View Full Version : [REL] Trevally Auto Scripts
Trevally.
09-01-10, 05:21 PM
[REL] Trevally Auto Scripts (http://www.subsim.com/radioroom/downloads.php?do=file&id=3098) v0.6
Requires TDW UI v4.9 or later.
Updated 03/06/2011
http://img574.imageshack.us/img574/558/automation.png
Trevally Automated Script v0.6 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3098)
Trevally Automated Scripts description:-
Small update to made compatible with Repaired Equipment MOD by Xrundel and TheBeast (http://www.subsim.com/radioroom/showthread.php?t=184224)
Search Patterns
Added two search patterns
Pattern 1 (Shipping Lane) - Thanks to stoianm
Use this for finding ships along a shipping lane. With your heading matching the lane start the script and you will carry out a zigzag search. Each leg is 90mins/20km @ 7.5knots long with a 2 min hydro check. You will search 75km in each direction of the lane.
Pattern 2 (patrol area)
When you have reached your area, start this script and you will run a 7.5knots with hyrdo checks every 120mins. This will seach within 100km radius around start point.
REAL NAVIGATION auto position
This auto script is for use with TDWs Real Navigation. UI v6.0 required.
Real Nav Auto Fix Patrol - This will auto report Celestial postion 5 times per day & Dead Reckoning every 2 hours.
This can be run from your automation button (Real Navigation - Position on Patrol - Real Nav Auto Fix).
As these scripts use a "wait for time" command, choose the script that matches your local time. (i.e. 04-08 = start script between 0400 and 0800 local time)
When it starts the Navigator will carry out a celestial fix (weather permitting) and plot on your map. Then each 2 hours he will carry out a dead reckoning fix and mark your map giving you a total of 12 position fixes per day.
The 5 celestial check per day are:-
1) Pre-dawn twilight
2) Ante Meridian (AM) Sun.
3) Noon Sun
4) Post Meridian (PM) Sun
5) Post Sunset twilight
Real Nav Auto Fix Battle Stations
This will auto report Dead Reckoning every 5mins.
You must already have a celestial fix before using this.
EVASION
Pesky Aeroplanes! - This will issue a crash dive, hydro sweep, re-set depth 50m (you will not go below 50m), 2 min dash at flank, slow speed, stay under for 30mins, check obs scope for all clear, surface . If scope detects contacts, script will end. If not then boat will surface, radar on and manned flak guns ready for next encounter.
Sneak Away 180 - This is for use after you have fired your torps at long range. It will help you escape before torps hit and escorts start looking. With min noise this will turn 180 deg from current heading and dive to 80m. By the time escorts start looking you will be on silent running at 1 knot. (you can then go deeper if your boat is undamaged)
Sneak Away - This is the same as the above but without the 180 deg turn. Good for short range.
Dont panic 1 (port) - Use this when DDs are raining death on you. This will drop noise maker, knuckle right 45 deg, rise 30m all at flank. Drop another noise maker and finally knuckle left ending with you -90 Deg from you original course and back to a silent 1knot with enough coasting speed for you to slip back down to original depth.
Dont panic 2 (starboard) - Use this when DDs are raining death on you. This will drop noise maker, knuckle left 45 deg, rise 30m all at flank. Drop another noise maker and finally knuckle left ending with you 90 Deg from you original course and back to a silent 1knot with enough coasting speed for you to slip back down to original depth.
SEARCH
PreSurface Check - I use after an attack and feel I am far enough away to surface and do an end around. It will update sound contact and then sweep scope and surface. If scope spots a contact the script will end and allow you to take over where you can surface or stay under. Note: 50m or so depth prior to this script will give better results.
Suspect Distant Contact - This one is for when I cheat :O: and watch for a slow clock at high TC (loading ships within 30 km). It will dive to 30m and send you to hydrophone station for a detailed sound check (if contact found script will abort and set boat heading to contact). Otherwise surface boat.
Search on Patrol (looped) - This is for High TC patrolling at station (takes 2 mins to hydro check) where I will dive, listen, look, surface and check radar if installed. After 1hour another rader and uzo check (game will pause and inform for contacts) then another 1hour will pass before a loop will kick in and start the process again (x12). Game will TC 1 after 12 loops (24hrs)
No Station Hydrophone (looped) - This one is best for uninterrupted :up: patrolling and should be your standard search for contact method.
This is again for high TC. A very basic down, listen check baffles and surface. This will loop every 2hrs x 12. This one will not react (TC will drop to your default setting).
And a Real Nav version
See http://www.subsim.com/radioroom/showthread.php?t=170671&highlight=four+bearings+method for info on method.
Updated version here http://www.subsim.com/radioroom/showthread.php?t=179137
SURFACE ATTACK
Deck Gun with Zigzag - This is for use when I need to finish off that wounded target. It will fire deck guns whilst carring out a zigzag maneuver to avoid return fire. (for best results you should be heading at contact)
Flak Gun with zigzag - Payback for those pesky planes. Unjoy watching those flyboys drop from the sky :D
Installation - Unistall any previous versions first, then use JSGME to install anytime after TDW UI mod. It is ok to overwrite the automation folder.
v0.6 updates
-set all hydro check depths to 32m to make hydro work at max range if you use "Repaired Equipment MOD by Xrundel and TheBeast "
-some small changes.
v0.5 updates
-Added 2 search patterns
v0.4 updates
-Some small fixes
V0.3 updates
- Added real times for celestial nav fix.
- Added scripts for real nav time starts (04-08, 08-12, 12-16, 16-20, 20-00, 00-04)
- Added 2 min dash to "Pesky Aeroplanes" - more time to get out of Dodge.
- Changed to slow speed after dash.
- Changed scope depth to work with obs scope.
Big thanks to TheDarkWraith for giving us this feature and all his help:yeah:
All of the commands I use are within TDWs UI mod. Anyone can write these scripts. See here for commands:-
C:\Ubisoft\Silent Hunter 5\data\Automation\TDW_Automation
DavyJonesFootlocker
09-01-10, 07:53 PM
Thanks, dude will check this out.:DL
DavyJonesFootlocker
09-01-10, 08:56 PM
Some of the scripts don't work. I attacked a merchant from behind with the deck gun and the script failed to start.:06:
Trevally.
09-02-10, 03:50 AM
:hmmm: I will check that, was the weather ok and you were fully surfaced.
Edit: Worked ok for me. Try changing some of the setting-
[AS]
Deck Gun With ZigZag
[CATEGORY]
Surface Attack
[COMMANDS]
Ahead_standard,0,0,0,0,0,0,10
(try changing this to "Ahead_full,0,0,0,0,0,0,15" It will give more time to reach speed before the turns start slowing you down).
DavyJonesFootlocker
09-02-10, 06:25 AM
Yes I was fully surfaced. I'll try it again.
Trevally.
09-02-10, 02:41 PM
I have added some prompts to the "Hydrophone Four Bearings Method"
This will now inform you that a bearing is due.
Also replaced the periscope depth order to 30m.
If you want the update,
Uninstall Trevally Automated Scripts with JSGME and open (with notepad):-
\data\automation\Trevally Scripts v0.1.SHA
Copy text from below and paste over the old one in the SHA.
[AS]
Hydrophone Four Bearings Method
[CATEGORY]
Search on patrol
[COMMANDS]
Ahead_standard,0,0,0,0,0,0,0
Activate_NavMap_Station,0,0,0,0,0,0,0
Set_new_depth,30,0,0,0,0,0,70
All_stop,0,0,0,0,0,0,5
Activate_hydrophone_station,0,0,0,0,0,0,5
Sweep_hydrophone,0,360,300.0,127,0,0,1
Leave_hydrophone_station,0,0,0,0,0,0,5
Activate_NavMap_Station,0,0,0,0,0,0,5
Report_nearest_sound_contact,0,0,0,0,0,0,0
Print_message,0,0,Plot first bearing,0,0,0,20
Print_message,0,0,Start Clock Now,0,0,0,0
Toggle_Activate_Clock,0,0,0,0,0,0,30
Set_Time_Compression,8,0,0,0,0,0,530
Set_Time_Compression,1,0,0,0,0,0,0
Print_message,0,0,Plot second bearing,0,0,0,0
Report_nearest_sound_contact,0,0,0,0,0,0,30
Set_Time_Compression,8,0,0,0,0,0,480
Set_Time_Compression,1,0,0,0,0,0,0
Print_message,0,0,Plot third bearing,0,0,0,20
Report_nearest_sound_contact,0,0,0,0,0,0,30
Ahead_standard,0,0,0,0,0,0,1
Surface,0,0,0,0,0,0,20
Set_new_course,45,0,0,0,0,0,10
Set_Time_Compression,8,0,0,0,0,0,480
Set_Time_Compression,1,0,0,0,0,0,0
Set_new_depth,30,0,0,0,0,0,60
All_stop,0,0,0,0,0,0,20
Print_message,0,0,Plot fourth bearing,0,0,0,10
Report_nearest_sound_contact,0,0,0,0,0,0,0
[COMMANDS_END]
[DESCRIPTION]
Take four bearings at 10min to
find range etc. Remember to start
clock when it appears.
[DESCRIPTION_END]
Save and install.
raymond6751
09-05-10, 08:25 AM
This is wonderful stuff. Thanks.
Question. Where should you, the captain, be when you initiate a script in order to have the diving not fail? By that I mean, get the message "Cannot dive crew on deck."
Is there a way to have TC halt on contact in a search script? If you are out of the room when contact is made, it would be nice if the action waited for you.
Is there a way to check depth below keel and not dive to 50+ meters if the bottom is too close?
Is there a way to branch or have one script run another?
DavyJonesFootlocker
09-05-10, 08:32 AM
Thanks. All the scripts work now.:salute:
Trevally.
09-05-10, 09:18 AM
Hi Raymond and thanks for the feedback.
For any script that requires a dive, The Captain must get down from conning tower deck first. I normally issue the "Pesky Aeroplanes" as im climbing down the ladder.
For TC to halt on contact the following must happen-
Contact detected at hydrophone or scope station.
By this I mean an active station must find the contact.
In most scripts I have set this to pause the game or set TC to1.
You can edit the scripts to achieve what you are saying.
ie on hydrophone settings there 12 options to select. Bit 12 is set TC to 1. Other bits control pause stop etc. (see info within automation folder in sh5\data\automation). Please feel free to change any setting you like and post scripts for others to use:up:
For depth under keel - yes :-
Crash_dive_now,0,0,0,0,0,0,15
Get_depth_under_sub_keel,0,0,0,0,0,0,15
This will get depth 15 seconds after dive command. You then have another 15 sec to react before next command is given.
Is there a way to branch or have one script run another? No not yet but you never know what TDW will add next.
Trevally.
09-05-10, 09:20 AM
Thanks Davy for letting me know.:up:
raymond6751
09-05-10, 12:15 PM
Hi Raymond and thanks for the feedback.
For any script that requires a dive, The Captain must get down from conning tower deck first. I normally issue the "Pesky Aeroplanes" as im climbing down the ladder.
Ah, thanks. A note to others. I am using Darkwraith's mods, which have a button to teleport to other stations. Apparently, teleporting inside the sub isn't recognized by other scripts wanting to dive. Also, scripts that use TC speed, then slow to dive and search, also have problems because surfacing the boat has placed you, in theory, on the conning tower again. Next dive command I get Cannot Dive Crew On Deck message.
Trevally.
09-05-10, 12:42 PM
Raymond, yes that is correct.
I did try teleport to an active station and that did allow me to dive (teleport cammand first, than dive). When you exit the active station, you end up back where you teleported from. So if teleporting from bridge to hydrophone- boat will dive. When you exit active station you are back on the bridge, even if underwater.
On the point about leaving the game running, and wanting it to pause game, you can change any script that uses an active station to the following:
Sweep_hydrophone,0,360,300.0,1025,0,0,1
(the number 1025= pause game and inform)
Sweep_Scope,1,0,360,60.0,320,0,5
(the number 320= pause game and inform)
raymond6751
09-05-10, 03:15 PM
Superb!
Now the tc scripts make a lot more sense, pausing on contact. One more thing. Apparently the scripts DO NOT halt when any key is pressed. This should happen?
