View Full Version : [REL] Trevally - Harbour Pilot Scripts
Trevally.
09-05-10, 08:51 AM
[WIP]Trevally Harbour & Kiel Canal Pilot Scripts v3.1
TDW UI v6.7 or higher is required. (http://www.subsim.com/radioroom/showthread.php?t=166093)
http://img405.imageshack.us/img405/9253/harbourpilot.png
Harbour Pilot Scripts (http://www.subsim.com/radioroom/downloads.php?do=file&id=3096)
This will allow a Harbour Pilot to navigate your boat out of a Harbour or the Kiel Canal.
Automated waypionts are set (unseen) that your boat will follow.
With one click you can sit back and enjoy the views, while you transit Kiel Canal.
3.0 Fixed errors with v3.0
3.0 Added Memel - the new starting port for OHII campaign "Coastal Waters"
2.9 Added Skagerrak route for Kiel (in and out)
2.8 fixed some errors
v2.7 IMPORTANT UPDATE
This version has been updated to use the new navigation commands within TDWS UI 6.7
These new commands give us two great features.
Waypoint Resume
With this we no longer have to start the script from the bunker only. When a navigation script
starts it will now look for the closest waypoint and head towards it and will continue from there.
So now you can save and end the game without having to wait until the script is complete.
When you load back up, you can select and start the script again and it will continue where you left off.
This will be most beneficial with the longer scripts like Bergen and Kiel Canal.
However it is worth noting that the script will resume to the nearest waypoint even if it is behind you.
This may cause an issue if you are in a narrow canal and you do not want to do a U turn. When
this happens, you should stop the script and move forward a small distance and try again.
Bufferzones
This will help stop you running into traffic while you are away from your computer or running high TC.
These bufferzones are like lookouts on your boat. They will continuously watchout for shipping and when
a ship gets within a set distance, the lookouts will inform the XO and he will slow your boat. This gives more
time for the ship to move out of the way. Once it is at a safe distance the XO will return your speed to where
you had set it.
There is also a second inner bufferzone. This means the ship is even closer and is now a risk to your boat.
When this happens the watch crew will inform the XO and he will order a further speed reduction and drop TC
down to one. When this happens you should check out where the ship is. When it looks like you will pass safely
you can just increase TC again and trust the lookouts to keep you informed. Speed will return to preset values.
On rare occasions you may meet a ship that is stuck directly in your path and it will not move. When this happens
you should take over from the XO. To do this you do not need to stop the script. You can simpley note your heading
and then adjust it until you will miss the stuck ship. When you have passed, just reset you original heading and
the script will pick up and continue.
V2.6
Added Toulon Harbour as this will now be a base in the new campaign mod.
Fixed some paths to make use of the navigation buoys also in the new campaign
Harbours Tested.
Status of harbours with untrained crew are:-
Brest - Tested - Yes. No reported errors.
St Nazaire - Tested - Yes. No reported errors.
La Pallice - Tested - Yes. No reported errors.
La Spezia - Tested - Yes. No reported errors.
Lorient - Tested - Yes. No reported errors.
Bergen - Tested - Yes. No reported errors.
Kiel Inbound - Tested - Yes. No reported errors.
Kiel Outbound - Tested - Yes. No reported errors.
Piraeus - Tested - No. No reported errors.
Wilhelmshaven - Tested - Yes. No reported errors.
Toulon - Tested - Yes. No errors
Status of harbours with fully trained crew are:-
Brest - Tested - Yes. No reported errors.
St Nazaire - Tested - Yes. No reported errors.
La Pallice - Tested - Yes. No reported errors.
La Spezia - Tested - Yes. No reported errors.
Lorient - Tested - Yes. No reported errors.
Bergen - Tested - Yes. No reported errors.
Kiel Inbound - Tested - No. No reported errors.
Kiel Outbound - Tested - No. No reported errors.
Piraeus - Tested - Yes. No reported errors.
Wilhelmshaven - Tested - No. No reported errors.
Toulon - Tested - Yes. No errors
For best results you should start the Pilot when you are still in the bunker.
To start a pilot you need to click the Automation icon and select "Harbour Pilot" then choose the pilot for the harbour you are in and click start.
After starting, you can adjust the TC (within X16 when close to wharf).
When you are clear of any wharfs, you can change speed. Please do not change speed when you are in a wharf with very tight corners.
When the Pilot has reached a clear path to open sea, TC will drop to x1 and a message will be diplayed allowing you to plot your next waypoint.
Kiel Harbour and Canal. (see pic set here) http://www.subsim.com/radioroom/showpost.php?p=1700656&postcount=201 (http://www.subsim.com/radioroom/showpost.php?p=1700656&postcount=201)
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 up to the canal. Once at the entrance he will continue all the way through until you reach Cuxhaven at the opening to the North Sea.
