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11-26-08, 06:44 PM | #31 | |
Commodore
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11-26-08, 07:46 PM | #32 |
Ocean Warrior
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I don't understand why we need to double the mastheight. Can someone explain?
With the original U-jagd tools, there is no mast height doubling edit: but great work Mikhayl joe
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill Last edited by joegrundman; 11-26-08 at 07:46 PM. |
11-26-08, 08:34 PM | #33 | |
Ocean Warrior
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But now i look at the screenshot again, i note you have the same recog manual position. For me it's not a problem - i don't really use the recog manual anyway, I prefer to estimate length and mast height visually but as you say it is partly to do with the scales OLC used To get the aspect ratio you need to compare apparent height with apparent length But in game terms the length is easiest to calculate by locking on the target and just measuring half the length So with the scale that OLC used, he doubled the horizontal scale value so it was only necessary to measure half the ship's length but he preferred the vertical scale be to the same scale to keep it looking neat - which it does! (in U-jagd i was less concerned with making the scales look symetrical) This meant that using his new scales, the apparent length and height were both doubled, but you only measured half the length, so the height measurement was too times too big. So somewhere a factor of 2 had to be inserted into the equation and it was put in the form of doubling the mastheight for the reason above. You could just as well have the same scale and simply remember to double the apparent length if you only measured half of it hmm, i'm not sure my explanation clarifies things Anyway, the point being, since you have eliminated all the marks, there's no real reason to do the doubled mastheight, when you could instead emphasize that the full apparent length must be measured, not just half of it. But then maybe i still don't get it and I'm wrong
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
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11-26-08, 08:57 PM | #34 |
XO
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Hi Mikhayl
This was the test scopes (nearly a return back to vanilla) The attack scope was reduced in visual quality with a darker view to represent the smaller optics and made night vision harder. While the observer scope was the same as the OLC attack scope, also experimented with a slightly bigger viewing area. Apart from the decreased quality of the attack scope, both scopes are virtually the same at 6x/1.5x. The binoculars I made 10x for some compensation in ID of flags, which gives the bonus that you can see ships slightly before the crew, instead of the other way round (some uboats did have them). At the moment I'm working on 3 projects for this 1. single tube operation with dial instead of clicking the tubes - 2. A possible rework of the scope views using an eyepiece. 3.Adding Hitmen's optic dimensions. The game played very realistic in my opinion and I tendered to use the observer scope at every opportunity, the attack one being used for stealth. The binoculars were great and I didn't find ID'ing too difficult, in fact on the surface tracking single targets was easier. Getting an ID underwater was harder but in a way made the game more interesting for me. I thought of adding the 2 filters but couldn't find info as to what situation they'd be used for. p.s. Just found it in hitmen's manual. I used joegrundman's new U-jagd and no doubling of masts without a problem. Last edited by badwolf; 11-26-08 at 09:23 PM. |
11-26-08, 10:02 PM | #35 |
XO
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Sorry Mikhayl I misled you with the title.
I'm using OLC's GUI but both scopes are the same visual size area. The slight increase in size does 2 things 1. better to ID ships & 2. Allows joe's U-jagd AOB disc's to fit nicely in the viewing area/with no doubling of masts. The realistic sized zooms are as follows:- Binoculars 8x some even had 10x UZO 7x Scopes 6x/1.5x Thanks for the info Mikhayl, I'll add the filters also. The observation scope was in reality the primary scope. The attack scope used for daytime attacks due to smaller wake etc, which IIRC is modelled in the game. This mod makes you use the OB scope more (realistic) which is opposite to the game currently, but the att scope must still be used for day attack (realistic). The mods were made after a discussion with hitman. Note:- Every modder has good reasons for why they have done it their way. Mine is for reality, but that doesn't suit everyone. Last edited by badwolf; 11-26-08 at 10:12 PM. |
11-26-08, 10:37 PM | #36 |
XO
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I like the ship ID panel ! With some 300 ships its a shame we can't have them all, or can we.
With 6 or 8 ships a page this would take a lot of switches. I wondered if a dial could be used, similar to the tube selection, which does the same job - switch TGA's. I've been thinking about this for my ID Manual, haven't tested it or even know if it would work. I bet this idea makes you :rotfl: |
11-27-08, 03:19 AM | #37 |
Maverick Modder
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Great work Mikhayl. And Hitman and Nicolas of course. And me, haha.
Looks nice and clean. I love the "quick reference" ship ID charts.
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Freedom of speech - priceless. For everything else there's Mastercard. Last edited by onelifecrisis; 11-27-08 at 03:21 AM. |
11-27-08, 03:49 AM | #38 | |
GWX Project Director
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Now off to the galley with you AND your potato peeler. Fritz is waiting for you, and I believe he has a sermon prepared concerning 'the destructive nature of being AWOL from the flotilla.' Last edited by Kpt. Lehmann; 11-27-08 at 03:50 AM. |
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11-27-08, 05:05 AM | #39 | ||
Maverick Modder
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I've been busy modding another game, but I thought I'd pop in and see how you lot have been managing without me. Apologies for going OT, Mikhayl.
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11-27-08, 06:56 AM | #40 |
Commodore
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Maybe this will help you on the periscope issue Mikhayl: http://www.uboataces.com/periscopes.shtml
"The majority of boats were fitted with two periscopes – an attack periscope for spotting and targeting surface vessels, and an observation periscope for scanning the sky and taking navigational bearings." |
11-27-08, 09:50 AM | #41 |
Silent Hunter
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The grey filter was probably a polarisation filter to cut out sun-glare. (could be an ordinary darkening filter if needed to darken the sun for taking sunsights, but then it would be almost black like welding-glass or kaleuns would burn their eyes) Polarising works by allowing lightwaves to 'vibrate' one way but not at right angles to it. Doesn't make sense? Me neither. (Wiki: http://en.wikipedia.org/wiki/Polarization) The first halve of the wiki-page is very mathmatical. But the lower part is much more 'down to earth'.
Since the game doesn't model that kind of light, it is of limited use to put a simple grey filter in. 'Realism' doesn't cut it if you ask me. I suspect it creates the opposite: less contrast. I personally would like to test different kinds of colors to see what works best for my eyes. So if you could provide some JSGME-ready files in different colors of the rainbow for that I'd be very happy. |
11-28-08, 03:05 PM | #42 |
Commodore
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You are going to add tdc to the obs?If so not realistic
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11-28-08, 03:38 PM | #43 |
Hellas
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mikhayl..... (even this road have no end!)
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11-28-08, 04:54 PM | #44 |
Torpedoman
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Can't wait!
Now Im gonna take this great mod on another patrol. |
11-29-08, 06:16 AM | #45 |
Seasoned Skipper
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Finally got around to going on my first patrol with this combimod. It's bound to be my best one yet, sunk 3 tankers already. Feeling very confident with my manual solutions. Thank you Mikhayl, it's THE interface mod to have IMHO
The small periscope and zoom levels, the tdc dials positioning is perfect, and you're still adding to these features
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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