Now, where did you learn this stuff? Is there a reference anywhere?
What I mean is, did the devs put any automation script help into the game docs for the public?
How did you know, for instance, how to pause the game?
TheDarkWraith
09-05-10, 03:21 PM
Superb!
Now the tc scripts make a lot more sense, pausing on contact. One more thing. Apparently the scripts DO NOT halt when any key is pressed. This should happen?
Now, where did you learn this stuff? Is there a reference anywhere?
What I mean is, did the devs put any automation script help into the game docs for the public?
How did you know, for instance, how to pause the game?
You're running my script engine that I created for my UIs mod :D Documentation for the commands is in the \data\Automation\TDW_Automation.SHA file.
raymond6751
09-05-10, 05:59 PM
You're running my script engine that I created for my UIs mod :D Documentation for the commands is in the \data\Automation\TDW_Automation.SHA file.
I've read all of your docs, thanks. What I meant with my questions is, where did you learn about automation scripts?
My game manual was thinner than most, with nothing of value. I understand the scripts, in-game, are python - but the automation work isn't.
I feel I/we are missing a lot of information about the game and possibilities.
TheDarkWraith
09-05-10, 06:07 PM
I've read all of your docs, thanks. What I meant with my questions is, where did you learn about automation scripts?
My game manual was thinner than most, with nothing of value. I understand the scripts, in-game, are python - but the automation work isn't.
I feel I/we are missing a lot of information about the game and possibilities.
The Automation work did not come as part of the game. It is something I designed/coded on my own. I sat down and designed how I was going to implement this on paper and then turned the paper into reality via code :D
TheDarkWraith
09-05-10, 07:27 PM
Is there a way to have TC halt on contact in a search script? If you are out of the room when contact is made, it would be nice if the action waited for you.
Is there a way to check depth below keel and not dive to 50+ meters if the bottom is too close?
Is there a way to branch or have one script run another?
Yes the script can either pause or pause the game on contact detected.
The check depth under keel is something I didn't code in. Excellent idea that I'll have to implement :yep: I could have it check depth under keel and if you're asking for a depth greater than the depth under keel set the depth to depth under keel - some value.
Currently there is no way to branch or have one script run another.....give me time to figure out how to make it and code it correctly :DL
raymond6751
09-06-10, 04:55 AM
The Automation work did not come as part of the game. It is something I designed/coded on my own. I sat down and designed how I was going to implement this on paper and then turned the paper into reality via code :D
Excellent. I compliment your effort. I've completed a patrol and am heading for base. I'll be testing each AS as we go. Now I've something to do on a cruise!
It would be nice (suggestion) if a damage control script could be run, implementing the orders given to the officer to speed up repairs, reduce flooding, etc... if there is damage. The captain could run a script going into battle that loops checking for damage and starts fixing if any is found.
Can do?
This sounds handy to have, where can i download it from please
Trevally.
11-06-10, 04:42 PM
This sounds handy to have, where can i download it from please
Hi Ross,
Sorry I took the link down as it was no longer compatible with the latest TDW UI v4.9
I am in the process of updated and changing a few things with it and should be finished shortly. I will then add the correct link to post 1.
Thanks. I look forward to trying this out :up:
Trevally.
11-07-10, 12:15 PM
New v0.2 - see post 1
Updated all to work with v4.9 of TDW UI.
Fixed some things and add others:D
raymond6751
11-07-10, 12:49 PM
Well done, sir!
DavyJonesFootlocker
11-07-10, 01:55 PM
Your Harbour Script mod disappeared when I installed this new mod.:wah:
Trevally.
11-07-10, 02:32 PM
Your Harbour Script mod disappeared when I installed this new mod.:wah:
:hmmm: Thats not so good.
Can you confirm you are using:-
TDW UI v4.9 (1st)
then any order
Harbour v2.4
Auto scripts v0.2
Trevally.
11-07-10, 02:43 PM
Davy, I have been testing and every thing works at my end.
Can you post your mod list.
Thanks:up:
DavyJonesFootlocker
11-07-10, 06:51 PM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Danevangs PS 1.0 Common VIIC Shadow Maps
Danevangs PS 1.0 VIIC-upg Camo Dot
Dooms Decks for VIIABC41 1.4
Elite German Black & Copper Torpedo
Lite Campaign LC 1.2
Menu - Das Boot Underwater Theme
RemoveLogoIntroTheDarkWraith
SubFlags_0_0_6_byTheDarkWraith
Wooden_Lifeboats_Mod_1.1
Capthelms SH5 Audio Mod
German U-Boat Crew Language Pack
Grossdeutscher Rundfunk
More_crew_commands_dialog_v1.04
Conus' Graphic Mod 1.1
Sh5EnvModGold
AilClouds 3.0
AilRain 1.0
Enhanced FunelSmoke_by HanSolo78
Old Style Explosions V1.1
AilSmoke 1.7
Shadow Improvement ModLR
SteelViking's Sky Banding Mod
Torpedo Splash
Critical hits 1.1 Torpedos
MightyFine Crew Mod 1.2.1 Alt w beards
MFCM 1.2.1 OPTIONAL crash_dive workaround
MightyFine Less Annoying Footsteps 1.0
sobers The Edge morale mod V20
BRF 1.1 HP balance
FX_Update_0_0_5_ByTheDarkWraith
FX_Update_0_0_5_BARF_1_3_Full_Fix
FX_Update_0_0_5_UHS_Fix
NewUIs_TDC_4_9_0_ByTheDarkWraith
NewUIs_TDC_4_9_0_ColoredShippingChart_by_reaper7
NewUIs_TDC_4_9_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style
IO_StrategicMap_MOD_for_TDW_4.8.0
IO_StrategicMap_MOD_patch_for_TDW_4.9.0
IO_StrategicMap_NO_Dripped
IO_ShapeTextures_NO_mod
IO_MapCourseLine_normal pencil_mod
Krauters Automated Scripts
ShapeTexturesColor
Trevally Harbour & Kiel Canal Pilot v2.3
MRP 1.3+OPCF
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
SteelViking's Interior Mod V1.2
Stormys DBSM SH5 v1.2 MFCM Basemod
Stormys DBSM SH5 v1.2 MFCM optional -8db damped Sonarguy
Ambient Underwater SFX
Ferocious Fire SFX
FX Update NLL demo
German U-Boat Hydrophone SFX
Silent Seagulls
U-Boat Ballast Tanks SFX
U-Boat Propulsion SFX
U-Boat Radio Room Telemetry SFX
U-Boat Watch Crew Routine SFX
Unterseeboot SFX
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
NewUIs_TDC_4_9_0_Das_Boot_Crew_Mod_by_Illyustrator
Sub_Exhaust_1_0_5_byTheDarkWraith
sobers base wave mechanics for SH5 V5
Realistic ammo amount for AA and deck guns
U-boat Historical Specifications 1.4
Cerberus62 Historical Ship Equipment 1.3
Cerberus62_Ambush_of_RMS_Queen_Mary
Trevally Automated Scripts v0.2
TheDarkWraith
11-07-10, 06:54 PM
offtopic: what is Torpedo Splash?
SashaKA001
11-07-10, 06:59 PM
offtopic: what is Torpedo Splash?
Torpedo Splash v1
Tested with SH5 ver 1.1.5
I found the stock torpedo impacts to be a bit weedy.
This makes them a bit fuller and easier to see
Serg
works fine on SH5 version 1.2
DavyJonesFootlocker
11-07-10, 07:03 PM
Yeah to me it adds more volume to TDW's Mod.
DavyJonesFootlocker
11-07-10, 07:09 PM
Wait, Trev got a v 2.4 I may have missed.:oops:
It works fine now.
Trevally.
12-27-10, 09:32 AM
See post 1 for:-
Real Nav Auto Position
Real Nav Auto Fix Patrol
This will auto report Celestial postion every 8 hours
Dead reckoning every 2 hours.
Real Nav Auto Fix Battle Stations
This will auto report Dead Reckoning every 5mins.
You must already have a celestial fix before using this.
THE_MASK
12-27-10, 04:53 PM
Fantastic work .
With pesky aeroplanes what would be good is if the sub crashdives for 2 minutes at flank speed then reduces to say 2 knots . Instead of going to periscope depth and using the obs scope , i think going to snorkel depth and using obs scope is better . thoughts .
Trevally.
12-27-10, 05:44 PM
Fantastic work .
With pesky aeroplanes what would be good is if the sub crashdives for 2 minutes at flank speed then reduces to say 2 knots . Instead of going to periscope depth and using the obs scope , i think going to snorkel depth and using obs scope is better . thoughts .
Thanks Sober
Yes you are right - more time at flank will get you further out of dodge.
For some people using other mods - the obs scope wont clear the surface.
I will update these shortly. I will also add the Nav Plotter with the new tiime commands TDW is adding.
Has anyone else noticed anything needing updating or adding to any other script:06:
Trevally.
12-29-10, 08:54 AM
Updated to v0.3 - see post 1 for download.
Added:-
REAL NAVIGATION auto position
This auto script is for use with TDWs Real Navigation. UI v6.0 required.
Real Nav Auto Fix Patrol - This will auto report Celestial postion 5 times per day & Dead Reckoning every 2 hours.
This can be run from your automation button (Real Navigation - Position on Patrol - Real Nav Auto Fix).
As these scripts use a "wait for time" command, choose the script that matches your local time. (i.e. 04-08 = start script between 0400 and 0800 local time)
When it starts the Navigator will carry out a celestial fix (weather permitting) and plot on your map. Then every 2 hours he will carry out a dead reckoning fix and mark your map giving you a total of 12 position fixes per day.
The 5 celestial check per day are:-
1) Pre-dawn twilight
2) Ante Meridian (AM) Sun.
3) Noon Sun
4) Post Meridian (PM) Sun
5) Post Sunset twilight
Updated "Pesky Aeroplanes" to inclue a 2 min dash at flank, slow speed and fixed depth issue with obs scan prior to surface.
Ablemaster
12-29-10, 12:14 PM
Nice Scripts Trevally, thanks.
Trevally.
12-29-10, 05:21 PM
Thanks Ablemaster
Please note: If you use "Automated Scripts v0.3" - you no longer need the stand alone " Real Nav Auto Position". A new version of it is within "Automated Scripts v0.3".:up:
THE_MASK
12-30-10, 02:40 PM
I am in my patrol zone and use
Real Nav Auto Fix Patrol
Search on Patrol (looped)
both at the same time , works a treat .
THE_MASK
12-31-10, 06:51 PM
I changed this to my liking .
How do i get the command to wait until 20mts depth before hydrophone sweep ?
This is what i have
[AS]
Patrol with hydro check at station (looped)
[DESCRIPTION]
You must be below decks before running script.
Looped hydrophone check with
2hr high TC surface run. Sound check
is at station and takes 2mins to sweep.
Midway to loop there is a uzo sweep.
[DESCRIPTION_END]
[CATEGORY]
Search
[SUBCATEGORY]
Search on patrol
[COMMANDS]
Set_Time_Compression,2,0,0,0,0,0,2
Leave_NavMap_Station,0,0,0,0,0,0,0
Ahead_one third,0,0,0,0,0,0,2
Set_new_depth,20,0,0,0,0,0,20
All_stop,0,0,0,0,0,0,5
Set_Time_Compression,1,0,0,0,0,0,1
Activate_hydrophone_station,0,0,0,0,0,0,2
Sweep_hydrophone,0,360,120,3073,0,0,1
Report_nearest_sound_contact,0,0,0,0,0,0,2
Leave_hydrophone_station,0,0,0,0,0,0,2
Hydrophone_normal_sweep,0,0,0,0,0,0,1
Set_Time_Compression,2,0,0,0,0,0,2
Ahead_one third,0,0,0,0,0,0,2
Surface,0,0,0,0,0,0,60
Ahead_one third,0,0,0,0,0,0,5
Activate_NavMap_Station,0,0,0,0,0,0,2
Radar_turn_on,0,0,0,0,0,0,2
Radar_set_continuous_sweep_mode,0,0,0,0,0,0,30
Report_nearest_radio_contact,0,0,0,0,0,0,2
Radar_turn_off,0,0,0,0,0,0,2
Set_Time_Compression,256,0,0,0,0,0,3600
Set_Time_Compression,2,0,0,0,0,0,2
Activate_Scope_Station,2,0,0,0,0,0,1
Sweep_Scope,2,0,360,60,457,0,2
Leave_Scope_Station,2,0,0,0,0,0,0
Radar_turn_on,0,0,0,0,0,0,0
Radar_set_continuous_sweep_mode,0,0,0,0,0,0,10
Report_nearest_radio_contact,0,0,0,0,0,0,0
Radar_turn_off,0,0,0,0,0,0,0
Activate_NavMap_Station,0,0,0,0,0,0,5
Set_Time_Compression,128,0,0,0,0,0,3600
Loop,12,0,0,0,0,0,0
Set_Time_Compression,1,0,0,0,0,0,5
[COMMANDS_END]
Trevally.
