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Old 03-23-10, 02:01 PM   #31
Dowly
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Hey, Arc. I got a job for ya.

If possible, could you include, as extra, binocs & UZO as "one eye" view? You know, as you see things in real life watching thru binocs, one round thingamaling instead of two?
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Old 03-23-10, 02:09 PM   #32
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Excellent, hadn't thought of that yet.

Binocs might be tricky, they follow a different formula than the other optics, but I'm gonna figure something out. Angular stuff for UZO isn't calibrated yet, but it's still at stock zoom (correct).

Look for it in 1.3.
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Old 03-23-10, 02:13 PM   #33
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Coolio! Thanks!

Not many games make the binocs like they should, can't remember any other than WWIIOL that does it as should.
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Old 03-23-10, 02:14 PM   #34
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Those graphics are just top prima stuff Arclight. And the mills should be very easy to calibrate the AngularAngle for.

(target length x 1000) / mill marks = distance to target

Dido/Emden classes @ 156 meters length placed at 1000 meters :

(156 x 1000) / Mills = 1000

ergo those ships should cover 156 mills when at 1000 meters distance. Starting the calibration of that now...

Hmm well the Bino's are x7 and the Angular Angle should be findable in some of all the optical forums i have plowed my way through. Ill come up with something Arclight.
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Old 03-23-10, 02:28 PM   #35
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Some Binocular info...

Pressure Night Sight Binoculars
30. The binoculars were manufactured by Carl Zeiss, Visnna, and bear the numbers:
U.D.F. 7x50
309
170955
31. The measured optical data:
Angular field 7° 25' Magnification 7.1 x. Exit pupil 7 mm.
32. The focus is fixed, being set at --).8 dioptre in the centre of the field. 33. The central definition is good provided the observer has normal eyesight and a reasonable amount of accommodation.
34. The definition over the field of view is also up to a good standard.
35. The light at the side of the field is cut down severely by the optical parts.
36. Measured light transmission:
Right limb 67.0 percent. Left Limb 67.2 per cent.
37. Internal surfaces of the lenses are treated with Cryolite or some similar substance.
38. No coloured glasses are embodied in the instrument.
39. The weight of the instrument is
Binocular 12 1/2 lbs. Stand 9 3/4 lbs.
Note. The weight of Pattern 1900C binocular with a rubber jacket is 3 lbs. 13 ozs.
40. A graticule is provided in the right limb. It consists of a vertical line which gradually thickens from the centre to the outside of the field. The line is provided with night illumination by a self-luminous placed in a compartment to the right of the graticule. There is an external lever which controls the illumination from "hell" (Bright" to "dunkel" (Dark). In the bright position the illumination is visible after 2 to 3 minutes' observation in the dark and plainly visible after 10 minutes. In the dark position it is just cut out completely.
41. The inter-ocular adjustment is effected by separating the limbs about the hinge by means of a bar and nuts with right- and left-handed threads. The amount of adjustment provided is from 54 to 74 mm.

Miscellaneous

Luminous Paint
The luminous paint is very good. It is visible immediately the lights are extinguished and so placed as to make it possible to move about without trouble. After a few minutes objects become visible.
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Old 03-23-10, 02:32 PM   #36
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You take your readings from low-power zoom normally, don't forget to adapt your formula for high-power zoom.

Damn, forgot about the reticule in the UZO, thought it was clear. Sources can contradict on that a bit. More concerned with the actual binocular though, they need a rework more desperately.
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Old 03-23-10, 05:34 PM   #37
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OK !!!

Done with the calibration of the AngularAngle for Obs. and Att. Periscopes


OBSOBSOBS

apparently there is a difference in the AngularAngle usage when using different resolutions in the game......
more to follow

I use 1900x1200 and have to use the following: Both should be set with the value 81,5 - I have a corrected dat if you want it pr. mail. I have left my MSN details for you in a PM, that might be easier to finish up the mod.

One thing - the Obs.periscope is placed to far to the right. It needs to be centered like the attack periscope.

They are Beautifull graphics

Last edited by Mav87th; 03-23-10 at 07:26 PM.
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Old 03-23-10, 06:02 PM   #38
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For the record, to avoid confusion: it was already calibrated, and placement was never changed. We seem to agree it's a screen ratio issue, not sure what's going on yet.
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Old 03-23-10, 07:21 PM   #39
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Yep, different aspect ratio ruins it completely.

And since everyone switched over to LCD but me, that means only I can use it. Current version will work wonders on 4:3 screens, others will have to wait for a version that's tailored to their aspect ratio.
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Old 03-23-10, 07:27 PM   #40
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Quote:
Originally Posted by Arclight View Post
Yep, different aspect ratio ruins it completely.

And since everyone switched over to LCD but me, that means only I can use it. Current version will work wonders on 4:3 screens, others will have to wait for a version that's tailored to their aspect ratio.
or PM me for a camera.dat pr. email
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Old 03-24-10, 01:50 PM   #41
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Aye, thanks Mav.

Working on patches, got 1 for 16:9 and continuing. I'll put them up in a pack once complete.
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Old 03-24-10, 05:53 PM   #42
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Default MRP patch pack

Since the aspect ratio of the system the game is played on affects the accuracy of the periscope reticule, "More realistic periscope" needs patches to correct this.

Pack includes patches for these aspect ratios:

16:9 (ratio=1.7778)
25:16 (ratio=1.5625)
5:3 (ratio=1.6667)
5:4 (ratio=1.25)
85:48 (ratio=1.7708)
8:5 (ratio=1.6)

4:3 is supported by default.

If you need to determine which aspect ratio you're running, divide the first number of the resolution by the second number. Then compare the outcome to the ratios listed above and look for a match. Ratios are rounded to the 4th decimal.

Should you have any questions or problems, or if you have an unsupported aspect ratio, please comment in this thread.


DOWNLOAD (31KB)


Note: this is designed to be enabled as a mod. JSGME will display an overwrite warning when enabling this after enabling MRP. This is normal and needed to correct the file in need of alteration.

Make sure you do in fact enable MRP first, before trying to patch it.
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Old 03-25-10, 09:34 AM   #43
Hitman
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Quote:
Just now i received an email from Carl Zeiss AG with a positive respond on a request for help finding info on the graticles in the periscopes.
I exchanged some emails with the director of their museum last year. Looks like they had even less info than me in some areas due to all their documentation having been taken by the allies after WW2. They were however collecting lots of data and much interested in expanding their museum, so it's a matter of time till they have all info. I know positively that there are microfilms with detailed reports (including pictures) of examination of german periscopes after WW2 in US national archives, but you need to go there and browse them, they are not in the internet.

For the record, I was also in contact with the curators of U505, U995 and Vessikko and they also have almost no info, nor are the periscopes installed in those subs longer operational. You just see black when looking through their periscopes.
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Old 03-25-10, 09:50 AM   #44
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Cool thanks.

I've been eyeballing this waiting for 16:10 widescreen support (.ie 8:5).

I tried the version with the tinted observation scope.. but i couldn't see squad at night time.

Using the plain version now.
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Old 03-25-10, 10:03 AM   #45
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So if if each tick mark in the obs periscope is 10mils in lower power..

what are they in high power?

.25?

.ie 1.5x / 6x = .25?

is that correct?


And why aren't there the same amount of tick marks in the attack scope?
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Last edited by gutted; 03-25-10 at 10:21 AM.
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