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. 09-24-10 07:01 PM

Quote:

Get this mod working I'm tired eyeballing that harbour wall...:D
:salute:Will do Davy and soon you wont need a lifejacket.

DavyJonesFootlocker 09-24-10 07:02 PM

Hackl just cussed me. He's tired of swimming.:D Good luck and looking forward to it.

Trevally. 09-25-10 06:24 AM

Update:

I have all nav files working now.
Still looking at reducing heading call outs.
Still testing each port at all speeds.
Still to add Lorient.
Still to add Kiel canal inbound.

DavyJonesFootlocker 09-25-10 06:57 AM

Wow!:o

TheDarkWraith 09-25-10 09:06 AM

I sent you patch 4 for testing of the non-precision navigation. Let me know how it works out :DL

Trevally. 09-25-10 09:54 AM

Thanks TDW, just re-doing the harbours, I have that many bits o paper with numbers everywhere I am starting to make errors:damn:

Trevally. 09-25-10 11:23 AM

Patch 4 UI is working very well,

We now have better precision with less calling headings:up:

Trevally. 09-25-10 04:21 PM

V2.0 is ready:up:. See post 1. TDW UI V4.5.0 is required.

Feedback for improvement would be welcome.

TheDarkWraith 09-25-10 04:25 PM

Quote:

Originally Posted by Trevally. (Post 1502334)
V2.0 is ready:up:. See post 1.

Feedback for improvement would be welcome.

users can't use your v2.0 yet. I haven't released patch 4 to everyone. I'm just about finished with v4.5.0 of UIs mod which will include patch 4 from v4.4.0. If you can put a disclaimer saying can only be used with v4.5.0 or later of my UIs mod that would prevent lots of questions about why it isn't working correctly.

Trevally. 09-25-10 04:41 PM

Sorry TDW:salute:

TheDarkWraith 09-25-10 06:31 PM

Quote:

Originally Posted by Trevally. (Post 1502344)
Sorry TDW:salute:

no worries. I released v4.5.0 so we're good to go :yeah:

DavyJonesFootlocker 09-25-10 06:45 PM

OK will try this out however in the canal there's a polish ship sometimes lurking there. If I stop to engage and revert to course will the script still be in effect?

TheDarkWraith 09-25-10 06:47 PM

Quote:

Originally Posted by DavyJonesFootlocker (Post 1502438)
OK will try this out however in the canal there's a polish ship sometimes lurking there. If I stop to engage and revert to course will the script still be in effect?

don't stop the script, pause it...then when you're ready to go back to navigating unpause it :yep:
If you stop a navigation script and then restart it it will start at waypoint 1 again.

DavyJonesFootlocker 09-25-10 08:30 PM

OK I'm now at the western entance of the canal where that port is and I almost ran right into the coastline at extreme speed.:timeout:

I'm not only wet but dead.:dead:

TheDarkWraith 09-25-10 09:28 PM

Quote:

Originally Posted by DavyJonesFootlocker (Post 1502524)
OK I'm now at the western entance of the canal where that port is and I almost ran right into the coastline at extreme speed.:timeout:

I'm not only wet but dead.:dead:

Why were you using extreme speed? to me any vessel entering a harbor, canal, channel, lock, etc. would not be using any kind of fast speed for safety reasons.


All times are GMT -5. The time now is 03:47 AM.

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.