As with harbour pilot, you can adjust TC straight away. Short spell of x128 is ok if away from shipping. x32 to x64 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 15KM circle near the Harbour of Cuxhaven to start.
http://img178.imageshack.us/img178/8471/001000032.png
Pilot will navigate you back through the canal and close enought to Kiel harbour for you to dock.
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.
Download v3.1 Subsim http://www.subsim.com/radioroom/downloads.php?do=file&id=3096
Installation Unistall any previous versions first, then use JSGME to install anytime after TDW UI mod. It is ok to overwrite the UI nav and automation folder.
A huge thanks to TheDarkWraith for his automation scripts within the UI and for his help making this.
http://img687.imageshack.us/img687/4176/trevallytutorials.png
Trevally Tutorials SH5 (http://www.subsim.com/radioroom/showthread.php?t=177725)
(see my tutorials here)
Other automation scripts here:-
Krauter - http://www.subsim.com/radioroom/showthread.php?t=173805
Abd von Mupit- http://www.subsim.com/radioroom/showthread.php?t=174382
Trevally- http://www.subsim.com/radioroom/showthread.php?t=174400 TDW UI V4.9 or higher is required.
haegemon
09-05-10, 09:25 AM
I'm not sure if they assisted uboots during war time. However those harbor pilots should have diferent "alert states" cos during an air raid vessels tried to leave port by their own. The same way the ships should stop at the outskirts of the port to let the pilot to leave to his aux boat.
Something cool to add:
Ships travelling in channels like the one in Kiel were towed by one or two tugboats while this operation was supervised by a pilot from the ship itself.
Abd_von_Mumit
09-05-10, 09:54 AM
Very impressive, though a risky solution. I planned to release such scripts for harbours, but only after adding "add_new_waypoint" command to scripts.
How did you work around the problem of not applying _new_course (and other) commands when in high TC? Did you test them for TC > 32? (curious, as I didn't find a solution for this yet).
Inspirational idea, thanks. :)
Trevally.
09-05-10, 10:06 AM
Hi haegemon
Thanks for the info. These scripts wont be everyones cup o tea.
I for one would be wary of a pilot if I was a real uboat Captian.
Im sure I would be watching him very closely, just like I do when using these scripts:har:
DavyJonesFootlocker
09-05-10, 10:21 AM
Wish I could use this but I'll wait. I might just end up on dry land.:D
Trevally.
09-05-10, 10:24 AM
Hi Abd von Mumit
Thanks, I used set heading commands to guide through each maze.
The real problem with this method is speed.
There are so many different things that affect speed. I use speeds that I found changed least with different variables. ie 9knots
For Brest I found 9knots hard to turn in time so used 6knots. As I said above, in some boats (VIIc41 good crew) this could result in a 2 knot higher speed. I found to get the 6knot I had to click 5knots:damn:
The longer the maze run the more chance for errors - thats why I found Brest the most difficult one to path allowing for slower reactions in crew and boat responses.
I tested all harbours at TC x1, x2 and x4 only. I am sure x32 would either blow up my computer or end my career quick smart.
Yes if we could get a command "set_waypoint, -150,2000,9,0,0,0"
with
-150 = relative heading
2000= distance
9=speed
Perhaps with this It would have been a whole lot easier:hmmm:
DavyJonesFootlocker
09-05-10, 10:27 AM
erm. but isn't that what waypoints are for?
Trevally.
09-05-10, 10:29 AM
Yes Davy but require lots of waypiont clicking.
I was looking for a one click option:D
TheDarkWraith
09-05-10, 07:30 PM
Yes Davy but require lots of waypiont clicking.
I was looking for a one click option:D
I'm working on Automation being able to read a file for the waypoint info and navigate those waypoints :yep: New command for it will be Navigate_from_file.
Format of the file's contents for the waypoint info I haven't decided on yet - leaning towards lat and long coordinates for each waypoint along with speed and depth for each waypoint.
The General
09-07-10, 04:41 AM
I'd love an auto-plot for Keil Canal, a la GWX
Trevally.
09-07-10, 05:34 AM
Hi General
When the set waypoint command is introduced by TDW, then Keil Canal would be possible.
I would also tighten up the others to prevent speed being a factor.
Abd_von_Mumit
09-07-10, 05:59 AM
Make one for la Manche aka English Channel as well. :rotfl2:
Trevally.
09-07-10, 06:13 AM
Make one for la Manche aka English Channel as well. :rotfl2:
:hmmm: As lond as "Bernaaard!!!" keeps his hands of the telegraph:haha:
raymond6751
09-09-10, 08:53 PM
What is AI for? I know it would be hard with scripting, but some form of land/shallows avoidance would be great!
Then you could set your final waypoint, where you want to end up, and the sub would avoid hazards automagically. Kind of like the travel mode button.
