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Old 03-28-10, 03:17 PM   #76
gutted
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Quote:
Originally Posted by Bilge_Rat View Post
reaper7, I have been relying only on the mast heights as shown in your enhanced recognition manual.

I am convinced there is a problem with the stadimeter.
And i am convinced that the mast heights listed for alot of the ships are wrong. Thats why you have to measure different locations for various ships. I saw this visually the last target i attacked.

Let's say the listed mast height was 25m and we're using the attack scope:
In high power zoom, the target should be 2 ticks high at 2500m (4 ticks if in the obs scope). If you look at the ship from that range.. you will see where 2 ticks falls... it wasn't at the mast it was at the funnel for this particular ship.

the math:

2 ticks is actually 4 for this scope so we use (25 X 100) / 4 ..... then multiplied by 4 for high power zoom. the divion and multiplication cancel each other out.. so it's just 2500. So you could just say that any ship when it is at it's mast height x 100 range.. should be 2 ticks high in the attack scope at high power. So a ship listed with a 29.3m mast.... when it is 2930m away the number 2 tick will show you where the mast is according to the value in the rec manual.

For the last escort i tried it against it was way up at the top of the mast.. for a large steamer it was near the horizontal parts of the mast... and for another ship it was at the top of the funnel.

So in summary... the listed mast heights in the ship .cfg files are off for some ships. If someone were to correct those we wouldn't be having this problem. Someone needs to go through the laborious task of figuring out where on the ship the lsited height is...

Easiest way to do it is to enable the "range to nearest visual contact" command. Fire the command and get the range from your WO in the message window. Use the stadimeter and move it up & down until you match the range with that of the WO's. Then look at where it is on the ship. If the listed mast height was 23.6m and the stadimeter is at the top of the funnel when it's set to the correct range... .. then the funnel is 23.6m high and not the mast.
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Last edited by gutted; 03-28-10 at 03:33 PM.
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Old 03-28-10, 03:32 PM   #77
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Quote:
Originally Posted by Txema View Post
Very nice work !!!

Is it possible to use this mod on top of the new User Interfaces developed by TheDarkWraith ??

Or we need some changes to make them compatible?


Txema
You need to alter his menu.ini and periscope ini files - ill doo that in a short while, but it will be for a 1900x1200 screen res.
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Old 03-28-10, 03:39 PM   #78
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Originally Posted by Mav87th View Post
You need to alter his menu.ini and periscope ini files - ill doo that in a short while, but it will be for a 1900x1200 screen res.
Aww, I can't just plaster this on top of Darkwraith's UI? I was sure hoping I could use this mod.

Just looks too good to leave alone

Edit: Anyone up for making a 16:10 (8:5) version?
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Old 03-28-10, 03:56 PM   #79
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Originally Posted by Mav87th View Post
You need to alter his menu.ini and periscope ini files - ill doo that in a short while, but it will be for a 1900x1200 screen res.
I tried that last night, and it ended... oddly. I'll wait for your fix.
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Old 03-28-10, 04:59 PM   #80
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Quote:
Originally Posted by Mav87th View Post
You need to alter his menu.ini and periscope ini files - ill doo that in a short while, but it will be for a 1900x1200 screen res.
Thank you !!

Also looking forward to your fix !!


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Old 03-28-10, 06:10 PM   #81
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Jeesh, I take 1 night off and I get sidelined on my own project.

- On stadimeter: as far as I understand it, the mast heights don't get send to it. No matter how you identify a ship, the result will always come out the same. imho ignore the thing, it's broken.

- 8:5 version is already included in the patch pack

- This mod changes the obs.scope ini, it might conflict with DarkWraith's mod there. Menu.ini has no changes made by this mod. I'll contact him and see about compatibility.

- I asked and got permission to integrate CCIP's tweaks. Will be included in v1.3.

- Hitman's point on discolouration to the sides of the attack scope view have been noted and integrated in v1.3.

- The horizontal part of the reticle in the att. scope will be moved to the bottom to correspond to new illustration.

- Will start work on binocular reticle to match illustration.
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Old 03-28-10, 06:32 PM   #82
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Hitman, always a pleasure to read your posts.

Chromatic aberration sounds like a very pleasant touch!
I agree, but how long do you think it will be before the complaints start coming in:

"I like your mod but the attack scope looks WEIRD! It's all blurry and I can't see anything at night!"
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Old 03-28-10, 06:32 PM   #83
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Requested permission to release patch for TDW GUI compatibility. Need to take his "page obs periscope.ini" and make 1 change. I'll put it in a patch, and integrate into v1.3. (if I get permission )

Install his mod, then this one and finally apply patch.
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I agree, but how long do you think it will be before the complaints start coming in:

"I like your mod but the attack scope looks WEIRD! It's all blurry and I can't see anything at night!"
Too bad for them, there's other projects less dedicated to realism.

Emtguf has one very similar, already distributed with TDW UI.
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Old 03-28-10, 06:48 PM   #84
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some tests, PQ-17 mission, 21h00, attack scope is too dark to use because of dusk. view from the observation scope, using the latest build.












surprisingly enough, after just a few days of using this mod, I am already at a point where I can now roughly guesstimate the range of a ship just by looking at it.
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Old 03-28-10, 06:50 PM   #85
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Ooh, nice!
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Old 03-28-10, 07:02 PM   #86
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Not just pretty, but functional.

Note on the colouration towards the edge of the field:
Quote:
13. The definition in the centre of the field of the Zeiss instrument is good. Critical examination when the eye is moved across the exit pupil, however, reveals changes in quality which are not found in the Barr and Stroud instruments.

...

15. The exit pupil is strongly coloured when viewed from the side. This is a defect which causes the side of the field to become reddish or bluish in colour when the eye is displaced slightly across the exit pupil.
Since the defects only become apparant when the eye is displaced, I see no real reason to include the color-shift effect. We're (at least I am) assuming proper placement under normal conditions.

Any comments are welcome.
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Old 03-28-10, 07:11 PM   #87
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After more testing, yes.. i see the stadimeter IS broken. I was viewing the problem wrong i guess.

Anyway, I tested out a cimmaron tanker... i closed the range so that the top of his mast was at 50 in the obs scope. Did the math with the listed mast height.. and i was getting the correct range. Turned on the stadiemeter and put it at the 50 tick mark.. and the range it was showing was way off.

I stand corrected.
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Old 03-28-10, 07:29 PM   #88
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Not sure what's wrong with it, most logical thing I heard was that the mast-height didn't get set when you IDed a ship, but just hear-say.

Might be related to aspect ratios and/or angular view/viewport settings.
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Old 03-28-10, 07:43 PM   #89
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and here is a shot from the attack scope. I seem to have an issue with that saved game, local time was around 21h30, but now that I reloaded the save, it shows up as 17h30.



In game, the observation scope is easier to use in low light conditions than the attack scope, which I understand is how it was in RL as well.
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Old 03-28-10, 08:04 PM   #90
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Indeed, even the obs. scope only transmitted about 40% of the light; attack scope should be useless at night, obs. scope only marginally usefull, like on a clear night. But SH5 has pretty bright nights (in stock), haven't had much difficulty yet with either.
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