12-31-10, 07:05 PM
How do i get the command to wait until 20mts depth before hydrophone sweep ?
Yes thats can only be done by testing the wait command.
Set_new_depth,20,0,0,0,0,0,20
The 20 at the end is the wait time in sec until the next command is read.
or
Adv knuckle is the only wait until something happens command I think.
Try putting this :-
Advanced_knuckle,0,20,9999,9999,9999,0,0
instead of this:-
Set_new_depth,20,0,0,0,0,0,20
0= turn
20= depth for that turn
9999= speed during turn (9999 is the speed you are at)
9999=new speed after turn
9999=new depth after turn
THE_MASK
12-31-10, 09:36 PM
I have it the way i want now i think .
I added an obs scope sweep before surfacing .
[AS]
Patrol with hydro check at station (looped)
[DESCRIPTION]
You must be below decks before running script.
Looped hydrophone check with
2hr high TC surface run. Sound check
is at station and takes 2mins to sweep.
Midway to loop there is a uzo sweep.
[DESCRIPTION_END]
[CATEGORY]
Search
[SUBCATEGORY]
Search on patrol
[COMMANDS]
Set_Time_Compression,1,0,0,0,0,0,2
Leave_NavMap_Station,0,0,0,0,0,0,0
Ahead_full,0,0,0,0,0,0,2
Set_new_depth,20,0,0,0,0,0,60
All_stop,0,0,0,0,0,0,5
Set_Time_Compression,1,0,0,0,0,0,2
Activate_hydrophone_station,0,0,0,0,0,0,2
Sweep_hydrophone,0,360,120,3073,0,0,1
Report_nearest_sound_contact,0,0,0,0,0,0,2
Leave_hydrophone_station,0,0,0,0,0,0,2
Hydrophone_normal_sweep,0,0,0,0,0,0,1
Ahead_one third,0,0,0,0,0,0,5
Snorkel_depth,0,0,0,0,0,0,30
Rise_whole_obs_periscope,0,0,0,0,0,0,5
Activate_Scope_Station,1,0,0,0,0,0,5
Sweep_Scope,1,0,360,60.0,192,0,10; abort stop
Leave_Scope_Station,1,0,0,0,0,0,0
Report_nearest_visual_contact,0,0,0,0,0,0,10
Lower_whole_obs_periscope,0,0,0,0,0,0,0
Ahead_full,0,0,0,0,0,0,2
Surface,0,0,0,0,0,0,60
Ahead_one third,0,0,0,0,0,0,5
Activate_NavMap_Station,0,0,0,0,0,0,2
Radar_turn_on,0,0,0,0,0,0,2
Radar_set_continuous_sweep_mode,0,0,0,0,0,0,30
Report_nearest_radio_contact,0,0,0,0,0,0,2
Radar_turn_off,0,0,0,0,0,0,2
Set_Time_Compression,128,0,0,0,0,0,3600
Set_Time_Compression,1,0,0,0,0,0,2
Activate_Scope_Station,2,0,0,0,0,0,1
Sweep_Scope,2,0,360,60,457,0,2
Leave_Scope_Station,2,0,0,0,0,0,0
Radar_turn_on,0,0,0,0,0,0,0
Radar_set_continuous_sweep_mode,0,0,0,0,0,0,10
Report_nearest_radio_contact,0,0,0,0,0,0,0
Radar_turn_off,0,0,0,0,0,0,0
Activate_NavMap_Station,0,0,0,0,0,0,5
Set_Time_Compression,128,0,0,0,0,0,3600
Loop,12,0,0,0,0,0,0
Set_Time_Compression,1,0,0,0,0,0,5
[COMMANDS_END]
Trevally.
01-28-11, 05:45 PM
Updated to version 0.4 - see post 1
Added scope search to "Patrol with hydro check at station (looped)"
Added new script for Real Navigation "No Station Hydrophone check real nav"
This will dive, hydro check and baffles surface and return to heading. This will happen at a fast TC. If contact spotted, TC will drop to your options settings.
stoianm
01-28-11, 05:47 PM
Updated to version 0.4 - see post 1
Added scope search to "Patrol with hydro check at station (looped)"
Added new script for Real Navigation "No Station Hydrophone check real nav"
This will dive, hydro check and baffles surface and return to heading. This will happen at a fast TC. If contact spotted, TC will drop to your options settings.
Nice work - i will update wrightaway - her capitan:salute:
Magic1111
01-29-11, 08:02 AM
Updated to version 0.4 - see post 1
Added scope search to "Patrol with hydro check at station (looped)"
Added new script for Real Navigation "No Station Hydrophone check real nav"
This will dive, hydro check and baffles surface and return to heading. This will happen at a fast TC. If contact spotted, TC will drop to your options settings.
Many thanks ! :up:
stoianm
01-29-11, 12:02 PM
Hi Trevally,
Do you have time to look
here:
http://www.subsim.com/radioroom/showthread.php?t=179643 post#22:hmmm:
I really apreciate any advice from your side!:up:
Last thing - if i want to play in real nav mod, when i am looking for contacts what ,,search script,, you advice me to use?
Thanks!:salute:
Trevally.
01-29-11, 04:10 PM
Using "Real Navigation" with "Trevally Auto Scripts"
In the bunker run scripts Kiel Outbound and Real Nav Auto Position. Stay on the bridge at max TC32 so you can act if ships are in your path.
http://img13.imageshack.us/img13/6306/33989365.png
When Harbour pilot is finished you should be here
http://img130.imageshack.us/img130/8983/60392343.png
Use the Nav Officer to get a fix
http://img842.imageshack.us/img842/6549/49759340.png
With the ruler draw your next leg. Note 40km at 284 deg
http://img833.imageshack.us/img833/8373/18075383.png
stoianm
01-29-11, 04:12 PM
Thanks!
And an last advice at this one: if i want to play in real nav mod, when i am looking for contacts what ,,search script,, you advice me to use?
Trevally.
01-29-11, 04:18 PM
Work out how long at your speed (9.5knots) will it take to get to your waypoint.
http://img194.imageshack.us/img194/5171/55910014.png
Make notes with supermarks
http://img204.imageshack.us/img204/6940/89724871.png
Draw legs and set headings to your patrol area. "Auto fix" will keep posting your position on the map.
As you get closer to patrol area, start using "No Station Search for Real Nav" You must go below to use as the boat will auto dive.
http://img600.imageshack.us/img600/9456/76568801.png
When you start hunting your area, switch to " At Station Search"
http://img257.imageshack.us/img257/313/85456585.png
Sink lots of ships :)
stoianm
01-29-11, 04:21 PM
Very well explained. Many thanks!:rock:
stoianm
01-29-11, 04:53 PM
Hi Trevally,
I made some changes in your scripts:
[AS]
Pesky Aeroplanes!
[DESCRIPTION]
You must be below decks before running script.
You must be inside boat before using.
Crash dive to 50m flank for 30mins.
Check and surface.
[DESCRIPTION_END]
[CATEGORY]
Evasion
[SUBCATEGORY]
Aeroplanes attacking
[COMMANDS]
Wait,0,0,0,0,0,0,5
Crash_dive_now,0,0,0,0,0,0,15
Get_depth_under_sub_keel,0,0,0,0,0,0,15
Set_new_depth,50,0,0,0,0,0,1
Activate_NavMap_Station,0,0,0,0,0,0,90
Ahead_slow,0,0,0,0,0,0,5
Hydrophone_normal_sweep,0,0,0,0,0,0,10
Report_nearest_sound_contact,0,0,0,0,0,0,1
Set_Time_Compression,128,0,0,0,0,0,0
Wait,0,0,0,0,0,0,1800
Set_Time_Compression,1,0,0,0,0,0,0
Leave_NavMap_Station,0,0,0,0,0,0,0
Snorkel_depth,0,0,0,0,0,0,0 added this line because somethimes my Uboat do not go at snorkel dept (at first command) - i do not knot if somebody had the same problem
Snorkel_depth,0,0,0,0,0,0,50 aded a little more time here to give the time of my Uboat to realy come to snorkel dept (befor he was sweep scope under the water:D)
Rise_whole_obs_periscope,0,0,0,0,0,0,5
Activate_Scope_Station,1,0,0,0,0,0,5
Sweep_Scope,1,0,360,60.0,192,0,10; abort stop
Leave_Scope_Station,1,0,0,0,0,0,0
Report_nearest_visual_contact,0,0,0,0,0,0,10
Lower_whole_obs_periscope,0,0,0,0,0,0,0
Ahead_full,0,0,0,0,0,0,0
Surface,0,0,0,0,0,0,40
Activate_NavMap_Station,0,0,0,0,0,0,2
Set_guns,2,1,0,2,2,0,5
Set_guns,-1,-1,-1,-1,4,0,5
Radar_turn_on,0,0,0,0,0,0,5
Radar_set_continuous_sweep_mode,0,0,0,0,0,0,0
Report_nearest_radio_contact,0,0,0,0,0,0,2
Ahead_standard,0,0,0,0,0,0,0
[COMMANDS_END]
[AS]
Patrol with hydro check at station (looped)
[DESCRIPTION]
You must be below decks before running script.
Looped hydrophone check with
2hr high TC surface run. Sound check
is at station and takes 2mins to sweep.
Midway to loop there is a uzo sweep.
[DESCRIPTION_END]
[CATEGORY]
Search
[SUBCATEGORY]
Search on patrol
[COMMANDS]
Set_Time_Compression,2,0,0,0,0,0,2
Leave_NavMap_Station,0,0,0,0,0,0,0
Ahead_full,0,0,0,0,0,0,2
Set_new_depth,20,0,0,0,0,0,50
All_stop,0,0,0,0,0,0,5
Set_Time_Compression,1,0,0,0,0,0,1
Activate_hydrophone_station,0,0,0,0,0,0,2
Sweep_hydrophone,0,360,120,3073,0,0,1
Report_nearest_sound_contact,0,0,0,0,0,0,2
Leave_hydrophone_station,0,0,0,0,0,0,2
Hydrophone_normal_sweep,0,0,0,0,0,0,1
Ahead_one_third,0,0,0,0,0,0,0
Snorkel_depth,0,0,0,0,0,0,0 added this line because somethimes my Uboat do not go at snorkel dept (at first command) - i do not knot if somebody had the same problem
Snorkel_depth,0,0,0,0,0,0,30
Rise_whole_obs_periscope,0,0,0,0,0,0,5
Activate_Scope_Station,1,0,0,0,0,0,5
Sweep_Scope,1,0,360,60.0,192,0,2; abort stop
Leave_Scope_Station,1,0,0,0,0,0,0
Lower_whole_obs_periscope,0,0,0,0,0,0,0
Report_nearest_visual_contact,0,0,0,0,0,0,10
Set_Time_Compression,2,0,0,0,0,0,2
Ahead_full,0,0,0,0,0,0,2
Surface,0,0,0,0,0,0,60
Ahead_standard,0,0,0,0,0,0,5
Activate_NavMap_Station,0,0,0,0,0,0,2
Radar_turn_on,0,0,0,0,0,0,2
Radar_set_continuous_sweep_mode,0,0,0,0,0,0,30
Report_nearest_radio_contact,0,0,0,0,0,0,2
Radar_turn_off,0,0,0,0,0,0,2
Set_Time_Compression,128,0,0,0,0,0,3600
Set_Time_Compression,1,0,0,0,0,0,2
Activate_Scope_Station,2,0,0,0,0,0,1
Sweep_Scope,2,0,360,60,457,0,2
Leave_Scope_Station,2,0,0,0,0,0,0
Radar_turn_on,0,0,0,0,0,0,0
Radar_set_continuous_sweep_mode,0,0,0,0,0,0,10
Report_nearest_radio_contact,0,0,0,0,0,0,0
Radar_turn_off,0,0,0,0,0,0,0
Activate_NavMap_Station,0,0,0,0,0,0,5
Set_Time_Compression,128,0,0,0,0,0,3600
Loop,12,0,0,0,0,0,0
Set_Time_Compression,1,0,0,0,0,0,5
[COMMANDS_END]
What do you think?:salute:
Trevally.
