SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 01-14-08, 09:11 PM   #541
onelifecrisis
Maverick Modder
 
Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
Default

Quote:
Originally Posted by Julius Caesar
I am using gwx 2.0
I just checked mast values:
- Stock SH3 1.0: medium tanker does not exist
- GWX 2.0: 37 m (should be 27)
- OLC GWX: 74 m (should be 54)

This is (probably) the only mast value that is wrong.
I see... well, all I can say is: if it's wrong in GWX2, it'll be wrong in the OLC GUI.

Maybe GWX 2.1 will fix incorrect mast values. :hmm:
__________________
Freedom of speech - priceless. For everything else there's Mastercard.
onelifecrisis is offline   Reply With Quote
Old 01-15-08, 12:09 AM   #542
Storabrun
Loader
 
Join Date: Apr 2006
Posts: 83
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Abd_von_Mumit
Also the letters in the text commands are quite difficult to read for me, but I suppose this is not something you'd like to change in any way. I can live with that.

3. What are the exact zooms of both periscopes and UZO?
I'm not OLC but I can answer those two questions for him, because I have seen his answer to the first one and I know and have made some observations on my own regarding the second.

Bigger letters will lead to messages with more than one line to read. There is a stock text bug in SH3 where the last line will disappear until you get another message. This bug was removed in this mod by making smaller letters and shortening some messages. Personally I think this is great!

When it comes to zoom levels they are 1.5 and 6 for both scopes while the UZO is fixed at 7. But this is only half the truth as the observation scope fills the screen, which in effect is a zoom in itself when they all have the same view. With that taken into account the zoom levels for the observation scope (and binoculars) appear to be something like 2.5 and 10. Which means the observation scope in OLC is like the attack scope in GWX but with the view of a 6X scope (thats why it's larger).

Something else worth noting is that the whole game is zoomed out unless you sit very close to your screen, but that's uncomfortable and the image quality suffers.
For totally realistic zoom levels to appear on my screen I would have to sit very close to it. By realistic zoom levels appearing on my screen I mean that an object fills my view exactly like it would if looking at it in real life throgh a binocular (or scope) at a given distance. Now if I look at my screen at a distance of 30 cm when looking at an object (ship) through the observation scope (at high zoom) or binocular that will correspond to a real magnification level of almost exactly 6. I don't normally sit that close to the screen but I can certainly do it when I need to see where that mast really ends when looking at a ship from high distance.
Storabrun is offline   Reply With Quote
Old 01-15-08, 12:36 AM   #543
joegrundman
Ocean Warrior
 
Join Date: May 2007
Posts: 2,689
Downloads: 34
Uploads: 0
Default

Quote:
Originally Posted by onelifecrisis
@Julius Caesar
I can see from the pic that you got the range wrong.

@Storabrun
Mathematically the 58-degree mark is accurate, but unfortunately my AOBFinder image is not - maybe that's why the results aren't right.

The flaws in that image have been noted and discussed before. Ideally the AOBFinder images should be replaced with accurate ones, but I couldn't quite be bothered to finish that job and I notice that neither has anyone else.

Probably because it's "accurate enough"

Maybe Joe will make new, accurate images for U-Jagd 1.3 and then someone (me if I'm around) can bring them into the GUI with his permission...
Yes, this is the case. In the next couple of days (once i've finished rewriting the manual) U-jagd 1.3 will be released.

It has a new, much more accurate aob finder, that also permits a much greater field of vision.

Also 2 new versions of chrono, this time mathematically scaled for precision.

It also includes the missing vorhalt indicator on the attack disk

Finally a three wheel circular slide rule modelled on the reverse side of the american SACF.

1.3 has been quite a lot of work to put together:p

joe
__________________
"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill
joegrundman is offline   Reply With Quote
Old 01-15-08, 01:15 AM   #544
onelifecrisis
Maverick Modder
 
Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
Default

Quote:
Originally Posted by Storabrun
Quote:
Originally Posted by Abd_von_Mumit
Also the letters in the text commands are quite difficult to read for me, but I suppose this is not something you'd like to change in any way. I can live with that.

3. What are the exact zooms of both periscopes and UZO?
I'm not OLC but I can answer those two questions for him, because I have seen his answer to the first one and I know and have made some observations on my own regarding the second.

Bigger letters will lead to messages with more than one line to read. There is a stock text bug in SH3 where the last line will disappear until you get another message. This bug was removed in this mod by making smaller letters and shortening some messages. Personally I think this is great!

When it comes to zoom levels they are 1.5 and 6 for both scopes while the UZO is fixed at 7. But this is only half the truth as the observation scope fills the screen, which in effect is a zoom in itself when they all have the same view. With that taken into account the zoom levels for the observation scope (and binoculars) appear to be something like 2.5 and 10. Which means the observation scope in OLC is like the attack scope in GWX but with the view of a 6X scope (thats why it's larger).

