View Full Version : [REL] Trevally - Harbour Pilot Scripts
Trevally.
12-12-11, 12:48 PM
any help would be greatly appreciated,heres my mods loadout
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_9_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_6_9_0_New_radio_messages_German
Critical hits 1.1 Torpedos
Critical hits v 1.2
AilSmoke 1.7
AilImpurity 1.2
AilClouds 3.0
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Automated Scripts v0.6
Trevally Tutorial - All v0.2(for OHIIv1.3)
OPEN HORIZONS II_full v1.5
:damn:
As discussed here http://www.subsim.com/radioroom/showthread.php?p=1803829#post1803829
please run the dbugview:up:
Trevally.
12-12-11, 12:51 PM
Has anybody experienced this before?
Kiel Outbound Pilot goes onboard, his first action is to order a course of 334°...this results in my boat scraping the right side of the pier when leaving the bunker.....the course is then kept until I crash into the wharf straight ahead...TC is kept at 1, speed is also slow......:06:
ModValidator shows that all mods are installed properly, this is the current soup im experimenting with:
Trevally Harbour & Kiel Canal Pilot v2.6
Please update to v2.8:up:
Can you confirm that you are using the corrcet Kiel script (not the imbound one:D)
Please update to v2.8:up:
Can you confirm that you are using the corrcet Kiel script (not the imbound one:D)
Updated to 2.8 now...and I was convinced that I was using this already!!! :damn:
Outbound Confirmed :har:...(enjoyed your comment on this one!)
Thanks.....its working now...sometimes small things (numbers) have big effects :yeah:
7Infanterie19
02-27-12, 10:10 PM
Has anybody experienced this before?
Kiel Outbound Pilot goes onboard, his first action is to order a course of 334°...this results in my boat scraping the right side of the pier when leaving the bunker.....the course is then kept until I crash into the wharf straight ahead...TC is kept at 1, speed is also slow......:06:
This is happening to me now as well, except the course is 335°.
I'm running v2.8. and I know it was working fine several days ago when I started using OHII along with an old version of NewUi (v6_4_0 Test 7), but without IRAI.
After getting a confirmation on the proper load order of IRAI, FX and NewUIs, I updated NewUIs to the latest version, and added IRAI to my mix. I started a new OHII campaign, but after this update to the new version of NewUI and the addition of IRAI, I'm getting this problem as well.
I started yet another campaign, thinking it might have just been a burp that needed a fresh start, and also after deciding to add the No Magic Abilities mod, but I'm still getting this problem, so I loaded up the old version of NewUI, left out IRAI, and then tried the pilot again. This time, it was fine like it was before. It starts off with a course order of 329° and gets the boat out without problems or damage.
Any ideas? Could it be something that may be conflicting with the automation in NewUIs that causes that 6 degree difference, or is it maybe something with the pilot thinking it is in a different position?
Thanks ..
p.s. Trevally, what are the possibilities of adding a Kiel outbound pilot script using the north passage?
Captain_AJ
02-28-12, 02:10 AM
@ Trevally would you consider adding a script for incoming to lorient harbor ?
Trevally.
02-29-12, 04:14 AM
This is happening to me now as well, except the course is 335°.
I'm running v2.8. and I know it was working fine several days ago when I started using OHII along with an old version of NewUi (v6_4_0 Test 7), but without IRAI.
After getting a confirmation on the proper load order of IRAI, FX and NewUIs, I updated NewUIs to the latest version, and added IRAI to my mix. I started a new OHII campaign, but after this update to the new version of NewUI and the addition of IRAI, I'm getting this problem as well.
I started yet another campaign, thinking it might have just been a burp that needed a fresh start, and also after deciding to add the No Magic Abilities mod, but I'm still getting this problem, so I loaded up the old version of NewUI, left out IRAI, and then tried the pilot again. This time, it was fine like it was before. It starts off with a course order of 329° and gets the boat out without problems or damage.
Any ideas? Could it be something that may be conflicting with the automation in NewUIs that causes that 6 degree difference, or is it maybe something with the pilot thinking it is in a different position?
Thanks ..
Not sure what causes this:hmmm:
Each time it happens - the player normally fixes it by adjusting their mods.
It realy should not make any difference - but try uninstalling harbour pilot before moving or adjusting TDWs UI and the put harbour pilot back afterwards.
p.s. Trevally, what are the possibilities of adding a Kiel outbound pilot script using the north passage?
