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Old 09-29-07, 06:44 AM   #31
Bismarck
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Simply Superb.

Just one thing.

Please, please reupload the Air attacks mod and the new british boats.
I've always wanted a beaufighter
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Old 09-29-07, 10:00 AM   #32
sergbuto
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Ah, one more broken link for British boats. I just realized that Addititional Merchants part2 is also missing on the site. After changing the internet provider, I used the backup copy of my site but obviously it was not the latest version.
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Old 09-29-07, 11:25 AM   #33
Bismarck
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Thats a pity. Ah well no use crying over spilt milk. If you have it please upload.
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Old 09-29-07, 03:12 PM   #34
dcb
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Default Binoculars Azimuth missing in new Cameras.dat

Hi Serg

I found something that might be a problem (at least to me) in the Cameras.dat file. In Binoculars view, there's no counting of the azimuth - i.e. no matter in which direction you point the binocs, the azimuth counter stays on zero (0).
Checking the file with S3D, I found there is no azimuth (named Azimunth in the file) entry under the 172 node Dummy_Cam_Binocular. I think this is an effect of the fact that there is no RestrictedRotation node, as binocs are no longer restricted.
Still it would be handy to know the azimuth/direction you're looking at through binocs.
Is there any fix to this?
Also there is no node for UZO, or is it?
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Old 09-29-07, 03:39 PM   #35
sergbuto
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Quote:
Originally Posted by dcb
Hi Serg

I found something that might be a problem (at least to me) in the Cameras.dat file. In Binoculars view, there's no counting of the azimuth - i.e. no matter in which direction you point the binocs, the azimuth counter stays on zero (0).
Checking the file with S3D, I found there is no azimuth (named Azimunth in the file) entry under the 172 node Dummy_Cam_Binocular. I think this is an effect of the fact that there is no RestrictedRotation node, as binocs are no longer restricted.
Still it would be handy to know the azimuth/direction you're looking at through binocs.
Is there any fix to this?
Also there is no node for UZO, or is it?
In RL, there is no azimuth reading in binoculars. Therefore it is quite realistic to have this info missing in the binocular view. I did not remove that on purpose, it is a side effect of destabilizing the binoculars and I do not think it is possible to bring the azimuth reading back.
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Old 09-29-07, 04:08 PM   #36
dcb
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Quote:
Originally Posted by sergbuto
In RL, there is no azimuth reading in binoculars. Therefore it is quite realistic to have this info missing in the binocular view. I did not remove that on purpose, it is a side effect of destabilizing the binoculars and I do not think it is possible to bring the azimuth reading back.
Alright. That's also what I've thought. I'll try to live without the azimuth and, as you mentioned about RL in the previous post, I've also brought back the clipping to 0.1. It brings more immersion. It makes the game more realistic and gives a completely new perspective!

Last edited by dcb; 09-29-07 at 05:32 PM.
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Old 09-29-07, 05:17 PM   #37
Myxale
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I think the missing azimuth is a great side effect to the cool free cam.
The de-stabilized Bino are great i give sme a bein there feel. Stormy sea ahoy!

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Old 09-29-07, 06:14 PM   #38
Sailor Steve
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Destabilized binoculars.


One of the things I missed from SH2 was looking at the moon through the binoculars and having to move them back and forth to keep it in the field of view.

Sergei, I've always said you were a genius, but I'll say it again just so you can hear it: YOU'RE A ****** GENIUS!

p.s. Love the idea of walking around the conning tower, too.
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Old 09-30-07, 10:28 AM   #39
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Thank you, Steve.

As a former SH2 player I also missed destabilized binoculars in SH3 from the beginning and wanted to look into this problem and other modifications of cameras but was dragged into importing the new units to SH3. After switching to SH4 which already comes with a decent coverage of main units and exellent visuals, I finally had an opportunity and stimulus to look into the camera modifications in an attempt to get a free walk through the sub. When working on that I came across the solution for destabilized binoculars. Since in SH4 they can be destabilized by simply checking the appropriate option, the solution was applied to SH3 where such an option does not work for binoculars. It is pity that this solution was found too late.
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Old 10-01-07, 06:40 PM   #40
Lord_Kitchener
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Thanks a million Sergbuto! Been waiting for this for a long time..I can finally peep over the front of the bridge! Get a close up look at the deck gun and crew! Emblems!...everything that you could only get sorta near before..lol.
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Old 10-01-07, 08:38 PM   #41
Wolfehunter
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This is a must have! Downloading now thanks a bunch dude.
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Old 10-02-07, 04:16 PM   #42
CaptainNemo12
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Sweet!

One suggestion, could this mod be intergrated with NVDrifter's excellent Depth Charge Shake Mod? I believe it also uses Cameras.dat. I want to install the Camera mod but would hate to lose the shaking effects....

P.S.: How do you activate the free camera in the conning tower?
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Old 10-03-07, 03:28 PM   #43
sergbuto
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I am not familiar with the Depth Charge Shake Mod but my guess is that only some values for regular parameters were changed by this mod in Cameras.dat. It shoud not be difficult to identify those with help of the S3D editor by opening and comparing two files. Do not hesitate to use it.

On the other hand, someone has already complained to me that it is inconvenient to use hydrophone after the depth charge attack in my mod because it is shaking too much.
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Old 10-03-07, 04:44 PM   #44
CaptainNemo12
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I'm currently have trouble getting S3D to work, would someone be kind enough to take look for me? Thanks!
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Old 10-03-07, 05:42 PM   #45
KaustikSoda
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Quote:
Originally Posted by sergbuto
On the other hand, someone has already complained to me that it is inconvenient to use hydrophone after the depth charge attack in my mod because it is shaking too much.
It is a little inconvenient to get depth charged :hmm:
Realism.
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