01-29-11, 04:58 PM
:hmmm: yes I have see this at times.
I normally fix it by adding nore time to prior command.
i.e
Leave_NavMap_Station,0,0,0,0,0,0,0
Snorkel_depth,0,0,0,0,0,0,0
changed to
Leave_NavMap_Station,0,0,0,0,0,0,5
Snorkel_depth,0,0,0,0,0,0,0
I will do some tests. Has anyone else noticed this:06:
stoianm
01-29-11, 05:02 PM
Maybe you can change this before TDW update his MO?!?!:D
Trevally.
01-29-11, 05:06 PM
This is from version 0.4
[AS]
Pesky Aeroplanes!
[DESCRIPTION]
You must be below decks before running script.
You must be inside boat before using.
Crash dive to 50m flank for 30mins.
Check and surface.
[DESCRIPTION_END]
[CATEGORY]
Evasion
[SUBCATEGORY]
Aeroplanes attacking
[COMMANDS]
Wait,0,0,0,0,0,0,5
Crash_dive_now,0,0,0,0,0,0,15
Get_depth_under_sub_keel,0,0,0,0,0,0,15
Set_new_depth,50,0,0,0,0,0,1
Activate_NavMap_Station,0,0,0,0,0,0,90
Ahead_slow,0,0,0,0,0,0,5
Hydrophone_normal_sweep,0,0,0,0,0,0,10
Report_nearest_sound_contact,0,0,0,0,0,0,1
Set_Time_Compression,128,0,0,0,0,0,0
Wait,0,0,0,0,0,0,1800
Set_Time_Compression,1,0,0,0,0,0,0
Leave_NavMap_Station,0,0,0,0,0,0,0
Snorkel_depth,0,0,0,0,0,0,75
Activate_Scope_Station,1,0,0,0,0,0,2
Rise_whole_obs_periscope,0,0,0,0,0,0,10
Sweep_Scope,1,0,360,60.0,192,0,10; (11000000)
Report_nearest_visual_contact,0,0,0,0,0,0,1
Lower_whole_obs_periscope,0,0,0,0,0,0,0
Leave_Scope_Station,1,0,0,0,0,0,0
Ahead_full,0,0,0,0,0,0,0
Surface,0,0,0,0,0,0,40
Set_guns,2,1,0,2,2,0,5
Set_guns,-1,-1,-1,-1,4,0,5
Radar_turn_on,0,0,0,0,0,0,5
Radar_set_continuous_sweep_mode,0,0,0,0,0,0,0
Report_nearest_radio_contact,0,0,0,0,0,0,2
Ahead_standard,0,0,0,0,0,0,0
[COMMANDS_END]
As you can see, time is set to 75seconds.:hmmm:
stoianm
01-29-11, 05:10 PM
Sory! My bad - i did not noticed.
By the way - speaking of this: once, when i played the Pesky Aeroplanes!
script i hit the bottom (the dept under keel was 20 m and i did not noticed). It is posible to add a script that for example after you take dept under keel (and the value is below 50 m) to add a line as ,,level the boat'' or something like that? It is posible?:hmmm:
Thanks!
Trevally.
01-29-11, 05:41 PM
I tested both and are working ok for me:hmmm:
Sory! My bad - i did not noticed.
By the way - speaking of this: once, when i played the Pesky Aeroplanes!
script i hit the bottom (the dept under keel was 20 m and i did not noticed). It is posible to add a script that for example after you take dept under keel (and the value is below 50 m) to add a line as ,,level the boat'' or something like that? It is posible?:hmmm:
Thanks!
As you are diving, there is a "get depth under keel" command. This is when you are about 10 to 15m. If depth is under 50, you should hit scope depth button and stop the auro script.
TDW writes the scripts for the automation commands. When he has time he is planning to add more commands that may allow "ifs" and "else" type commands. This would allow an auto script to change itself as you discribe.
He is doing so many great things just now, icebergs MO etc and this all takes time.:up:
stoianm
01-29-11, 05:50 PM
Thanks! I was supose that you can not use ,,if'' and ''else'' but i was not sure. Yes, i know that TDW is very busy at the moment, and i realy apreciat his work too!:salute:
After i saw what great job you have did with ,,manos scopes,, and the new UIs by TDW (your RAOFB tuttorial) i have something in my mind and i think that you can help me with that ( the fastest and most acurate way to find AOB using RAOFB with new UI by TDW and ,,manos scopes,,).
Just tell me when you have time and i will tell you what i have in my mind!
Thanks!
raymond6751
01-29-11, 06:43 PM
Hi Travally
Great work as usual.
I have the Mag super mod, then the latest patch for TDW's UI Mod after that, then your latest scripts - and your scripts don't work. The automation panel comes up, scripts move to right, turn red, won't run. Cannot close panel.
I was wondering what order yours goes in before the patch? Before the TDW super mod? Not at all?
:hmmm:
Trevally.
01-30-11, 05:39 AM
Hi Travally
Great work as usual.
I have the Mag super mod, then the latest patch for TDW's UI Mod after that, then your latest scripts - and your scripts don't work. The automation panel comes up, scripts move to right, turn red, won't run. Cannot close panel.
I was wondering what order yours goes in before the patch? Before the TDW super mod? Not at all?
:hmmm:
Ensure v0.3 is un-installed.
Then it should go after MO and the UI patch.
Can you post your mod list:06:
stoianm
01-30-11, 07:11 AM
Hi trevally,
If you said that i have not a limited number of question:D, here is another one:
in real nav, why i need to know the time needed to reach next point of a ploted cource (and usually why i need to make notes with supermarks
)?
Thanks!:up:
Trevally.
01-30-11, 07:33 AM
If you are using "auto position fix" with real navigation, then a marker will apear about every 2 hrs.
If a leg will be reached before a marker is plotted, you need to know when to turn. So use timed runs when the legs are short.
If you look at the pic above, you will see an island in your path. You need to know when close to land, when to turn before a position is plotted.
Note - when you are very close to land - you can use the "auto position at battle atations" script. That will plot using dead reckoning every 5 mins untill stopped.:up:
stoianm
01-30-11, 07:39 AM
Very well explained - totaly understood - thanks a lot!
Have a nice weekend!:salute:
raymond6751
01-30-11, 08:45 AM
Hi trevally,
If you said that i have not a limited number of question:D, here is another one:
in real nav, why i need to know the time needed to reach next point of a ploted cource (and usually why i need to make notes with supermarks
)?
Thanks!:up:
Like real life, the dead reckoning plotting is rarely perfect. You can hit land before the next position fix! I've had my dead reckoning position me right in the middle of an island. If I had not been watching, I would have gone aground. As it was, the plotted positions were all wrong and I was on the opposite side of the island, in a fog.
raymond6751
01-30-11, 08:48 AM
Ensure v0.3 is un-installed.
Then it should go after MO and the UI patch.
Can you post your mod list:06:
Here is what I am using:
Magnum_Opus_v0_0_1
NewUIs_TDC_6_3_0_Real_Navigation
Trevally Real Nav Auto Position
U-Boat Watch Crew Routine SFX
Magnum_Opus_Patch2
External Torp Reload Time - wamphyri
sobers no footstep sound mod
Reboot's Water Drips 1.0
NewUIs_TDC_6_3_0_ByTheDarkWraith
Stormys DBSM SH5 v1.1
Dark_Interior_V1
German U-Boat Hydrophone SFX
German U-Boat Internal Routine SFX
Dark_Interior_additional_Sounds
Battlestations_Soundmod_1.02
U-Boat Radio Room Telemetry SFX
Unterseeboot SFX
Trevally Automated Scripts v0.4
Trevally.
01-30-11, 09:02 AM
Here is what I am using:
Magnum_Opus_v0_0_1
NewUIs_TDC_6_3_0_Real_Navigation
Trevally Real Nav Auto Position
U-Boat Watch Crew Routine SFX
Magnum_Opus_Patch2
External Torp Reload Time - wamphyri
sobers no footstep sound mod
Reboot's Water Drips 1.0
NewUIs_TDC_6_3_0_ByTheDarkWraith
Stormys DBSM SH5 v1.1
Dark_Interior_V1
German U-Boat Hydrophone SFX
German U-Boat Internal Routine SFX
Dark_Interior_additional_Sounds
Battlestations_Soundmod_1.02
U-Boat Radio Room Telemetry SFX
Unterseeboot SFX
Trevally Automated Scripts v0.4
"Trevally Real Nav Auto Position" :hmmm: this is an old one and could share file names with v0.4 (I can't rember what was in this:oops:) Try removing it and see if that fixes it. :up:
stoianm
01-30-11, 10:19 AM
Like real life, the dead reckoning plotting is rarely perfect. You can hit land before the next position fix! I've had my dead reckoning position me right in the middle of an island. If I had not been watching, I would have gone aground. As it was, the plotted positions were all wrong and I was on the opposite side of the island, in a fog.
Yes you are wright. I made some advice for you concerning your sound mod list. Check your PMs.
Best regards!:salute:
raymond6751
01-30-11, 11:30 AM
Thanks to Trevally and stoianm for their advice. I will make the changes suggested and see how things improve.
Many thanks to all the modders who take the time to do these mods plus support them - improving our experience repeatedly.
:salute:
Trevally.
01-30-11, 05:05 PM
I have been testing some search patterns, suggested by stoianm.
See pic
http://img227.imageshack.us/img227/9760/patternj.png
This one is within a 100km radius.
Use for searching on a shipping lane.
Match your heading to lane and start script.
You will run at 7.5knots at TC 128 and hydro check.
This is a fast, no station check and TC will drop to your options.py settings when contact found.
Any suggestions:06:
Trevally.
01-30-11, 05:13 PM
Download the test search script here
http://www.filefront.com/17872728/Trevally search pattern TEST.7z
stoianm
01-30-11, 11:43 PM
Download the test search script here
http://www.filefront.com/17872728/Trevally search pattern TEST.7z
Hi Trevally,
Just tested:
I saw you use the 2 command for setting the speed:
Advanced_knuckle,-120,0,7.5,7.5,0,0,0
Set_new_speed,7.5,0,0,0,0,0,5400
Playing the script seems that sometimes the line:
Advanced_knuckle,-120,0,7.5,7.5,0,0,0 are not executed and the speed stay as ,,ahead standard'' and because of that everything is turn in wrong (the patrool area changes, haotic zig-zags etc)
I am thinking is better to give more time to the line
Advanced_knuckle,-120,0,7.5,7.5,0,0,20 maybe or to use only the other line all over the place.:06:
The catch is to start script as you do and repeat the procedure until you arrive to the other end of a 50 km radium (no more than that) after that you put a turn arround (180 degrees - i mean to restart zig-zaging from the end to the start keeping the same parameters of speed, time and angle between zig-zag legs))(and make a loop here) - i do not know if is possible!?!?
Try to put an angle of 25-30 degrees betwen zig-zag legs (now is 60 degrees) - this way we will intersect the diameter 5 times from an end to other of the 50 km circle (ideea is to have the leg of zig zag of 20 km - this is ok at 7.5 knots in 90 min - and distance betwen intersections points of diameter equal with 10 km)
It is very important to keep the radium of the area 50 km and to try to stay in this area - in this way all the ships that enter in your area with a speed less or equal with 10 knot has almoust 0% chance to leave your area undetected by you!
