UBOAT
More Accurate Bearing Markers
Bearing indicator
Is there a simple way to make the numbers illuminated? I'm happy to mod your mod myself locally if I need to.

The bearing was always available regardless of light conditions, and was completely different from how it is depicted in game. For one thing, you could just look straight up to directly view the ring(s) at the top of the scope[1]. Even better, both scopes had a prism system[2] that simply looked straight up at these rings and reflected that image to appear at the top of the view inside the scope[3]. In other words, yes, only the crosshairs and not the angular markings were illuminated in the graticle -- however, the bearing indicator was not part of the graticle!

I'm tired of being unable to get something so essential and definitely historically available on both scopes. Definitely both the C/6 and C/9 had the prisms, and looking up was always an option, and obviously you'd have a decent sense certainly to within 30 degree of your orientation in the boat, and attack scopes had a 4-digit mechanical counter[4] showing true bearing to the tenth of a degree, but none of these are available in game other than the bearings at the top of the scope view. The illumination to read the bearings is just the interior illumination of the sub; unless you had total electrical failure you'd be able to see the bearing marks just as easily and using the same illumination as if you just looked upward.

1: For example, http://tvre.org/images/16_fot_12.jpg on U-995. I tried just using freecam to look up but sadly these are nonfunctional in game - they rotate with the scopes. On the observation scope, 0 moves with the eyepiece, instead of staying fixed to the hull with 0 always indicating the direction of the bow like they should be. On the attack scope it's 295 always.
2: That's what https://i.imgur.com/YVAlJ14.png this box is, just a prism with a lens looking straight up at the ring. This is the one on the back of the observation/night scope, which had two azimuth rings for this reason (and this reason only) - the second was offset 180 so that the view through the prism would show the correct bearing. A diagram of the layout of the c/6 night scope is available https://i.imgur.com/4P6oeKr.png with my annotation, where these parts are clearly seen.
3: Shown at http://tvre.org/images/16_rys_18.jpg for the attack scope, which had a single azimuth ring plus the colored deflection ring, because its prism was on the front.
4: This is in the game, but nonfunctional; it always displays 1500 regardless of where the attack scope is pointed.
Last edited by Tofof; 9 Apr @ 2:22pm
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Showing 1-3 of 3 comments
Tofof 9 Apr @ 8:07pm 
So, in my efforts to do this myself, I used Custom Illumination and was perplexed at how small the floats were - studying the unity documentation had them in the 0-1 range and these defaults were like 0.014, which would correspond to like, 3 or 4 on the usual 255 scale. So I was sure I was misunderstanding, and decided to try Color.yellow instead of just setting anything to 1.0. Well, that .. worked .. but now I see why the numbers are so small.

https://i.imgur.com/uBQBc18.jpeg

That's uh, some glow there. But interestingly, (only) the bearing marks look as expected colorwise -- Color.yellow is basically a pure yellow, it's (1, 0.92, 0.016, 1), and that's what I got. It's everything else that's blown out and bloomed.

https://i.imgur.com/G8VrnkC.jpeg (bearings invisible on twilight fog sky)
https://i.imgur.com/A8AiuFc.jpeg (pointed at ocean they're technically perceptible)
https://i.imgur.com/gTl1GpP.jpeg (with harsh gamma/etc filters they're still barely legible)

With the "More Accurate" trio (uzo/bearing/periscope) and "Custom Illumination" all disabled the bearings are very faintly green in the vanilla graphics, much darker and fainter than the crosshairs there too. So this seems to be vanilla behavior at work.

https://i.imgur.com/N0rPNeo.jpeg

With custom illumination on, but the "More Accurate" trio still off, again the bearings are ordinary and everything else has a strong bloom/glow effect, though the difference is subtler with the much larger vanilla marks.

Any insight out there into how to make them all the same level?

It does at least make the bearings readable, and I'd rather do this than my previous workaround of toggling on and off aggressive nvidia filters, but I'd really like to just have everything be uniformly legible instead of having to have one of the two either invisible or blown out.
Last edited by Tofof; 9 Apr @ 8:10pm
Tofof 10 Apr @ 4:21pm 
Cause of the different brightness: the periscope overlays include an 'illumination' png that has the heavy bloom/glow effect, but no such overlay exists for the bearing png.

https://i.imgur.com/Q0UCXAy.png (vanilla periscope overlay)
https://i.imgur.com/LVbr2jv.png (vanilla illumination overlay)

The easiest way to make them uniform brightness, then, is to mod the illumination overlays to be identical to the unilluminated, and then use Custom Illumination to substantially increase the brightness of the illumination effect to bring everything up to a legible level. I'm working on figuring out how to do this - it's definitely trivial; I've just never fiddled with Unity specifically.

Ambitiously, I'd like to actually mod a proper imitation of viewing a dial through the prism rather than making the bearings look like they're part of the graticle, AND to add the true bearing mechanical dials (4 digits, car odometer style) on the attack scope that show true bearing to tenth of a degree, directly calculated from the gyrocompass repeater. Wolfpack is the only game I've seen that gets this completely right (1 and 2)[static.wikia.nocookie.net] and I'd love to have the same.

Last edited by Tofof; 10 Apr @ 4:33pm
Tofof 13 Apr @ 1:21pm 
Got the brightnesses equalized. I used your customillumination mod set to pure white, and compared the graticle to the bearings. The graticle ends up at pure white, but the bearings end up at 40% gray. In other words, they're applying a 40% opacity when they do the illumination on the bearing markers.

From there it was easy -- Take the vanilla illumination texture and make it only 40% opacity, then use customillumination to up the illumination amount to 2.5x (1/0.4) the default to restore the vanilla look (or to taste).

https://i.imgur.com/kK74FwW.jpeg (shown with the bearing mod I'm working on, unreleased).
Last edited by Tofof; 13 Apr @ 1:21pm
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