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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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Kpt, can probably answer better.
IIRC, the 10x Zoom was introduced: Firstly due to the limited optical processes of SH3, i.e It's not the MkI Eye Ball. Secondly, with the introduction of the Grey Contacts mod, meaning that players must now identify targets by checking the flags, it was decided that 10x was a 'tradeoff' for this added realism. To compensate, I think the only the UZO & Attack Scope goes to 10x, IIRC the Obs scope is unchanged. Again, it comes down to the fact that we're not actually looking through a real scope.
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#2 | |
GWX Project Director
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#3 |
Pacific Aces Dev Team
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Aha, that makes sense
![]() Reason I asked is that while doing my scope wiz-wheel for AOB measuring I was faced with the need of calibrating it for a certain zoom....6x would work for stock and all mods except GWX, while GWX would need a specific 10x calibration:hmm: In fact I encountered the same problem that leaded to the 10x magnification: In real life kaleuns were told to use the low power 1.5x zoom to make range and AOB measuring due to the unreliabilty of 6x for that purpose. 6x was limited to target identificaction and evaluation (Tonnage, length...) purposes, so I finally left the calibration for the 1.5x zoom as in real life....but it seems too difficult to get accurate measurements with it ![]() So I guess probably a 2x magnification for low power (Improved low power) and a 6x in high power could also have been a good solution:hmm: Never mind, thanks for the explanation ![]()
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One day I will return to sea ... |
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