I just wish I could get the captain off the bridge with a script command, so the crew won't refuse to dive! Anyway, the pilot would have to wear his water wings, cause I would dive with or without him aboard. :haha:
Abd_von_Mumit
09-09-10, 09:30 PM
I just wish I could get the captain off the bridge with a script command, so the crew won't refuse to dive! Anyway, the pilot would have to wear his water wings, cause I would dive with or without him aboard. :haha:
You can do that with scripts. TDW's mod has own crash dive command that teleports you from the brudge if you wish, you can also set a delay for it in your User Config. There are also other script possibilities to be moved from the bridge. If you have an idea for a new useful script - share it, and you'll see me (and probably also Trevally) doing our best to script it for you. :D
DavyJonesFootlocker
09-09-10, 11:18 PM
I'm getting a CTD when in harbour with your mod. I uninstalled your script from this list which was at the bottom.
Danevangs PS 1.0 VIIC-upg Camo Irregular Shapes
Elite German Black & Copper Torpedo
German U-Boat Hydrophone SFX
German U-Boat Internal Routine SFX
Grossdeutscher Rundfunk
Lite Campaign LC 1.2
Menu - Das Boot Underwater Theme
More_crew_commands_dialog_v1.04
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
Realistic ammo amount for AA and deck guns
Shadow Improvement Mod
Sobers ambiance sound collection(CMD)
RemoveLogoIntroTheDarkWraith
sobers base wave mechanics for SH5 v3
sobers realistic hydrophone operator SH5
SteelViking's Interior Mod V1.0
SteelViking's Interior Mod V1.1 patch V1.1.1
U-boat Historical Specifications 1.4
WoGaDi Mod BetaSix
Feared Hunters 2.1
MightyFine Crew Mod 1.2.1 Alt w beards
Sobers ambiance sound collection
SubFlags_0_0_5_byTheDarkWraith
Torpedo Splash
Window_Lights_Redone_V1
Environment 3.6MOD
Sh5EnvModGold
AilClouds 3.0
AilSmoke 1.7
Enhanced FunelSmoke_by HanSolo78
Old Style Explosions V1.1
SV&Com Underwater Mod
BRF 1.1 HP balance
FX_Update_0_0_1_ByTheDarkWraith
FX_Update_0_0_1_BARF_Fix
NewUIs_TDC_4_3_0_ByTheDarkWraith
No magic skills v1.5 MCCD compatible
Trevally Automated Scripts
IRAI_0_0_12_ByTheDarkWraith
Speech fixes and additions (english version)
Advanced Shift Keys 2.1
Krauters Automated Scripts
Trevally.
09-10-10, 03:56 AM
Hi Davy
If CTD = Crash into DOCK then that might be due to harbour pilot:D
Im fairly sure that your problem is not with Harbour pilot. This mod is not really a mod, it is more just a sequence of commands.
Looking at you mod list:o, im sure there are some problems with the combination.
Environment 3.6MOD -I dont think you can have all of these at same time.
Sh5EnvModGold
AilClouds 3.0
AilSmoke 1.7
Also:-
WoGaDi Mod BetaSix - This is within SVs
SteelViking's Interior Mod V1.0
SteelViking's Interior Mod V1.1 patch V1.1.1
Also:-
Realistic ammo amount for AA and deck guns
U-boat Historical Specifications 1.4 - I dont think both are needed.
I would suggest that you be more wary when installing and look into why JSGME is giving you warnings.
You should post your mod list in Sudos thread for some advice.
Sorry I could not be more help.
DavyJonesFootlocker
09-10-10, 05:08 AM
You may be right about my mod soup..I mean swamp. I'll take out those redundant mods and try again. Thanks.:)
DavyJonesFootlocker
09-11-10, 08:32 PM
Well, I tried getting out of Brest with your mod and ended up hitting a side wall at 6 knts ( I was below deck at the time). Thank you very much. Swimming back into the subpen made me the laughing stock of the Kriegsmarine.:oops:
TheDarkWraith
09-22-10, 10:16 PM
Yes if we could get a command "set_waypoint, -150,2000,9,0,0,0"
with
-150 = relative heading
2000= distance
9=speed
Perhaps with this It would have been a whole lot easier:hmmm:
I'd love an auto-plot for Keil Canal, a la GWX
Hi General
When the set waypoint command is introduced by TDW, then Keil Canal would be possible.
I would also tighten up the others to prevent speed being a factor.
I added a new command to Automation called Navigate_from_file. Parameter 3 of the command specifies the file to read the waypoints from. The waypoints are defined as follows:
x,y,z,tc,depth,speed
where:
x = the x distance in meters
y = the y distance in meters
z = are these relative distances? value < 1 is False, value >= 1 is True
tc = time compression level to use on this waypoint
depth = depth to use for this waypoint
speed = speed to use for this waypoint
A new command was added to the Navigator's order bar - Report Fix. When clicked this will report your current sub's fix (position) in x,y meters from game origin. You can use this command to help plot a navigation route/search pattern/etc via a navigation file.
