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Old 03-03-10, 10:36 AM   #61
Able72
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Quote:
Originally Posted by Mav87th View Post
To keep the realism one could have an idea like Sobers with the Zielkurzvinkel finder around the scope. Then with a zoom in/out function to go to a full screen Periscope with correct Angular Angle/zoom and best possible resolution. (ie. what do you see when looking into a binocular with only one eye - a full image. Even though the eyepiece are small)

So Sobers pared with the three rings around the scope eyepiece and then a full screen image if you click or keypress the periview toggle.

Zooms should of course be x1.5 and x6.




Couple that with a slidable Angriffsscheibe one have all the tools for manual targeting by hand.....

This is what I WANT BACK. Straight forward, simple, and functional.
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Old 03-03-10, 02:21 PM   #62
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Able72

The Zielkurswinkel finder is your AOB tool. That is the one that was installed in the real VII as well. And as shown it was mounted on the attack periscope around one of the eye pieces.

http://www.uboatnet.de/Technik/Angriffsehrohr.htm

http://www.sukhoi.ru/forum/attachmen...2&d=1255798351

And as the later PDF allso describes. The bearing indicator on the top of the scope WAS visual through the eyepiece of some of the periscope models. So IMO we should keep that.
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Old 03-03-10, 07:38 PM   #63
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Originally Posted by Able72 View Post
How about an accurate AOB finder instead of a "hmmm, yeah it kinda looks like it might be this angle" dial?
How about a viewable stopwatch and some means to calculate actual ship speed instead of "Hey how fast does it look to be going to you?"
How about we use methods that real German U-boat captains used during the war? Do you know what methods they used? Did you do research? Oh no you didn't because then you'd know that...

They estimated AOB by eye. The estimated speed by bow wake (predominantly).
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Old 03-04-10, 11:18 AM   #64
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Originally Posted by ETR3(SS) View Post
I gotta say I agree with you. But I gotta say what would do the sim wonders is voice commands instead of click here or click there.
Hell NO, I would disagree with this if there should be a mod that would force to use voice command as standard mod. I would rather for mods to enable it as 'option' between clicking or voice command. So as deaf gamer, having voice only command would be extremely frustating and useless for me, I am not able to speak much. I would rather to have clicky mode instead.




Chaoic out...

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Old 03-12-10, 06:54 PM   #65
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bump

Is this 'project' still alive? Or have the 'crappy' SH3/4 2D toolbars negated it?



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Old 03-12-10, 07:40 PM   #66
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Go for it Fred ive been reading through this thread and your ideas are both excellent, realistic and true, about time a view like this is implemented, i believe this would be a leap in the right direction. Very immersive and of course historically accurate, your ideas are spot on mate. Sure many would favour your approach and pull us away from the small view arcade like portal we have seen many times in the past. Anyways nuff said. Look forward to your updates in the future mate, thanks.
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Old 03-12-10, 07:55 PM   #67
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Originally this was not really a project, it was a general SH5 forum thread that was moved into the SH5 Mod forum as its first topic since it was the most "mod-like" at that time. That being said, the release of SH4-like UI mods has done anything but satisfy me. It's a good stopgap measure but it would pain me if that "comfort zone" was as far as UI ideas ever progress. I will try to integrate the ideas shown here into a larger mod package.
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Old 03-12-10, 08:12 PM   #68
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What, there's something wrong with the current system?

...other than that it's nearly impossible to use as it obscures half the periscope view, especially when you throw high waves into the mix?
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Old 03-12-10, 08:52 PM   #69
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Clicking the word ship name in the XO dialog "freighter" for unidentified or Axillary Cruiser Penguin if you checked the tick box toggles the recognition panels on and off.
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Old 03-13-10, 02:07 AM   #70
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If you look at the work on the separate TDC standalone mod, it appears there may be a completely separate realistic TDC panel in the works which would be perfect with that scope with the triple rings, for people that must manually use the TDC also. You would have to leave scope to use TDC and recognition then go back. If those could be made to work together that would be the way to go for me. Maybe even have the recognition manual a pop up on the TDC panel screen, so the scop is just scope, with zoomed out and rings and fullscreen as was said.
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Old 03-13-10, 03:25 AM   #71
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Yeah, that's a good idea. Make the TDC on the wall in the conning tower 3D model clickable and bring up a 2D TDC interface. I'm not sure how the real process went , you'd think they'd have a TDC operator crew member that the captain gave verbal inputs to. Seems strange to have 40 crew on the boat and the captain has to do it all like Vishnu.

The rings are a circular calculator of sorts. I'd have to check with someone like Hitman who knows all this obscure stuff back to front.
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Old 03-13-10, 07:16 AM   #72
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I hope this becomes a reality. Nice job of engineering.
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Old 03-13-10, 07:42 AM   #73
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Hi,

For voice command I've used SH3Speech with some great success.
Main advantage of this one is the ability to point the mouse somewhere on the screen.
All TDC would be available with command.
I've just plan to make one profil for the "new" TDC from SH3, that TheDarkWraith bring us, but with french voice..
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Old 10-12-10, 04:20 PM   #74
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--------------------------


WOW !! LOOKS GREAT !! LIKE IT !!
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Old 10-12-10, 07:28 PM   #75
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This would be an excellent mod. Anything happening with it yet?

You guys amaze me. And I'm surprized you haven't all gotten together and made your own U-boat sim that works as it should, not something that's always broken right out of the box like we're used to.
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