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-   -   [REL] Trevally - Harbour Pilot Scripts (https://www.subsim.com/radioroom/showthread.php?t=174525)

DavyJonesFootlocker 09-09-10 11:18 PM

I'm getting a CTD when in harbour with your mod. I uninstalled your script from this list which was at the bottom.

Danevangs PS 1.0 VIIC-upg Camo Irregular Shapes
Elite German Black & Copper Torpedo
German U-Boat Hydrophone SFX
German U-Boat Internal Routine SFX
Grossdeutscher Rundfunk
Lite Campaign LC 1.2
Menu - Das Boot Underwater Theme
More_crew_commands_dialog_v1.04
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
Realistic ammo amount for AA and deck guns
Shadow Improvement Mod
Sobers ambiance sound collection(CMD)
RemoveLogoIntroTheDarkWraith
sobers base wave mechanics for SH5 v3
sobers realistic hydrophone operator SH5
SteelViking's Interior Mod V1.0
SteelViking's Interior Mod V1.1 patch V1.1.1
U-boat Historical Specifications 1.4
WoGaDi Mod BetaSix
Feared Hunters 2.1
MightyFine Crew Mod 1.2.1 Alt w beards
Sobers ambiance sound collection
SubFlags_0_0_5_byTheDarkWraith
Torpedo Splash
Window_Lights_Redone_V1
Environment 3.6MOD
Sh5EnvModGold
AilClouds 3.0
AilSmoke 1.7
Enhanced FunelSmoke_by HanSolo78
Old Style Explosions V1.1
SV&Com Underwater Mod
BRF 1.1 HP balance
FX_Update_0_0_1_ByTheDarkWraith
FX_Update_0_0_1_BARF_Fix
NewUIs_TDC_4_3_0_ByTheDarkWraith
No magic skills v1.5 MCCD compatible
Trevally Automated Scripts
IRAI_0_0_12_ByTheDarkWraith
Speech fixes and additions (english version)
Advanced Shift Keys 2.1
Krauters Automated Scripts

Trevally. 09-10-10 03:56 AM

Hi Davy

If CTD = Crash into DOCK then that might be due to harbour pilot:D

Im fairly sure that your problem is not with Harbour pilot. This mod is not really a mod, it is more just a sequence of commands.

Looking at you mod list:o, im sure there are some problems with the combination.

Environment 3.6MOD -I dont think you can have all of these at same time.
Sh5EnvModGold
AilClouds 3.0
AilSmoke 1.7

Also:-

WoGaDi Mod BetaSix - This is within SVs
SteelViking's Interior Mod V1.0
SteelViking's Interior Mod V1.1 patch V1.1.1

Also:-

Realistic ammo amount for AA and deck guns
U-boat Historical Specifications 1.4 - I dont think both are needed.


I would suggest that you be more wary when installing and look into why JSGME is giving you warnings.

You should post your mod list in Sudos thread for some advice.

Sorry I could not be more help.

DavyJonesFootlocker 09-10-10 05:08 AM

You may be right about my mod soup..I mean swamp. I'll take out those redundant mods and try again. Thanks.:)

DavyJonesFootlocker 09-11-10 08:32 PM

Well, I tried getting out of Brest with your mod and ended up hitting a side wall at 6 knts ( I was below deck at the time). Thank you very much. Swimming back into the subpen made me the laughing stock of the Kriegsmarine.:oops:

TheDarkWraith 09-22-10 10:16 PM

Quote:

Originally Posted by Trevally. (Post 1485539)
Yes if we could get a command "set_waypoint, -150,2000,9,0,0,0"
with
-150 = relative heading
2000= distance
9=speed

Perhaps with this It would have been a whole lot easier:hmmm:

Quote:

Originally Posted by The General (Post 1486924)
I'd love an auto-plot for Keil Canal, a la GWX

Quote:

Originally Posted by Trevally. (Post 1486940)
Hi General

When the set waypoint command is introduced by TDW, then Keil Canal would be possible.

I would also tighten up the others to prevent speed being a factor.

I added a new command to Automation called Navigate_from_file. Parameter 3 of the command specifies the file to read the waypoints from. The waypoints are defined as follows:
x,y,z,tc,depth,speed

where:
x = the x distance in meters
y = the y distance in meters
z = are these relative distances? value < 1 is False, value >= 1 is True
tc = time compression level to use on this waypoint
depth = depth to use for this waypoint
speed = speed to use for this waypoint

A new command was added to the Navigator's order bar - Report Fix. When clicked this will report your current sub's fix (position) in x,y meters from game origin. You can use this command to help plot a navigation route/search pattern/etc via a navigation file.

See the \data\Navigation\TDW_Navigation.txt file for more info and see \data\Navigation for example navigation files.

This new command is only available in v4.4.0 and later versions.

