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Old 10-01-10, 06:12 AM   #106
Trevally.
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Quote:
Originally Posted by sober View Post
Maybe for tight corners you could go to all stop and reverse slow / opposite direction until the sub faces the right way (imitates tugs sort of) .
Good point Sober, I will look at this tonight.

Quote:
Originally Posted by DavyJonesFootlocker View Post
OK Trev I'll see about those screenshots.
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Old 10-01-10, 11:56 AM   #107
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[AS]
Bremen Harbour
[CATEGORY]
Harbour Pilot
[COMMANDS]
Print_message,0,0,Harbour Pilot onboard,0,0,0,5
Ahead_slow,0,0,0,0,0,0,2
Navigate_from_file,0,0,Bremen,0,0,0,10

This is part of the automation file that controls Bremen.
As you can see the speed is set to slow.
Within the Bremen nav file, there is a speed command that sets speed to 7 knots after turn 3 (i suspect this is the problem turn Davy is seeing).

So what should happen is:-

Boat set of at slow speed (speed should not get anywhere near 10knots, let alone 12)
First turn should be easy.
Second turn is the tight one (all boats should make this turn at slow bells)
After this turn is complete (leg 4) the 7knot command kicks in.
Rest of the path is easy and should cause no problems.


I think there must be somthing affecting the speed of you boat Davy.
V2.1 had a speed of 1/3 and I suspect this is still in your automatio file.

Could you copy your mod list here and I can take a look for you
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Old 10-01-10, 12:15 PM   #108
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Quote:
Originally Posted by Trevally. View Post
[AS]
Bremen Harbour
[CATEGORY]
Harbour Pilot
[COMMANDS]
Print_message,0,0,Harbour Pilot onboard,0,0,0,5
Ahead_slow,0,0,0,0,0,0,2
Navigate_from_file,0,0,Bremen,0,0,0,10
I would change the above Ahead_slow to an actual speed command...i.e. Set_speed and set a value like 5 or something. This way you know exactly what speed the player's sub is going to come into the Navigate_from_file command. Also increase the wait time (2 to like 60, 90, or 120) before the next command is issued (the Navigate_from_file) to allow the player's boat to actually slow down to the new speed if they were at a high bell.
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Old 10-01-10, 12:23 PM   #109
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I suspect it's a mod incompatibilty or something.


Generic Mod Enabler - v2.5.0.150
[C:\Ubisoft\Silent Hunter 5\MODS]

Menu - Das Boot Underwater Theme
RemoveLogoIntroTheDarkWraith
Grossdeutscher Rundfunk
Lite Campaign LC 1.2
Environment 3.7MOD
Shadow Improvement ModLR
Capthelms SH5 Audio Mod
Unterseeboot SFX
German U-Boat Crew Language Pack
AilClouds 3.0
AilSmoke 1.7
Critical hits 1.1 Torpedos
Danevangs PS 1.0 Common VIIC Shadow Maps
Danevangs PS 1.0 VIIC-upg Camo Dot
data
Elite German Black & Copper Torpedo
Enhanced FunelSmoke_by HanSolo78
More_crew_commands_dialog_v1.04
Silent Seagulls
SteelViking's Sky Banding Mod
SubFlags_0_0_5_byTheDarkWraith
SV&Com Underwater Mod
Torpedo Splash
sobers base wave mechanics for SH5 V5
Conus' Graphic Mod 1.1
SteelViking's Interior Mod V1.2
BRF 1.1 HP balance
FX_Update_0_0_3_ByTheDarkWraith
FX_Update_0_0_3_BARF_Fix
NewUIs_TDC_4_5_2_ByTheDarkWraith
NewUIs_TDC_4_5_2_Das_Boot_Crew_Mod_by_Illyustrator
IRAI_0_0_26_ByTheDarkWraith
MightyFine Crew Mod 1.2.1 Alt w beards
MFCM 1.2.1 OPTIONAL crash_dive workaround
MightyFine Less Annoying Footsteps 1.0
MRP 1.3+OPCF
Krauters Automated Scripts
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
Trevally Automated Scripts
Trevally Harbour & Kiel Canal Pilot v2.2
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style
sobers The Edge morale mod V20
U-boat Historical Specifications 1.4
Stormys DBSM SH5 v1.2 MFCM Basemod
Stormys DBSM SH5 v1.2 MFCM optional -8db damped Sonarguy
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Old 10-01-10, 01:51 PM   #110
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Quote:
Originally Posted by TheDarkWraith View Post
I would change the above Ahead_slow to an actual speed command...i.e. Set_speed and set a value like 5 or something. This way you know exactly what speed the player's sub is going to come into the Navigate_from_file command. Also increase the wait time (2 to like 60, 90, or 120) before the next command is issued (the Navigate_from_file) to allow the player's boat to actually slow down to the new speed if they were at a high bell.
Yes thanks TDW thats a good point. I think that there is only about 30 to 45 seconds before the first turn command will be issued, But 2 seconds could be way to short.
With a command issue of 5knots, some boat may achieve 7knots. This would be ok with this path as that is why i cahnge them all.

