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PR:WWII General Discussion General discussion of the Project Reality WWII modification. |
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2023-06-07, 08:13 | #11 |
Join Date: Oct 2019
Posts: 58
Italy
Location: Campania
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Re: WW2 Binoculars
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2023-06-07, 16:03 | #12 |
PR:BF2 Lead Developer
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Re: WW2 Binoculars
To achieve that you will need to do basic trigonometry. All calculations are done using radians.
1. Calculate the correct ObjectTemplate.zoom.zoomFactor. This value is the vertical FOV and relates to the magnification like this: Code:
FOV=ATAN(TAN(1.1/2)/Magnification)*2 4x zoom would result in Code:
FOV = ATAN(TAN(1.1/2)/4)*2 FOV = 0.304 Code:
Angle=ATAN(Distance/Height) Code:
Pixels = TAN(Angle) / TAN(FOV/2) * VerticalPixels/2 For example: Angle=0.1, FOV=0.304, VerticalPixels=900 Code:
Pixels=TAN(0.1) / TAN(0.304/2) * 900/2 Pixels=29.377 ~ 29 5. Dont try to be too perfect Getting within +/-20m of actual range would already be very good. Very far ranges will matter even less. I would not even bother trying to get it to work past 1500m. At those distances the differences in pixels between two marks is usually so small that we hardly can display it anyways. Last a tip regarding the equipment of the imperialists: Even tho they used freedom units back then, use meters in game. It makes things easier to adjust as well as easier for player to use as everything else in game is using meters. |
Mineral: TIL that Wire-guided missiles actually use wire
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Tags |
binoculars, german, reticle, usarmy, ww2 |
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