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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
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Very well explained - totaly understood - thanks a lot!
Have a nice weekend! ![]() |
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#62 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
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Like real life, the dead reckoning plotting is rarely perfect. You can hit land before the next position fix! I've had my dead reckoning position me right in the middle of an island. If I had not been watching, I would have gone aground. As it was, the plotted positions were all wrong and I was on the opposite side of the island, in a fog.
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Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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#63 | |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
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Magnum_Opus_v0_0_1 NewUIs_TDC_6_3_0_Real_Navigation Trevally Real Nav Auto Position U-Boat Watch Crew Routine SFX Magnum_Opus_Patch2 External Torp Reload Time - wamphyri sobers no footstep sound mod Reboot's Water Drips 1.0 NewUIs_TDC_6_3_0_ByTheDarkWraith Stormys DBSM SH5 v1.1 Dark_Interior_V1 German U-Boat Hydrophone SFX German U-Boat Internal Routine SFX Dark_Interior_additional_Sounds Battlestations_Soundmod_1.02 U-Boat Radio Room Telemetry SFX Unterseeboot SFX Trevally Automated Scripts v0.4
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Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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#64 | |
Navy Seal
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"Trevally Real Nav Auto Position" ![]() ![]() ![]() |
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#65 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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Best regards! ![]() |
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#66 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
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Thanks to Trevally and stoianm for their advice. I will make the changes suggested and see how things improve.
Many thanks to all the modders who take the time to do these mods plus support them - improving our experience repeatedly. ![]()
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Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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#67 |
Navy Seal
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I have been testing some search patterns, suggested by stoianm.
See pic ![]() This one is within a 100km radius. Use for searching on a shipping lane. Match your heading to lane and start script. You will run at 7.5knots at TC 128 and hydro check. This is a fast, no station check and TC will drop to your options.py settings when contact found. Any suggestions ![]() |
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#68 |
Navy Seal
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#69 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
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Just tested: I saw you use the 2 command for setting the speed: Advanced_knuckle,-120,0,7.5,7.5,0,0,0 Set_new_speed,7.5,0,0,0,0,0,5400 Playing the script seems that sometimes the line: Advanced_knuckle,-120,0,7.5,7.5,0,0,0 are not executed and the speed stay as ,,ahead standard'' and because of that everything is turn in wrong (the patrool area changes, haotic zig-zags etc) I am thinking is better to give more time to the line Advanced_knuckle,-120,0,7.5,7.5,0,0,20 maybe or to use only the other line all over the place. ![]() The catch is to start script as you do and repeat the procedure until you arrive to the other end of a 50 km radium (no more than that) after that you put a turn arround (180 degrees - i mean to restart zig-zaging from the end to the start keeping the same parameters of speed, time and angle between zig-zag legs))(and make a loop here) - i do not know if is possible!?!? Try to put an angle of 25-30 degrees betwen zig-zag legs (now is 60 degrees) - this way we will intersect the diameter 5 times from an end to other of the 50 km circle (ideea is to have the leg of zig zag of 20 km - this is ok at 7.5 knots in 90 min - and distance betwen intersections points of diameter equal with 10 km) It is very important to keep the radium of the area 50 km and to try to stay in this area - in this way all the ships that enter in your area with a speed less or equal with 10 knot has almoust 0% chance to leave your area undetected by you! And last thing i am thinking the time compresion when hidro check (submerged) it is is to high - slower TC will be better! Best regards! ![]() Last edited by stoianm; 01-31-11 at 06:55 AM. |
