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Old 03-10-09, 09:07 AM   #16
Henry Wood
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Quote:
Originally Posted by irish1958
Quote:
Originally Posted by von Zelda
Quote:
Originally Posted by mookiemookie
I would know approximately which direction I'm looking in if I were truly on a U-boat bridge looking through binoculars, but since my spatial awareness is impaired because I'm looking at a computer screen instead of standing on a real life submarine bridge, I think having the bearings displayed is a nice little crutch.
Well said!

Perhaps a good compromise would be if someone could come up with a bearing mod that did not show the bearing in 5 or 10-degree intervals. Perhaps by using N, NNE, NE, ENE, E, ESE, SE, SSE, S, etc., etc. Thus, one would have some spatial awareness but be required to do some conversion and estimation on the exact bearing. Just a thought.
I agree; this should be an easy mod for someone with paintshop skills. I would use it in a heartbeat.
As I said before my knowledge of bearings etc is strictly limited, but would having N. NNE. NE, ENE, etc., etc., on your binoculars be of any use? When the lookout calls out "ship spotted, bearing 90" he is actually referring to the target being at 90 degrees relative to the U-boats heading and not the compass points, no?

That is why I said I find it very simple to look in the direction the lookout mentions without binoculars then click on the "Tab" key and you get the same view through your glasses.

For example, if he yells "ship spotted, bearing 90!" I line my unaided gaze up on the back of the forward starboard lookout's head! Press "Tab" and he disappears and you are roughly looking at 90 degrees. This would not necessarily be East unless your U-boat was steering due North. (I never use the 'B' key for binoculars now, always looking in the intended direction then hitting 'Tab' brings the glasses up.)
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Old 03-10-09, 09:16 AM   #17
irish1958
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The scale in the binoculars refers to bearing, of course. Your point is well taken. Zero refers to the heading of the boat, and the bearing is in relation to this, not the compass. So putting the boxed compass marking would be confusing, as they wouldn't refer to the magnetic compass but the ship's heading
I still feel that the person scouting the horizon would know within a degree or two where he was looking.
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Old 03-10-09, 09:26 AM   #18
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Originally Posted by irish1958
I still feel that the person scouting the horizon would know within a degree or two where he was looking.
I think it's the old practice makes perfect thing. I've now quite got the hang of looking in the approximate right direction but even before learning most of the main bearings off by heart I remember I often used the inner dial on the compass (I forget which mod I was using then) as this always maintained the boats heading at 0, and the general direction the lookout was shouting about could be read off from that inner dial.

(From being a landlubber who seems to have taught himself quite a bit about the sea using SH3, I reckon I could have been an Admiral if I'd joined the navy when I left school and got taught proper!):rotfl:
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Old 03-10-09, 03:36 PM   #19
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(From being a landlubber who seems to have taught himself quite a bit about the sea using SH3, I reckon I could have been an Admiral if I'd joined the navy when I left school and got taught proper!):rotfl:

I think Gilbert and Sullivan had a similar scenario, although their subject became Lord of the Navee.
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Old 03-10-09, 03:58 PM   #20
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Quote:
Originally Posted by irish1958
Quote:
Originally Posted by von Zelda
Quote:
Originally Posted by mookiemookie
I would know approximately which direction I'm looking in if I were truly on a U-boat bridge looking through binoculars, but since my spatial awareness is impaired because I'm looking at a computer screen instead of standing on a real life submarine bridge, I think having the bearings displayed is a nice little crutch.
Well said!

Perhaps a good compromise would be if someone could come up with a bearing mod that did not show the bearing in 5 or 10-degree intervals. Perhaps by using N, NNE, NE, ENE, E, ESE, SE, SSE, S, etc., etc. Thus, one would have some spatial awareness but be required to do some conversion and estimation on the exact bearing. Just a thought.
I agree; this should be an easy mod for someone with paintshop skills. I would use it in a heartbeat.
Oh, you mean something like this.



You 2 will have PM's shortly.
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Old 03-10-09, 06:35 PM   #21
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Quote:
Originally Posted by danlisa
Oh, you mean something like this.



You 2 will have PM's shortly.
Yes, that is what I meant but reading a few of the recent responses indicates to me that the compass directions (N, E, S & W, etc) would not be correct. We need to be talking about bearing to the u-boat and that would be numerical as follows:

N = 0, 360
NNE = 22.5
Ne = 45
ENE = 67.5
E = 90
ESE = 112.5
SE = 135
SSE = 157.5
S = 180
SSW = 202.5
SW = 225
WSW = 247.5
W = 270
WNW = 292.5
NW = 315
NNW = 337.5

Is there a way to put these numerical bearings at the appropriate marks on the dial instead of the S, SSW, etc. that you have made?
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Old 03-10-09, 10:33 PM   #22
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Quote:
Originally Posted by von Zelda
Quote:
Originally Posted by Pepe le Moko
I got the same problem, found the answer in this thread, there is something to modify in an ini file.
There is a much easier way to modify the binoculars in GWX3. Locate the bearing and bearing2 TGA files in this path: data/menu/Gui/

