SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 01-21-21, 12:03 PM   #31
Nikdunaev
Sailor man
 
Join Date: Jul 2014
Posts: 43
Downloads: 4
Uploads: 0
Default

Quote:
Originally Posted by derstosstrupp View Post
That whole unit rotated, so you could simply rotate the ocular with the RAOBF down.
Rotated, as in, could be assembled either way, or rotatable by the actual user in operation?
Nikdunaev is offline   Reply With Quote
Old 01-21-21, 01:00 PM   #32
derstosstrupp
Grey Wolf
 
derstosstrupp's Avatar
 
Join Date: Aug 2008
Posts: 883
Downloads: 489
Uploads: 0


Default

Quote:
Originally Posted by Nikdunaev View Post
Rotated, as in, could be assembled either way, or rotatable by the actual user in operation?
Rotated in operation. I think that’s what that little tab handle is at the bottom left. In the picture with RAOBF at the bottom
__________________
Ask me anything about the Type VII or IX!

One-Stop Targeting Shop:
https://drive.google.com/drive/folde...WwBt-1vjW28JbO
My YT Channel:
https://www.youtube.com/channel/UCIJ...9FXbD3S2kgwdPQ
derstosstrupp is offline   Reply With Quote
Old 01-21-21, 01:20 PM   #33
Nikdunaev
Sailor man
 
Join Date: Jul 2014
Posts: 43
Downloads: 4
Uploads: 0
Default

Quote:
Originally Posted by derstosstrupp View Post
Rotated in operation. I think that’s what that little tab handle is at the bottom left. In the picture with RAOBF at the bottom
Right... I see the little tab now. Did not notice it before.

Why would you want that though?
Is it something to do with preferring to look with your left or right eye?
Nikdunaev is offline   Reply With Quote
Old 01-21-21, 05:24 PM   #34
Nikdunaev
Sailor man
 
Join Date: Jul 2014
Posts: 43
Downloads: 4
Uploads: 0
Default

Quote:
Originally Posted by Hitman View Post
Ignore the film footage, those were overlays added on post-production to the film. When you looked through teh scope the reticles were noting like what you see in Youtube or Das Boot.
Hi Hitman!
We were referencing your mods, so, perhaps, you are the person who can clarify this a bit more!

It is quite obvious that films can, and often do, get these kinds of things very wrong.
Still, I believe the photo on the first page to be genuine. Is it not an actual shot from the time?

Anyway, even if this particular picture is not real, it does show the seemingly ubiquitous centiradian reticle.
Seriously, all the film people use it, there must be some source where they got it, right?

Further, I trust that this exact reticle is replicated in your mods. A similar one in mods for Silent Hunter V.

So, can you say, whether there is a specific periscope, or some other optical instrument, that this centiradian scale is based on?
Nikdunaev is offline   Reply With Quote
Old 01-21-21, 07:22 PM   #35
diego_gut
Soundman
 
Join Date: Aug 2020
Location: Costa Rica
Posts: 147
Downloads: 25
Uploads: 0


Default

Quote:
Originally Posted by Nikdunaev View Post
Sorry, I am not sure I understand what you are saying

The optical magnification in telescopes is increasing the apparent angular size of an object by a certain factor, compared to what would be seen by the naked eye.
The decrease in field of view, looking through the same eyepiece, is a direct consequence of that, right?

So, it seems that zoom and field of view are proportionally linked to each other by definition.
If not, than the magnification power number is just meaningless.



In Sh3 it works like you say, there is a direct and inverse relationship between zoom and field of view. However, it is not like that in real life, it depends on the construction of the optical device.


In this particular case, the zoom ratio was 4 ( 1.5 to 6 ) but the field of view ratio was 4.22 ( 38 to 9 ). Since the graticle is just a 2d overlay it can't be accurate for both.


To give more examples, the field of view for the 7x50 binoculars was 7.1 but some 10x80 binoculars had a field of view of 7.25 even though they had 10x zoom. The field of view was different even between different models of the 10x80 binoculars.


What I did for DGUI was to use a 36 degree field of view for the low power, this way the periscopes can be calibrated at both magnifications. This is not historically accurate but I think it is more useful.


Regards
diego_gut is offline   Reply With Quote
Old 01-21-21, 07:43 PM   #36
derstosstrupp
Grey Wolf
 
derstosstrupp's Avatar
 
Join Date: Aug 2008
Posts: 883
Downloads: 489
Uploads: 0


Default

Quote:
Originally Posted by diego_gut View Post
In Sh3 it works like you say, there is a direct and inverse relationship between zoom and field of view. However, it is not like that in real life, it depends on the construction of the optical device.