Yes sure - how far would you want it to go:06: Right through to the North Sea. Would you also want an inbound one.
Also what about Bergen - add inbound to that one too?
Trevally.
02-29-12, 04:15 AM
@ Trevally would you consider adding a script for incoming to lorient harbor ?
Does this need one? - I will have a look:up:
7Infanterie19
02-29-12, 06:24 PM
Not sure what causes this:hmmm:
Each time it happens - the player normally fixes it by adjusting their mods.
It realy should not make any difference - but try uninstalling harbour pilot before moving or adjusting TDWs UI and the put harbour pilot back afterwards.
I think I've done that through the motion of disabling mods and re-enabling them because of other things I've been trying to figure out, but no change. I'll have to play around with the order like you said "by adjusting their mods". I'll see if loading it before NewUIs will help. Other than that, I'll have to just pilot the boat manually from there. And I won't know until later in the campaign if it happens at other bases.
Yes sure - how far would you want it to go:06: Right through to the North Sea. Would you also want an inbound one.
Also what about Bergen - add inbound to that one too?
lol .. you sound like a taxi driver - hehehe :D.
If possible, how about as far as where the word Skagerrak is on the map? And then an inbound from there as well if possible.
As for Bergen, why not while we're at it, but only if you have the time. I would appreciate it and I'm sure others would as well. Is there already an outbound for Bergen?
Thanks for your help! Cheers!
Trevally.
03-10-12, 11:33 AM
Harbout Pilot update to v2.9
see post 1:|\\
This update will add a new route for Kiel.
This will be helpful as OHIIv1.8 will take you back to Kiel to collect your new boat when you get upgraded to VIIC and C/41
Kiel Harbour Skagerrak Route
Outbound
Here you start in the bunker of Kiel Harbour and you use this one as you would any other pilot script. Pilot will navigate your boat out of the harbour and north though Skagerrak. Harbour Pilot will leave your boat as you reach the North Sea.
As with harbour pilot, you can adjust TC straight away. x256 is recommended. Messages warning you of upcoming traffic will be displayed.
Once you have reached the North Sea TC will drop to x1 and a message will be diplayed allowing you to plot your next waypoint.
Inbound
With inbound you must position your u-boat within the 100KM circle shown below.
http://img594.imageshack.us/img594/4267/sh5img20120310152441.jpg
Pilot will navigate you back Skagerrak and down to Kiel harbour for you to dock.
The waypoint resume setting for this one is set very high. This will also allow you to start the script anywhere within the route and your boat will head for the nearest set point and continue.:up:
pedrobas
03-10-12, 04:27 PM
Many thanks, Trevally :up:
Hi Trevally, many thanks for update!:yeah:
As for previous version of "Harbour Pilot" - I've noticed, that the pilot function could not be enabled/continued after loading the game with saved running scripts inside Kiel Channel. The first report that time was "the pilot will route You....", then in half of a minute the message 'pilot is offboard' appeared.
Is it a known bug and is it fixed in new version?:salute:
Trevally.
03-12-12, 03:16 PM
Hi Trevally, many thanks for update!:yeah:
As for previous version of "Harbour Pilot" - I've noticed, that the pilot function could not be enabled/continued after loading the game with saved running scripts inside Kiel Channel. The first report that time was "the pilot will route You....", then in half of a minute the message 'pilot is offboard' appeared.
Is it a known bug and is it fixed in new version?:salute:
Hi Vlad:salute:
Thanks for the report, I did not know of this issue.
I will test this to see what is wrong - It could be that the range to your next waypoint was to far for the settings within the script.
With the canal having so many turns - I had waypoint resume set low, but I will see if it is the reason.
Can you confirm that you are using the most up to date of TDWs UI:06:
Hi Vlad:salute:
Thanks for the report, I did not know of this issue.
I will test this to see what is wrong - It could be that the range to your next waypoint was to far for the settings within the script.
With the canal having so many turns - I had waypoint resume set low, but I will see if it is the reason.
Can you confirm that you are using the most up to date of TDWs UI:06:
Yes, NewUI v.6.9.0 I've noticed the discussed issue long time ago, so I preffered not to be saved in the channel itself. As for other places on route - everything was great :up:
Trevally.
03-12-12, 04:21 PM
Just tested Kiel Outbound and after a save load, waypoint resume worked.
I then tested a few times stopping and starting the script. Each time the script worked as it should.
