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Old 01-15-11, 11:53 AM   #181
Trevally.
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This is a patch for Kiel Pilot if you are using Magnum Opus

http://www.filefront.com/17796895/Tr...Pilot patch.7z

Install using JSGME after Magnum Opus. It is ok to overwrite:-

Navigation folder
KielCanalOutbound.shn
KielCanalInbound.shn


I still would advise that when you are passing the canal gates to watch out for ships loitering in this area
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Old 01-15-11, 05:00 PM   #182
col_Kurtz
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Default Magic Gates - Brunsbuttel

Dear Trevally...

Your mod and Magnum Opus and... Could you look at this screen, please?

http://www.subsim.com/radioroom/show...1&postcount=99

Thank you
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Old 01-15-11, 05:58 PM   #183
Trevally.
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Quote:
Originally Posted by col_Kurtz View Post
Dear Trevally...

Your mod and Magnum Opus and... Could you look at this screen, please?

http://www.subsim.com/radioroom/show...1&postcount=99

Thank you
col_Kurtz I do not understand what you are saying.

Is the pilot not working for the canal?
Are you patched with the fix?
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Old 01-15-11, 07:16 PM   #184
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Quote:
Originally Posted by Trevally. View Post
col_Kurtz I do not understand what you are saying.

Is the pilot not working for the canal?
Are you patched with the fix?
Sorry... I mean this gate is not to pass with auto pilot ON. I was on the crash course.

And this picture shows that the map is inaccurate. Coast oddly stands out from all the waterfront (red arrows I stated). Blue arrow shows how the lead pilot. Yellow, my correction of the course - by hand.




d3d_antilag101
Enhanced FunelSmoke_by HanSolo78
sobers realistic hydrophone operator SH5
Unterseeboot II SFX
German U-Boat Hydrophone SFX
U-Boat Propulsion SFX
Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_1_Patch_2.0
Shadow Improvement ModLR
IO_MapCourseLine_sharp pencil_mod
IO_StrategicMap_2_2_for_TDW_6_0_0
Lite Campaign LC 1.2
MCCD_1.04_MFCM_1.2.1_compatible
MightyFine Crew Mod 1.2.1 Alt faces
DeckGunMod
Periscopes by Torpedo
Speech fixes and additions (german version)

No. No patched yet. I wanted to ask whether this is included in the patch.
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Old 01-16-11, 05:31 AM   #185
Trevally.
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Hi col_Kurtz

Yes I just noticed this myself yesterday.
Please install this patch with JSGME anytime after "Magnum_Opus_v0_0_1"

http://www.filefront.com/17796895/Tr...ilot-patch.7z/

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Old 01-16-11, 05:26 PM   #186
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Quote:
Originally Posted by Trevally. View Post
Hi col_Kurtz

Yes I just noticed this myself yesterday.
Please install this patch with JSGME anytime after "Magnum_Opus_v0_0_1"

http://www.filefront.com/17796895/Tr...ilot-patch.7z/

Yeah, I saw this link I think it better to wait for an update of this mod by thfeu58...
http://www.subsim.com/radioroom/show...&postcount=100
Maybe after all the update and see how it works
thfeu58 did a great job, worth the wait for it. I forgot to tell him that maybe some illumination of this gate/pass - the red (left side) and green lights (by right side of each mini pass?). At night, it would be very easier. Well, would look nice as well.



Sorry, the picture is huge... very:/
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Last edited by col_Kurtz; 01-16-11 at 05:37 PM.
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Old 02-25-11, 11:57 PM   #187
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I installed NewUIs_TDC_v640 and after that, this mod. For some reason, I do not see anything in the automated scripts menu, as if this mod is not installed. Anything obvious I may be missing?
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Old 02-26-11, 05:58 AM   #188
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Quote:
Originally Posted by musides View Post
I installed NewUIs_TDC_v640 and after that, this mod. For some reason, I do not see anything in the automated scripts menu, as if this mod is not installed. Anything obvious I may be missing?
This has happened to others too. It may be caused by a corrupt .sha file during changing mods.

Try - uninstall harbour pilot and install after TDW UI v6.4

Can you post your mod list here please This will help to see why this is happening
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Old 02-26-11, 03:20 PM   #189
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Quote:
Originally Posted by Trevally. View Post
This has happened to others too. It may be caused by a corrupt .sha file during changing mods.