Something is affecting the speed of Davys boat for a slow speed command to reach 10 to 12 knots is odd.
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Old 10-01-10, 01:56 PM   #111
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Hi Davy your mod loadout look ok to me.
I cant see anything there that will affect the speed.

Could I write a New Bremen script for you to test where I wouls set speed as TDW suggests.


If anyone else is following this thread - have you noticed anything odd with the speed commands - All nav files I have written start either slow or 1/3 bells. Can you let me know if this is not the case.

Thanks all in advance.
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Old 10-01-10, 02:14 PM   #112
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Well the worst occurred and I had to do a fresh re-install of SH5. I reloaded the mods on the list and went through the Canal and it went pretty good (In fact it was a fine job you did- it was almost accurate). So, perhaps you can hold out for awhile and assume it's OK until I reach Bremen. I'm in the Total Germany campaign on the first patrol. Sorry about the screenies. I thought my screen taking software could take in-game pics but it seems only the desktop.

Again great job on the Canal!
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Old 10-01-10, 02:52 PM   #113
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Sure Davy thats fine.

Could you let me know on this pic which turn was causing the error.



Each circle is a turn zone.
The boat aims for the centre of the circle.
The boat achieves its waypiont and starts to aim for the next when the centre of the boat first enters the circle.
The 50m circle = presicion turn - therefore starts next waypoint 50m from the centre.
The 100m circles = nonprecision wapoint, so boat looks for next waypoint 100m away from centre.
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Old 10-01-10, 04:13 PM   #114
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Turn 2 is the culprit. It took a sharp 30 degree turn and ran smack into the wall (black). Another time it barely missed the wall but further down at turn 4 it ran into that parked ship (red).



Uploaded with ImageShack.us



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Old 10-01-10, 04:26 PM   #115
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Old 10-01-10, 04:30 PM   #116
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Trev you want me to take a contract out on Sober? He could count up to 5...
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Old 10-01-10, 04:46 PM   #117
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Davey

Yes thanks Sober I think you are right. I had tried something similar in an earlier version and my untrained crew could not make the turn from 2 to 3 without hitting that ship.

I do like your idea of a stop, reverse and continue.

TDW - can negitive speeds be used in nav file or would this require more than one nav file within an automation file?
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Old 10-01-10, 05:02 PM   #118
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Perhaps



Forward up to 2, then reverse to 3 and forward to 4
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Old 10-01-10, 06:47 PM   #119
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But why reverse at all and not a straightforward movement?
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Old 10-01-10, 06:50 PM   #120
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Quote:
Originally Posted by Trevally. View Post
TDW - can negitive speeds be used in nav file or would this require more than one nav file within an automation file?
negative speeds should be fine
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