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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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Sorry Panthercules... can you upload the camera tweak file you used ... mine doesnt works may be it is old.
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#17 |
Watch
![]() Join Date: Aug 2007
Posts: 15
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cant get it to work either
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#18 | |
The Old Man
![]() Join Date: Apr 2005
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![]() Quote:
and the tweaked cameras.dat file with this tweak made to it should be here (used the one from Kriller's update 1.1 as my base, with maybe a rain tweak or two, so it has some other stuff in it already): http://files.filefront.com//;8399075;;/ Good luck! {EDIT} OOPS - sorry - looks like the version that actually worked for those pictures had been tweaked down to 0.5, not 0.7 as originally posted above (I've fixed it in my post above) - I tried so many different values I guess I got mixed up when I was making that post and typed the wrong one - sorry for the confusion ![]()
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#19 |
The Old Man
![]() Join Date: Apr 2005
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Actually, after a little more testing, it looks like making this 0.4 works even better - seems to reduce/eliminate the "disappearing sight" issue when traversing quickly - I still get a little clipping/disappearance of the wall of the tub at the extreme edges of the screen when I traverse the gun quickly while zoomed out.
I'll play with it some more, but it looks like somewhere around 0.4 is probably the sweet spot. If I get anything better, I'll post something here. [EDIT - OK - going down to 0.35 didn't help, but going up to 0.45 seems to yield a very good result - the "sight disappearing" problem on traversing seems to be gone, and the tub walls at the edges of the screen don't disappear unless you move your mouse view a lot faster sideways than the gun can follow you - if you limit your traversing to a speed that the gun itself can traverse, then the tub wall stays where it belongs all along the traverse.] I haven't had a chance to test with any of the other flak guns, so I'm not sure if this might screw up something on different boats or with different guns. If it does, it's not that hard to set this up (as I have for testing) in a JSGME-ready mod all by itself (nothing in it but the tweaked cameras.dat file) so it could be loaded up only while you were using an early war Gato, and then use JSGME to unload it if you're using any other boat.
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![]() Last edited by panthercules; 08-25-07 at 05:15 PM. |
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#20 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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Wonderful Panthercules !
![]() You may release a fix... ![]() |
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#21 |
Watch
![]() Join Date: Aug 2007
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i found a fix to this issue, and seems somewhat simple. this is done with the silent 3ditor here.
steps: -load the cameras.dat file -expand 276:node (starboard gun) -click the 288: node (starboard gun 1) -on the offset fields, on the z field type 0.01 (instead of 0) -expand the 294:node (port gun) -click the 306:node (port gun 1) -on the offset fields, on the z field type 0.01 (instead of 0) this works like a charm for me, however dunno if theres any side affects. but the damn bathtub disappears for sure ![]() the higher the value, the more you stick your face up the gun. at negative values, you will see a guy holding the gun (whoever he is), and you will see him clipping the tub wall. seems like its a bit tight in there. may work with the 37mm aa gun, but havent even got a hold on one. have fun ![]() Last edited by DyingCrow; 08-25-07 at 06:05 PM. |
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#22 | |
The Old Man
![]() Join Date: Apr 2005
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#23 |
Watch
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i didnt see those options in mini tweaker, but may be because theyre not present in the cameras.txt file, didnt check. but being able to edit the files directly seems to be a great advantage of 3ditor.
i loaded tmaru and this seems to be fixed on the mod, will only be sure when i get a hold on a twin aa gun. but for someone that doesnt use this or any other mods that have the tub fixed, this might the easiest way. and maybe playing with other values like zoom values and setting the node x offset, it may be possible to see the gunner and the reticle while not zoomed, and the normal gun view with the reticle while zoomed. for the hell of it, of course. going deeper into it, maybe even simulate the quality of the aim (something like the gunners feedback) with a red, yellow and green light, while we just have to push the button. same for the aircrafts range, and i know that a guy with practice can tell almost the exact distance by looking at it (aircraft and/or ships); i was a radar operator on the portuguese navy for 13 years ![]() |
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#24 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
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![]() Quote:
Woks fine... why you both do not release a fix merging both tricks... ? ![]() ![]() ![]() |
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#25 |
Watch
![]() Join Date: Aug 2007
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im not much into modding, rather just have fun playing and enjoying the good stuff mods out there, and suppose this is a fix simple enough to be done by anyone at discretion on any mod they could be using.
i would surely do some work about those ideas above, and even more, if i could, of course. its a bit ridiculous, even if "realistic that its not realistic", that a subs captain has to come up with all the data for manual targeting on the game. info comes from the sonar, radar and visual to be compiled on the plotting table and then used for the final solution. its my opinion that it should work like this: -to be possible to ask any of the 3 stations for a bearing and distance to the current target. -to be possible to ask the plotter for those, and the course and speed of the current target, bacause its his job to compile, not the captains. also have a report on any changes on the contacts behaviour reported, because that can mess the shot and id like to be informed before i waste such valuable and rare asset such as a torpedo. -while surfaced, the watch guy should report the contacts id, when in range or when asked, because if he doesnt have his id pictures book at hand, hes gonna get a boot up his a**. its perfectly possible, even to any cross-eyed that can hold a binocular, to id a contact at 5nm+ (10 km+), which is above the safety distance to avoid being gunned, unless its night, foggy, rainy or stormy, or the contact is small, or watch guy is a retard and should be used as fuel. -its insane to pick up a periscope, be it visual or by radar, with stormy weather, even worse at night. i had experiences with ships changing course to intercept, in stormy weather, while me completely stopped and at periscope, and i was 100% sure there were no chances they would know i was there. and they only go active sonar to attack, so there was no random pinging just in case. in my experience, when it was stormy during ASW exercises, i couldnt see s*** in hours searching for risers, and radars are much better then they were in the 40's, i guess. wth, how can they freakin detect me when my freakin periscope is 75% of the time underwater and its the only thing that can be seen? if these, some or maybe more thingies (like the ones in some post above) could be fixed into a "middle" difficulty level, i believe the game experience would be more realistic and rewarding for who doesnt want the so damn easy shooting gallery or the oh-my-god-i-have-to-do-everything-my-crew-sucks-buncha-incompetents-cant-even-gimme-a-freakin-speed... firing solutions would still be done manually, of course, but it would be good to know theres someone working to help shooting stuff. having fun is the most important thing, after all ![]() Last edited by DyingCrow; 08-27-07 at 08:05 PM. |
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#26 | |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
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#27 |
Nub
![]() Join Date: Dec 2007
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Fixed !
Thanks guys
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Ever been to sea Billy ?, Ever seen a fish ?. Ahrr Matey !!! ![]() |
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