UBOAT
More Accurate Periscope Sights - WIDE
122 Comments
DarkRaven  [author] 16 Jul @ 3:08am 
@Alec Paen Sorry for the late response, Steam didn't notify me of your June 28th message. This mod only affects the periscopes and I don't recall what the vanilla values for the UZO and binos are, sorry.

@Wolf Unless something has changed, that should be correct, yes.
Wolf 15 Jul @ 11:40am 
Hi! I just came back to play after a year or so, do I read right, that previous zoom level from 2.67 has been changed to 2.5? It tells me as well in the UI. 1x / 2.5x and 10x.

So I should use 2.5 in the range calculation instead of the old 2.67, right?
Alex Paen (ljekio) 28 Jun @ 2:25am 
I figured out the periscopes, now I wonder what the magnification of the UZO and binoculars is with the realistic setting enabled? Or does this mod not affect them?
Alex Paen (ljekio) 27 Jun @ 8:44am 
Thank you :)
DarkRaven  [author] 23 Jun @ 5:33am 
It's important to note that the mrad should be counted from where the waterline of the ship is in the ID book, not it's actual waterline, as it can be high or low in the water.
DarkRaven  [author] 23 Jun @ 5:31am 
@Alex Paen (ljekio) Yes, it should be calculate out to ~ ( mast height / mrad ) x magnification in km, where magnification on Realistic is 1 for 1.5x and 4 for 6x. For meters, it would be 1000 and 4000 respectively.
Alex Paen (ljekio) 23 Jun @ 5:22am 
Calculating distance in meters, of course
DarkRaven  [author] 23 Jun @ 5:05am 
@Alex Paen (ljekio) The formula for calculating what exactly?
Alex Paen (ljekio) 23 Jun @ 5:00am 
please tell me the correct formula for calculating for realistic periscope magnification settings (1.5x and 6x). i think it *1000 and *4000 - its correct? thanks
DarkRaven  [author] 11 Jun @ 4:30pm 
@lock1nout It's not a mod setting, it's a game setting. IIRC for an existing save you go to Menu -> Settings -> Periscope Magnification. You may have to unlock the settings to be able to change it, forfeiting the 90+% realism achievement. Alternatively, you can choose it when starting a new game.
lock1nout 11 Jun @ 1:17pm 
@Darkraven, how do I change the mod settings to extended? Thank You for replying. I really enjoy your mods.
DarkRaven  [author] 11 Jun @ 3:02am 
@lock1nout I've verified with the Workshop version of this mod. You have the Periscope Magnification setting set to Realistic. That limits the magnifications to 1.5 and 6. To access the 1, 2.5 and 10x magnifications, that setting needs to be set to Extended. The magnification menu will be labeled as 1.5, 3.8 and 15, but that is effectively 1, 2.5 and 10 for the purposes of the distance chart and range-finding in general. Hope that helps.
lock1nout 10 Jun @ 6:13pm 
i may be missing something, but is there a reason i cannot option 1x, 2.5, 10x magnification for the More Accurate Persicope mod? The distance chart in Das Book that is specific to that mod shows those magnification labels.
Amenthes 21 May @ 4:57am 
@LAntorcha how you manage to enable leftctrl toggle periscope view?
LAntorcha 24 Feb @ 12:16pm 
Excuse me if someone may tell "mind your own bussiness" but all this mods should be paired, calibrated and packed togehter by anyone who knows what is doing on coding (not my case).

And like @DECAFBAD said, the periscope Up-Down graphic should be repositioned or get rid off.
LAntorcha 24 Feb @ 12:02pm 
This is the view in Realistic Periscope (i think it's called like that?)

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!
LAntorcha 24 Feb @ 11:48am 
@Cervecero More Accurate Priscope WIDE + RAOBF + Attack Disk mods snapshots.
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
Cervecero 16 Feb @ 11:59am 
Does anyone know if this periscope mod (or any other) is compatible with the recent RAOFB mod? TY
millnate 4 Feb @ 5:57am 
@darkraven okay thanks for the explanation!
DarkRaven  [author] 3 Feb @ 8:40pm 
@millnate 2 zoom levels would indicate you're using the Realistic periscope game setting. As per that setting, the relative magnification levels are 1x and 4x.
DarkRaven  [author] 2 Feb @ 9:04am 
@InigoMontoya The range is an approximation, but other wise the formula is correct. As for magnification, everything is based on the 1.5x level, so the actual values for the formula would be 1x, 2.5x and 10x in Extended.
InigoMontoya 2 Feb @ 6:23am 
Thanks a lot for mainting this awesome mod !
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 !
DECAFBAD 27 Jan @ 5:10pm 
For this I like to turn off the periscope elevation buttons that block part of the view:

[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);
}
Yodokus 26 Jan @ 3:31am 
Works like a dream, big, big thank you! (hope you can hear my hands clapping)
Swampy 25 Jan @ 1:43pm 
Just to say thanks for this ; you guys are amazing !
DarkRaven  [author] 25 Jan @ 10:21am 
@uber.aegis The sight was calibrated for the 1.5x zoom, so it has a 1 time magnification at 1.5x and a four time magnification at 6x. Observation scope is the same.
uber.aegis 25 Jan @ 9:08am 
Hi, I m using this mod with realistics periscope setting which only has two magnification settings. Is the magnification on the attack scope x1.5 and x6 now? Is that the same for the observation scope? Regards
R.Rohleder 24 Jan @ 12:03am 
Yes, it works perfectly! Super ! Many thanks for the quick help. Danke schön ;)
DarkRaven  [author] 23 Jan @ 11:36pm 
@R.Rohleder Wait no longer! I just updated the mod to work with both Periscope Modes.
Sparhawk 22 Jan @ 5:17am 
Yeah thanks working for me as well :steamhappy:
R.Rohleder 22 Jan @ 1:36am 
Yes, just tried it, with realistic settings it works. Yes then I will probably have to wait. Thanks for the quick reply and thanks for the great mods you provide for us.
DarkRaven  [author] 22 Jan @ 12:40am 
@R.Rohleder Sorry about that. Due to the scripting required to enable a 'wide' view, this mod only works on the Realistic Periscope game setting, currently. I plan to update my none wide version to be compatible with the Extended Periscope setting, and maybe the Realistic setting as well.
R.Rohleder 22 Jan @ 12:20am 
First of all, thank you for the quick update. Unfortunately, my view is black in both periscopes at “level 3”.
Sparhawk 20 Jan @ 2:41pm 
Hi out of all the mods I have on this is the only one that doesn't work with 2025.1. Typical the mod I like the most doesn't work:steamsad: Hope you can sort it soon.
Yeap. Everything is correct!
Thank you!
:praisesun::praisesun::praisesun:
DarkRaven  [author] 4 Nov, 2024 @ 1:16am 
Update made. Screenshots are out of date, but are fairly representative. Will replace later.
DarkRaven  [author] 2 Nov, 2024 @ 1:28am 
Zoom levels have changed. In previous game versions, the FOVs were 30 / 8 / 3, currently they are 24 / 9 / 2.5. I'll get a corrected sight up within a few days.
Glad I could help you. By the way, the incorrect horizontal calibration was noticeable in your screenshots here. On vanilla, the lamppost is at 8 degrees. On your version, it shifted by 7.5 - 7.7 degrees. (This statement is incorrect if the two screenshots have different zoom levels)

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
:madskull:just ubisoft:synicle:
DarkRaven  [author] 2 Nov, 2024 @ 12:25am 
Additionally, it seems that the zoom levels may have changed. Back to the drawing board.
DarkRaven  [author] 2 Nov, 2024 @ 12:15am 
Upon investigating, I've discovered the the sights are now uncalibrated horizontally. Thank you Ma0oo, for bringing this to my attention.
DarkRaven  [author] 1 Nov, 2024 @ 11:55pm 
The issue with "square" (1:1) periscope markings is that it doesn't line up with the bearing markings at all.

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.
About the discrepancy between the vertical and horizontal scales. Personally, I don't see any problems in this, since I have excel. But for people who want to calculate the angle on bow in their head, this can be a problem due to a more complex formula.

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.
And here are a couple of tests:
:r6target: Monitor is forcibly adjusted to the 4:3 format, the game resolution is 1920x1080. The horizon is 8mm, the vertical is 7mm
:r6target: Monitor is forcefully adjusted to the 4:3 format, the game resolution is 1280x1024. The horizon is 8mm, the vertical is 7mm
:r6target: (Default) Monitor is forcefully adjusted to the 16:9 format, the game resolution is 1920x1080. The horizon is 11 mm, the vertical is 7 mm
:r6target: Monitor is forcefully adjusted to the 16:9 format, the game resolution is 1280x1024. The horizon is 11mm, the vertical is 7mm
The lens effect is also present in the vanilla game. Only there, instead of 10 degrees, it's 9.5 degrees. Which is not noticeable in principle due to poorly drawn pelling, waves and lack of zoom x1. But with your sights, the discrepancy is already noticeable.

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
DarkRaven  [author] 1 Nov, 2024 @ 9:14pm 
Furthermore, I have noted that as an issue on Aug 6 in this comment chain. My goal was to be able to have a target at say 10 degrees on the sight, and have it actually be 10 degrees on the bearing, if that makes sense. I've mostly achieved that, barring a small discerpency due to the mentioned lens effect. As for why the vertical doesn't match the horizontal scale, no idea and functionally it doesn't matter as far as I'm aware.
It could just be screen squish, like the game uses logic for a 4:3 render, but is actually rendered at 16:9? Dunno.
DarkRaven  [author] 1 Nov, 2024 @ 8:56pm 
@MaOoo I haven't measured it precisely myself, but that could very well be correct. There is a lens effect that's quite noticable in the horizontal direction and the markings are not adjusted for that lens effect. I have opted for equally spaced markings atm, which were accurate-ish in the non-wide version, since the lens effect was minor in the limited view space.
The serifs on the sight in vanilla uboat are not equal. The ratio between them is about 1.67. Then 1 horizontal serifs = 1.67 vertical.

Your mod has a ratio of 1.57 (11mm/7mm *Yes, I put a ruler to the monitor :sadskull:*). And it follows that in one vertical serifs we have 10 mrad. Then in one horizontal serifs we have 10*1.57=15.714 mrad.

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.
Player 2 15 Oct, 2024 @ 4:11am 
Thanks for great mod! Could you add units of degrees, please, like in non-wide mod?
iochan87 7 Oct, 2024 @ 1:04pm 
ToreDL87 - Thank you very much for the explanation, I learned, it turns out it’s not difficult to calculate the distance!!
ToreDL87 7 Oct, 2024 @ 8:43am 
@DarkRaven It would come in very useful for surface torpedo attacks at night, especially early war.

@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.