SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL] Trevally - Harbour Pilot Scripts (https://www.subsim.com/radioroom/showthread.php?t=174525)

Trevally. 09-29-10 02:52 AM

Quote:

Originally Posted by DavyJonesFootlocker (Post 1505010)
Actually it was the speed used in the script (10 knts I think) and the crew was well trained. Do you think any other mod, say e.g. Uboat Historical Specification mod may have something to do with it? PS: It was the second turn the boat made that the angle was too sharp and ran smack into the wall.

Thanks for the info.

When I am testing I am using an untrained crew that gives me a speed of just over 5knots 1/3 bells straight.
With Bremen, that second turn is very tight. I will be re-setting the waypionts for this one tonight and will take into account that most people will have trained crew so I must allow that turn to be achievable at speeds from 5 to 10knots if speed is 1/3 bells.

I must also take into account that turning rate is higher with trained crew. So a long slow turn, with trained and untrained crew will be different.

DavyJonesFootlocker 09-29-10 08:30 AM

Great, thanks. Looking forward to it, m8.:)

Trevally. 09-30-10 03:30 PM

Please see post 1 for v2.2

I have re-set all harbours so that increased speed and turn rate by highly trained crew is taken into account.

If you could post a reply in this thread stating your crew level, u-boat and harbour used, I would appreciate the information.:up:

TheDarkWraith 09-30-10 03:55 PM

Quote:

Originally Posted by Trevally. (Post 1506484)
Please see post 1 for v2.2

I have re-set all harbours so that increased speed and turn rate by highly trained crew is taken into account.

If you could post a reply in this thread stating your crew level, u-boat and harbour used, I would appreciate the information.:up:

here's some info that might help you to understand what's going on:

for either precision or non-precision nav if the distance to the waypoint is > 500m then the time until the next check of distance is either 15 or 30 seconds (can't remeber off the top of my head - currently onsite at a job). If the distance is < 500m then the time until next distance check is 5 seconds.

now I can change this if need be (the times and/or distances)

Trevally. 09-30-10 04:47 PM

Thanks for the info TDW:up:

That makes sense now for some things I was seeing:

I was working on a radius 50m and 100m from waypoint to trigger turn.
On some legs, this was not the case as I would occasionally see a late turn.

I had put this down to the map tools only using increments of 50. Also if you check a 50 or 100m circle against the scale bar on map, they are a bit out.

I think this version will have solved all the issues from the past.

There may be one turn (no2 Pallice Harbour) where I have had to use a precision turn due to its angle and lenght. This turn does cause a continuous call out of headings. I will have at look at it again with this info in mind.

If there are any other issued reported that could be fixed with a change in time and distance check, that would be great:salute:

DavyJonesFootlocker 09-30-10 05:01 PM

Just got home and will try this out. But just in case I'm wearing a helmet.:D

Trevally. 09-30-10 05:03 PM

Quote:

Just got home and will try this out. But just in case I'm wearing a helmet.:D
:har:

SashaKA001 09-30-10 05:15 PM

Quote:

Originally Posted by Trevally. (Post 1506568)
:har:


It was dangerous!:ahoy:

http://i1.imageban.ru/out/2010/10/01...9ec60be61b.jpg
http://i1.imageban.ru/out/2010/10/01...a748cd8c09.jpg
http://i3.imageban.ru/out/2010/10/01...ae6ab98789.jpg

But nothing happened.:woot::woot::woot:

Trevally. 09-30-10 05:30 PM

Phew - close one Sasha:D

But no helmets yet:yeah:

DavyJonesFootlocker 09-30-10 06:17 PM

Yaaahh! Trev, mah boy yah did it! I exited Bremen without having swim back!:yeah: But note that when I activated the script the boat went to 12 knts instead of the 10knts the script indicated (Type VIIB with high crew points).

Trevally. 09-30-10 06:38 PM

Quote:

Yaaahh! Trev, mah boy yah did it! I exited Bremen without having swim back!:yeah: But note that when I activated the script the boat went to 12 knts instead of the 10knts the script indicated (Type VIIB with high crew points).
:woot:Good one Davy and thanks for the info:up:

DavyJonesFootlocker 09-30-10 08:45 PM

Don't know how to say this m8 but the problem still exists. If I leave the script to run on its own I still hit the seawall when it turns at 030 degrees. The boat insists on going at 12 knts. However, the other time I tried I manually adjusted the boat's speed to 10 knts and I barely missed that seawall (at Bremen) at 030. I was heading straight into a ship at 016 degrees.:wah:

Looks like it's back to waypoints and I'm keeping that helmet.:cry:

Trevally. 10-01-10 03:45 AM

Ok thanks Davy for the info:damn:

Could you do me a big favour, can you try again and go to outside view. When this issue is happening take a screenshot for me.

This will let me see where and if it is cause by under or over steer.

Could you then try one more time and this time when 1/3 bells order is given, override to ahead slow.

I may need to add a precision turn.

Big thanks for your feedback Davy, it really helps me:up:

THE_MASK 10-01-10 04:05 AM

Maybe for tight corners you could go to all stop and reverse slow / opposite direction until the sub faces the right way (imitates tugs sort of) .

DavyJonesFootlocker 10-01-10 06:01 AM

OK Trev I'll see about those screenshots.


All times are GMT -5. The time now is 12:40 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.