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Old 03-18-10, 05:56 PM   #1
Arclight
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Default [REL] More realistic periscope v1.3

Changes some values for the periscopes to correspond to historical values;

Attack scope magnification: 1.5x/6x (low power/high power), stock was 1x/4x.
Attack scope elevation: -15/+20 (in degrees), stock was -10/+20.

Observation scope magnification: 1.5x/6.x, stock was 1x/4x.
Observation scope elevation: -10/+90, stock was -10/+80.


Changes attributes for all optics to be as authentic as possible.

Made another version that includes OPCF.

Range can be measured with scopes:

target height x 1000 / measured mils (in low power)
target height x 4000 / measured mils (in high power)

Say a target has a mast that stands 30m above the water. Put the horizontal crosshair on the waterline and measure the top of the mast on the scale. Say the measured height is 20 mils in low power:

30 x 1000 / 20 = 30.000 / 20 = 1500m

80 mils in high power, same target:

30 X 4000 / 80 = 120.000 / 80 = 1500m

Mils can be read from the horizontal bars, the "10" mark in attack scope is 100Mil. Took some liberty to make those marks more easily spotted, since the numbers from the stock game still show up in the wrong place.

Credit: To Hitman for the excellent illustrations. Everyone that contributed in this and the "graticule thread". To Elanaiba for his "freecam zoom" mod, which's changes have been incorporated into the .cam file (no more separate versions, too much clutter). To CCIP for his freecam tweaks.

Extract into JSGME "MODS" folder and enable 1 of 4 versions; OPCF adds a coloured overlay to the observation periscope.


DOWNLOAD (565KB)


TDW UI package:


DOWNLOAD (525KB)

-------------------------

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.


-.-. .... .- -. --. . .-.. --- --.


v1.2
- updated masks to look more authentic
- tuned angular angle to make reticle usuable

v1.3
- include CCIP's freecam tweaks
- binocular 8x zoom
- further enhanced accuracy for measuring with reticle
- darker masks (light version also available)
- version compatible with TDW UI
- thicker shadow around egde (looked jaggy at some aspect ratios)
- circular UZO and binocs view
- changed reticle on attack scope, essentialy identical to obs. scope
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Last edited by Arclight; 07-09-14 at 09:58 AM. Reason: v1.3
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Old 03-18-10, 05:58 PM   #2
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Default v1.3 samples

Normal; attack scope, observation scope, obs. + OPCF and UZO respectively:

(Click to enlarge)

Light version, same order as before:

(Click to enlarge)

Last edited by Arclight; 04-03-10 at 02:17 PM. Reason: v1.3
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Old 03-18-10, 06:00 PM   #3
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Nice, I'll try this out later
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Old 03-18-10, 06:08 PM   #4
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Well, it certainly will improve gameplay to be able to see your targets better.

Excellent job either way.
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Old 03-18-10, 06:13 PM   #5
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Excellent job Arclight, both realistic and immersive, thankyou. Much better than stock.
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Old 03-18-10, 06:15 PM   #6
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Being something purely focused on realism, I doubt it will garner much popularity though. Problems are that you lose the reticules, and that a lot of mods mess with "cameras.dat" causing this to take a backseat most of the time.
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Old 03-18-10, 06:36 PM   #7
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Hitman made some REALY good grading graphics for NYGM and GWX that has the real scope gradings. He then also calibrated the camera.dat file to show the correct image.

One question Arclight:

Did you calibrate the scope linier field of view through the Angular Angle factor in the camera.dat file ?


Here is my own camera.dat mod showing the Emden Light Cruiser (146 meters long) at a distance of 1000 meters from the periscope. It so happens, that the scope in x6 has a 9° Angular Field of View and a Linier Field of View of 147 meters for a distance of 1000 meters.




As you see the Emden fills the entire scope from side to side with its 146 meters, witch it should.

This is adjusted with the "Angular Angle" factor/setting under Camera Parameters. I sat mine (after some tests forth and back) to 82 and got the above result. Next step will be to incorporate Hitman's old realistic graduations for the scopes. But I'm not really strong in that part of the Mod circus......
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Old 03-19-10, 09:54 PM   #8
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Quote:
Originally Posted by Mav87th View Post
Hitman made some REALY good grading graphics for NYGM and GWX that has the real scope gradings. He then also calibrated the camera.dat file to show the correct image.

One question Arclight:

Did you calibrate the scope linier field of view through the Angular Angle factor in the camera.dat file ?


Here is my own camera.dat mod showing the Emden Light Cruiser (146 meters long) at a distance of 1000 meters from the periscope. It so happens, that the scope in x6 has a 9° Angular Field of View and a Linier Field of View of 147 meters for a distance of 1000 meters.




As you see the Emden fills the entire scope from side to side with its 146 meters, witch it should.

This is adjusted with the "Angular Angle" factor/setting under Camera Parameters. I sat mine (after some tests forth and back) to 82 and got the above result. Next step will be to incorporate Hitman's old realistic graduations for the scopes. But I'm not really strong in that part of the Mod circus......
I want this scope view with all the attack dials etc. What mods do you have installed to get it? Is it just this mod or are there additional mods I need to install?
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Old 03-20-10, 04:03 AM   #9
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Try this thread

http://www.subsim.com/radioroom/showthread.php?t=164512

thats the mod i have installed for working TDC dials.
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Old 03-24-10, 05:53 PM   #10
Arclight
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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 05-15-10, 05:18 AM   #11
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Hope you get it worked out, but having the scaling like that might cause trouble with different resolutions... if I understand it correctly (probably not).

Confirmed compatible with SH5 1.2.
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Old 05-15-10, 09:08 AM   #12
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So I don't really understand what the difference is between the Light version and the normal version.

Also, what is OPCF I read through your first post and didnt really understand.. Sorry to sound noobish
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Old 05-15-10, 09:17 AM   #13
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Yeah sorry, I toss that term around rather lightly, like everyone knows it.

OPCF is a smaller mod I did for SH4&5; stands for Observation Periscope Color Filter. It adds a colored layer to the mask, can help a bit in low-light conditions.

The idea is historically accurate, though the effect on gameplay isn't nescesarily.


The differences between light and dark versions should be obvious, as well as difference between with and without OPCF: http://www.subsim.com/radioroom/show...80&postcount=2
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Old 05-15-10, 09:33 AM   #14
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Ahh so basically the light version adds higher gamma I presume to give better light conditions (I assumed it was a 'light' version ie: less features)

Also, for the OPCF, can I install one when I leave for patrol and when I need the filter switch during patrol?

Also, are your aspect ratio patches compatible with TDWs UI Mod?
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Old 05-15-10, 09:49 AM   #15
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Nah, it's different versions; either you play with or without OPCF. Messed around a bit in the past to make it switchable, but couldn't quite get it right in SH4. Now in SH5 I could do it with the scripting, but then the mod becomes less usable due to incompatibility with other mods.

The brightness isn't about gamma, it's about opacity. To "simulate" light-loss, a partially transparent layer of black is added, making the image darker. The light version just has more transparent masks.

As far as I know the patches are compatible, but let me know if you get overwrite warning with his mod.
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