And last thing i am thinking the time compresion when hidro check (submerged) it is is to high - slower TC will be better!
Best regards!:salute:
Trevally.
01-31-11, 02:35 PM
Hi Trevally,
Just tested:
I saw you use the 2 command for setting the speed:
Advanced_knuckle,-120,0,7.5,7.5,0,0,0
Set_new_speed,7.5,0,0,0,0,0,5400
Playing the script seems that sometimes the line:
Advanced_knuckle,-120,0,7.5,7.5,0,0,0 are not executed and the speed stay as ,,ahead standard'' and because of that everything is turn in wrong (the patrool area changes, haotic zig-zags etc)
If some commands are not working, I need to check this out and find out why and what ones. I have had this in the past (my old 32bit system) but not with these scripts:hmmm:
Ahead standard will show on your UI for speed 7.5knots. If your crew are trained, you will get a speed boost. This is part of the game and cant be fixed. Very high trained crew could get up to 10 knots. See Harbour Pilot thread for more info on this. It was a real pain then.
I am thinking is better to give more time to the line
Advanced_knuckle,-120,0,7.5,7.5,0,0,20 maybe or to use only the other line all over the place.:06:
Advanced knuckle will wait for first part to finish before starting next.
So that command will turn to port 120deg at 0 depth at 7.5knots. Then it will recheck speed and depth to 7.5 and zero. A wait command at the end will only delay the next command and not effect the knuckle.
The catch is to start script as you do and repeat the procedure until you arrive to the other end of a 50 km radium (no more than that) after that you put a turn arround (180 degrees - i mean to restart zig-zaging from the end to the start keeping the same parameters of speed, time and angle between zig-zag legs))(and make a loop here) - i do not know if is possible!?!?
We cant multi loop with out a label and call command.
I cant use "Navigation" commands with hydro checks in the same script.
Thats why I used the two methods above.
I can reduce the search to 50km but I thought this was good for a shipping lane.
I was going to do a different one for a 50km partol area.
So to get your objective you would use the 50km one - then go hunting ships in your favourite area with the shipping lane one.
Try to put an angle of 25-30 degrees betwen zig-zag legs (now is 60 degrees) - this way we will intersect the diameter 5 times from an end to other of the 50 km circle (ideea is to have the leg of zig zag of 20 km - this is ok at 7.5 knots in 90 min - and distance betwen intersections points of diameter equal with 10 km)
Can you draw this for me please:up:
It is very important to keep the radium of the area 50 km and to try to stay in this area - in this way all the ships that enter in your area with a speed less or equal with 10 knot has almoust 0% chance to leave your area undetected by you!
And last thing i am thinking the time compresion when hidro check (submerged) it is is to high - slower TC will be better!
That is easy what TC would you like and how long should the hydro check last.
Best regards!:salute:
See above in green:salute:
stoianm
01-31-11, 02:45 PM
See above in green:salute:
Hi Trevally,
I undertood that we can not keep the speed like ,,fixed at 7.5 knots'' - in this case we can not make an script - because the lenght of the zig-zag legs must have the same dimension (around 20 km); it is a way to make the script to run keeping the same dimensions of the legs?:damn:
stoianm
02-01-11, 02:06 PM
Hi Trevally,
I have some problems:damn:
1) When i execut these lines like here:
Set_new_speed,7.5,0,0,0,0,0,5
Advanced_knuckle,120,0,7.5,7.5,0,0,0
Set_Time_Compression,128,0,0,0,0,0,5400
the computer react as is supose: i run 90 min with a speed of 7.5 knots
2)When i execut these lines like here:
Set_new_speed,7.5,0,0,0,0,0,5
Set_Time_Compression,128,0,0,0,0,0,5400
i obtain a wrong reaction: i run 90 min but at a speed difered of 7.5 knots (if you look at lines the speed it is supose to be 7.5 knots)
Now, what i want here: i want to add a line and have something like that:
Set_new_speed,7.5,0,0,0,0,0,5
Advanced_knuckle,120,0,7.5,7.5,0,0,0
Set_Time_Compression,128,0,0,0,0,0,5400
The ideea is that i do not want that my sub turn i only want to go in the same direction but to keep the speed at 7.5 knot
How can i use this lane: Advanced_knuckle,120,0,7.5,7.5,0,0,0
only for speed and to eliminate the tourn?:
Like this:Advanced_knuckle,0,0,7.5,7.5,0,0,0 it is ok? i am thinking not?:damn: - the Uboat will still make a tourn.
My question is how to use an Advanced_knuckle command (what parameters i must to put) keeping the same heading of the Uboat like i head before?(not turn - go straight)
I am all ears!:D
Thanks!:salute:
Trevally.
02-01-11, 03:13 PM
Well noticed stoianm, that is very interesting. I did not know that that was the case.:woot:
So if "set_speed" command is used - the crew boost will effect speed.
Knuckle speed command sets the correct speed.
For the turn - I think setting 0 is ok. I have never tried this.
stoianm
02-02-11, 05:35 AM
Hi Travelly,
I think i finally managed to make the script to work:rock::rock::rock:
The structure that i used is:
Activate_NavMap_Station,0,0,0,0,0,0,2
Set_Time_Compression,1,0,0,0,0,0,0
Advanced_knuckle,120,0,7.5,7.5,0,0,60
Set_Time_Compression,128,0,0,0,0,0,5400
Set_Time_Compression,4,0,0,0,0,0,0
Set_new_depth,20,0,0,0,0,0,50
All_stop,0,0,0,0,0,0,5
Hydrophone_normal_sweep,0,0,0,0,0,0,120
Report_nearest_sound_contact,0,0,0,0,0,0,0
Surface,0,0,0,0,0,0,30
Activate_NavMap_Station,0,0,0,0,0,0,2
Set_Time_Compression,1,0,0,0,0,0,0
Advanced_knuckle,0,0,7.5,7.5,0,0,60
Set_Time_Compression,128,0,0,0,0,0,5400
1) I observed if "set_speed" command is used - the crew boost will effect speed and i changed with Knuckle speed command . Still not worked.
2) i observed that a big value of TC command effect the Knuckle speed command so i changed with TC 1 for 60 seconds a line command before the Knuckle speed command start to execute - stiil not worked.
3) i added a Activate_NavMap_Station command before each TC1 command and it is working (have not ideea wy but is working:hmmm:).
I tested many times and i had the expected results.
You can download from here the reworked version of the script:
http://www.filefront.com/17882458/Trevally search pattern TEST(reworked).rar
4) i am thinking that we can not make a loop because we can not keep the first heading of the Uboat that we had before started the script (heading is choose by user to be like in the same direction with the wanted ship line choosed for patrol)
5) Can you make now a script for ,,patrol the area choosed from BDU - specified patrol area - with zig-zags''? (50 km diameter)- this one i think we can easy loop (because the heading of Uboat before running the script will be not important).
If you like the scripts i think will be awsome to have that in your version of autoscripts!:up:
Best regards!:salute:
Trevally.
02-02-11, 01:11 PM
Hi Travelly,
I tested many times and i had the expected results.
You can download from here the reworked version of the script:
http://www.filefront.com/17882458/Trevally search pattern TEST(reworked).rar
4) i am thinking that we can not make a loop because we can not keep the first heading of the Uboat that we had before started the script (heading is choose by user to be like in the same direction with the wanted ship line choosed for patrol)
5) Can you make now a script for ,,patrol the area choosed from BDU - specified patrol area - with zig-zags''? (50 km diameter)- this one i think we can easy loop (because the heading of Uboat before running the script will be not important).
If you like the scripts i think will be awsome to have that in your version of autoscripts!:up:
Best regards!:salute:
Good work stoianm, downloading now:salute:
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:06:
Yes sure I will add your search patterns:yeah:
stoianm
02-02-11, 01:19 PM
:up:Good work stoianm, downloading now:salute:
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:06:
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:yeah:
No, they are not my search patterns: they are yours (you did all the work i just made some modif):up:
I am waiting with impatience the new one to give a test!
Best regards!:salute:
Trevally.
02-02-11, 02:46 PM
Please see this post about patrol zones:up:
http://www.subsim.com/radioroom/showpost.php?p=1334203&postcount=7
stoianm
02-02-11, 02:50 PM
Please see this post about patrol zones:up:
http://www.subsim.com/radioroom/showpost.php?p=1334203&postcount=7
I just just finish to read. You had right.:up:
Trevally.
02-02-11, 04:04 PM
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:06:
http://img691.imageshack.us/img691/9027/pic1v.png
stoianm
02-02-11, 04:09 PM
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!:D
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:06:
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!:up: Can you loop to keep the same angles back and forth?
I am waiting to give it a try!:yep:
Salute!
stoianm
02-03-11, 04:17 PM
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!:salute:
Trevally.
02-03-11, 05:14 PM
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
stoianm
02-03-11, 05:19 PM
Many thanks trevally!:salute:
Angelis
02-03-11, 05:29 PM
Many thanks trevally!:salute:
One day you won't be needed anymore on your own boat!:haha:
Just kiddin'...:D
Trevally.
02-03-11, 05:32 PM
See post 1 for version 0.5 - added search patterns:up:
Trevally.
02-03-11, 05:34 PM
One day you won't be needed anymore on your own boat!:haha:
Just kiddin'...:D
I like to think of automation as a well rehearsed crew:D
stoianm
02-03-11, 05:46 PM
Downloaded the version v0.5. Very good work my friend!:up: will help us to ,,sink more ships'':):rock:
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!:salute:
Magic1111
02-03-11, 05:58 PM
See post 1 for version 0.5 - added search patterns:up:
Thank you very much for new version ! :up:
Church SUBSIM
02-09-11, 11:00 AM
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!
stoianm
02-09-11, 11:03 AM
Good quest ... i subscribe at this ... i understud that the navigator use ottochalkboard (method calculation) to report the position but i am not sure:hmmm:
Church SUBSIM
02-09-11, 11:12 AM
Another dumb question inbound ... what is the Otto Chalkboard for? It looks cool but a little unsure of it's capabilities.
Is it simply a way to see the day's event's (weather, sunrise/set) or does it do more ... like count the number of depth charges that have been dropped (rubs his hands together with a evil grin)
Thanks!
TheDarkWraith
02-09-11, 11:13 AM
from a code standpoint the last navigational fix is what the Navigator uses for his next dead-reckoning fix.
stoianm
02-09-11, 11:15 AM
from a code standpoint the last navigational fix is what the Navigator uses for his next dead-reckoning fix.
Thank you
stoianm
02-09-11, 11:21 AM
Another dumb question inbound ... what is the Otto Chalkboard for? It looks cool but a little unsure of it's capabilities.
Is it simply a way to see the day's event's (weather, sunrise/set) or does it do more ... like count the number of depth charges that have been dropped (rubs his hands together with a evil grin)
Thanks! does it more - like you suposed - but i neved used to count dropped dept charges
When i hear wasserbomben i order flank speed, change dept, rudder 15 degrees for about 45 sec and after that silent running (usualy they are droping like 5 dept charges per atack - if i am not misteak:hmmm:
I am curious too, to know if somebody use ottochalkboard and in what situations
Trevally.
02-09-11, 11:26 AM
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!
That would be nice if we could do that but for now we can't.
Using the Real Nav script (pick the correct one from Local Time) we get a celestial fix when it starts.
This will have a random error in your possition (as set in your options.py file).
The script will give you a celestial fix at the corrct time each day (sun rise, noon, sun set etc x5 per day).
Inbetween these fixes (every 2hrs) we get a deadreckoning fix.
These are the ones that that will continue the error. (error on error for each one).
Then when a celestial fix is called, all errors are forgotten and we are back to a random from your options.py again.
If as in your case you are close to land and you know your fix is out - you should manually get the nav officer to do a celestial fix. this will re-set the errors if you like:up:
stoianm
02-09-11, 11:32 AM
Hi trevally,
so if i change a line in option.py like this:
NavCelestialMaxCalcFixError = 0.0
that means we will have not errors?
