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The base game has also milli radians and they work absolutely fine. I do not understand why this mod is needed.
Can you shed a light on when this mod could be updated ? Sorry if i come off as a bit demanding, but it was just a magnificent add on :D
I only want to get object's mast height and I know nothing about the target.
Little bit confused... (using latest beta version of the game)
Got a enemy ship with a mast height of 29.6m and using the x1.5 zoom factor in attack periscope..
I know the ship is about 950m away from me (measured on the in game map).
Measured optical mast height:
----------------------------------------------
Vanilla game: 157 milliradians OH (measured @ x1.5 periscope zoom)
> 29.6m / 157 * 50 * 100 == 942m
HARDscope mod: 149 milliradians OH (measured @ x1.5 periscope zoom)
> 29.6m * 1000 / 149 == 199m ????
HARDscope mod + Realistic periscope magnification mod: 149 milliradians OH (measured @ x1.5 periscope zoom)
> 29.6m * 1000 / 149 == 199m ????
Why do I measure the optical height with "HARDscope mod" equal to "HARDscope mod + Realistic periscope magnification mod" - see no differances in game attack periscope
Where is my fault with calculating range?
Works for me under the latest patch and is more accurate than the stadimeter.
Centiradians are 10 milliradian, or the number of marks themselves. So, the 50 milliradian mark is 5 centiradian as it's the fifth mark from the center line. It's generally easier and quicker to divide by a single digit number than a two digit number.
In short, mast height * 1000 / milliradians is the same as mast height * 100 / centiradians.
How it ought to look!
Correct FOV, correct AFOV
If it is, then it should be marked as such. The /16° label ought to be removed from radian based scales.
The actual magnification factor for the UBOAT player is this:
the game runs full screen on a 27" display at arms length. The width of the screen is 57°
The UBOAT periscope view covers 33% of the screen, on the sides are the black outline of the simulated vignette. The Apparent Field of View (AFOV), from the player's perspective, is 57/3 = 19°
The Field of View (FOV) rendered by the game is 38° thanks to this mod.
The magnification factor with this mod enabled: 0.5x
To get the correct magnification of 1.5x, the black outline of the periscope has to be removed, and the rendering FOV adjusted to have 38° full screen.
1.5x magnification means the size of the object is 50% greater when viewed though the periscope. Not smaller.
From the bridge, you hold out your hand and raise three fingers. If your fingers cover the ship ahead, then her width is 5°
Go down to the periscope and look through the optics: the ship now appears to be 50% bigger to you. Adjust the view so it lines up on the lower scale: measuring the angle will tell you that the ship is 5° wide.
The scales present you with real values, the reality that is outside.
Also, the view angle on those periscopes was not proportional. At 1.5 zoom the angle was 38 degrees and at 6 it was 9 degrees. Because of that at 6 zoom the reticle wasn't calibrated and that's why they recommended calculating distance at 1.5 zoom.
Finally, using milliradians makes calculations easier but Germans did not use milliradians. One degree is about 17.45 milliradians but in Uboat reticles a degree was divided by 16.
I made a couple of GUIs for Silent Hunter III and I calibrated them so that at 1.5 a ship looked the same size from the periscope than from the bridge.
If the "magnification" was 1 (so... no magnification), we would'nt need the 1.5 factor, of course.
But as you magnify the image, you naturally have to multiply the visual angle observed through the periscope by a factor equal to the magnification to get the distance. So we should always have: d = h / angle x magnification (for small angles, of course, as I mentioned before).
When using the milliradians scale of the basic vanilla periscope, the calculation gives exact distances with factors of 1.8, 5 and 18 and as a result these values should be considered as the actual magnifications in the vanilla version. In your mod, the space between milliradians marks should logically be revised as to match geometry. Does it make sense?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3051113370&fileuploadsuccess=1
Distance = Height / tan(Angle)
If you don't use degrees, instead opt for radians you can simplify because
tan(Angle) = Angle
for angles less than 0.1 radians.
So Distance = Height / Angle
You are missing the point, that the numbers that are marked on the reticle are angles, not random fancy numbers you have to multiply with factors you pull out of a basket. Your equations where you use 1.5 therefore make no sense.
"Divide the height of the ship by the centiradians, and multiply by 4 if the periscope is zoomed in."
Let's *only* consider the low magnification (supposed to be 1.5). If the divisions were really in milliradians, we should use the formula:
distance (meters) = mast height / angle (radians) x 1.5
And the point is precisely about "x 1.5"...
For purists, the exact formula is: distance = height / tan(angle) x 1.5. But for small angles (say < 10 degrees), there's no need to resort to trigonometry, and the basic formula works just fine.
However, as I said earlier, the distance calculation proposed by wintermute-ta works well without the x 1.5 coefficient. So: either the graduations are not exactly milliradians, or the visual magnifications are not 1.5 and 6, but rather 1 and 4.
I hope I've made myself clear (English is not my native language), and I apologize for the long explanation. I know I sound like an obsessive geek. But if this question doesn't keep me awake at night, I just wish I'd had the author's explanation, just to satisfy my curiosity.
And thanks again anyway...
It's the difference in size from 1.5x to 6x: 6 = 1.5 x 4
Whatever you see in "non zoomed" 1.5x view will look 4 times bigger in the zoomed 6x view.
If the base "non zoomed" view was 1x then it'd look 6 times bigger, but as it's 1.5x, it's only 4 times bigger.
You will need to download it.
https://oaa.app.link/launch-app-42d19825-b104-4646-90f5-5c41353f47e8
Fill in the mast hight and ship length on the starting page. Those parameters will be the base for all calculations.
By refreshing (wiping down normally), it does delete all values and send you back to start.
Use the buttons to navigate, except at the end of a fight
The periscope reticule has angle scales that are accurate when viewed at 1.5x magnification. When switched to 6x magnification, the reticle remains the same, however the angles narrowed. You must either divide by 4 to get to get the correct angle, or multiply by 4 to get the correct distance.
Meaning of 1.5x / 6x magnification: looking through the periscope ocular, the picture you see is 54° wide to you (your vision extends to about 170°). The width of what you see, on the other hand, is 36° wide. 54/36 = 1.5, this is the magnification of the optical system. Switching to 6x the picture is still 54° wide, it covers the same area of your vision, but what you see is in a 9° cone. 54/9 = 6
Coincidentally, the angle of a 27" monitor at arms length is also about 54°. So the next logical step to get the perfect realistic optics for UBOAT is to have a periscope sight / reticle picture that is full screen and doesn't cut off at the left and right sides of the monitor.
Do you think it's possible to make it so the UZO:
- Zoomed out you have a view above the optics (it had an iron sight on top)
- Zoomed in your FOV is less than the periscopes' (7.42° UZO vs 9° periscope)
Even without that, this change is a massive improvement to UBOAT. Thanks!
Thanks again
Anyway, tx a lot for this mod that adds a lot more realism to the sim.
but the horizontal centiradians are wrong, can that be or what am I doing wrong?