both. To give more examples, the field of view for the 7x50 binoculars was 7.1 but some 10x80 binoculars had a field of view of 7.25 even though they had 10x zoom. The field of view was different even between different models of the 10x80 binoculars. What I did for DGUI was to use a 36 degree field of view for the low power, this way the periscopes can be calibrated at both magnifications. This is not historically accurate but I think it is more useful. Regards |
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#4 | |
Grey Wolf
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#5 | |
Ocean Warrior
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#6 | |
Watch
![]() Join Date: May 2021
Location: France
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If the magnification ratio is exactly 4 indeed, I think it's actually possible to get a graticle calibrated for both zoom levels. The field of view wouldn't interfere with the graticle use (it would just mask some ticks that are on the border). The ratio between fields of view can be different from the ratio between magnification factors. It just means the vignette effect will be different. Here is an illustration of what I think the observer would see: ![]() Notice that the image disc diameter is smaller at 6x. What do you guys think? EDIT: What you say is that you used the 6x 2D layout for the 1.5x mode? That would mean the in-game vignette is exaggerated for the 1.5x mode. Did I get this right? Last edited by Efshapo; 11-18-21 at 06:44 PM. |
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#7 |
Watch
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Here are my findings so far:
![]() Last edited by Efshapo; 11-19-21 at 07:03 PM. |
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#8 |
Ocean Warrior
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![]() Interesting info. to be sure. But I'm not sure a "wrong" this or that is strictly correct. Real world vs. computer screen, etc. I'm more of a fan of does something work in the game to simulate it's subject vs. strictly historical specs, etc. To often, plugging in historical performance specs of equipment, weapons, etc. (which many times are inaccurate anyway, being based on lab specs vs. real world use) causes more problems than it solves in a computer simulation of such. Many times, putting in historical specs for x, breaks function y of some other system, weapon, etc. in a game that was designed to work with the original specs of x. What is more important is how does it perform in the sim, especially in the "big picture" of the entire sim. I.e., iirc, GWX's attack scope had a mag of 10x. Historically correct ? No. But a good idea for the limited view of a computer game ? I think so. Another example is the "pinpoint accuracy" of depth charges originally found in SH3. Historically correct ? No. But it helps make up for the dumb as bricks AI escorts and poor damage modeling. I like it myself, even with the sensor/damage model work since done to the original game, and it's actually not difficult to escape from anyway.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() Last edited by John Pancoast; 11-19-21 at 07:34 PM. |
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#9 |
Watch
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Here's how Wolfpack could be corrected to get a historically accurate field of view (current game state on the left, my correction on the right):
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#10 | |
Watch
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Out of curiosity, I can't wait to see how "Crush Depth" will handle this. I don't know which eyepieces were placed on the Uboote. But I am almost convinced that the engineers of ZEISS, have placed "wide angle". I use a terrestrial telescope to watch the birds, and I use an eyepiece of this type (for the same zoom level, the panorama can be seen better) On our French forum, a member with a refracting telescope has also just confirmed his change from the inexpensive eyepiece to a wide-angle eyepiece.
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#11 | |
Watch
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The magnification I'm talking about in my table is only related to the field of view (the one restricted by the vignette effect, not the in-game FOV), it is not related to the player screen size. There is no way for the devs to control that (unless they add a slider in the setting screen for a kind of "magnifying glass" effect). About that 10x magnification in GWX, I don't see how it could have been computed given what I just said, but I agree that the bigger the ship on screen the better the gameplay: I did the math and found out that for the magnification to be optically accurate, I had to stand as close as 38 cm from my 27" display! And Wolfpack devs actually did an amazing job at that by having chosen to ditch the upper and lower parts of the image circle so it can appear bigger. Considering your expressed concerns, I haven't found how those modifications would break any current gameplay mechanics. Did you have something specific in mind? Last edited by Efshapo; 11-22-21 at 06:11 PM. |
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#12 | |
Watch
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#13 |
Ocean Warrior
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"This is not historically accurate but I think it is more useful."
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#14 |
Soundman
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Thank you!!
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#15 |
Watch
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Here's the updated table with the new Wolfpack 0.25n reticle:
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