Church SUBSIM
02-09-11, 11:32 AM
Thanks ... great answer!
Trevally.
02-09-11, 11:34 AM
Hi trevally,
so if i change a line in option.py like this:
NavCelestialMaxCalcFixError = 0.0
that means we will have not errors?
Yes and you would have entered the Space Age :haha:
stoianm
02-09-11, 11:37 AM
Yes and you would have entered the Space Age :haha:
:rotfl2::rotfl2::rotfl2:Or maybe i have an well trained navigator... just kiding ..it is perfect like it commes setted by default...improve the reality:up: - i was just courious
btw - are you using the ottochalkboard in game?
Trevally.
02-09-11, 11:38 AM
Thanks ... great answer!
Your welcome:up:
@TDW - would it be possible to have a "Land fix" in the options.py
With this - if boat is within 8km? of land, error of celestial fix is ####:06:
TheDarkWraith
02-09-11, 11:41 AM
@TDW - would it be possible to have a "Land fix" in the options.py
With this - if boat is within 8km? of land, error of celestial fix is ####:06:
don't understand what you're asking :06:
Trevally.
02-09-11, 11:44 AM
:rotfl2::rotfl2::rotfl2:Or maybe i have an well trained navigator... just kiding ..it is perfect like it commes setted by default...improve the reality:up: - i was just courious
btw - are you using the ottochalkboard in game?
As my crew gain promotion points - I reduce the error through the game:up: This I feel is fair to reflect the steady hand and good eye of my nav officer.
I keep meaning to press shiftB, but sadly never do:oops:
Moon phases for night attack planning and tally to count the cocktails I drink:arrgh!:
Trevally.
02-09-11, 11:47 AM
don't understand what you're asking :06:
When user asks your script for a celestial fix. Could it check dictance from land. If land was within say 8km, then reduce error in celestial fix.
TheDarkWraith
02-09-11, 11:50 AM
When user asks your script for a celestial fix. Could it check dictance from land. If land was within say 8km, then reduce error in celestial fix.
would love to but I can't tell where land is. Game doesn't give me that information. That's why you see celestial and sometimes dead-reckoning fixes plotted on land especially when going through the canal.
Trevally.
02-09-11, 11:52 AM
would love to but I can't tell where land is. Game doesn't give me that information. That's why you see celestial and sometimes dead-reckoning fixes plotted on land especially when going through the canal.
Ok thank TDW:up:
Magic1111
02-09-11, 05:03 PM
Another dumb question inbound ... what is the Otto Chalkboard for?
Thanks!
Yes, I´m interested too....! :hmmm: Because I don´t know too !
Anybody an answer please ?
Best regards,
Magic
stoianm
02-09-11, 05:09 PM
Yes, I´m interested too....! :hmmm: Because I don´t know too !
Anybody an answer please ?
Best regards,
Magic
In das boot movie they used for counting dept charge, bearings changes listened at hydro, in game i use to detect my position (i play real nav)
trevally use in these situations:
http://www.subsim.com/radioroom/showpost.php?p=1594108&postcount=102
best regards
Magic1111
02-10-11, 01:31 AM
In das boot movie they used for counting dept charge, bearings canges listened at hydro, in game i use to detect my position (i play real nav)
trevally use in these situations:
http://www.subsim.com/radioroom/showpost.php?p=1594108&postcount=102
best regards
Okay, thanks ! :up:
THE_MASK
03-23-11, 01:24 AM
Using version 5 with the latest UI version 6_4_0 .
Trying to use stoianm search pattern but after it does the first Advanced_knuckle the game stays on 1TC . It should go to 128TC but doesnt .
Trevally.
03-23-11, 02:57 AM
Using version 5 with the latest UI version 6_4_0 .
Trying to use stoianm search pattern but after it does the first Advanced_knuckle the game stays on 1TC . It should go to 128TC but doesnt .
Thanks Sober,
I have just checked the script and it looks ok.
I will test in game and see what is happening
THE_MASK
03-23-11, 03:03 AM
Thanks Sober,
I have just checked the script and it looks ok.
I will test in game and see what is happeningI agree the script looks fine .
Trevally.
03-23-11, 03:28 AM
:hmmm: worked ok for me.
By using the Advanced_knuckle, stoianm found that this was the only
way to control the speed at 7.5knots for all boats. So the trained crew
speed boost did not affect speed set. This way your trained crew will
increase your fuel efficiency instead. TC during this turn had to be at 1
for this to work.
The advanced knuckle is a useful command as it is one of the few that
will wait untill it is complete before moving to next command.
So that is why TC1 is used during the turn. When turn is finished there
is another speed check, then a 10sec wait before TC should goto 128.
Could it be a messege or some other factor setting your TC to 1:hmmm:
THE_MASK
03-23-11, 03:46 AM
Thanks for that , TC1OnRadioMessageReceived = False and works now . I had it True .
hey,
i think im using the wrong UI do i need to use this one? http://www.subsim.com/radioroom/downloads.php?do=file&id=1811
stoianm
04-24-11, 06:43 AM
hey,
i think im using the wrong UI do i need to use this one? http://www.subsim.com/radioroom/downloads.php?do=file&id=1811
Use the ones from here: http://www.subsim.com/radioroom/showpost.php?p=1332669&postcount=1
TheDarkWraith
04-24-11, 06:43 AM
hey,
i think im using the wrong UI do i need to use this one? http://www.subsim.com/radioroom/downloads.php?do=file&id=1811
Yes. Automation is only available in my UIs mod. You'll want to download the latest version (v6.5.0) though :up:
Yes. Automation is only available in my UIs mod. You'll want to download the latest version (v6.5.0) though :up:
doh lol i was wondering why it wast working
Yes. Automation is only available in my UIs mod. You'll want to download the latest version (v6.5.0) though :up:
oh btw where can i get the latest? (6.5.0)? cause in downloads there is only an older version
Templar
04-24-11, 07:02 AM
Here you go http://www.subsim.com/radioroom/showthread.php?t=166093
Trevally.
06-03-11, 05:48 PM
See post 1 for new v0.6
Small update to make compatible with Repaired Equipment MOD by Xrundel and TheBeast (http://www.subsim.com/radioroom/showthread.php?t=184224)
This changes all hydro dive depths to 32m so to max the hydro range.
Plus some other small changes.
Thanks to Xrundel and the Beast for their great mod and a reminder to update my auto scripts:up:
See post 1 for new v0.6
Small update to make compatible with Repaired Equipment MOD by Xrundel and TheBeast (http://www.subsim.com/radioroom/showthread.php?t=184224)
This changes all hydro dive depths to 32m so to max the hydro range.
Plus some other small changes.
Thanks to Xrundel and the Beast for their great mod and a reminder to update my auto scripts:up:
Well done! :up:
stoianm
06-03-11, 06:00 PM
tnx:up:
Xrundel
06-03-11, 06:49 PM
See post 1 for new v0.6
Small update to make compatible with Repaired Equipment MOD by Xrundel and TheBeast (http://www.subsim.com/radioroom/showthread.php?t=184224)
This changes all hydro dive depths to 32m so to max the hydro range.
Plus some other small changes.
Thanks to Xrundel and the Beast for their great mod and a reminder to update my auto scripts:up:
I were about to send some files to you, but wanted to double check first ( so I don't screw up your reputation, man) - but looks like you already did it.:up:
Magic1111
06-04-11, 10:24 AM
See post 1 for new v0.6
Small update to make compatible with Repaired Equipment MOD by Xrundel and TheBeast (http://www.subsim.com/radioroom/showthread.php?t=184224)
Many thanks ! :up:
L30P4RD
06-16-11, 03:23 PM
Hi I love the idea of scripts for search patterns and alike as saves a lot of time marking out a route that after a tedious few mins dissapears because you right clicked by mistake :o. Any chance of a stand alone of these scripts that doe's not require TDW UI, although very good I find they are not to my taste but would love the ability of these scripts and obviously do not have the pleasure of using them due to their dependence on said UI.
Trevally.
06-16-11, 04:12 PM
Hi I love the idea of scripts for search patterns and alike as saves a lot of time marking out a route that after a tedious few mins dissapears because you right clicked by mistake :o. Any chance of a stand alone of these scripts that doe's not require TDW UI, although very good I find they are not to my taste but would love the ability of these scripts and obviously do not have the pleasure of using them due to their dependence on said UI.
Sorry L30P4RD but that is not possible for me.
TDW added to his UI mod the commands that are used for this mod.
L30P4RD
06-16-11, 06:43 PM
Phooey oh well ! I better learn Python as well then ho hum :yawn:
kylania
10-12-11, 01:26 AM
Using the Real Nav script (pick the correct one from Local Time) we get a celestial fix when it starts. ... The script will give you a celestial fix at the corrct time each day (sun rise, noon, sun set etc x5 per day).
Is there an issue with this script and higher TC? Every patrol my Navigator just... stops keeping track after a while. Some of that might be by weather blocking the attempt, but sometimes I see errors that say that and they still DR it. But usually they just stop responding. The script is shown as Started in the Automation panel, but it doesn't do anything anymore.
I'll usually do the Kiel Canal Outbound and it'll keep track all along that route, then it'll stop once I'm out the canal usually. If I start it back up again and head towards Britain one or two will work and it'll stop again.
Taking a hint from sober however, I just did a run and never went over TC256 and every two hours on the dot the Navigator gave me updates. Before I'd tried TC512 and he stopped.
Trevally.
10-12-11, 09:38 AM
Is there an issue with this script and higher TC? Every patrol my Navigator just... stops keeping track after a while. Some of that might be by weather blocking the attempt, but sometimes I see errors that say that and they still DR it. But usually they just stop responding. The script is shown as Started in the Automation panel, but it doesn't do anything anymore.
I'll usually do the Kiel Canal Outbound and it'll keep track all along that route, then it'll stop once I'm out the canal usually. If I start it back up again and head towards Britain one or two will work and it'll stop again.
Taking a hint from sober however, I just did a run and never went over TC256 and every two hours on the dot the Navigator gave me updates. Before I'd tried TC512 and he stopped.
I will check it over to see if there are any errors.
It looks like - when you stop the script in the canal and then restart it - is causing the issue.
This is because to achieve the correct timings for the readings - a wait until command is used. So if you stop and re-start a nav script it will default take a fix on startup and then wait until the correct time to take the next one. This could be a 24hrs wait.
So if you stop a nav fix script - select a new one when you re-start it. The new one must be within the time stated for each script:up:
kylania
10-12-11, 09:59 AM
I'm not actually clicking STOP on the script interface, it just stops making notes.
I'll watch it more closely tonight and see if I can figure out what's happening when. :)
quink99
10-20-11, 02:38 PM
I have a problem while using Trevally's marvelous Autoscripts. As is usually the case it is probably the result of "self-inflicted injury and any help would be most appreciated.
Each time I attempt to use one of the search patterns for use on patrol all goes well on the straight, surfaced segment but at the end of that segment when it comes time for the routine dive for a hydrophone check instead of a routine dive to around thirty two feet I am faced with this hysterical screaming, "Alaaaarm"....running people crashing into things and an hysterical panic party crash dive to crush depth unless I'm fast enough to arrest it.
I'm pretty sure this is not the intended intent of the script. Any ideas as to what's going wrong?
Trevally.
10-20-11, 02:51 PM
I have a problem while using Trevally's marvelous Autoscripts. As is usually the case it is probably the result of "self-inflicted injury and any help would be most appreciated.
Each time I attempt to use one of the search patterns for use on patrol all goes well on the straight, surfaced segment but at the end of that segment when it comes time for the routine dive for a hydrophone check instead of a routine dive to around thirty two feet I am faced with this hysterical screaming, "Alaaaarm"....running people crashing into things and an hysterical panic party crash dive to crush depth unless I'm fast enough to arrest it.
I'm pretty sure this is not the intended intent of the script. Any ideas as to what's going wrong?
Sound as if the dive command is triggering a crash dive.:hmmm:
Do you use and mods that affects the dive command - there is one that uses a crash dive work around:06:
quink99
10-20-11, 07:25 PM
Trevally, I'm very impressed by your almost instantaneous reply!