In this particular case, the zoom ratio was 4 ( 1.5 to 6 ) but the field of view ratio was 4.22 ( 38 to 9 ). Since the graticle is just a 2d overlay it can't be accurate for both.


To give more examples, the field of view for the 7x50 binoculars was 7.1 but some 10x80 binoculars had a field of view of 7.25 even though they had 10x zoom. The field of view was different even between different models of the 10x80 binoculars.


What I did for DGUI was to use a 36 degree field of view for the low power, this way the periscopes can be calibrated at both magnifications. This is not historically accurate but I think it is more useful.


Regards
This makes sense. To be sure I rechecked the C/2 manual I have and it indeed only recommends using the graticle at 1.5x.
__________________
Ask me anything about the Type VII or IX!

One-Stop Targeting Shop:
https://drive.google.com/drive/folde...WwBt-1vjW28JbO
My YT Channel:
https://www.youtube.com/channel/UCIJ...9FXbD3S2kgwdPQ
derstosstrupp is offline   Reply With Quote
Old 01-21-21, 08:17 PM   #37
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,174
Downloads: 490
Uploads: 4


Default

Quote:
Originally Posted by diego_gut View Post
In Sh3 it works like you say, there is a direct and inverse relationship between zoom and field of view. However, it is not like that in real life, it depends on the construction of the optical device.


In this particular case, the zoom ratio was 4 ( 1.5 to 6 ) but the field of view ratio was 4.22 ( 38 to 9 ). Since the graticle is just a 2d overlay it can't be accurate for both.


To give more examples, the field of view for the 7x50 binoculars was 7.1 but some 10x80 binoculars had a field of view of 7.25 even though they had 10x zoom. The field of view was different even between different models of the 10x80 binoculars.


What I did for DGUI was to use a 36 degree field of view for the low power, this way the periscopes can be calibrated at both magnifications. This is not historically accurate but I think it is more useful.


Regards
Many times, adding the "historical" figures into a game for most anything causes more problems than it solves.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Old 11-18-21, 05:48 PM   #38
Efshapo
Watch
 
Join Date: May 2021
Location: France
Posts: 29
Downloads: 3
Uploads: 0
Default

Quote:
Originally Posted by diego_gut View Post
In this particular case, the zoom ratio was 4 ( 1.5 to 6 ) but the field of view ratio was 4.22 ( 38 to 9 ). Since the graticle is just a 2d overlay it can't be accurate for both.
Hi, sorry to dig up the past but I'm doing some research about periscope fidelity in games.

If the magnification ratio is exactly 4 indeed, I think it's actually possible to get a graticle calibrated for both zoom levels. The field of view wouldn't interfere with the graticle use (it would just mask some ticks that are on the border).

The ratio between fields of view can be different from the ratio between magnification factors. It just means the vignette effect will be different.

Here is an illustration of what I think the observer would see:

Notice that the image disc diameter is smaller at 6x.

What do you guys think?

EDIT:
Quote:
Originally Posted by diego_gut View Post
What I did for DGUI was to use a 36 degree field of view for the low power, this way the periscopes can be calibrated at both magnifications. This is not historically accurate but I think it is more useful.
What you say is that you used the 6x 2D layout for the 1.5x mode? That would mean the in-game vignette is exaggerated for the 1.5x mode. Did I get this right?

Last edited by Efshapo; 11-18-21 at 06:44 PM.
Efshapo is offline   Reply With Quote
Old 11-19-21, 06:46 PM   #39
Efshapo
Watch
 
Join Date: May 2021
Location: France
Posts: 29
Downloads: 3
Uploads: 0
Default

Here are my findings so far:


Last edited by Efshapo; 11-19-21 at 07:03 PM.
Efshapo is offline   Reply With Quote
Old 11-19-21, 07:17 PM   #40
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,174
Downloads: 490
Uploads: 4


Default

Quote:
Originally Posted by Efshapo View Post
Here are my findings so far:

Interesting info. to be sure. But I'm not sure a "wrong" this or that is strictly correct.
Real world vs. computer screen, etc.
I'm more of a fan of does something work in the game to simulate it's subject vs. strictly historical specs, etc.
To often, plugging in historical performance specs of equipment, weapons, etc. (which many times are inaccurate anyway, being based on lab specs vs. real world use) causes more problems than it solves in a computer simulation of such. Many times, putting in historical specs for x, breaks function y of some other system, weapon, etc. in a game that was designed to work with the original specs of x.
What is more important is how does it perform in the sim, especially in the "big picture" of the entire sim.
I.e., iirc, GWX's attack scope had a mag of 10x. Historically correct ? No. But a good idea for the limited view of a computer game ? I think so.
Another example is the "pinpoint accuracy" of depth charges originally found in SH3. Historically correct ? No. But it helps make up for the dumb as bricks AI escorts and poor damage modeling. I like it myself, even with the sensor/damage model work since done to the original game, and it's actually not difficult to escape from anyway.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper

Last edited by John Pancoast; 11-19-21 at 07:34 PM.
John Pancoast is offline   Reply With Quote
Old 11-20-21, 07:10 PM   #41
Efshapo
Watch
 
Join Date: May 2021
Location: France
Posts: 29
Downloads: 3
Uploads: 0
Default

Here's how Wolfpack could be corrected to get a historically accurate field of view (current game state on the left, my correction on the right):

Efshapo is offline   Reply With Quote
Old 11-21-21, 06:09 PM   #42
Efshapo
Watch
 
Join Date: May 2021
Location: France
Posts: 29
Downloads: 3
Uploads: 0
Default

And here's how I would correct the reticle (images on the right):


I added a row to my table to check that all fidelity criteria were met:
Efshapo is offline   Reply With Quote
Old 11-21-21, 10:02 PM   #43
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,735
Downloads: 439
Uploads: 2


Default

I don't see SH4's Fall of the Rising Sun Ultimate (FotRSU) listed there... - Sure, they're US submarines, but the periscopes were done by CapnScurvy, based upon his "optical" investigations, and are basically what he did for his Optical Targeting Correction mod for SH4, but without the "Centered" conning tower. He did quite a bit of research work on his mod... and posted it all in a thread... which I cannot find. If I can find the thread, I'll link you to it. It is full of all of his findings, and how he tested...
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 11-22-21, 07:20 AM   #44
ybar
Watch
 
Join Date: Mar 2010
Location: Belgium
Posts: 21
Downloads: 259
Uploads: 0
Default

Quote:
Originally Posted by John Pancoast View Post
Real world vs. computer screen, etc.
I'm more of a fan of does something work in the game to simulate it's subject vs. strictly historical specs, etc.
It's a shame if we have to move away from reality to adapt a simulator to a computer game ...
Out of curiosity, I can't wait to see how "Crush Depth" will handle this.

I don't know which eyepieces were placed on the Uboote.
But I am almost convinced that the engineers of ZEISS, have placed "wide angle".
I use a terrestrial telescope to watch the birds, and I use an eyepiece of this type (for the same zoom level, the panorama can be seen better)
On our French forum, a member with a refracting telescope has also just confirmed his change from the inexpensive eyepiece to a wide-angle eyepiece.
__________________
Host french portal "Mille-Sabords.com"
(sorry for my bad english)
ybar is offline   Reply With Quote
Old 11-22-21, 05:31 PM   #45
Efshapo
Watch
 
Join Date: May 2021
Location: France
Posts: 29
Downloads: 3
Uploads: 0
Default

Quote:
Originally Posted by John Pancoast View Post
I'm not sure a "wrong" this or that is strictly correct.
Real world vs. computer screen, etc.
I'm more of a fan of does something work in the game to simulate it's subject vs. strictly historical specs, etc.
To often, plugging in historical performance specs of equipment, weapons, etc. (which many times are inaccurate anyway, being based on lab specs vs. real world use) causes more problems than it solves in a computer simulation of such. Many times, putting in historical specs for x, breaks function y of some other system, weapon, etc. in a game that was designed to work with the original specs of x.
What is more important is how does it perform in the sim, especially in the "big picture" of the entire sim.
I.e., iirc, GWX's attack scope had a mag of 10x. Historically correct ? No. But a good idea for the limited view of a computer game ? I think so.
Another example is the "pinpoint accuracy" of depth charges originally found in SH3. Historically correct ? No. But it helps make up for the dumb as bricks AI escorts and poor damage modeling. I like it myself, even with the sensor/damage model work since done to the original game, and it's actually not difficult to escape from anyway.
Well, "wrong" is not subjective here since we're talking about a game of the simulation genre. The game is either "right" (historically accurate), or it is not.

The magnification I'm talking about in my table is only related to the field of view (the one restricted by the vignette effect, not the in-game FOV), it is not related to the player screen size. There is no way for the devs to control that (unless they add a slider in the setting screen for a kind of "magnifying glass" effect). About that 10x magnification in GWX, I don't see how it could have been computed given what I just said, but I agree that the bigger the ship on screen the better the gameplay: I did the math and found out that for the magnification to be optically accurate, I had to stand as close as 38 cm from my 27" display! And Wolfpack devs actually did an amazing job at that by having chosen to ditch the upper and lower parts of the image circle so it can appear bigger.

Considering your expressed concerns, I haven't found how those modifications would break any current gameplay mechanics. Did you have something specific in mind?

Last edited by Efshapo; 11-22-21 at 06:11 PM.
Efshapo is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 09:12 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.