Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
@Wolf Unless something has changed, that should be correct, yes.
So I should use 2.5 in the range calculation instead of the old 2.67, right?
And like @DECAFBAD said, the periscope Up-Down graphic should be repositioned or get rid off.
https://ibb.co/9kxtgpFm ----------> Normal stance
https://ibb.co/bR6JyJtz ----------> With LeftCTRL pushed
By the way, i have installed nearly all of @DarkRaven stuff, wich is awesome!
I had to calibrate from 1000 mts AoB 90 Stb with a Liberty-class.
Use the UI scaling in the x1.5 (x3.8 WIDE) Magnification in the Extended view till the button gets aligned mith the Attack Disk button toggle at the Left.
Also got DECAFBAD's Stadimeter in mrads mod instaled.
https://ibb.co/3ytgWkhX
https://ibb.co/xKPZHBN8
I still have issues trying to calculate range sadly, I'm a bit lost on the magnification aspect of the formula.
If I'm correct : range (m) = ( mast height (m) / size on reticle (mrad) ) * magnification
What would be magnification, as it's written 1,5x, 3,8x and 15x zoom levels ?
Thanks a lot in advance !
[HarmonyPatch(typeof(PeriscopeUI), "OnEnable"), HarmonyPostfix]
static void DontDrawTheRaiseLowerButtons(HoldableButton ___elevatorUp)
{
// Get rid of the periscope lifting UI (use the mouse buttons for this)
___elevatorUp.transform.parent.gameObject.SetActive(false);
}
Thank you!
P.s.
There is no need to change the horizontal line scale to vertical line scale. You can change the vertical line to horizontal line by converting it from mrad to degrees. Then one division vertical will be in mrad = 1 / 0.057 = 17.54 = 17.5.
I just looked at screenshots of SH3 and real photos of uboat periscopes. They have a vertical scale in degrees.
P.p.s.
SH3 - The sight corresponds to reality
SH4 - The sight remained, but now it is unclear what its serif marks mean
SH5 - The serifs have completely disappeared
So, for example, say the bow tip is at 0 degree bearing and the aft tip is at 5 degree bearing, currently you should be getting a reading from the periscope marking of almost 5 degrees. However, a reading from "square" periscope markings will yield a very different length. According to your calculations from my current sights and my calculations from counting the pixels while making the sight, it would be about 5.6 degrees. This would be giving incorrect data.
In short, other than the distortion effect, which is a ~3.33% error at the 15 degree marking, the calculations -should- work. I am interested in an example, preferably a screenshot and honestly I could use several, where your calculations didn't work out causing a miss. It would help identifying if the lens effect is causing significant issues.
The total length of the ship in serifs at 90 degrees (A) = The length of the target / Height * Height in serifs
And there are differences:
If ratio == 1: angel of bow = 90 (+- *target go on us or away from us* -+) 90 - (F*90/visible serifs)
If ratio != 1: angel of bow = 90 (+- *target go on us or away from us* -+) 90 - (F*90/visible serifs*ration)
Therefore, it is important to have the same horizontal and vertical grid so that it helps us calculate the angle.
This is basically not a problem. It's just that I didn't initially know that we have a vertical scale in the mrad. Therefore, I tried to calculate the number of mrad from the horizontal scale to the vertical, and due to the fact that 10 degrees were NOT 10 degrees, I had problems xD
Most likely, the lens effect can be corrected:
1)By drawing the correct grid taking into account the effect
2) Set up the camera component in unity when we are in the periscope. The camera in Unity has a Physical Camera check mark. Perhaps there is a parameter that can remove the effect
It could just be screen squish, like the game uses logic for a 4:3 render, but is actually rendered at 16:9? Dunno.
Your mod has a ratio of 1.57 (11mm/7mm *Yes, I put a ruler to the monitor
Then 10 horizontal serifs is not 10 degrees. 15.714 mrad * 10 * 0.057 = 8.95 degrees.
This is more of an informative comment. Just my calculations didn't add up and I missed a lot. Therefore, I decided to share the information.
@iochan87 Target height (top of mast), divided by amounts of mrad's it takes up in your scope, times amounts of magnification.
The Mrad's in your scope have a hashmark for every 10 Mrad.
If you're tracking a ship that you identify as having 26.6m mast height (i.e most of the Empire's), and your scope is at max zoom level (10 times zoom level), and it's 80 mrad tall in your scope, it goes as follows:
26.6m mast height / 80mrad * 10 = 3.325
Which means 3.3km, or 3325 meter range.