Here are the contents of an included navigation file included in v4.4.0 (Navigation_test_relative.SHN):

; waypoint data contains the following:
; - parameter 1 - x distance (in meters - whole numbers only! Can be +-)
; - parameter 2 - y distance (in meters - whole numbers only! Can be +-)
; - parameter 3 - are these relative distances? value < 1 is False, value >= 1 is True
; - parameter 4 - time compression level (powers of 2 only! Positive values only)
; - parameter 5 - depth (whole positive values only! Specify 0 for surface)
; - parameter 6 - speed (float value - can be +-)

; performs a box pattern using relative waypoints

0,3000,1,1,0,17
3000,0,1,2,12,4
0,-3000,1,4,20,7
-3000,0,1,8,50,3
0,3000,1,16,0,10

Trevally. 09-23-10 08:18 AM

Thanks TDW this is superb,

I should be updating "Harbour Pilot" with these new commands shortly.

Many thanks.

Trevally. 09-23-10 06:04 PM

I have now collected all the information required to fully update Harbour Pilot:DL

U-Boat speed will now not affect the Pilot. (Davy need not swim anymore)
Added Kiel Canal out & inbound.

Should be ready tomorrow night:03:

TheDarkWraith 09-23-10 06:28 PM

Quote:

Originally Posted by Trevally. (Post 1500885)
I have now collected all the information required to fully update Harbour Pilot:DL

U-Boat speed will now not affect the Pilot. (Davy need not swim anymore)
Added Kiel Canal out & inbound.

Should be ready tomorrow night:03:

You were able to figure out how to get the waypoint information and collect them all and assemble into a navigation file? Excellent :yeah:

Abd_von_Mumit 09-23-10 06:47 PM

Quote:

Originally Posted by TheDarkWraith (Post 1500899)
You were able to figure out how to get the waypoint information and collect them all and assemble into a navigation file? Excellent :yeah:

Are you making fun of him? Of course he was! :D


Trevally: how do you solve the problem of the start point for Kiel in?

TheDarkWraith 09-23-10 07:00 PM

Quote:

Originally Posted by Abd_von_Mumit (Post 1500908)
Are you making fun of him? Of course he was! :D


Trevally: how do you solve the problem of the start point for Kiel in?

nope, not making fun of him at all. I made it easy to use the new Automation command but didn't exactly tell how to gather all the waypoint data and assemble into a file. I was pretty sure you all could figure it out :DL

The start point for Kiel in can be defined by a waypoint no?

Abd_von_Mumit 09-23-10 08:25 PM

Quote:

Originally Posted by TheDarkWraith (Post 1500915)
nope, not making fun of him at all. I made it easy to use the new Automation command but didn't exactly tell how to gather all the waypoint data and assemble into a file. I was pretty sure you all could figure it out :DL

The start point for Kiel in can be defined by a waypoint no?

Seems so (didn't test), but it seems to me you have to be cautious and warn users - so that they don't crash on land somewhere on route to first auto-waypoint. I was trying to find a 100% working solution for it, but as for now failed.

TheDarkWraith 09-23-10 08:28 PM

Quote:

Originally Posted by Abd_von_Mumit (Post 1500961)
Seems so (didn't test), but it seems to me you have to be cautious and warn users - so that they don't crash on land somewhere on route to first auto-waypoint. I was trying to find a 100% working solution for it, but as for now failed.

not following you here :06:

Abd_von_Mumit 09-23-10 08:36 PM

Quote:

Originally Posted by TheDarkWraith (Post 1500964)
not following you here :06:

Problem I have is: how to design the "Kiel in" so that users sail smoothly without crashing on land somewhere. The route to first waypoint can go through land - script will not recognize it as impossible, and some will crash. Of course one must be quite careless to let that happen... it's still an interesting problem to try to solve though. http://img822.imageshack.us/img822/4344/crazy2.gif

TheDarkWraith 09-23-10 08:42 PM

Quote:

Originally Posted by Abd_von_Mumit (Post 1500969)
Problem I have is: how to design the "Kiel in" so that users sail smoothly without crashing on land somewhere. The route to first waypoint can go through land - script will not recognize it as impossible, and some will crash. Of course one must be quite careless to let that happen... it's still an interesting problem to try to solve though. http://img822.imageshack.us/img822/4344/crazy2.gif

ah yes, Automation doesn't look for land in the way. It issues the order to follow to the waypoint. Maybe put multiple waypoints before the entrace? Are you finding that the sub follows the given waypoints well?

Abd_von_Mumit 09-23-10 09:01 PM

Quote:

Originally Posted by TheDarkWraith (Post 1500974)
ah yes, Automation doesn't look for land in the way. It issues the order to follow to the waypoint. Maybe put multiple waypoints before the entrace? Are you finding that the sub follows the given waypoints well?

Didn't mess with these yet, I know Trevally makes the port mod, I'm busy fiddling with your mod files. :88)

Good night gentlemen. :salute:


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