See the \data\Navigation\TDW_Navigation.txt file for more info and see \data\Navigation for example navigation files.
This new command is only available in v4.4.0 and later versions.
Here are the contents of an included navigation file included in v4.4.0 (Navigation_test_relative.SHN):
; waypoint data contains the following:
; - parameter 1 - x distance (in meters - whole numbers only! Can be +-)
; - parameter 2 - y distance (in meters - whole numbers only! Can be +-)
; - parameter 3 - are these relative distances? value < 1 is False, value >= 1 is True
; - parameter 4 - time compression level (powers of 2 only! Positive values only)
; - parameter 5 - depth (whole positive values only! Specify 0 for surface)
; - parameter 6 - speed (float value - can be +-)
; performs a box pattern using relative waypoints
0,3000,1,1,0,17
3000,0,1,2,12,4
0,-3000,1,4,20,7
-3000,0,1,8,50,3
0,3000,1,16,0,10
Trevally.
09-23-10, 08:18 AM
Thanks TDW this is superb,
I should be updating "Harbour Pilot" with these new commands shortly.
Many thanks.
Trevally.
09-23-10, 06:04 PM
I have now collected all the information required to fully update Harbour Pilot:DL
U-Boat speed will now not affect the Pilot. (Davy need not swim anymore)
Added Kiel Canal out & inbound.
Should be ready tomorrow night:03:
TheDarkWraith
09-23-10, 06:28 PM
I have now collected all the information required to fully update Harbour Pilot:DL
U-Boat speed will now not affect the Pilot. (Davy need not swim anymore)
Added Kiel Canal out & inbound.
Should be ready tomorrow night:03:
You were able to figure out how to get the waypoint information and collect them all and assemble into a navigation file? Excellent :yeah:
Abd_von_Mumit
09-23-10, 06:47 PM
You were able to figure out how to get the waypoint information and collect them all and assemble into a navigation file? Excellent :yeah:
Are you making fun of him? Of course he was! :D
Trevally: how do you solve the problem of the start point for Kiel in?
TheDarkWraith
09-23-10, 07:00 PM
Are you making fun of him? Of course he was! :D
Trevally: how do you solve the problem of the start point for Kiel in?
nope, not making fun of him at all. I made it easy to use the new Automation command but didn't exactly tell how to gather all the waypoint data and assemble into a file. I was pretty sure you all could figure it out :DL
The start point for Kiel in can be defined by a waypoint no?
Abd_von_Mumit
09-23-10, 08:25 PM
nope, not making fun of him at all. I made it easy to use the new Automation command but didn't exactly tell how to gather all the waypoint data and assemble into a file. I was pretty sure you all could figure it out :DL
The start point for Kiel in can be defined by a waypoint no?
Seems so (didn't test), but it seems to me you have to be cautious and warn users - so that they don't crash on land somewhere on route to first auto-waypoint. I was trying to find a 100% working solution for it, but as for now failed.
TheDarkWraith
09-23-10, 08:28 PM
Seems so (didn't test), but it seems to me you have to be cautious and warn users - so that they don't crash on land somewhere on route to first auto-waypoint. I was trying to find a 100% working solution for it, but as for now failed.
not following you here :06:
Abd_von_Mumit
09-23-10, 08:36 PM
not following you here :06:
Problem I have is: how to design the "Kiel in" so that users sail smoothly without crashing on land somewhere. The route to first waypoint can go through land - script will not recognize it as impossible, and some will crash. Of course one must be quite careless to let that happen... it's still an interesting problem to try to solve though. http://img822.imageshack.us/img822/4344/crazy2.gif
TheDarkWraith
09-23-10, 08:42 PM
Problem I have is: how to design the "Kiel in" so that users sail smoothly without crashing on land somewhere. The route to first waypoint can go through land - script will not recognize it as impossible, and some will crash. Of course one must be quite careless to let that happen... it's still an interesting problem to try to solve though. http://img822.imageshack.us/img822/4344/crazy2.gif
ah yes, Automation doesn't look for land in the way. It issues the order to follow to the waypoint. Maybe put multiple waypoints before the entrace? Are you finding that the sub follows the given waypoints well?
Abd_von_Mumit
09-23-10, 09:01 PM
ah yes, Automation doesn't look for land in the way. It issues the order to follow to the waypoint. Maybe put multiple waypoints before the entrace? Are you finding that the sub follows the given waypoints well?
Didn't mess with these yet, I know Trevally makes the port mod, I'm busy fiddling with your mod files. :88)
Good night gentlemen. :salute:
Trevally.
09-24-10, 07:30 AM
You were able to figure out how to get the waypoint information and collect them all and assemble into a navigation file? Excellent :yeah:
Yes, after some head scratching I found the coordinates and nav files.