Try - uninstall harbour pilot and install after TDW UI v6.4

Can you post your mod list here please This will help to see why this is happening
I removed your mod and then added it back in. Still nothing shows in the automation window. Note I received a warning which appeared fairly straight forward (shown in screenshot). FWIW, I do see a 6KB file "Trevally Harbour & Kiel.SHA" in SH5/data/Automation.


PS the tutorials link in your sig doesn't work.
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Old 02-26-11, 04:29 PM   #190
Trevally.
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Quote:
Originally Posted by musides View Post
I removed your mod and then added it back in. Still nothing shows in the automation window. Note I received a warning which appeared fairly straight forward (shown in screenshot). FWIW, I do see a 6KB file "Trevally Harbour & Kiel.SHA" in SH5/data/Automation.


PS the tutorials link in your sig doesn't work.
Can you try this, it worked for swordfish and I will test with your same mod list. link

Thanks - I will fix my sig
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Old 02-26-11, 04:47 PM   #191
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Looking at your mod list, you have TDW UI 6.4 and test3
I think that each test TDW is putting out is the full mod
and does not need adding on top.
I have just downloaded the 6.4 test4 and it is the full version

I think that my mod is being corrupted during the updating
of TDW UI. As with swordfish i think you need to delete
the harbour pilot and download a fresh copy.

When updating TDWs UI - alway uninstall any of my mods first
as they all require the "Automation, Navigation and Tutorial" folders
that are only in TDWs UI
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Old 03-04-11, 09:17 PM   #192
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Thanks for your advice. I did not actually work for me, curiously especially since that seemed to work for someone else. At some point, I'll install a fresh copy, TDW, and then yours only and see what happens. I do have quite a fresh install (just bought the game a couple weeks ago), but I'm sure there is something I can figure out to get it working. Thanks again for your help.
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Old 04-07-11, 04:40 PM   #193
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1st time SH5 player here, - running magnum opus w/patch 2 and trying to activate the kiel canal-outbound script...The game would crash to desktop about 75% of the time when the boat hit the first way-point out of the pen.

It would crash at 1x tc and also at tc multiples...(never tried higher then x32)

but after installing the harbor pilot patch and enabling it right after magnum opus in JSGME, then saving and reloading while on foot in the bunker - the game hasn't crashed once when using the script....not yet anyway.

Seems the patch was created to keep subs from crashing into obstacles with magnum opus....is it possible the unpatched script could also cause SH5 itself to crash?

I'm just wondering if the script has that kind of power, or if my problems w/ crashing lie elsewhere and are still lurking waiting to strike....
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Old 04-07-11, 05:58 PM   #194
Trevally.
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Quote:
Originally Posted by Tom Jefferson Jones View Post
1st time SH5 player here, - running magnum opus w/patch 2 and trying to activate the kiel canal-outbound script...The game would crash to desktop about 75% of the time when the boat hit the first way-point out of the pen.

It would crash at 1x tc and also at tc multiples...(never tried higher then x32)

but after installing the harbor pilot patch and enabling it right after magnum opus in JSGME, then saving and reloading while on foot in the bunker - the game hasn't crashed once when using the script....not yet anyway.

Seems the patch was created to keep subs from crashing into obstacles with magnum opus....is it possible the unpatched script could also cause SH5 itself to crash?

I'm just wondering if the script has that kind of power, or if my problems w/ crashing lie elsewhere and are still lurking waiting to strike....
Hi Tom Jefferson Jones and welcome to subsim

Not sure what would cause the crashes you are getting

The harbour pilot script is written using the features within TDW UI.
Normally when something goes wrong with it the game will just skip the script and it will not show at all in your auto page, or if a tutorial it will display "currupt file" when you hover your mouse in the main menu.

The patch was made because in MO there was a great mod included that added canal gates to the west end. When I made the scripts, I did no have that mod installed so set a waypoint in the middle of them
The patch is a correction in those waypoints to sail through the gates.

I hope what you have done has fixed your ctd issues
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Old 04-07-11, 06:04 PM   #195
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@ Tom

Can you paste from JSGME your mod list here.
Someone may spot an issue if there is one.
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