Something else worth noting is that the whole game is zoomed out unless you sit very close to your screen, but that's uncomfortable and the image quality suffers.
For totally realistic zoom levels to appear on my screen I would have to sit very close to it. By realistic zoom levels appearing on my screen I mean that an object fills my view exactly like it would if looking at it in real life throgh a binocular (or scope) at a given distance. Now if I look at my screen at a distance of 30 cm when looking at an object (ship) through the observation scope (at high zoom) or binocular that will correspond to a real magnification level of almost exactly 6. I don't normally sit that close to the screen but I can certainly do it when I need to see where that mast really ends when looking at a ship from high distance.
Sorry I missed those questions - thanks Storabrun.

Abd_von_Mumit, to answer the question: I'll release a light version of 1.1.5 very soon. In the meantime you might want to go to my FF page and grab 1.1.4 from the Archived folder - it has the original (light) colours which are much easier to see, but they make ships very difficult to make out at night because of the high contrast. After you get used to the GUI, and especially after you try a few night time attacks, you might decide you like the dark version better.


Edit
Storabrun, just a note about the zoom levels:

Apart from zoomed screens like the scopes, UZO and binocs, all screens have a FOV of 60 degrees (horizontally). This is actually a very zoomed in view by the standards of most First Person games (90 degrees is the standard). You are entirely correct that it is still, even at 60 degrees, a bit of a fish-eye view, but a realistic view of the kind you describe would (a) be different for every user and (b) prevent you from seeing much of the horizon when you're on deck.

My screen is small and I sit back from it. If I adjusted it to a "realistic" view angle, it'd be like permanently looking through the binocs!
__________________
Freedom of speech - priceless. For everything else there's Mastercard.
onelifecrisis is offline   Reply With Quote
Old 01-15-08, 01:23 AM   #545
onelifecrisis
Maverick Modder
 
Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
Default

Quote:
Originally Posted by joegrundman
Quote:
Originally Posted by onelifecrisis
Maybe Joe will make new, accurate images for U-Jagd 1.3 and then someone (me if I'm around) can bring them into the GUI with his permission...
Yes, this is the case. In the next couple of days (once i've finished rewriting the manual) U-jagd 1.3 will be released.

It has a new, much more accurate aob finder, that also permits a much greater field of vision.

Also 2 new versions of chrono, this time mathematically scaled for precision.

It also includes the missing vorhalt indicator on the attack disk

Finally a three wheel circular slide rule modelled on the reverse side of the american SACF.

1.3 has been quite a lot of work to put together:p

joe
Sounds awesome Joe!

Also sounds like it'd be quite a bit of re-work for me to bring the changes into the GUI.

Regardless, I'll look forward to the release!
__________________
Freedom of speech - priceless. For everything else there's Mastercard.
onelifecrisis is offline   Reply With Quote
Old 01-15-08, 01:36 AM   #546
Storabrun
Loader
 
Join Date: Apr 2006
Posts: 83
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by onelifecrisis
[Storabrun, just a note about the zoom levels:

Apart from zoomed screens like the scopes, UZO and binocs, all screens have a FOV of 60 degrees (horizontally). This is actually a very zoomed in view by the standards of most First Person games (90 degrees is the standard). You are entirely correct that it is still, even at 60 degrees, a bit of a fish-eye view, but a realistic view of the kind you describe would (a) be different for every user and (b) prevent you from seeing much of the horizon when you're on deck.

My screen is small and I sit back from it. If I adjusted it to a "realistic" view angle, it'd be like permanently looking through the binocs!
Yeah I realize it's a compromise to achieve some kind of peripheral vision. I have also noted that it says 60 degrees in the dat file. But when I try it in game it looks more like 80 degrees to me, I have to turn 4.5 screens to fill 360 degrees.
Storabrun is offline   Reply With Quote
Old 01-15-08, 02:19 AM   #547
onelifecrisis
Maverick Modder
 
Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
Default

Really? Hmmm... maybe it's 60 degrees vertical :hmm:

In which case, the binocs are wrong
__________________
Freedom of speech - priceless. For everything else there's Mastercard.
onelifecrisis is offline   Reply With Quote
Old 01-15-08, 02:28 AM   #548
onelifecrisis
Maverick Modder
 
Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
Default

Nope, I checked, and its definitely 60 horizontal (6 screens to rotate 360) but I think I can guess why you got 4.5... did you take into account that you do not rotate exactly on the spot?

In the command room this is most noticable. As you rotate your view, you also physically move (in a circle) so the edge of your screen can't be used to "line up" each screen with the last. Kinda hard to explain but hopefully you get me... ?
__________________
Freedom of speech - priceless. For everything else there's Mastercard.
onelifecrisis is offline   Reply With Quote
Old 01-15-08, 04:32 AM   #549
kiwi_2005
Eternal Patrol
 
Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
Uploads: 1
Default

Quote:
Originally Posted by onelifecrisis
Quote:
Originally Posted by joegrundman
Quote:
Originally Posted by onelifecrisis
Maybe Joe will make new, accurate images for U-Jagd 1.3 and then someone (me if I'm around) can bring them into the GUI with his permission...
Yes, this is the case. In the next couple of days (once i've finished rewriting the manual) U-jagd 1.3 will be released.