Are you making fun of him? Of course he was! :D
Trevally: how do you solve the problem of the start point for Kiel in?
:haha:,:hmmm: and:D
nope, not making fun of him at all. I made it easy to use the new Automation command but didn't exactly tell how to gather all the waypoint data and assemble into a file. I was pretty sure you all could figure it out :DL
The start point for Kiel in can be defined by a waypoint no?
Yes - automation starts when boat is just off the harbour of Cuxhaven.
Seems so (didn't test), but it seems to me you have to be cautious and warn users - so that they don't crash on land somewhere on route to first auto-waypoint. I was trying to find a 100% working solution for it, but as for now failed.
There will be no crashing into land with this one:O:
With the message box, I can pop up instructions ie- click travel mode etc.
This will prevent TC drop due to shallow water and so one.
Also when passing an area where shipping may be met, I can flash up warnings where you can adjust speed to avoid traffic.
TheDarkWraith
09-24-10, 07:38 AM
With the message box, I can pop up instructions ie- click travel mode etc.
This will prevent TC drop due to shallow water and so one.
Also when passing an area where shipping may be met, I can flash up warnings where you can adjust speed to avoid traffic.
do I need to include a parameter in the Navigate_from_file's reading of the navigation file that specifies whether travel mode needs to be engaged or not? This can be done automatically.
I'm curious as to how you are flashing up warnings during the navigation from file? I didn't code that into the command. It's a great idea though that I can add :yep:
As of now you've given me 2 great ideas to add to the Navigate_from_file command: automatic enabling/disabling travel mode and giving a message with each waypoint.
Anything else that you see would be fitting to add? :hmmm:
EDIT:
just checked in game and travel mode isn't a command - it's hard coded somewhere in the .exe file :nope: So can't do automatic travel mode :damn:
I did add code for messages though :D
Trevally.
09-24-10, 08:05 AM
I did add code for messages though :D
Ok thanks TDW, I had spent most of last night jotting down all the info I need to write the automations and just assumed that I could use "print message". So thanks for adding that.
Travel mode being manually clickable should be ok.
Anything else that you see would be fitting to add? :hmmm:
Yes please- if you could add to the TC para ie- 9999 like in the advanced knuckles the user can adjust thier own TC rate and then each waypoint will retain that info.
Also a quick question if I may-
When u-boat reaches waypoint, this is triggered by the bow. When navigator call a coordinate, is this from the bow or from centre of boat?
If this is from centre of boat I may need to re-do some of the trickier maneuvers.
I am at work at the mo and am unable to test. Last night after hours of recording coordinates, I ran out of coffee come testing time:DL
TheDarkWraith
09-24-10, 08:12 AM
Yes please- if you could add to the TC para ie- 9999 like in the advanced knuckles the user can adjust thier own TC rate and then each waypoint will retain that info.
Also a quick question if I may-
When u-boat reaches waypoint, this is triggered by the bow. When navigator call a coordinate, is this from the bow or from centre of boat?
If this is from centre of boat I may need to re-do some of the trickier maneuvers.
I am at work at the mo and am unable to test. Last night after hours of recording coordinates, I ran out of coffee come testing time:DL
I believe from my findings that the navigator calls out the coordinates from the center of the uboat. If you look on the maps when you enable center on sub you'll see that the sub is centered on it's center in the graphic. The only reason you see that the uboat appears to trigger the waypoint from the bow is that I set a distance from waypoint that the sub has to switch to the next waypoint. That distance is <=50m.
Good point about keeping the TC level. I'll add necessary code for this.
Should I include some kind of header where the user can define a name for this navigation file and some info on it and have it displayed in the messagebox when it's 'played'?
Trevally.
09-24-10, 08:28 AM
I believe from my findings that the navigator calls out the coordinates from the center of the uboat. If you look on the maps when you enable center on sub you'll see that the sub is centered on it's center in the graphic. The only reason you see that the uboat appears to trigger the waypoint from the bow is that I set a distance from waypoint that the sub has to switch to the next waypoint. That distance is <=50m.
Ah ok thanks - When recording the kiel script I did have this in the back of my mind and did make allowances if this was the case so it should still be ok.
Good point about keeping the TC level. I'll add necessary code for this.
:up:Thanks
Should I include some kind of header where the user can define a name for this navigation file and some info on it and have it displayed in the messagebox when it's 'played'?
Sorry im not sure what you mean here:
Something like "Kiel Canal blah blah blah" and that remains in message window during whole script?
TheDarkWraith
09-24-10, 08:40 AM
Something like "Kiel Canal blah blah blah" and that remains in message window during whole script?
boy I really botched the Navigate_from_file command. I gave no way to specify use current TC level, speed, or depth. That has been fixed :up:
What I mean by header is something like the Description part for Automation scripts. Except this would be for Navigation 'scripts'. When the user selects a certain navigation script I could have the code display the text defined in the file for that navigation script. For example you made a navigation script to navigate Kiel canal. There could be a description part that when the user activates this script via automation it displays this description. You could have the description read: Navigate Kiel canal. This would be displayed in the messagebox each time the navigation script is started.