The bearing file is for the scopes and the bearing2 file is for the binoculars. Simply make the bearing2 file the same as the bearing file with a little copying, renaming and pasting. Thus, make a JSGME mini mod as such:
BINO Bearing marks/data/menu/GUI/bearing2 and place in your mod folder of SH3.
Note: the bearing2 file in this mod is the copied & renamed bearing file.
I've found an unfortunate side effect of this solution is that while your binocular view has the bearing markers on it, your UZO has no bearing markers at all.
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Old 03-11-09, 03:20 AM   #23
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Quote:
Originally Posted by mookiemookie
Quote:
Originally Posted by von Zelda
Quote:
Originally Posted by Pepe le Moko
I got the same problem, found the answer in this thread, there is something to modify in an ini file.
There is a much easier way to modify the binoculars in GWX3. Locate the bearing and bearing2 TGA files in this path: data/menu/Gui/

The bearing file is for the scopes and the bearing2 file is for the binoculars. Simply make the bearing2 file the same as the bearing file with a little copying, renaming and pasting. Thus, make a JSGME mini mod as such:
BINO Bearing marks/data/menu/GUI/bearing2 and place in your mod folder of SH3.
Note: the bearing2 file in this mod is the copied & renamed bearing file.
I've found an unfortunate side effect of this solution is that while your binocular view has the bearing markers on it, your UZO has no bearing markers at all.
Let's clear this up.

In GWX 2.1 & Gold there are 2 Bearing.tga files (bearing.tga & bearing2.tga).

Bearing.tga is the original scale from Stock SH3 and is used by the Binos & UZO (in a non GWX install).
Bearing2.tga is a blank file (alpha channel only) I created to allow the bearings to be removed from the binos in GWX 2.1 & Gold, while leaving the UZO untouched.

The only way to re-enable the bearings in the Binos in GWX is to open the 1027_768Menu.ini in Notepad, press Ctrl+F and search for the only entry 'bearing2.tga'. Then rename this to bearing.tga. GWX will then use the original file that I left in there.

Alas Klar?
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Old 03-11-09, 05:53 AM   #24
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Quote:
Originally Posted by danlisa
In GWX 2.1 & Gold there are 2 Bearing.tga files (bearing.tga & bearing2.tga).

Bearing.tga is the original scale from Stock SH3 and is used by the Binos & UZO.
Bearing2.tga is a blank file (alpha channel only) I created to allow the bearings to be removed from the binos in GWX 2.1 & Gold, while leaving the UZO untouched.

The only way to re-enable the bearings in the Binos in GWX is to open the 1027_768Menu.ini in Notepad, press Ctrl+F and search for the only entry 'bearing2.tga'. Then rename this to bearing.tga. GWX will then use the original file that I left in there.
Danlisa, with all due respect, since it sounds like you created this mod for GWX2.1 and Gold, the bearing tga file controls the scopes, uzo & binos in stock SH3. The bearing2 tga file is used in GWX2.1 & 3 for the binos only.

I have, in fact, copied the bearing tga file, renamed it bearing2 and pasted it into the GUI folder (overwritng the GWX bearing2 file), thus giving me bearings in the binoculars. Note: do not mess with the bearing tga file, leave it alone.

I have taken this one step further I might note, someone provided me with a bearing file that uses 1-degree intervals instead of the stock 5-degree intervals. I then substituted this 1-degree bearing file for the 5-degree bearing file in the Gui folder.

The results: 1-degree bearings in the scopes and uzo; and 5-degree intervals in the binoculars. Take it from me, this does work! But, you must be careful and substitute the correct bearing files or it could get messed up. I've created some of my own JSGME mini mods to do this with.


I would like to find a bearing mod that uses 45-degree intervals(0, 45, 90, 135, 180, etc.), if this is possible. I think that this would be more realistic in the binoculars.
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Old 03-11-09, 07:45 AM   #25
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Ha, I can't remember too well. It was such a mini mod, I didn't bother to document it.

Quote:
Originally Posted by von Zelda
I would like to find a bearing mod that uses 45-degree intervals(0, 45, 90, 135, 180, etc.), if this is possible. I think that this would be more realistic in the binoculars.
Realism denotes that no bearing indicator be present in the Bino view but...as this is a game and we are staring at a monitor we need to make allowances.

Here's your 45 deg indicator - http://files.filefront.com/Bearing2t.../fileinfo.html
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Old 03-11-09, 08:52 AM   #26
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Quote:
Originally Posted by danlisa
Alas Klar?
Ja wohl, Herr danlisa!
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Old 03-11-09, 09:35 AM   #27
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Thanks Dan
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Old 03-11-09, 09:48 AM   #28
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Old 03-11-09, 06:57 PM   #29
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Quote:
Originally Posted by danlisa
Your bearing2 file is great. Thanks again. Just enough bearings to give spatial awareness, but not enough to pinpoint down to the degree.

For those that want to use Danlisa bearing2 file in a mini mod; create the directory path below and place it into the Mods folder in SH3. Then insert into game with the JSGME mod enabler.

Bino Bearing Mod/data/Menu/Gui/Bearing2
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