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#70 | |
Navy Seal
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#71 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
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Hi Trevally,
I undertood that we can not keep the speed like ,,fixed at 7.5 knots'' - in this case we can not make an script - because the lenght of the zig-zag legs must have the same dimension (around 20 km); it is a way to make the script to run keeping the same dimensions of the legs? ![]() |
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#72 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
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Hi Trevally,
I have some problems ![]() 1) When i execut these lines like here: Set_new_speed,7.5,0,0,0,0,0,5 Advanced_knuckle,120,0,7.5,7.5,0,0,0 Set_Time_Compression,128,0,0,0,0,0,5400 the computer react as is supose: i run 90 min with a speed of 7.5 knots 2)When i execut these lines like here: Set_new_speed,7.5,0,0,0,0,0,5 Set_Time_Compression,128,0,0,0,0,0,5400 i obtain a wrong reaction: i run 90 min but at a speed difered of 7.5 knots (if you look at lines the speed it is supose to be 7.5 knots) Now, what i want here: i want to add a line and have something like that: Set_new_speed,7.5,0,0,0,0,0,5 Advanced_knuckle,120,0,7.5,7.5,0,0,0 Set_Time_Compression,128,0,0,0,0,0,5400 The ideea is that i do not want that my sub turn i only want to go in the same direction but to keep the speed at 7.5 knot How can i use this lane: Advanced_knuckle,120,0,7.5,7.5,0,0,0 only for speed and to eliminate the tourn?: Like this:Advanced_knuckle,0,0,7.5,7.5,0,0,0 it is ok? i am thinking not? ![]() My question is how to use an Advanced_knuckle command (what parameters i must to put) keeping the same heading of the Uboat like i head before?(not turn - go straight) I am all ears! ![]() Thanks! ![]() |
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#73 |
Navy Seal
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Well noticed stoianm, that is very interesting. I did not know that that was the case.
![]() So if "set_speed" command is used - the crew boost will effect speed. Knuckle speed command sets the correct speed. For the turn - I think setting 0 is ok. I have never tried this. |
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#74 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
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Hi Travelly,
I think i finally managed to make the script to work ![]() ![]() ![]() The structure that i used is: Activate_NavMap_Station,0,0,0,0,0,0,2 Set_Time_Compression,1,0,0,0,0,0,0 Advanced_knuckle,120,0,7.5,7.5,0,0,60 Set_Time_Compression,128,0,0,0,0,0,5400 Set_Time_Compression,4,0,0,0,0,0,0 Set_new_depth,20,0,0,0,0,0,50 All_stop,0,0,0,0,0,0,5 Hydrophone_normal_sweep,0,0,0,0,0,0,120 Report_nearest_sound_contact,0,0,0,0,0,0,0 Surface,0,0,0,0,0,0,30 Activate_NavMap_Station,0,0,0,0,0,0,2 Set_Time_Compression,1,0,0,0,0,0,0 Advanced_knuckle,0,0,7.5,7.5,0,0,60 Set_Time_Compression,128,0,0,0,0,0,5400 1) I observed if "set_speed" command is used - the crew boost will effect speed and i changed with Knuckle speed command . Still not worked. 2) i observed that a big value of TC command effect the Knuckle speed command so i changed with TC 1 for 60 seconds a line command before the Knuckle speed command start to execute - stiil not worked. 3) i added a Activate_NavMap_Station command before each TC1 command and it is working (have not ideea wy but is working ![]() I tested many times and i had the expected results. You can download from here the reworked version of the script: http://www.filefront.com/17882458/Trevally search pattern TEST(reworked).rar 4) i am thinking that we can not make a loop because we can not keep the first heading of the Uboat that we had before started the script (heading is choose by user to be like in the same direction with the wanted ship line choosed for patrol) 5) Can you make now a script for ,,patrol the area choosed from BDU - specified patrol area - with zig-zags''? (50 km diameter)- this one i think we can easy loop (because the heading of Uboat before running the script will be not important). If you like the scripts i think will be awsome to have that in your version of autoscripts! ![]() Best regards! ![]() |
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#75 | |
Navy Seal
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![]() For the BdU patrol area - I was thinking last night about this and will post a screen shot shortly. Just looking at an efficient to cover the area. If a hydro check can hear a convoy/ship at 30km (this is also the draw ships distance by the game) then a search area of 50km diameter looks small to me ![]() Yes sure I will add your search patterns ![]() |
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