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Old 04-08-10, 07:43 PM   #166
Arclight
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Quote:
Originally Posted by Bilge_Rat View Post
I have been using 1.3, it is dark, but usable. This is dusk, 21h30, arctic.

As for night, I was under the impression it was almost impossible to see anything through a periscope at night.
That's not a shot from 1.3.

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.
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Originally Posted by kylania View Post
I think the intention was to match the color filter of the real scope, not make it impossible to use the scope.
Indeed, but it's another layer that partly blocks light, just like the real thing would have done.
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Originally Posted by TheDarkWraith View Post
why not script it to be disabled at night time?
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.
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Originally Posted by Redlance88 View Post
Awesome job Arclight, I have been watching the progress on this mod and am thrilled.

I am trying to use ver 1.3 and my attack and obs scopes seem correct, but I am not seeing any changes to the Nocs or the UZO. My goal with the use of your mod is to be as close to historical as possible so bring on the dark filters and all the things that make it evil but true to history. I am sure back in the day there were a few different versions of the specific optics and the like, but just want to get close. With all that being said, what version of your mod do you recommend for me? If I understand some of the version changes, you have gotten rid of the mil count difference between the obs and attack scopes, is that correct? ( am ok with them being different if it is more correct but can understand the desire to keep things simple for people as well.) lastly I am getting easily seen number scales(not your darker ones) on one of the scopes without magnification is that normal or have I messed up the install some how ( kinda likely as I have many mods going ). Any way thanks again for doing this, and for working to make them correct as you can, for me it adds a lot to the Gaming experience.

PS I have no idea what "OPCF" stands for? do I want that one vs the normal one? thanks again.
Think the latest version is closest to real. The change in reticle for the attack scope should be closer to the real thing.

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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Old 04-09-10, 05:11 AM   #167
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Quote:
Originally Posted by Arclight View Post
That's not a shot from 1.3.

Sink 'em all.
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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Old 04-16-10, 10:17 AM   #168
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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?
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Old 04-16-10, 10:29 AM   #169
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Looks real good, realistic thats excellent.
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Old 04-16-10, 12:13 PM   #170
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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!
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Old 04-16-10, 10:41 PM   #171
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Originally Posted by panosrxo View Post
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?
Magnification and angular field of view are as close to real as practical, yes.

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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Old 04-16-10, 11:09 PM   #172
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Default 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!
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Old 04-16-10, 11:18 PM   #173
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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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Old 04-17-10, 01:19 AM   #174
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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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Old 04-17-10, 02:16 AM   #175
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Quote:
1. I use metric system. Mastheightx1000/mils = range, in meters? Do I have to use imperial?
The beauty of the equation is that it's a ratio. If you start with mast measured in meters, you'll get the result in meters, if you start with feet, you'll get the result in feet, etc.

Works universally
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Old 04-17-10, 02:19 AM   #176
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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.
You can get rid of them with a very simple tweak in cameras.dat (At least it worked in SH3 and SH4), look here: http://www.subsim.com/radioroom/showthread.php?t=161120
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Old 04-17-10, 02:28 AM   #177
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I've tried that when you offered that solution before, but with no succes.
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Old 04-17-10, 02:47 AM   #178
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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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Old 04-17-10, 03:12 AM   #179
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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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Old 04-17-10, 03:47 AM   #180
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Quote:
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One thing, though- can I easily remove the yellow crosshair from the middle of the binos view?
Sorry!

Bump! Is this at all possible?

Thanks.
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