It has a new, much more accurate aob finder, that also permits a much greater field of vision.

Also 2 new versions of chrono, this time mathematically scaled for precision.

It also includes the missing vorhalt indicator on the attack disk

Finally a three wheel circular slide rule modelled on the reverse side of the american SACF.

1.3 has been quite a lot of work to put together:p

joe
Sounds awesome Joe!

Also sounds like it'd be quite a bit of re-work for me to bring the changes into the GUI.

Regardless, I'll look forward to the release!
Is this why im missing alot:hmm: I think its more i just aint got the hang of it yet, i find myself doing down the throat shots cause theres no need for any real input :rotfl:Will keep trying.
__________________
RIP kiwi_2005



Those who can't laugh at themselves leave the job to others.



kiwi_2005 is offline   Reply With Quote
Old 01-15-08, 05:46 AM   #550
Tobus
Lieutenant
 
Join Date: Jun 2005
Posts: 260
Downloads: 13
Uploads: 0
Default

Quote:
Originally Posted by onelifecrisis
Hehem... so... you guys like the dark version then.
Yep, only the ordersbar now seems slightly too dark compared to the map. But this is nitpicking, targetting at night is now so much better. Thank you!
Tobus is offline   Reply With Quote
Old 01-15-08, 07:10 AM   #551
Julius Caesar
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by kiwi_2005
Is this why im missing alot:hmm: I think its more i just aint got the hang of it yet, i find myself doing down the throat shots cause theres no need for any real input :rotfl:Will keep trying.
Probably not. My hit ratio is around 90% with this mod and manual targeting.
Note that most of my shots are from 500m-3000m.
  Reply With Quote
Old 01-15-08, 07:14 AM   #552
Julius Caesar
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by joegrundman

Yes, this is the case. In the next couple of days (once i've finished rewriting the manual) U-jagd 1.3 will be released.

It has a new, much more accurate aob finder, that also permits a much greater field of vision.

Also 2 new versions of chrono, this time mathematically scaled for precision.

It also includes the missing vorhalt indicator on the attack disk

Finally a three wheel circular slide rule modelled on the reverse side of the american SACF.

1.3 has been quite a lot of work to put together:p

joe

I hope you will leave the current chrono; it is very useful for quick speed measurement.
Maybe you should wait for gwx 2.1 to see if any files will be changed :hmm:
  Reply With Quote
Old 01-15-08, 07:17 AM   #553
NealT
Ace of the Deep
 
Join Date: Sep 2006
Location: 2 Meters Below Jimbuna
Posts: 1,060
Downloads: 4
Uploads: 0
Default

OLC? In response to your earlier question..

I personally like the 'lighter' version better than the 'darker'...just a personal preference. I keep wanting to adjust my monitor on the darker one...
NealT is offline   Reply With Quote
Old 01-15-08, 07:40 AM   #554
java`s revenge
Ace of the Deep
 
Join Date: Jan 2007
Location: at periscope depth
Posts: 1,204
Downloads: 97
Uploads: 0
Default

is it possible to use another compass. I find it difficult to choose for
a direction.
__________________
java`s revenge is offline   Reply With Quote
Old 01-15-08, 07:59 AM   #555
Abd_von_Mumit
The Old Man
 
Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
Default

Quote:
Originally Posted by onelifecrisis
Abd_von_Mumit, to answer the question: I'll release a light version of 1.1.5 very soon. In the meantime you might want to go to my FF page and grab 1.1.4 from the Archived folder - it has the original (light) colours which are much easier to see, but they make ships very difficult to make out at night because of the high contrast. After you get used to the GUI, and especially after you try a few night time attacks, you might decide you like the dark version better.
Thanks a lot for detailed and kind explanation. You're probably right that I'd pick the dark version after a few weks at sea, as most of my attacks happen at night. Hmm... But wht would you say about just 'enlightening' the letters/numbers in left bottom corner (for example change them from greenish to white or light-grey)? That would help to read them much and still would't bring to much high contrast elements that would distract a Kaleun. This greenish colour is now almost like background for me.

I've watched the film carefuly, planning to watch it again when I finish my work. Nice to know another heavy smoker, by the way (and they say people over the world tend to quit smoking, dirty liars! ). Thanks for that, much btter way than written instructions. Makes me excited about the next battle-patrol with these new toys.

I miss a few things however:
- the big "direction wheel" that pops up in GWX 2.0 from the right edge of the screen,
- the bearing wheel on the map when zoomed in (but as I understand, you removed it because of realism?),
- officer icons - are they still moddable with other mods?

Wow, only GWX impressed me (and impresses every day anew) more than your mod.
__________________
Long, hard, wet and full of seamen. My precious.
SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring
My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch
Links: SH5 mods I use, FileFront, Manual plotting how-to
Abd_von_Mumit is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:09 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.