Since I'm very new to SH5 or any other simulation game may I also reequest that you speak very slowly and use very small words when helping address my problem.
Do you use and mods that affects the dive command - there is one that uses a crash dive work around
I'm not sure what MODs might affect the "dive command" but the only one I know of for sure that seedms to be involved in hollaring is the German crew language pack. It cries "Alaaarm" with great frequency.
Here is my current MOD list which, except for the mentioned problem, seems to work quite well;
Generic Mod Enabler - v2.6.0.157
[N:\SH 5\MODS]
German U-Boat Crew Language Pack
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
NewUIs_TDC_6_8_0_ERM_Reaper7_NightVision_Black_Ski n
OPEN HORIZONS II_base v1.4
OHII v1.4 Patch2 Base
OH II Campaign Radio Messages v4
Trevally Tutorials - All v0.2 (for TDW UI+OH II)
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Automated Scripts v0.6
Accurate German Flags
SubFlags_0_0_8_byTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
A Fistful of Emblems v1.51
stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_0_byTheBeast
Church's Compass Dials Mod v2.2 - Option Two
Church's SHV 1.01 Keyboard Commands v1.1
AI Sonar-Hydrophone Fix Found by Olamagato
AilClimateZones 1.1
AilClouds 3.0
AilSmoke 1.7
AilWhiteInterior 1.0
AOB slide ruller for TDW UIs and MO by stoianm
Critical hits 1.1 Torpedos
Critical hits v 1.2
Dooms Decks for VIIABC41 1.4
Conning Tower Compass Fix
EQuaTool 01.01 by AvM - Medium Faber-Castell Style
gap - Alternative Cursors & Kriegsmarine Maptools v 1.1
ImprovedWaves_Improved Pitch&Roll
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
NDB,NDH OM#1 - No Dialog Indicator
new_KM_binos
No magic skills v1.5 MCCD compatible
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Old Style Explosions V1.1
Realistic ammo amount for AA and deck guns
RemoveLogoIntroTheDarkWraith
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
sobers 3D deck spray mod V7
sobers talking conning crew mod
SP_DDTEST
stoianm Atlantic blue water color for MO
stoianm BrighterNights modv1 (high)
Stormys dark torpedo body + dark OBS periscope shaft v1
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Torpedo Splash
Wasserbomben_SoundFix_1.2E50
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.4)
Church's NavMap v1.0 - Illyustrator's Version
sobers & stoianm base fog mechanics V16 SH5
610 Rockin Robbins' Dick O'Kane FB Targeting Mission
Convoy HG70
QP10
SM_CONVOY_HG76
SM_CONVOY_HX229
SM_CONVOY_ON115
SM_CONVOY_SC42
SM_TASKFORCE_J
SM_TASKFORCE_L
The ones in bright yellow are grayed out in the JSGME MOD enabler.
Thanks for your time and help.
THE_MASK
03-10-12, 06:09 AM
Would it be possible to have a depth under keel reading with the real navigation script ? Every 2 hours etc .
Trevally.
03-10-12, 06:46 AM
Would it be possible to have a depth under keel reading with the real navigation script ? Every 2 hours etc .
Yes Sober - I can add this.
It may be better as a standalone script that could be run at the same time as the navigation ones:hmmm:
THE_MASK
03-10-12, 06:57 AM
Yes Sober - I can add this.
It may be better as a standalone script that could be run at the same time as the navigation ones:hmmm: I have tC1 on message box messages so i was worried that if its seperate then the tc will drop down too much . What about a stand alone one that incorporates the real nav and the duk . You could have real nav as it is now or Real nav with duk or just duk standalone .
Trevally.
03-10-12, 07:05 AM
I have tC1 on message box messages so i was worried that if its seperate then the tc will drop down too much . What about a stand alone one that incorporates the real nav and the duk . You could have real nav as it is now or Real nav with duk or just duk standalone .
Yes that would work. There are however 6 scripts for real nav so this would mean 6 more.
I will look at re-doing the files for better categories:up:
This will result in a new version - any other ideas for new scripts to add at the same time:06:
THE_MASK
03-10-12, 03:39 PM
I will have a think about it .
ShadowDBOB
04-20-12, 01:51 AM
Cant wait to try these.
Thankyou
col_Kurtz
04-25-12, 02:54 PM
Yes that would work. There are however 6 scripts for real nav so this would mean 6 more.
I will look at re-doing the files for better categories:up:
This will result in a new version - any other ideas for new scripts to add at the same time:06:
Hi Trevally,
I have an idea - search pattern - simply for square 85km/90km or bigger - smaller? It is really hard to click and click on the map to plot the search pattern.
Yes, I saw scripts for this from stoianm - but actaully I`m thinking about really simply - just click and here it is - nice and clear - no hydro look around or dive - surface :oops:
Something like that below
http://www.subsim.com/radioroom/picture.php?albumid=632&pictureid=5579
with TCx128 and speed 7-8kts?
Best regards,
Kurtz :salute:
Btw - small mod change bukers days - really nice and good :yeah: But I set the 7 days of - is too short :D My fault but idea is great - thank you very much for this:) And I know you`re busy right now - IRAI, so this is not really something very important :)
Trevally.
04-25-12, 03:12 PM
Hi col_Kurtz
I do intend to come back to this and will look at adding those scripts.
I am not working on URAI - that is TDW:up:
I am doing this:-
http://img687.imageshack.us/img687/9559/monsunh.jpg
col_Kurtz
04-25-12, 05:13 PM
It`s look like... Pacific Operations, am I right? :hmmm: Is it future missions for SHV? Don`t tell me with available IX boot (love fat big girls) :cool: It`s to pretty to be come real :D
About scripts - nice and thank you :) Maybe 2 versions - for small search pattern (2-3 days with 7-8kts and TCx128) and bit bigger (4-5 days same speed and TC). What do you think? :)
Trevally.
04-28-12, 04:20 AM
Hi Sober - Looks ok but needs testing. (im sure you have already:D)
If you want to update the scripts - please do and send me the files and I will add to a new version:up:
Stuka1000
05-07-12, 06:12 PM
This may just be me being stupid but the search scripts do not appear able to find anything. Game time I have had the script running from the 18th to 30th august searching around a major convoy and shipping route with zero success. On the occasions when the script turns itself off and reverts TC to 1 there is never anything around.
Now this may be normal of course ( I have no clue when it comes to coding and such ) but running around on the surface with TC set to 1024 following a manually entered search pattern seems a lot more effective; I usually have a target within 10 or 15 minutes, the script has been running now for over two hours of me staring at the nav map and not a peep. Am I doing something wrong?
Trevally.
05-08-12, 12:09 PM
Hmmm not sure what script you are running...
If it is the search pattern one - then the game will only drop TC based on your option settings. Use the options editor to set.
If it is a full hydro at station script - then your hydro may not be picking up any contacts. Have you added the patch to fix the hydro?
Stuka1000
05-11-12, 06:14 PM
Hmmm not sure what script you are running...
If it is the search pattern one - then the game will only drop TC based on your option settings. Use the options editor to set.
If it is a full hydro at station script - then your hydro may not be picking up any contacts. Have you added the patch to fix the hydro?
Sorted. TDW's JSGME verification tool highlighted some mods that were not installing correctly, once I got those sorted out the scripts worked properly :yeah:
Robin40
08-16-12, 08:16 AM
I started a Search on Patrol (looped)
After many cycles I noticed that CO2 level was at 17%
Hope I'm not wrong, but it looks like that CO2 level is not reset to 0 when surfaced
Trevally.
08-16-12, 12:18 PM
I started a Search on Patrol (looped)
After many cycles I noticed that CO2 level was at 17%
Hope I'm not wrong, but it looks like that CO2 level is not reset to 0 when surfaced
Hi Robin,
This is a SH5 bug:nope:
If you see this just save/load to fix:up:
Robin40
08-16-12, 02:28 PM
Hi Robin,
This is a SH5 bug:nope:
If you see this just save/load to fix:up:
thx buddy:up:
arleeds
08-20-12, 04:18 AM
Hi Guys,
Quick question.. why does all the tutorials in sobers mod list that i put in my mod folder (Trevally's auto script v0.6,Trevally's all tutorial for New UI etc), and enable it using JSGME, shows "Corrupted Automated File" on game play?
Need help please..
thanks in advance.. :salute:
Solution: unable all mods.. go to silent hunter 5\data\Automation... erase every thing.. go back to JSGME, enable all trevally's auto script, harbour and kiel, tutorials all (OHII/new UI)...
hehehhe...
Trevally.
08-20-12, 02:54 PM
Hi Guys,
Quick question.. why does all the tutorials in sobers mod list that i put in my mod folder (Trevally's auto script v0.6,Trevally's all tutorial for New UI etc), and enable it using JSGME, shows "Corrupted Automated File" on game play?
Need help please..
thanks in advance.. :salute:
Solution: unable all mods.. go to silent hunter 5\data\Automation... erase every thing.. go back to JSGME, enable all trevally's auto script, harbour and kiel, tutorials all (OHII/new UI)...
hehehhe...
Hi arleeds:salute:
I am glad you got this fixed and I hope you enjoy the tutorials etc:up:
The reason this happen is when a script is installed that has an error in it. Every script after it will also show as corrupt.
So by deleting all and installing my ones - the error was removed and all scripts could be read by TDWs script engine:know:
arleeds
08-20-12, 07:57 PM
Hi arleeds:salute:
I am glad you got this fixed and I hope you enjoy the tutorials etc:up:
The reason this happen is when a script is installed that has an error in it. Every script after it will also show as corrupt.
So by deleting all and installing my ones - the error was removed and all scripts could be read by TDWs script engine:know:
Hi Trevally, :salute:
I'm glad too... oh.. it's WONDERFUL...!! :rock: :rock: :rock:
Sober's mod list (for env mod soup, with out the OHII, wanted to finish the stock ver first) TDW's UI 7.1.0 + Your Scripts from All Tutorials (ver new ui), auto script to harbor and kiel Pilot + Miton's speech recognition New Ui 0.4.1 (english)...
SPECTACULAR GAME PLAY!!!
I could just play your tutorials all day long and forgetting the campaign :haha:
Thank you SO MUCH for Your contributions.. You Sir, are a dear asset to this community!!
yooth17
02-11-13, 07:17 PM
thanks a lot
THE_MASK
03-08-13, 12:14 AM
Using the sobers mega mod with this mod . Couple of problems that i have with this mod combo . When the script goes to snorkel depth to do a scope search the view is under water in rough weather , havnt tried in calm weather . The surface cruising speed on search pattern script in a VIIB is 14 knots . Should be 7.5 to be the most fuel efficient maybe . cheers .
Coming across a problem when I load a saved game and click on the scripts icon to open the scrips box no scripts show in the box.
Any ideas how to get em back with the current save game.
thanks
TheDarkWraith
03-27-13, 01:57 PM
Coming across a problem when I load a saved game and click on the scripts icon to open the scrips box no scripts show in the box.
Any ideas how to get em back with the current save game.
thanks
You have a corrupted script or incompatible script somewhere then. That's the only reason none would show :yep:
Funny though if I delete those .TDW files and restart a new campaign they show up again sometimes.. weird.
DarkWraith would I be best to just remove all mods, reinstall and start a new career ? Or is there anyway to just reinstall the scripts.
thanks
Pampero
03-30-13, 10:58 AM
Hello and thanks Trevally for these automations, I find them very useful.
Hope you don't mind if I ask some questions. I'm making a small automation for the observation scope, the objective is to make a full turn with the scope to check the surface in a continuous and automatic sweep for different angular speeds.
Here is one example:
[AS]
Scope check. 3deg/sec.
[DESCRIPTION]
Make a full turn of observation periscope at 3 degrees per second. One full turn in 2 minutes.
[DESCRIPTION_END]
[CATEGORY]
Search
[SUBCATEGORY]
Scope Search
[COMMANDS]
Rise_whole_obs_periscope,0,0,0,0,0,0,1
Activate_Scope_Station,1,0,0,0,0,0,1
Sweep_Scope,1,0,360,120,0,0,4
Leave_Scope_Station,0,0,0,0,0,0,0.5
Lower_whole_obs_periscope,0,0,0,0,0,0,0
[COMMANDS_END]
My questions are:
Time t before next action starts when the current action is finished or when it starts? If it is the last I guess I have to let more time to periscope to fully raise.
