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Old 09-25-10, 09:35 PM   #76
DavyJonesFootlocker
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I was at a standstill when I activated the script. I went at extreme speed and then submerged (?). Yeah, it's behaving weird.
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Old 09-26-10, 04:00 AM   #77
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Seems you did a goooood job, Trevally. I'll definitely test your scripts when coming back to port next time. You put impressive amount of effort to release it too - thank you.

Thanks to TDW as well for obvious reasons.
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Old 09-26-10, 04:23 AM   #78
Trevally.
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Thanks AvM

Anything you notice needing improved would be welcome.

I am going to test and try and find out what Davy is seeing. I had tested countless times at different speeds & TC etc. The only time anything went wrong was when TC was over 128. I did not test extreme speed much either.

Perhaps I need to explain better how it should be used

If anyone else is finding problems, please let me know.

Thanks all for your patience.
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Old 09-26-10, 05:46 AM   #79
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See post 1 for new version 2.1

This was due to a bad coordinate in both Canal nav files.

I had intended to run the boat close to shore after exit of canal as a joke

My error was that this might be funny first time, but not every time.
If boat is at extreme speed it may be too close.
I also repeated the coordinate in the inbound nav file - I did not intend to do this.

V2.1 removes this bad coordinate from both.

Sorry everyone
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Old 09-26-10, 09:04 AM   #80
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OK I'll try again.
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Old 09-26-10, 09:15 AM   #81
Trevally.
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Hi Davy,

V2.1 is working well.

There is a small problem with them reacting with UI 4.5.0.
This results in 2 scripts being missing :-

KielCanalInbound
Lorient

I will get back to you with how to fix shortly.

Edit - Until the next TDW UI version, everyone using harbour pilot will need to unistall UI v4.5.0 and Harbour pilot v2.1

Delete the following files from NewUIs_TDC_4_5_0_ByTheDarkWraith:-

NewUIs_TDC_4_5_0_ByTheDarkWraith\data\Navigation\K ielCanalOutbound.shn
NewUIs_TDC_4_5_0_ByTheDarkWraith\data\Automation\K iel.sha

Reinstall UI then Harbour Pilot using JSGME
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Last edited by Trevally.; 09-26-10 at 09:58 AM. Reason: Fix for missing script
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Old 09-26-10, 09:53 AM   #82
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Thanks.
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Old 09-26-10, 11:35 AM   #83
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***WARNING***

St Nazaire is not working - do not use. (will be fixed in v2.2)
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Old 09-27-10, 05:31 PM   #84
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I have been fixing and testing St Nazaire and I have finally found the correct method for achieving accurate turning arcs for non-precision

Now I can rewrite the tight harbours using this with reduced heading call outs
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Old 09-27-10, 05:33 PM   #85
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Quote:
Originally Posted by Trevally. View Post
I have been fixing and testing St Nazaire and I have finally found the correct method for achieving accurate turning arcs for non-precision

Now I can rewrite the tight harbours using this with reduced heading call outs
so non-precision navigation is working well and I don't need to spend anymore time on it?
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Old 09-27-10, 05:52 PM   #86
DavyJonesFootlocker
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Oh, goodie 'cause I just ran into a seawall in my type VII boat in Bremen. Well, at least I'm good at hitting something. Anyway I appreciate the hard work and time you're putting into these scripts and if you need batteries for your calculator I got tons of 'em.
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A P-400 is a P-40 with a Zero after it.
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Old 09-27-10, 07:08 PM   #87
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I bet as soon as Trevally. finishes his port in/out scripts with much effort, next patch will be released with extensive mine fields all around ports.

Just kidding. Minefields will be intensive.
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SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring
My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch
Links: SH5 mods I use, FileFront, Manual plotting how-to
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Old 09-27-10, 08:50 PM   #88
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Seawalls, minefields, seagulls...this game wanna kill me or what?
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"Silence means death. Stand on your feet. Inner fear your worst enemy."- Sepultura.
My Silent Hunter 5 mantra is this......"Torpedo missed, sir!"
A P-400 is a P-40 with a Zero after it.
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Old 09-28-10, 04:58 PM   #89
Trevally.
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Quote:
Originally Posted by DavyJonesFootlocker View Post
Oh, goodie 'cause I just ran into a seawall in my type VII boat in Bremen. Well, at least I'm good at hitting something. Anyway I appreciate the hard work and time you're putting into these scripts and if you need batteries for your calculator I got tons of 'em.


Davy, can you tell me how well your crew was trained and what speed your VII can do in straight run at 1/3 bells?

Bremen is working ok for me.

I am using "silentotto" to test each harbour. I have an untrained crew so speed boost and turning speed may be impacting more than I thought.

As I am testing each harbour I am trying to set paths that will work at slow, 1/3 and std. Then I am setting the script to the av speed so to minimise the variation from trained to untrained crew.
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Old 09-28-10, 05:34 PM   #90
DavyJonesFootlocker
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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.
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