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Old 02-02-2011, 12:19 PM   #76
stoianm
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Quote:
Originally Posted by Trevally. View Post
Good work stoianm, downloading now

For the BdU patrol area - I was thinking last night about this and will post a screen shot shortly. Just looking at an efficient to cover the area. If a hydro check can hear a convoy/ship at 30km (this is also the draw ships distance by the game) then a search area of 50km diameter looks small to me

You are right but if you are sinking a ship to far from the ,,area designed by BDU'' it is not counted in game most off the time (so we will use this method (50 km diameter) for sinking first ship and will change after with the second script.

Yes sure I will add your search patterns
No, they are not my search patterns: they are yours (you did all the work i just made some modif)

I am waiting with impatience the new one to give a test!

Best regards!
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Old 02-02-2011, 01:46 PM   #77
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Please see this post about patrol zones

http://www.subsim.com/radioroom/show...03&postcount=7
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Old 02-02-2011, 01:50 PM   #78
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Please see this post about patrol zones

http://www.subsim.com/radioroom/show...03&postcount=7
I just just finish to read. You had right.
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Old 02-02-2011, 03:04 PM   #79
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I think that the 200km in that post is for the campaign objectives not the patrol area. I do thing the patrol area is about 100 to 150km radius.

The zigzag pattern for the shipping lane, I think is good - I heard a lot of contacts when testing.

For the partol area and looking at 100km radius - what do you think of this for a pattern. Is it efficent for fuel for area checked

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Old 02-02-2011, 03:09 PM   #80
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Quote:
Originally Posted by Trevally. View Post
I think that the 200km in that post is for the campaign objectives not the patrol area. I do thing the patrol area is about 100 to 150km radius.

The zigzag pattern for the shipping lane, I think is good - I heard a lot of contacts when testing.

Yes me too, i sunk a lot of ships!

For the partol area and looking at 100km radius - what do you think of this for a pattern. Is it efficent for fuel for area checked
If we run at 7.5 knot will be always good for fuel economy (looking at the picture i supouse you run now 120 min?)
Just perfect! Can you loop to keep the same angles back and forth?

I am waiting to give it a try!

Salute!
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Old 02-03-2011, 03:17 PM   #81
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Hi trevally,

Before i played the game in nav map most of the time - now i want to play at a TC max of 32 and to enjoy the graphics.

I want to add to the script lines to teleport me from the bridge under the deck and from underthedeck to the bridge:

for example before i run the comamand new dept i want to add a line to teleport me under the deck

after i use the command surface i want to use a command to teleport me on the deck

Please tell me what are these commands and what parameters i must to use for them

Please have all my consideration!

Salute!
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Old 02-03-2011, 04:14 PM   #82
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There are no teleport commands in the automation.

You can use a limited work around. Like this:-
You are on bridge.

Activate_hydrophone_station ; or
Activate_Scope_Station ; this will jump your camera to this station

You can then dive and use that station. You can also swop between. you cant leave the station. If you do you wil be outside the boat.

After surface command - you can then leave station and you will be back on bridge.


Activate_hydrophone_station,0,0,0,0,0,0,5
Set_new_depth,25,0,0,0,0,0,50
All_stop,0,0,0,0,0,0,5
Hydrophone_normal_sweep,0,0,0,0,0,0,120
Report_nearest_sound_contact,0,0,0,0,0,0,10
Surface,0,0,0,0,0,0,50
Leave_hydrophone_station,0,0,0,0,0,0,0
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Old 02-03-2011, 04:19 PM   #83
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Many thanks trevally!
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Old 02-03-2011, 04:29 PM   #84
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Quote:
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Many thanks trevally!
One day you won't be needed anymore on your own boat!
Just kiddin'...
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Old 02-03-2011, 04:32 PM   #85
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See post 1 for version 0.5 - added search patterns
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Old 02-03-2011, 04:34 PM   #86
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Quote:
Originally Posted by Angelis View Post
One day you won't be needed anymore on your own boat!
Just kiddin'...
I like to think of automation as a well rehearsed crew
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Old 02-03-2011, 04:46 PM   #87
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Downloaded the version v0.5. Very good work my friend! will help us to ,,sink more ships''

Thanks!

P.S. Thank you that you mentioned my name - very kind of your part - but all i know about patrols i readed on net and the ideea to make a script TDW was the one that sugested me that!

Salute!

Last edited by stoianm; 02-04-2011 at 02:15 AM.
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Old 02-03-2011, 04:58 PM   #88
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Quote:
Originally Posted by Trevally. View Post
See post 1 for version 0.5 - added search patterns
Thank you very much for new version !
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Old 02-09-2011, 10:00 AM   #89
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These scripts (and the ability to use them) are incredible. Thanks for making them available for us to enjoy!

Question for you regarding the Real Nav Auto Position fix series.

I start the script in the proper time (ie: it's 05:00 GMT and I start the 04-08 version) .... it runs great and then I come across land ... I make my own nav mark (because it's obvious that I can make a very exact point of reference) ... does the navigator use this last mark that I placed in his calculations or does it go by the last one that it used? (In other words, if I make adjustments manually, does that help correct the navigator?)

Thanks!
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Old 02-09-2011, 10:03 AM   #90
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Good quest ... i subscribe at this ... i understud that the navigator use ottochalkboard (method calculation) to report the position but i am not sure
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