Here is the resume well into the canal
00004010 1116.42285156 [5852] class AutomationScriptInFile(Kiel Harbour & Canal Outbound).Start
00004011 1118.22521973 [7024] Entities.cpp (83): Process Message:
00004012 1118.22534180 [7024] Entities.cpp (114): OSI Ping
00004013 1118.22546387 [7024] Entities.cpp (123): succeeded
00004014 1123.56701660 [5852] Kiel Harbour & Canal Pilot Outbound started WaypointResume=1000.0m
00004015 1123.56933594 [5852] Kiel Pilot will take you out of the harbour and through the canal. You may adjust TC anytime and speed once clear of wharf.
00004016 1123.56945801 [5852] Kiel Harbour & Canal Pilot Outbound no precondition specified
00004017 1123.57019043 [5852] Kiel Harbour & Canal Pilot Outbound starting from waypoint 10
00004018 1123.57019043 [5852] Kiel Harbour & Canal Pilot Outbound waypoint 10 using precision navigation
00004019 1123.57031250 [5852] Kiel Harbour & Canal Pilot Outbound waypoint 10 using current TC level
00004020 1123.57031250 [5852] Kiel Harbour & Canal Pilot Outbound waypoint 10 using current depth
00004021 1123.57031250 [5852] Kiel Harbour & Canal Pilot Outbound waypoint 10 using current speed for pre-speed
00004022 1123.57031250 [5852] Kiel Harbour & Canal Pilot Outbound waypoint 10 using current speed
00004023 1123.57043457 [5852] Kiel Harbour & Canal Pilot Outbound waypoint 10: Distance=671.24 3/4 distance=-9999.00 1/2 distance=335.62 1/4 distance=503.43
00004024 1123.57055664 [5852] Kiel Harbour & Canal Pilot Outbound setting new heading of 258 for waypoint 10
@TDW
here is one I tried just before the one above. As you can see it wanted to go to waypoint 0 where it should have picked 9 or 10. Could this be because it was outside the set resume limit for this one of 1000m:hmmm:
00003966 1071.98022461 [5852] Kiel Harbour & Canal Pilot Outbound started WaypointResume=1000.0m
00003967 1071.98254395 [5852] Kiel Pilot will take you out of the harbour and through the canal. You may adjust TC anytime and speed once clear of wharf.
00003968 1071.98266602 [5852] Kiel Harbour & Canal Pilot Outbound no precondition specified
00003969 1071.98339844 [5852] Kiel Harbour & Canal Pilot Outbound starting from waypoint 0
00003970 1071.98339844 [5852] Kiel Harbour & Canal Pilot Outbound waypoint 0 using precision navigation
00003971 1071.98339844 [5852] TC level changed to 1
00003972 1071.98352051 [5852] Kiel Harbour & Canal Pilot Outbound waypoint 0 setting TC to 1
00003973 1071.98352051 [5852] Kiel Harbour & Canal Pilot Outbound waypoint 0 using current depth
00003974 1071.98364258 [5852] Kiel Harbour & Canal Pilot Outbound waypoint 0 using current speed for pre-speed
00003975 1071.98364258 [5852] Kiel Harbour & Canal Pilot Outbound waypoint 0 using current speed
00003976 1071.98376465 [5852] Kiel Harbour & Canal Pilot Outbound waypoint 0: Distance=16509.85 3/4 distance=4127.46 1/2 distance=8254.93 1/4 distance=12382.39
00003977 1071.98388672 [5852] Kiel Harbour & Canal Pilot Outbound setting new heading of 86 for waypoint 0
00003978 1076.18359375 [5852] Kiel Harbour & Canal Pilot Outbound stopped
TheDarkWraith
03-12-12, 04:48 PM
@TDW
here is one I tried just before the one above. As you can see it wanted to go to waypoint 0 where it should have picked 9 or 10. Could this be because it was outside the set resume limit for this one of 1000m:hmmm:
Could be I have an error in my code. I'll look into it :up:
TheDarkWraith
03-12-12, 05:29 PM
@TDW
here is one I tried just before the one above. As you can see it wanted to go to waypoint 0 where it should have picked 9 or 10. Could this be because it was outside the set resume limit for this one of 1000m:hmmm:
I think I see the error (or I should say omission) in my code. I iterate over all the waypoints and while doing so:
if dist <= self.waypointresume:
I check to see if distance between uboat's current position and waypoint is less than or equal to the waypoint resume distance. If one is found great, if one isn't problem. The if one isn't is the omission - I never check to see what is the closest waypoint - instead I say go to waypoint 0. I'll fix this :up:
TheDarkWraith
03-12-12, 05:48 PM
here is one I tried just before the one above. As you can see it wanted to go to waypoint 0 where it should have picked 9 or 10. Could this be because it was outside the set resume limit for this one of 1000m:hmmm:
Disable the mod first. Place this file: http://www.mediafire.com/?l96fmiy4pdxa4mt in my UIs mod \data\Scripts\Menu folder. Re-enable mod. Retest. Problem should be fixed :up:
I haven't tested it because I'm not at my gaming computer so you'll have to let me know the results :yep:
THE_MASK
03-12-12, 08:10 PM
feedback , applied the patch . Started a test career leaving kiel and travelled along the kiel canal for 5 klms using the kiel harbor and canal outbound script . Saved the game and exited . Reloaded the save and applied the kiel harbor and canal outbound script again . The sub wants to turn around and head back to kiel . I have noticed that if you use the outbound script by unenabling and enabling it will work (i guess the sub has to be close to a waypoint<guess) . Ok , if i enable the outbound script and the sub heads back to kiel , i then just stop the script and then enable it again . When the sub gets to a waypoint it then turns around and heads the right way outbound . Hope this helps .
