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04-08-10, 07:43 PM | #166 | |||
Navy Seal
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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Quote:
Using attack scope at night would be impossible as far as I know. Think even the obs. scope was only useable on bright, clear nights. There's a reason they attacked on the surface at night. Quote:
Why don't you script it to be disabled at night? Honestly, wouldn't know how; don't know my way around the menu editor. Aim always was to provide the option to turn it on and off, but don't know how. The real thing could be rotated into place when desired. Quote:
Most binocs didn't have a reticle; they were for spotting targets, not estimating range or bearing. But the captain had a special set that may have typically had a reticle. Even then, it would have been a simple centermark, with a "10" and "20" engraved on either side, presumably reading mils. Look at the samples in post #2; those are the masks used. However, the stock scales, numbers, and crosshair still show up. I could take it out (at least the numbers as far as I know), but then I'd be messing around with more files, creating more incompatibilities. For best effect, this should all really be absorbed into another mod that deals with the UI as well (those stock lines and such are technically part of the interface). Same thing applies to the shape of the binocs btw, which I'll need to adress before I can incorperate a reticle. Sink 'em all.
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04-09-10, 05:11 AM | #167 |
Silent Hunter
Join Date: Apr 2002
Location: standing watch...
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good eye, I did not have one handy, that was from 1.2.
This is from 1.3. Pedestal mission, daytime, cloudy:
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04-16-10, 10:17 AM | #168 |
Planesman
Join Date: Jan 2010
Location: Greece
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Very accurate, now I can find distances fast. Are the magnifications of the obs and attack the same in reality?
Do you know if we can remove the stock vertical lines and numbers? |
04-16-10, 10:29 AM | #169 |
Seaman
Join Date: Apr 2010
Location: NE England
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Looks real good, realistic thats excellent.
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04-16-10, 12:13 PM | #170 |
Stowaway
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Great mod this, thanks.
One thing, though- can I easily remove the yellow crosshair from the middle of the binos view? Cheers! |
04-16-10, 10:41 PM | #171 | |
Navy Seal
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Quote:
The stock lines and numbers would require some mucking about with the menu editor. I know the numbers could be removed with it, not sure about the lines. Might do that for the stock version, but it would raise a host of incompatibilities.
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04-16-10, 11:09 PM | #172 |
Helmsman
Join Date: Mar 2010
Location: Finland
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Range calculation
Hi! This is great mod, but I'm having hard time with range estimations... Can't get correct range, no matter what.
Now stupid questions: 1. I use metric system. Mastheightx1000/mils = range, in meters? Do I have to use imperial? 2. Which magnification setting do I have to use? 3. And (little of topic) is mast heights in enchanced recog. manual in meters? Thanks for any help! |
04-16-10, 11:18 PM | #173 |
Navy Seal
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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It's a U-boot, it's all in metric.
target height x 1000 / measured mils (in low power) target height x 4000 / measured mils (in high power) Say a target has a mast that stands 30m above the water. Put the horizontal crosshair on the waterline and measure the top of the mast on the scale. Say the measured height is 20 mils in low power: 30 x 1000 / 20 = 30.000 / 20 = 1500m 80 mils in high power, same target: 30 X 4000 / 80 = 120.000 / 80 = 1500m
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04-17-10, 01:19 AM | #174 |
Helmsman
Join Date: Mar 2010
Location: Finland
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Oh, thank you very much! Problem apparently was I used high power and multiplied mast height with 1000. Now everything makes sense.
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04-17-10, 02:16 AM | #175 | |
Pacific Aces Dev Team
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Quote:
Works universally
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04-17-10, 02:19 AM | #176 | |
Pacific Aces Dev Team
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Quote:
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04-17-10, 02:28 AM | #177 |
Navy Seal
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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I've tried that when you offered that solution before, but with no succes.
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04-17-10, 02:47 AM | #178 |
Pacific Aces Dev Team
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Ahh OK
Before SH5 was released, I opened a thread with modder's requests to make it easy to mod, and one of the Devs said that the reticle was no longer hardcoded but instead stored in an external graphic that could be modified easily. Wonder if this is still the case, or if it ended up being hardcoded again
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04-17-10, 03:12 AM | #179 |
Navy Seal
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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Probably moddable, just need to track it down. Mav pointed out the "10"s that show up in the attack scope are editable in the menu editor, maybe it's just a matter of finding the right page to edit for the lines.
Problem is most, if not all, the UI mods tend to alter the pages, so if I try to edit out the stock stuff, I almost certainly make this incompatible with every one of those mods.
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04-17-10, 03:47 AM | #180 |
Stowaway
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more realistic periscope, rmp |
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