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04-07-11, 11:00 PM | #196 |
Swabbie
Join Date: Jul 2005
Posts: 5
Downloads: 7
Uploads: 0
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well, there's really not much there yet,
________________________________ Generic Mod Enabler - v2.6.0.157 [C:\Games\Silent Hunter 5\MODS] Magnum_Opus_v0_0_1 Trevally Harbour & Kiel Canal Pilot patch ________________________________ That's it - the magnum opus 0_0_1 has been merged with patch 2's data folder as described by stoinam in another thread. Page one of the magum opus WIP thread has a member saying he gets CTD's with the environment mod...someone suggest using ACsoft's .tga fix which I haven't tried...and then he says he went back to 'environment gold' maybe I need to search that down and go that route. That is, if I'm still CTD'ing. Since Trevally himself says this script isn't strong enough to crash the game...I probably will crash again. |
04-08-11, 12:32 AM | #197 |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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MO patched it is ok .. no more ctds because of the env... post your computer spec
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06-08-11, 04:09 PM | #198 |
Navy Seal
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As Toulon harbour has been added to the new campaign, I will update Harbour Pilot soon to include it
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06-08-11, 10:47 PM | #199 |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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07-09-11, 10:06 AM | #200 |
Navy Seal
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See post 1 for v2.6 download.
Added Toulon harbour as this will be a player base in the new campaign mod. Fixed paths to make better use of the navigation buoys also in the new campaign. |
07-09-11, 10:19 AM | #201 |
Navy Seal
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Kiel Harbour Pilot
Run from the automation page while still in the bunker Ok we are away. Sit back and enjoy the ride. Through the canal gates You can increase TC - I am using x64 here Leaving the canal through Brunsbuttel gates The script will end when you are in the North Sea. TC will drop to 1 and your crew will report that the pilot is off your boat. |
07-09-11, 11:38 AM | #202 | |
Silent Hunter
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Quote:
Best regards, Magic |
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07-26-11, 08:54 AM | #203 |
Black Magic
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starting with v6.7.0 of my UIs mod the harbor pilots are much smarter. You can define buffer zones around the sub that when a unit crosses into them the sub can take some kind of action (in the SHN files). It should now be possible to enable a harbor pilot and it will safely navigate you to your destination avoiding other units with no player interaction.
What I think would be great to see next are scripts that navigate known shipping lanes. I'm tinkering with the idea of making a new automation command that basically lets you hand over the sub to the XO (AI) and he would control the sub based on the 'info' you give him. This new command would work great with some scripts for known shipping lanes |
07-26-11, 03:23 PM | #204 | |
Navy Seal
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Quote:
Working on new version |
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07-26-11, 04:08 PM | #205 | |
XO
Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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Quote:
And if serious the question to Trevally: each new version of your harbour pilot mod should be installed with the presence of previous one in the applied mod list (for ex. - MO (v.2.4)+patch(v.2.5)+v.2.6) or it is correct to install the newest version without having the others (for ex. - MO + v.2.6) |
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07-26-11, 04:11 PM | #206 | |
Navy Seal
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Quote:
No - remove the old version and install the new each time. So you should only have v2.6 installed. |
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07-26-11, 04:39 PM | #207 | |
XO
Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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Quote:
I know there is no need to restart the game with new version of your mod, but there are many others, and, besides, I have a mod list with approx. 70 mods installed, so I need time for reconfiguring it and testing. And reading forum ofcourse. The problem is I've only a couple of hours during the nighttime to spent at my PC when the family members are sleeping, so usually in the morning I look like after 4 hours of |
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07-26-11, 04:54 PM | #208 |
Navy Seal
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yes - I know the feeling
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07-27-11, 09:36 AM | #209 |
Silent Hunter
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Hi Trevally !
It´s in future possible, that your Harbour-Pilot works correct after loading a savegame ? I mean, now it´s so, I activate a Harbour-pilot in bunker (e.g.in Kiel), drive out with my sub through Kiel-Canal (during Harbour Pilot is activated) and I must save the game e.g. in the middle of Kiel Canal (Harbour Pilot is not finished yet) and go return to windows. After loading the savegame later the Harbour-pilot-script is activated (possible with UI 6.6.0 or later version), BUT: Now the Pilot works not correct anymore, my sub drive not correct through Kiel-Canal, because I think the Script has forgotten the last waypoint ! I must plot my course manually to Brunsbüttel ! I hope you understand... Is it possible to fix that, that the Script works correct after loading a savegame and the sub continue correct the course ? Best regards, Magic |
07-27-11, 12:12 PM | #210 | |
Navy Seal
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Quote:
There have been a lot of changes with the navigation commands. The first was the resume-waypoint. I think this started with the test version from TDW Ui 6.7.0 This allows what you discribe above to happen. Then came the bufferzone (look outs) where when a ship enters that preset zone - controls can be added (reduce TC change speed etc). Then came a second bufferzone (look outs are starting to panic) where a second set of actions can be set (TC, speed, pause game, stopscript). With these extra commands the harbour pilot is getting very good a sailing. But TDW has not stopped there - we now have bufferzone control for each preset waypoint. With this we can now set exemptions (i.e. in bunker with a u-boat in the next pen). So all this means that I have not been keeping up I am working on it again tonight so I can have it ready for when TDW releases his next UI update to 6.7 |
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