TheDarkWraith
03-12-12, 08:22 PM
feedback , applied the patch . Started a test career leaving kiel and travelled along the kiel canal for 5 klms using the kiel harbor and canal outbound script . Saved the game and exited . Reloaded the save and applied the kiel harbor and canal outbound script again . The sub wants to turn around and head back to kiel . I have noticed that if you use the outbound script by unenabling and enabling it will work (i guess the sub has to be close to a waypoint<guess) . Ok , if i enable the outbound script and the sub heads back to kiel , i then just stop the script and then enable it again . When the sub gets to a waypoint it then turns around and heads the right way outbound . Hope this helps .
What is probably happening is you are closer to a waypoint behind you and that it why it appears to be returning to Kiel. Let it ride and see what happens. You'll probably see it turn around and head back the correct way once it reaches what it determined to be the closest waypoint when you enabled the script. Let me know if this is true or not.
THE_MASK
03-12-12, 08:47 PM
What is probably happening is you are closer to a waypoint behind you and that it why it appears to be returning to Kiel. Let it ride and see what happens. You'll probably see it turn around and head back the correct way once it reaches what it determined to be the closest waypoint when you enabled the script. Let me know if this is true or not.True .
Trevally.
03-13-12, 01:13 PM
Disable the mod first. Place this file: http://www.mediafire.com/?l96fmiy4pdxa4mt in my UIs mod \data\Scripts\Menu folder. Re-enable mod. Retest. Problem should be fixed :up:
I haven't tested it because I'm not at my gaming computer so you'll have to let me know the results :yep:
Thanks TDW:up:
I can confirm this is now fixed.
Repeating the same test now sends me to waypoint 9 and then 10 as it should:yeah:
7Infanterie19
03-14-12, 08:30 PM
Harbout Pilot update to v2.9
Just realized you had put out the update already, Trevally!
Many thanks and much appreciated! :yeah:
7Infanterie19
03-15-12, 10:02 AM
Has anybody experienced this before?
Kiel Outbound Pilot goes onboard, his first action is to order a course of 334°...
This is happening to me now as well, except the course is 335° ...
Trevally, I just wanted to give you an update on this.
I couldn't clear up that problem I had in Kiel using 2.8. Before upgrading to 2.9, I wanted to test out Wilhelmshaven, so I started up the pilot, and it immediately ordered a dramatic course change. I reloaded and tried again - same result. After disabling 2.8 and enabling 2.9, I loaded the game and tried again. This time - course was set to 181° and the pilot did what it was supposed to do :up:. I reloaded an old save and tried Kiel. That works fine with 2.9 as well. :up:
Thanks again! :yeah:
By the way, does anyone know what the setting is to allow a higher TC level in travel mode? Currently, I can't go above 128. If I encounter friendly ships, shallow waters, etc., using TC 256+, it drops to TC 1.
Trevally.
03-15-12, 10:39 AM
Thanks 7Infanterie19:salute:
For you TC travel mode - see here
C:\Users\Owner\Documents\SH5\data\cfg\Main.cfg
[TIME COMPRESSION]
; The first value is the default one, the second value is used when 'travel mode' is activated.
