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Old 09-29-10, 02:52 AM   #91
Trevally.
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Quote:
Originally Posted by DavyJonesFootlocker View Post
Actually it was the speed used in the script (10 knts I think) and the crew was well trained. Do you think any other mod, say e.g. Uboat Historical Specification mod may have something to do with it? PS: It was the second turn the boat made that the angle was too sharp and ran smack into the wall.
Thanks for the info.

When I am testing I am using an untrained crew that gives me a speed of just over 5knots 1/3 bells straight.
With Bremen, that second turn is very tight. I will be re-setting the waypionts for this one tonight and will take into account that most people will have trained crew so I must allow that turn to be achievable at speeds from 5 to 10knots if speed is 1/3 bells.

I must also take into account that turning rate is higher with trained crew. So a long slow turn, with trained and untrained crew will be different.
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Old 09-29-10, 08:30 AM   #92
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Great, thanks. Looking forward to it, m8.
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Old 09-30-10, 03:30 PM   #93
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Please see post 1 for v2.2

I have re-set all harbours so that increased speed and turn rate by highly trained crew is taken into account.

If you could post a reply in this thread stating your crew level, u-boat and harbour used, I would appreciate the information.
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Old 09-30-10, 03:55 PM   #94
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Originally Posted by Trevally. View Post
Please see post 1 for v2.2

I have re-set all harbours so that increased speed and turn rate by highly trained crew is taken into account.

If you could post a reply in this thread stating your crew level, u-boat and harbour used, I would appreciate the information.
here's some info that might help you to understand what's going on:

for either precision or non-precision nav if the distance to the waypoint is > 500m then the time until the next check of distance is either 15 or 30 seconds (can't remeber off the top of my head - currently onsite at a job). If the distance is < 500m then the time until next distance check is 5 seconds.

now I can change this if need be (the times and/or distances)
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Old 09-30-10, 04:47 PM   #95
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Thanks for the info TDW

That makes sense now for some things I was seeing:

I was working on a radius 50m and 100m from waypoint to trigger turn.
On some legs, this was not the case as I would occasionally see a late turn.

I had put this down to the map tools only using increments of 50. Also if you check a 50 or 100m circle against the scale bar on map, they are a bit out.

I think this version will have solved all the issues from the past.

There may be one turn (no2 Pallice Harbour) where I have had to use a precision turn due to its angle and lenght. This turn does cause a continuous call out of headings. I will have at look at it again with this info in mind.

If there are any other issued reported that could be fixed with a change in time and distance check, that would be great
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Old 09-30-10, 05:01 PM   #96
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Just got home and will try this out. But just in case I'm wearing a helmet.
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Old 09-30-10, 05:03 PM   #97
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Quote:
Just got home and will try this out. But just in case I'm wearing a helmet.
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Old 09-30-10, 05:15 PM   #98
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It was dangerous!





But nothing happened.
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Old 09-30-10, 05:30 PM   #99
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Phew - close one Sasha

But no helmets yet
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Old 09-30-10, 06:17 PM   #100
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Yaaahh! Trev, mah boy yah did it! I exited Bremen without having swim back! But note that when I activated the script the boat went to 12 knts instead of the 10knts the script indicated (Type VIIB with high crew points).
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Old 09-30-10, 06:38 PM   #101
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Quote:
Yaaahh! Trev, mah boy yah did it! I exited Bremen without having swim back! But note that when I activated the script the boat went to 12 knts instead of the 10knts the script indicated (Type VIIB with high crew points).
Good one Davy and thanks for the info
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Old 09-30-10, 08:45 PM   #102
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Don't know how to say this m8 but the problem still exists. If I leave the script to run on its own I still hit the seawall when it turns at 030 degrees. The boat insists on going at 12 knts. However, the other time I tried I manually adjusted the boat's speed to 10 knts and I barely missed that seawall (at Bremen) at 030. I was heading straight into a ship at 016 degrees.

Looks like it's back to waypoints and I'm keeping that helmet.
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Old 10-01-10, 03:45 AM   #103
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Ok thanks Davy for the info

Could you do me a big favour, can you try again and go to outside view. When this issue is happening take a screenshot for me.

This will let me see where and if it is cause by under or over steer.

Could you then try one more time and this time when 1/3 bells order is given, override to ahead slow.

I may need to add a precision turn.

Big thanks for your feedback Davy, it really helps me
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Old 10-01-10, 04:05 AM   #104
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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) .
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Old 10-01-10, 06:01 AM   #105
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OK Trev I'll see about those screenshots.
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