Trevally.
09-24-10, 08:52 AM
What I mean by header is something like the Description part for Automation scripts. Except this would be for Navigation 'scripts'. When the user selects a certain navigation script I could have the code display the text defined in the file for that navigation script. For example you made a navigation script to navigate Kiel canal. There could be a description part that when the user activates this script via automation it displays this description. You could have the description read: Navigate Kiel canal. This would be displayed in the messagebox each time the navigation script is started.
Yes please that would be good. The description when selecting scripts from nav file wouls enable me to instruct users that ie:-
Kiel Canal Inbound - this script must be started within a 20km radius of Cuxhaven Harbour.
or
Bergen Harbour Pilot - This scrip will pilot your boat out of the harbour and through the fjord to open sea. If you want to stop at any time press pause or stop.
TheDarkWraith
09-24-10, 09:22 AM
got another idea for the Navigate_from_file command. I can add a precondition header that you can use to specify the precondition. The precondition would specify the radius from a given waypoint that you have to be in in order for the script to activate.
Trevally.
09-24-10, 09:31 AM
got another idea for the Navigate_from_file command. I can add a precondition header that you can use to specify the precondition. The precondition would specify the radius from a given waypoint that you have to be in in order for the script to activate.
Great idea, this will for sure rule out any errors at start of some nav scripts.
Also would it somehow be possible say-
I am passing heavy traffic at kiel Canal and unless I adjust course I will hit a ship. User can right full rudder manually(script pauses) until ship has passed and then click return to course (script restarts).
Abd_von_Mumit
09-24-10, 10:04 AM
Great idea, this will for sure rule out any errors at start of some nav scripts.
Also would it somehow be possible say-
I am passing heavy traffic at kiel Canal and unless I adjust course I will hit a ship. User can right full rudder manually(script pauses) until ship has passed and then click return to course (script restarts).
Most collisions can be easily avoided by going with very low speed.
I noticed that even vessels that were previously stuck (for example merchants burning in the middle of Kiel gates) suddenly revive and merrily move out of your way as soon as you come close enough (a few hundred meters). Of course for a burning merchant this may be a slow process, so if your speed is too great, you will still crash with it. However I found that Slow bell speed always gives the other vessels in very narrow places time to move out, and in places with no stuck vessels 2 bell speed (or just my 7.5 knots cruise speed) is low enough to avoid collisions without additional maneuvers.
Trevally.
09-24-10, 10:22 AM
Most collisions can be easily avoided by going with very low speed.
I noticed that even vessels that were previously stuck (for example merchants burning in the middle of Kiel gates) suddenly revive and merrily move out of your way as soon as you come close enough (a few hundred meters). Of course for a burning merchant this may be a slow process, so if your speed is too great, you will still crash with it. However I found that Slow bell speed always gives the other vessels in very narrow places time to move out, and in places with no stuck vessels 2 bell speed (or just my 7.5 knots cruise speed) is low enough to avoid collisions without additional maneuvers.
Thanks AvM:up: this is really useful information.
There are only 2 areas (waypoint stages) where this slower speed would be required during the transit of Kiel Canal. I will ensure low bells passing these areas.
TheDarkWraith
09-24-10, 10:36 AM
all changes made to Automation for the additions mentioned above. I'll be releasing patch 2 here very soon for these changes :DL
Trevally.
09-24-10, 10:45 AM
Thanks TDW:yeah:
TheDarkWraith
09-24-10, 10:55 AM
Also would it somehow be possible say-
I am passing heavy traffic at kiel Canal and unless I adjust course I will hit a ship. User can right full rudder manually(script pauses) until ship has passed and then click return to course (script restarts).
not implemented in patch 2 but if need be I can look into it and see what I can come up with. Patch 2 was released in my UIs thread.
Trevally.
09-24-10, 12:46 PM
Fantastic work TDW:rock:
Just finished a test leaving Bremen harbour. Everything worked as it should.:up:
There was one small issue - as boat approaches waypoint there are small adjustments to heading:-
These are printed in messege box. This is ok.
Each adjustment is also spoken. This could be annoying as there can be about 5 to 10 adjustment for each waypoint.
Would there be a way to reduce this or prevent the spoken adjustment.
TheDarkWraith
09-24-10, 12:56 PM
Fantastic work TDW:rock:
Just finished a test leaving Bremen harbour. Everything worked as it should.:up:
There was one small issue - as boat approaches waypoint there are small adjustments to heading:-
These are printed in messege box. This is ok.
Each adjustment is also spoken. This could be annoying as there can be about 5 to 10 adjustment for each waypoint.
Would there be a way to reduce this or prevent the spoken adjustment.