; The two values should be separated by a comma.
; If only one value is specified, that value is used for both default and travel mode.
TimeStop=0
RealTime=1
LandProximity=8,8192
CriticalDamage=1,1024
CrewEfficiency=128
AirEnemyDetected=1,8
SoundEffects=2
CharacterAnim=32
FriendDetected=32,8192
EnemyDetected=8,64
RadioReport=32,8192
Particles=32
PrayState=8,32
HunterState=8,32
3DRender=32
Maximum=8192
7Infanterie19
03-15-12, 06:09 PM
Thanks 7Infanterie19:salute:
For you TC travel mode - see here
C:\Users\Owner\Documents\SH5\data\cfg\Main.cfg
No ... thank you! :D
I had a feeling it had to do with that file. So 8192 is the upper limit for travel mode, and with that setting, then we shouldn't be bumped down to TC1 while in any TC up to that number, correct? If so, then there must be another problem, because both of my settings for those two you pointed out are exactly as you posted. :hmmm:
oldun64
09-08-12, 11:20 AM
Hey
Just a line to say well done on the scripts.....keep up the great work.
again great job
regards
Oldun aka Gus
Trevally.
09-09-12, 03:15 AM
Hey
Just a line to say well done on the scripts.....keep up the great work.
again great job
regards
Oldun aka Gus
Thanks Gus:yeah:
Trev, does the Travel mode work with this mod, and can it be used without any of TDW's UIs or mega mods?
Trevally.
09-09-12, 09:36 AM
Trev, does the Travel mode work with this mod, and can it be used without any of TDW's UIs or mega mods?
Travel mode will work ok, but you must have TDWs UI or MO (mega mod) as the script runs using the commands from those:yep:
Ok, I can't use Harbor Pilot. No TDW UIs or mega mods installed. No problem and thanks for the reply. :salute:
Hi Trevally,
I'm playing around with the pilot scripts . The script language isn't so hart to understand, but I have a question according to set the waypoint positions:
How do I get the lng and lat in metres from the game? In Mission-Editor 2 they will be displayed in the statusbar below the appl-window. But its hard to read and write them down into the SHN-File. Hopefully there is a way for me to define some waypoints during planning the trip into, for example the baltic-sea, in the ME. And then clicking the "waypoints" one by one and read the given lng and lat-values to write them into the shm-file.
And perhaps, You have a completly different and easier way to collect the waypoint-data? :D
Cheers,
Paco.
Trevally.
09-19-12, 12:30 PM
Hi Paco,
Yes - you have found the first way where you can get that info. It works ok for when you are plotting long runs in wide areas.
The second way is to use the navigator on your boat. You can set in the options.py for him to call out in meters instead of lat/long. This way he will give the exact possition of the centre of your boat - so just plot your course ingame and ask the nav officer. The info will display in the message box.
:up:
THE_MASK
09-19-12, 05:15 PM
With S3D open the scene dat\node sky\envsim\envsim\debug\showinfo = True
Tick the value box on the bottom to change to True
Thanks Trevally and sober :yeah:
Trev, I take it this works with OHII 1.9?
As soon as I sink that carrier I've been searching for I'm going to install OHII. And I'll probably start all over again from the beginning. That way there's no problems to worry about.
Trevally.
09-22-12, 11:44 AM
Trev, I take it this works with OHII 1.9?
As soon as I sink that carrier I've been searching for I'm going to install OHII. And I'll probably start all over again from the beginning. That way there's no problems to worry about.
Yes - this will work with OHII.
You must be using TDWs UI for it to work:up:
Yes - this will work with OHII.
You must be using TDWs UI for it to work:up:
Which UI or UIs Trev. Is it not in OHII? Sorry I'm being kinda thick in the noggin, but I don't get what you mean by his UI. :oops: I thought his UI(s) were already in it. I'm so :k_confused:
Which UI or UIs Trev. Is it not in OHII? Sorry I'm being kinda thick in the noggin, but I don't get what you mean by his UI. :oops: I thought his UI(s) were already in it. I'm so :k_confused:
THIS (http://www.subsim.com/radioroom/showpost.php?p=1332669&postcount=1) UI :up:
...and answering your other question, no, it is not included in OHII.
Trevally.
09-23-12, 02:57 AM
Yes - all the automation mods for this game must be run with TDWs UI. It is within his UI that the code is written to use the automation commands:up:
THE_MASK
10-21-12, 02:59 PM
The pilot stuffs it up at the end of the skaggerak route . Almost at the pen , he runs you into the right wharf .
