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Old 10-03-07, 09:44 AM   #181
Hitman
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Very well, *if* the Iron Duke really is 180 metres long in the game, the scope has a field of view of 12 degrees in 2x zoom and 6 degrees in 4x zoom It would be perfect if we could somehow confirm that. Maybe Horsa can open the mdoel in 3DStudio and tell us how many "units" (Which usually translate in metres in modelling programs) does it measure? :hmm:

I'll do a reticle ASAP with 24 subdivisions, so that in low power each one is 0,5 degrees and in high power 0,25 degrees. Unfortunately for manual targeting, 6 degrees to each side is not much when it comes to deflection angle, but anyway it's already an improvement If someone can figure out how to have precise periscope bearings, now that would do the perfect job
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Old 10-03-07, 11:09 AM   #182
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In SOF he ship models are very much smaller than they should be.

According to Sketchup the Iron Duke is 5 Metres long ( or 16 feet )
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Old 10-03-07, 11:28 AM   #183
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sorry HM hadn't thought of that..
3dsmax has it coming in at 190 metres from the very rear of the stern flag to absolute front of the prow..when viewed above the waterline...it's longer below the waterline tho cos of the extended bow shape...mind you with sketch up giving one result and Max giving another it's just plain confusing sorry it might depend on how skecth up handle it's units measurements (and same with max...i have max set to one unit-one metre so it SHOULD be ok...but having said that i had to import the model file and that may not have produced exactly accurate results either...and the game itself may it's own idea of scale


ypu double checked it again just to be sure...190 metres..

lol all a bit mad...must admit last night i was going to just keep launching torps at it untill i got the AOB setting so the torp just clipped the bow and stern-- and use that as a rough guide to see if it confirmed the clalculations or not but given the lack of detail on the torp angle screen that probably wouldn't have helped ..which is why i didn't bother.

anything you can come up with tho will add to the usability of the scope
(sorry to cut across you like that Horsa..hope you don't mind)
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Old 10-03-07, 03:29 PM   #184
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Well after checking the scale currently existing in the binoculars (It's in black so difficult to see unless you zoom in the graphic) but unimplemented due to not being also in the Alpha channel I found that it has .... 24 divisions! (In fact 23 but with a half division on each side till the edge of the field of view)

Looks like we have a winner here

Too tired today, will try to have the TGA with scale somewhen this week.

Cheers
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Old 10-03-07, 06:40 PM   #185
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cheers again HM, looking forward to it
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Old 10-08-07, 08:57 AM   #186
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Here's the file:

http://www.mediafire.com/?ebluzeuzz2o

Enjoy!
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Old 10-08-07, 11:14 AM   #187
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Default Scope Reticle

Thanks for this Scope mod Hitman, also to CB for his input, i will be installing it tonight, see if i can sink more ships
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Old 10-08-07, 11:37 AM   #188
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Excellent,many thanks Hitman.

Many thanks CB.
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Old 10-08-07, 01:38 PM   #189
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Cheers HM


had a bash at a fast moving destroyer and the scope markings were perfect..
then i got jumped by a Destroyer in the fog and they got their own back..bust the hull open on the sea floor crash diving to avoid it's shell fire..lol ouch...

all in all the game is getting a little more life about it..



cheers also toolsey and Alten..
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Old 10-08-07, 06:31 PM   #190
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to celebrate and hopefully compliment HM's new scope i finaly tracked down the white caps in the sea textures..and replaced them with some thing a bit less "mind boggling"..

see if you think it's a step in the right direction or not...




not perfect by any means and it can be improved on adinfinitum

but..here's the download if your feeling sea sick and want to try it out..

http://www.ebort2.co.uk/SOF/SOF_water1.zip


i prefer it over the stock water...lots of subtle effects especaily when seen from the bridge view..let me know if you have any problems with it..

doesn't look quite so silly any more... no??..
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Last edited by CB..; 10-08-07 at 06:45 PM.
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Old 10-08-07, 10:38 PM   #191
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Thanks Hitman for the periscope mod and CB for the water texture. You guys are making a good game better.

CB, can you expound on how to use the periscope mod for manual targetting?
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Old 10-09-07, 05:33 AM   #192
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Default HM's manual targeting system..

Quote:
Originally Posted by Hitman
Here you go:








Description:

The numbers in the first column (26/31/36) are for the Torpedo Speed you set.

The numbers in the first row (2 to 25) are for the enemy speed.

The match case is the number of degrees of the Deflection Angle or Gyro Angle.

How to use in game:

Let us say that you are willing to shoot a 31 Knots torpedo to a 8 knots target. First of all, you get into a 90º course towards him, i.e. the target and you have perpendicular courses. Looking at the table, this gives us a deflection angle of exactly 15 degrees.

Put your scope dead centered on your bow. (0º bearing)

Set the Torpedo Gyro to 15 degrees in the opposite direction the target comes from (Left if the target is right of your bow and vice-versa)

When the target crosses your bow (0º bearing for you, the direction to which you trained your scope), shoot the torpedo. That's all.

Historic notes:

In real life the procedure was in fact the opposite, i.e. you left a 0º Gyro Angle (Torpedo shoots straigth and does not turn) and the scope was trained 15º from the bow in the direction of the target. Since we don't have a precise scope bearing marker, unfortunately we must resort to turning the torpedo instead, by means of the available Gyro Angle

However it works the same EXCEPT that with the historical procedure the torpedo hits the target at exactly 90º AOB, thus minimizing the chances of duds, whereas using this forced method we will hit with an acute angle, always more prone to duds.
i'm using HM's excellent system....for me the graduations on the scope allow me to experiment with variations on the theme beacuse i can adjust the moment i fire the torp to help balance out any difficulty there is setting an accurate torp angle with the slightly basic torp AOB screen gizmo
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Old 10-11-07, 02:33 AM   #193
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Thanks for the explanation CB.

Too bad it's not possible to implement what Hitman wrote under Historical Note: setting gyro angle to 0 and training the scope to say 15 degrees towards the target....

Can this be done to add a bearing marker: Place a target (it could be a dot or a verticle line) at 0 bearing, another at a number of degrees starboard, another target same number of degrees to port. Then when one rotates the scope, one can count the number of degrees rotated using the reticle on the scope.
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Old 10-11-07, 11:58 AM   #194
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if one could find the graphic file for the view angle (the yellow view cone) on the compass and replace it or add a thin centre line ..then you could use the compass to guestimate the view angle (at least as accurately as you can set the torpedo angle anyway..given the crude AOB gizmoe)

other than that you can see the bow of the sub as you surface or decrease the depth so you can get 12 degrees of the bow by setting the scope extreme edge on the tip of the bow..at relatively close range the ship itself is large enough in the scope for the centre of the ship to be 2 or 3 degrees "behind" the bow of the ship..so there's 15 degrees if you fire the instant the bow comes into view etc etc ....really it is a case of using all the possible bits and bobs of information you can gather adding a bit of practice and experience to the mix and improving your guestimate untill it is reliable...part of the fun in a way
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Old 10-15-07, 03:07 PM   #195
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Default Patch?

Has anyone heard anything about a patch for this game?
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