Unfortunately no. The small adjustments are caused by the error angle exceeding 2 degrees. I set the time between updates as long as possible to prevent as many of these annoyances as possible. Any longer time degrades the navigation ability.
Thinking ahead I'm going to make another change to the Navigate_from_file command. I'm going to include a TITLE header in the files. This will let you define the name of the navigation script and the description will be just that - a description of what it does. This is for looking into the future of what I can do with this. Thus patch 3 will be releasing here soon.
EDIT:
I'm going to try something and send it to you for testing to see if it works or not. It deals with precision navigation or not....give me a little while to code it...
Trevally.
09-24-10, 01:33 PM
Sure TDW will do
TheDarkWraith
09-24-10, 03:03 PM
ok was able to code in a non-precision navigation. No matter whether you're using non-precision or precision navigation at just a little over the half way point to the next waypoint a course change command will be issued to ensure the sub is on course to the next waypoint. If using non-precision navigation that's the only course change you'll see until the next waypoint. If using precision navigation then if the course error between sub's course and waypoint is > 2 degrees then a course change will be issued. If using non-precision navigation then at 100m before the waypoint the next course change command will be issued. If using precision navigation then at 50m before the next waypoint the next couse change command will be given.
You define precision or non-precision navigation in the waypoints (parameter 7) and the message for that waypoint has moved to parameter 8
Patch 3 will be available here very soon....
Trevally.
09-24-10, 03:10 PM
Thats perfect. Exactly what was needed:up:
TheDarkWraith
09-24-10, 03:17 PM
Thats perfect. Exactly what was needed:up:
patch 3 released. See my UIs thread to download.
I'm very curious to see how the non-precision navigation works in rough seas and/or long distances :hmmm: Maybe you can give me some feedback on this? The worst thing it can do is never issue a course change command for the next waypoint if the distance between sub and the next waypoint is > 100m. I'm hoping that the a little over half way distance course check and the 100m radius of the waypoint will be enough for the non-precision navigation. I tested it at distances of 2000m and medium seas and all was well.
Trevally.
09-24-10, 04:26 PM
Just finished the first test on non-precision.
It was bremen harbour.
Tested before patch 3 and work well.
Tested after adding non-procesion and noticed the following:-
Heading over short distance worked well.
Reduce heading checks worked well.
Response to next heading caused boat to overshoot. (basically the boat had to perform a u turn. The boat ended in the correct direction, but the u was wider than it should have been.)
All that showed me is that I should have used precision for the narrow areas of the harbour. (I should have done this anyway)
I did end the u turn at the correct heading.
I need to do more tests using precision and non-precision in the right conditions.
Trevally.
09-24-10, 05:14 PM
Tested again with precision and Bremen worked.
Tested Brest with non precision, worked.
Tested Bergen with non precision, worked until long leg (over 25km). Boat missed waypoint. I need to add extra waypoints midway or use precision for long ones.
All other tests failed to start:-
Kiel_Canal
La_Pallace
La_Spezia
St_Nazaire
Not sure why these failed (all have _) any suggestions?
I will check for errors in nav file.
TheDarkWraith
09-24-10, 05:41 PM
Just finished the first test on non-precision.
It was bremen harbour.
Tested before patch 3 and work well.
Tested after adding non-procesion and noticed the following:-
Heading over short distance worked well.
Reduce heading checks worked well.
Response to next heading caused boat to overshoot. (basically the boat had to perform a u turn. The boat ended in the correct direction, but the u was wider than it should have been.)
All that showed me is that I should have used precision for the narrow areas of the harbour. (I should have done this anyway)
I did end the u turn at the correct heading.
I need to do more tests using precision and non-precision in the right conditions.
I can add more heading checks for the non-precision navigation. I could add 3/4, 1/2, and 1/4 checks. That would help with the long distances and the overshoot.
TheDarkWraith
09-24-10, 05:43 PM
All other tests failed to start:-
Kiel_Canal
La_Pallace
La_Spezia
St_Nazaire
Not sure why these failed (all have _) any suggestions?
I will check for errors in nav file.
what did you see in the messagebox when you tried to 'play' these? Did you see the title + stopped? If so, there's problems with your nav file.
Trevally.
09-24-10, 05:56 PM
Yes I got messae started then a few seconds later stopped.
