CountZero Posted June 3, 2022 Author Posted June 3, 2022 On 5/29/2022 at 2:59 PM, Alek123 said: Very useful mod in planes. Is there any way to have it affect camera FOV when using gunsights, binoculars in Tank Crew? It is a lot of pixel peeping when firing at long ranges, and is kinda poor experience with such tiny targets on screen. Try this: https://www.mediafire.com/file/9720rjaa9t0bx7n/ExtraZoomTank.zip/file I recently moved game to my new M2 drive and sudenly my mods dont work in game when activated, still didnt fuiger out why so i didnt test this one, tell me if it works
Alek123 Posted June 4, 2022 Posted June 4, 2022 Cameracockpit works as before, but no effects on gunsights. Played around with MinimumFOVGrad values in camerasight and cameraturret, no effect on sights.
CountZero Posted June 4, 2022 Author Posted June 4, 2022 1 hour ago, Alek123 said: Cameracockpit works as before, but no effects on gunsights. Played around with MinimumFOVGrad values in camerasight and cameraturret, no effect on sights. ok thanks, ill check other extracted files and see if i can fined where is one controling that tank zoom. 2
CountZero Posted June 5, 2022 Author Posted June 5, 2022 On 6/4/2022 at 2:35 PM, Alek123 said: Cameracockpit works as before, but no effects on gunsights. Played around with MinimumFOVGrad values in camerasight and cameraturret, no effect on sights. Try this one, i placed all files i was able to fined that i think could be editing zoom, if its not this then im out of ideas. ExtraZoomTankV2.zip 1
Alek123 Posted June 5, 2022 Posted June 5, 2022 Excellent work CountZero. I'll play with the values in your extracted files, but this is glorious. Look at the improvement in the image; max zoom on both screenshots stock vs mod. Game changer. Thank you. 2
CountZero Posted June 6, 2022 Author Posted June 6, 2022 3 hours ago, Alek123 said: Excellent work CountZero. I'll play with the values in your extracted files, but this is glorious. Look at the improvement in the image; max zoom on both screenshots stock vs mod. Game changer. Thank you. Looks like hubble level of zoom
MajorMagee Posted June 7, 2022 Posted June 7, 2022 It's an interesting and fun little novelty mod, in that none of the sights were actually that good in real life. Using the mouse wheel to zoom the Tiger sight in to the max I got the field of view down to just 2 degrees!
CountZero Posted June 7, 2022 Author Posted June 7, 2022 9 hours ago, MajorMagee said: It's an interesting and fun little novelty mod, in that none of the sights were actually that good in real life. Using the mouse wheel to zoom the Tiger sight in to the max I got the field of view down to just 2 degrees! Yes, i could not test it so i just quickly changed 10+ files that were related to zoom on tanks (from what i see each file is for differant scope so differant tank type). You could change max zoom by opening file turretcameratankbyattach_x2_5.txt or turretcameratankbyattach_x2_5narrow.txt even with notepad and changing 2.3 values to what you wont to use. File is located in your ...IL-2 Sturmovik Battle of Stalingrad\data\MODS\ExtraZoomTank\data\luascripts\worldobjects\vehicles\sights folder.
Alek123 Posted June 7, 2022 Posted June 7, 2022 (edited) 17 hours ago, MajorMagee said: It's an interesting and fun little novelty mod, in that none of the sights were actually that good in real life. Using the mouse wheel to zoom the Tiger sight in to the max I got the field of view down to just 2 degrees! It is an excellent proof of concept mod requiring our further refinement. Tiger's sight can range up to 4000m for a reason I'd imagine, but vanilla sight zoom is bad. So is Sherman's; nearly useless at range. I'm working on assigning mod file to tank. So far: turretcameratankbyattach_x1_25 - Sherman turretcameratankbyattach_x2_0 - SU 152 gunner turretcameratankbyattach_x2_4 - Pz. IIIs, Pz. IV turretcameratankbyattach_x2_5 - Tiger, Panther, SU 152 commander, SU 122 commander, KV1s wide angle, T 34 UTZ wide angle turretcameratankbyattach_x2_5narrow - T 34 STZ, T 34 UTZ narrow angle, KV1s narrow angle turretcameratankbyattach_x3_7 - SU 122 gunner turretcameratankbyattach_x5_0 - Elefant Unknown effect: turretcamerabyattach_adjuster, turretcameratankbyattach_x1_8, turretcameratankbyattach_x3_0, visorcamerabyattach, visorcamerabyattachsingleeye, turretcamera, turretcamerabyattach (worldobjects root) On my resolution and aspect ratio, I've found that going below MinimumFOVGrad=7.4 is not really useful and causes graphical artifacts. 7.4 can still flicker sometimes, but very rarely. Attached a pack with edits that seem to work well for me, and kept but renamed files that have unknown effect. Remove "-unknown " prefix to experiment yourself. Affected sights, as above, added as comment lines in each file. ExtraZoomTank2.1.zip Edited June 7, 2022 by Alek123 1
MajorMagee Posted June 8, 2022 Posted June 8, 2022 (edited) I like the sharpshooter aspect of these mods. It really let's me try to hit a particular part of the target versus just lobbing something down range and hoping for the best. I probably won't leave it turned on all the time, but it's a lot of fun for training on the gunnery range. Edited June 8, 2022 by MajorMagee
US103tRoosevelt Posted April 18, 2023 Posted April 18, 2023 Question, does this mod work in multiplayer or is it soully for single player?