Parameter c in Sweep Scope is determined by 9 digits in binary, I guess bit 0 corresponds to the 2^0 digit and bit 8 2^8 digit. Am I right or its the opposite?
Finally, what program may I use to save the file properly? I'm using notepad for writing it but I guess I won't be able to make it work with it.
Thanks in advance for your time.
TheDarkWraith
03-30-13, 11:36 AM
Hello and thanks Trevally for these automations, I find them very useful.
Hope you don't mind if I ask some questions. I'm making a small automation for the observation scope, the objective is to make a full turn with the scope to check the surface in a continuous and automatic sweep for different angular speeds.
Here is one example:
[AS]
Scope check. 3deg/sec.
[DESCRIPTION]
Make a full turn of observation periscope at 3 degrees per second. One full turn in 2 minutes.
[DESCRIPTION_END]
[CATEGORY]
Search
[SUBCATEGORY]
Scope Search
[COMMANDS]
Rise_whole_obs_periscope,0,0,0,0,0,0,1
Activate_Scope_Station,1,0,0,0,0,0,1
Sweep_Scope,1,0,360,120,0,0,4
Leave_Scope_Station,0,0,0,0,0,0,0.5
Lower_whole_obs_periscope,0,0,0,0,0,0,0
[COMMANDS_END]
My questions are:
Time t before next action starts when the current action is finished or when it starts? If it is the last I guess I have to let more time to periscope to fully raise.
Parameter c in Sweep Scope is determined by 9 digits in binary, I guess bit 0 corresponds to the 2^0 digit and bit 8 2^8 digit. Am I right or its the opposite?
Finally, what program may I use to save the file properly? I'm using notepad for writing it but I guess I won't be able to make it work with it.
Thanks in advance for your time.
In the \Automation folder there is a txt file (TDW_Automation.txt) that details all the commands and how to make Automation files.
To answer your question about parameter C I copied this from that txt file:
; Sweep_Scope,x,y,a,b,c,0,t - sweep the scope from a start of y degrees to an end of a degrees. Time to sweep from y to a determined by b. Next command will be issued after time t (time t doesn't start until sweeping complete). x = the scope station number (0=attack, 1=obs, 2=UZO). c is a decimal number representing the bits set for the following options (use windows calc to input binary number then convert to decimal):
; this function will wait for scope station to be visible (will wait for 15 seconds and if not visible then a skip command will be issued)
; bit 0 = lock the contact on contact spotted (if bit 2,3,4, or 5 isn't set then contact will be immediately unlocked)
; bit 1 = set current heading for contact on contact spotted
; bit 2 = stop sweep on contact spotted
; bit 3 = stop sweep and follow target on contact spotted
; bit 4 = pause sweep on contact spotted
; bit 5 = pause sweep and follow target on contact spotted
; bit 6 = pause game (and either also pause sweep) on contact spotted
; bit 7 = abort script on contact spotted
; bit 8 = inform user that contact was detected
It's great to see someone else writing automation scripts :salute:
If you have any ideas on how to improve Automation or ideas for new commands please post them in my UIs thread :up:
Pampero
03-30-13, 06:21 PM
Thanks TheDarkWraith, I'm reading that document, it is a great help; now I'm getting the automation working, but I have to look on the options provided by parameter c more carefully.
Trevally.
03-31-13, 03:31 AM
Hi Pampero
Yes - its good to see others using this great automation tool:yep:
If you have any questions - just ask:up:
Time t before next action starts when the current action is finished or when it starts? If it is the last I guess I have to let more time to periscope to fully raise.
Yes - the t time is a wait before reading the next command line. So factor in the scope raise time before starting your search.
Finally, what program may I use to save the file properly? I'm using notepad for writing it but I guess I won't be able to make it work with it.
I use notepad and sometimes notepad++ (http://notepad-plus-plus.org/)
Save your file and then rename to ***.SHA
This SHA file then into the automation folder in your SH5
:salute:
Pampero
03-31-13, 09:28 PM
Thanks for the help! I'm testing the scripts right now.
Trevally.
09-22-13, 03:58 PM
http://www.subsim.com/radioroom/images/icons/icon1.gif Automation scripts
So I downloaded the UI updates and your automation scripts. But I cannot figure out how to USE your scripts. I've seen people use a UI for it to run the scripts but for the life of me I cannot find out how to launch it.
So how do I launch the script execution engine???
Hi Michael
To start the scripts - see these guides:up:
Harbour Pilot http://www.subsim.com/radioroom/showpost.php?p=1700656&postcount=201
TDC Helper http://www.subsim.com/radioroom/showpost.php?p=1646115&postcount=2
Tutorials http://www.subsim.com/radioroom/showpost.php?p=1547794&postcount=2
Auto Scripts Guide by Ruby http://forums-de.ubi.com/showthread.php/79644-Tipps-Tricks-Tuning-und-Layout-für-den-Großmod-Magnum-Opus-UPDATE-30-08-2011?p=730108&viewfull=1#post730108
MAGNUM OPUS -> AUTOMATION / AUTOPILOT
Automations are steps that can be executed automatically. Whether it is a simple turning maneuvers, navigation routes, chains of command, tutorial or auxiliary port exit, basically irrelevant.
Magnum Opus in various automations are already integrated. Also own automation scripts / autopilot can be created. The automation table, you will access the right toolbar. (Hotkey Ctrl + A)
http://www.osibisi.de/developer/AndySites/sh5/magnum_opus/TUT/general/Automationstafel_Icon.jpg
To obtain a better overview of the automated systems, these were in
• Categories
• Sub-Categories
divided.
Under "available scripts" which is currently available automated systems are displayed.
Activated activated automation scripts under the display.
By background color is signaled if the script is started or not. An automation can only be started if this previously by LMB (left mouse button) is selected. A selection can be seen with an additional black border. Automation is deactivated by LMT.
Green background = Automation is started
Red background = automation is stopped
Blue background = Automation has been paused / Pause
http://www.osibisi.de/developer/AndySites/sh5/magnum_opus/TUT/general/Automationstafel.jpg
http://www.osibisi.de/developer/AndySites/sh5/magnum_opus/TUT/general/Automationstafel_rot.jpg
http://www.osibisi.de/developer/AndySites/sh5/magnum_opus/TUT/general/Automationstafel_rot_aktiv.jpg
http://www.osibisi.de/developer/AndySites/sh5/magnum_opus/TUT/general/Automationstafel_gruen.jpg
In "Silent Hunter 5 \ data \ navigation", the scripts for the autopilot to be stored.
Ex enema or departs from a port!
Under Silent Hunter 5 \ data \ Automation script files for automated systems are stored.
Under Silent Hunter 5 \ data \ script files for the tutorials automations are stored.
The tutorials can be accessed without problems during a mission at any time. Just try it ...
However, it is recommended that the tutorials on how to MAGNUM OPUS -> How to start a tutorial described to start.
In the documentation directory of TheDarkWraith are included on how to create automation itself.
- TDW_Navigation.txt
- TDW_Automation.txt
- TDW_Tutorial.txt
IMPORTANT: Port automations for leakage should always be at the starting point (bunker) are started!
Greeting Ruby
Kroenen
09-27-13, 07:23 AM
Solution: unable all mods.. go to silent hunter 5\data\Automation... erase every thing.. go back to JSGME, enable all trevally's auto script, harbour and kiel, tutorials all (OHII/new UI)...
hehehhe...
Thanks for the info. I am suffering the very same issue, and followed these exact steps to try and fix it, however...now the list of tutorials shows 'missing' or corrupt automation file.
I tried removing all mods, and adding the Trevally ones first, but when I add in the rest of the mods (using volodya61 mega pack), it still tells me they're corrupt.
Any ideas?
Trevally.
09-27-13, 08:29 AM
Thanks for the info. I am suffering the very same issue, and followed these exact steps to try and fix it, however...now the list of tutorials shows 'missing' or corrupt automation file.
I tried removing all mods, and adding the Trevally ones first, but when I add in the rest of the mods (using volodya61 mega pack), it still tells me they're corrupt.
Any ideas?
Fresh download (see post 1)- unzip with 7zip and install
make sure you are using no other scripts than the ones I made:hmmm:
Mikemike47
09-27-13, 08:48 AM
IMPORTANT: Port automations for leakage should always be at the starting point (bunker) are started!
I found the quoted part within the CODE section way at the bottom. I don't use automations much. I have enabled them from time to time to see how they work.
What does the leakage part means?
Kroenen
09-27-13, 09:03 AM
Fresh download (see post 1)- unzip with 7zip and install
make sure you are using no other scripts than the ones I made:hmmm:
Thanks Trevally, followed the instructions in the 1st post and still having issues. Obviously some other part of this pack is adding in a script thats causing it to think they're all corrupt.
With everything installed correctly, what files should be in the automation folder? At present, I have the following;
Automation_hotkeys.sha
Automation_travel_mode.sha
Basic_sub_handling-depth_control.sha
How_to_use_speed_finder_feature.sha
How_to_use_tutorial.sha
New_features_commands.sha
Real_Nav_auto_fix_v0.2.sha
Search_patterns.sha
TDW_Automation.txt
Trevally Scripts v0.4.sha
I even tried deleting the last file (in bold) as it looked like it was from a previous version and being installed by another mod, but still...all tutorials show as corrupt.
I really appreciate your help sir!
Trevally.
09-27-13, 12:36 PM
:hmmm:
All looks ok
Goto C:\Ubisoft\Silent Hunter 5\data\Applications and run the Dbgview app.
This app will record what is happening when you start the game.
So start SH5 - load a campaign and try running a script from the automation window.
Stop the game and exit
Stop Dbgview and paste the report here (using the code quotes like this #report#)
:salute:
Trevally.
09-27-13, 12:38 PM
I found the quoted part within the CODE section way at the bottom. I don't use automations much. I have enabled them from time to time to see how they work.
What does the leakage part means?
hmm not sure what I meant here:doh:
must be to do with harbourpilot - but that is old now as harbour pilot can be started anywhere
make sure you are using no other scripts than the ones I made:hmmm:
:o
is this for making sure that you and Kroenen are talking about the same stuff, or other scripts interact negatively with your ones? :doh:
Kroenen
09-27-13, 02:30 PM
I got it now Trevally....I must have missed the part where I was supposed to ignore the tutorial menu option when starting the game, and instead go via historical missions, something about planes, and then I could actually find the menu bar on the right to start the automation.
I'm so confuzzled right now, but I'm making progress! If I am indeed now following your tutorials on sub handling, well done! Very well laid out! :up:
:salute:
Trevally.
09-27-13, 02:37 PM
I got it now Trevally....I must have missed the part where I was supposed to ignore the tutorial menu option when starting the game, and instead go via historical missions, something about planes, and then I could actually find the menu bar on the right to start the automation.
I'm so confuzzled right now, but I'm making progress! If I am indeed now following your tutorials on sub handling, well done! Very well laid out! :up:
:salute:
ah good - I hope the tutorials help:salute:
Trevally.
09-27-13, 02:39 PM
:o
is this for making sure that you and Kroenen are talking about the same stuff, or other scripts interact negatively with your ones? :doh:
If there is another script loaded into sh5 mem and is not upto date with TDWs auto manager - they will corrupt all scripts as they are loaded together and not as individuals
:up:
If there is another script loaded into sh5 mem and is not upto date with TDWs auto manager - they will corrupt all scripts as they are loaded together and not as individuals
:up:
Thank you for your answer Trevally, I wasn't aware about that probem :88)
Have you or TDW ever thought about revising the existing automation scripts, in order to make them compatible with the Latest script manager? Here (http://www.subsim.com/radioroom/showpost.php?p=2117875&postcount=2) is a list of all the script packs that I know of. :)
kyleb9ka
01-12-14, 10:47 PM
Thank you
Trevally.
01-18-14, 04:38 AM
Thank you
You are welcome:salute:
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