THE_MASK
10-21-12, 03:48 PM
Back emergency due to sleeping harbor pilot . Game droped to 1TC and i exited the navmap to see what was close :eek:
http://i50.tinypic.com/1zlyidl.jpg
Trevally.
10-21-12, 04:09 PM
The pilot stuffs it up at the end of the skaggerak route . Almost at the pen , he runs you into the right wharf .
:hmmm::arrgh!:
Back emergency due to sleeping harbor pilot . Game droped to 1TC and i exited the navmap to see what was close :eek:
Nice pic - great lookout :D
:Kaleun_Binocular:
CrabMan
10-22-12, 06:59 PM
Back emergency due to sleeping harbor pilot . Game droped to 1TC and i exited the navmap to see what was close :eek:
http://i50.tinypic.com/1zlyidl.jpg
i want this screen in periscope, what i must do? :huh:
and i have some mod, but not this alt periscope view its stock...
kiwi_2005
10-22-12, 08:28 PM
How did i miss this mod. I love these scripts it one of the best features in SH5. Never knew there are harbor scripts out till now. I have the attack and evade scripts the hunting scripts and now this. :yeah: :rock:
Trevally.
10-23-12, 02:27 AM
How did i miss this mod. I love these scripts it one of the best features in SH5. Never knew there are harbor scripts out till now. I have the attack and evade scripts the hunting scripts and now this. :yeah: :rock:
:sunny:
Here is another to keep an eye on :yeah:
http://www.subsim.com/radioroom/showthread.php?t=198689
kiwi_2005
10-23-12, 04:18 PM
:sunny:
Here is another to keep an eye on :yeah:
http://www.subsim.com/radioroom/showthread.php?t=198689
Thanks. :yeah:
Trevally.
02-24-13, 03:28 AM
thanks
:up:
Welcome to subsim Busman:salute:
Cthulhus
04-08-13, 06:36 AM
Hello,
How edit / change / Create a script ?
I want to create a route for LaSpezia and need to know how to get the coords like that :
1178581,5292006
The Pilot system for La Spezia Harbour Pilot don't working (the Uboot go direct to the wall). It's maybe I use a Harbor Mod ?
Thanks
Trevally.
05-06-13, 07:19 AM
Harbour Pilot v3.0
See post 1 for download
Added new port Memel - the new starting base in OHII
http://img19.imageshack.us/img19/704/94470954.jpg
http://img23.imageshack.us/img23/7973/79882044.jpg
http://img42.imageshack.us/img42/8267/61768745.jpg
http://img189.imageshack.us/img189/7295/99190101.jpg
http://img194.imageshack.us/img194/8633/17772247.jpg
http://img845.imageshack.us/img845/7082/99933159.jpg
http://img202.imageshack.us/img202/4982/83618000.jpg
Harbour Pilot v3.0
See post 1 for download
Added new port Memel - the new starting base in OHII
:yeah:
Thank you Trevally!
Trevally.
05-07-13, 12:58 PM
V3.1 for download on post 1
dont ask what was wrong with v3.0:arrgh!:
V3.1 for download on post 1
dont ask what was wrong with v3.0:arrgh!:
Just spotted a meta-error in the first page :O:
3.0 Fixed errors with v3.0
volodya61
05-07-13, 01:11 PM
V3.1 for download on post 1
dont ask what was wrong with v3.0:arrgh!:
:D
Thanks :up:
Trevally.
05-07-13, 01:57 PM
Just spotted a meta-error in the first page :O:
oh no - now I have errors in my errors
Do you have a download available from a mirror site. I cant seem to get this to download properly from here.
Thanks
CaptJulius
11-30-13, 08:02 PM
Cool :up:
Trevally.
12-02-13, 10:15 AM
First I want to thank you for the excellent job you have done for this community, making the game more attractive and pleasurable.
It would be interesting if plus the scripts for output ports also had them for entry into the ports. Hope I'm not asking for much...
Cool :up:
Thanks guys:salute:
There is a return to port script for Kiel (north and south route):up:
7Infanterie19
07-31-14, 09:37 PM
Hey Trevally,
I'm not sure if this was mentioned before or not, but can you have a look at the pilot for Wilhelmshaven? There is a uboat sitting right outside the pen in the path that the pilot takes. This is in late 1939, early 1940, but I'm not sure about later on.
Cheers!
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