CountZero Posted April 18, 2023 Author Posted April 18, 2023 3 hours ago, US96_tRoosevelt said: Question, does this mod work in multiplayer or is it soully for single player? if server and player have Mods on, then yes, if no then no. 1
MajorMagee Posted July 31, 2023 Posted July 31, 2023 On 6/7/2022 at 1:23 PM, Alek123 said: It is an excellent proof of concept mod requiring our further refinement. Tiger's sight can range up to 4000m for a reason I'd imagine, but vanilla sight zoom is bad. So is Sherman's; nearly useless at range. I'm working on assigning mod file to tank. So far: turretcameratankbyattach_x1_25 - Sherman turretcameratankbyattach_x2_0 - SU 152 gunner turretcameratankbyattach_x2_4 - Pz. IIIs, Pz. IV turretcameratankbyattach_x2_5 - Tiger, Panther, SU 152 commander, SU 122 commander, KV1s wide angle, T 34 UTZ wide angle turretcameratankbyattach_x2_5narrow - T 34 STZ, T 34 UTZ narrow angle, KV1s narrow angle turretcameratankbyattach_x3_7 - SU 122 gunner turretcameratankbyattach_x5_0 - Elefant Unknown effect: turretcamerabyattach_adjuster, turretcameratankbyattach_x1_8, turretcameratankbyattach_x3_0, visorcamerabyattach, visorcamerabyattachsingleeye, turretcamera, turretcamerabyattach (worldobjects root) On my resolution and aspect ratio, I've found that going below MinimumFOVGrad=7.4 is not really useful and causes graphical artifacts. 7.4 can still flicker sometimes, but very rarely. Attached a pack with edits that seem to work well for me, and kept but renamed files that have unknown effect. Remove "-unknown " prefix to experiment yourself. Affected sights, as above, added as comment lines in each file. ExtraZoomTank2.1.zip 8.31 kB · 14 downloads Since 2022 they have added a few more turretcameratankbyattach magnifications (1.8, 1.9 and 3.0) to cover the Churchill and some of the MG position sights. I spent the weekend going through each available magnification file to calibrate the max FOV value so it would match the equivalent multiplier based on a 90 deg FOV being 1x. I then set the min value to provide extra zoom equivalent to a magnification doubler being added (2.5x Narrow gets a little more than double). I then went through each user playable vehicle in game with the mod turned on and set the default view with F10 to the max FOV. This keeps the default views close to their historic magnification values while still providing optional zoom. I also created a sharpshooter set where everything has the min FOV provide a 10x scope (12.8 FOV min).
MajorMagee Posted August 18, 2023 Posted August 18, 2023 (edited) The choice of a 90 degree Field of View (FOV) as the equivalent to 1x magnification in game was somewhat subjective and depending on your monitor may seem a bit one way or the other (too fish eyed versus eagle eyed) from what you might consider a natural look. What does become evident from calibrating the reticle magnifications is that some of the historic WW2 optic magnifications like 1.25x were just about worthless, and limited effective combat ranges to only 500 meters or so. As you can see in the base game values from the table in the previous post the developers decided that we wouldn't be very happy with actually having the historic magnification values, and they made many of the sights appear much better than they really were. Calibrated to Double Zoom The intention of this package is to create a mod with new tank gun reticle zoom values. The FOV values are calibrated so that a 90 degree FOV is 1x magnification, and each reticle type defaults the display to its historic magnification (1.25, 1.8, 1.9, 2, 2.4, 2.5, 2.5 narrow, 3, 3.7, or 5) . For this mod zooming in (mouse wheel) while in the reticle will provide the equivalent of up to a doubler lens applied to the historic magnification. For many of the lower magnification sights (2x and below) this may result in reduce visibility versus the unmodified base game values. Calibrated to 10x Zoom The intention of this package is to create a mod with new tank gun reticle zoom values. The FOV values are calibrated so that a 90 degree FOV is 1x magnification, and each reticle type defaults the display to its historic magnification (1.25, 1.8, 1.9, 2, 2.4, 2.5, 2.5 narrow, 3, 3.7, or 5) . For this mod zooming in (mouse wheel) while in the reticle will provide the equivalent of up to 10x magnification for all reticles. Edited August 18, 2023 by MajorMagee 1
MajorMagee Posted August 19, 2023 Posted August 19, 2023 Here are two more calibrated as if a 75 degree FOV is 1x magnification. This may be more appropriate for some monitor resolutions, and your eye to screen distance than the previous ones calibrated for a 90 deg FOV. Calibrated for 75 Degree FOV to Double Zoom Calibrated for 75 Degree FOV to 10x Zoom 2
MajorMagee Posted August 20, 2023 Posted August 20, 2023 If you want to check your monitor set up to see which FOV is equivalent to a 1x magnification the process is pretty straightforward. 1. In the mission editor create a situation where two vehicles/objects are positioned exactly 100m center to center (View Size), exactly 500 m (View Distance) from the player vehicle. The mission editor has grids and a ruler that can help with the positioning, and the arrow keys can nudge items around in 1 m increments for fine tuning. 2. Use this mission in the game and, center the target objects in your view so they are centered on your screen to avoid edge distortion. 3. Measure the distance between the two vehicle/objects center to center. (Screen Size) 4. Measure the distance from your eye to the center of the screen. (Screen Distance) 5. For a 1x Magnification Screen Size / Screen Distance = View Size / View Distance 6. Try different FOV settings (+/- key, or mouse scroll wheel) until the Screen Size is correct for your Screen Distance. For example if your Screen Distance is 0.5 m then 0.5 m x 100m / 500 m = 0.1 m would be the correct Screen Size to measure for a 1x magnification. 0.2 m would be 2x magnification. etc. p.s. Your Screen Distance and Screen Size don't have to be in meters, inches will work just the same. 20 in Screen Distance x 100 m / 500 m = 4 inches Screen Size @ 1x magnification. 1
Faustnik Posted September 15, 2023 Posted September 15, 2023 Thank you very much for this mod. Tank Crew is so much more fun with it. ? 1
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