This is the nav file for kiel:-
[TITLE]
Keil Harbour & Canal Pilot Outbound
[TITLE_END]
[DESCRIPTION]
Keil Pilot will take you out of the harbour and through the canal
You may adjust speed and TC
[DESCRIPTION_END]
[PRECONDITION]
0,0,0
[PRECONDITION_END]
1217296,6519393,-1,1,0,13,1,None
1217492,6522331,-1,9999,9999,9999,1,Beware shipping
1215642,6525437,-1,9999,9999,9999,1,None
1214560,6525407,-1,9999,9999,9999,1,None
1210739,6524863,-1,9999,9999,9999,1,None
1207299,6522652,-1,9999,9999,9999,1,None
1203949,6521318,-1,9999,9999,9999,-1,None
1202073,6518866,-1,9999,9999,9999,1,None
1199720,6518008,-1,9999,9999,9999,-1,None
1196367,6518266,-1,9999,9999,9999,-1,None
1191664,6520565,-1,9999,9999,9999,1,None
1189264,6522032,-1,9999,9999,9999,-1,None
1183621,6521750,-1,9999,9999,9999,1,None
1180503,6519766,-1,9999,9999,9999,-1,Click postpone as you pass harbour
1176697,6515888,-1,9999,9999,9999,1,None
1175849,6512433,-1,9999,9999,9999,-1,None
1174579,6510787,-1,9999,9999,9999,1,None
1171741,6509756,-1,9999,9999,9999,-1,None
1168756,6505472,-1,9999,9999,9999,1,None
1163923,6503171,-1,9999,9999,9999,-1,None
1160271,6502760,-1,9999,9999,9999,-1,None
1151378,6500289,-1,9999,9999,9999,1,None
1147814,6499882,-1,9999,9999,9999,-1,None
1143029,6499952,-1,9999,9999,9999,1,None
1140377,6498626,-1,9999,9999,9999,-1,None
1135524,6495105,-1,9999,9999,9999,-1,None
1133211,6493867,-1,9999,9999,9999,1,None
1125810,6485977,-1,9999,9999,9999,-1,Beware shipping
1116119,6480658,-1,9999,9999,9999,1,None
1110153,6475466,-1,9999,9999,9999,-1,Beware shipping
1101946,6470002,-1,9999,9999,9999,-1,Click postpone as you pass harbour
1093454,6465764,-1,9999,9999,9999,1,Beware shipping
1092064,6464208,-1,9999,9999,9999,-1,None
1063491,6466791,-1,9999,9999,9999,1,Beware shipping
Spot anything?
Trevally.
09-24-10, 06:01 PM
and this is the automation file:-
[AS]
Kiel Harbour & Canal Outbound
[CATEGORY]
Harbour Pilot
[COMMANDS]
Print_message,0,0,Harbour Pilot onboard,0,0,0,5
Navigate_from_file,0,0,KielCanalOutbound,0,0,0,10
Print_message,0,0,Harbour Pilot is off your boat,0,0,0,5
Print_message,0,0,Good Hunting,0,0,0,5
[COMMANDS_END]
[DESCRIPTION]
Start pilot in bunker
Feel free to adjust speed and TC
after you start script
[DESCRIPTION_END]
Trevally.
09-24-10, 06:11 PM
I can add more heading checks for the non-precision navigation. I could add 3/4, 1/2, and 1/4 checks. That would help with the long distances and the overshoot
Thanks TDW that would be great
TheDarkWraith
09-24-10, 06:31 PM
Yes I got messae started then a few seconds later stopped.
This is the nav file for kiel:-
[TITLE]
Keil Harbour & Canal Pilot Outbound
[TITLE_END]
[DESCRIPTION]
Keil Pilot will take you out of the harbour and through the canal
You may adjust speed and TC
[DESCRIPTION_END]
[PRECONDITION]
0,0,0
[PRECONDITION_END]
Spot anything?
how many waypoints does it make through before it stops? And how do you know when it stops? Do you see any messages from the waypoints at all?
Have buddy coming over tonight. Will look into this and adding the additional distance checks tomorrow.
Trevally.
09-24-10, 06:48 PM
It stopped right after it started.
Print message worked then it stopped.
I just redid it with copy and paste to new shn file and it worked.
I made it 90% through before I lost a long waypiont leg.:D
I will try the same with the others
Have buddy coming over tonight. Will look into this and adding the additional distance checks tomorrow.
Thanks again TDW and have a good night
DavyJonesFootlocker
09-24-10, 06:59 PM
Get this mod working I'm tired eyeballing that harbour wall...:D
Trevally.
09-24-10, 07:01 PM
Get this mod working I'm tired eyeballing that harbour wall...:D
:salute:Will do Davy and soon you wont need a lifejacket.
DavyJonesFootlocker
09-24-10, 07:02 PM
Hackl just cussed me. He's tired of swimming.:D Good luck and looking forward to it.
Trevally.
09-25-10, 06:24 AM
Update:
I have all nav files working now.
Still looking at reducing heading call outs.
Still testing each port at all speeds.
Still to add Lorient.
Still to add Kiel canal inbound.
DavyJonesFootlocker
09-25-10, 06:57 AM
Wow!:o
TheDarkWraith
09-25-10, 09:06 AM
I sent you patch 4 for testing of the non-precision navigation. Let me know how it works out :DL
Trevally.
09-25-10, 09:54 AM
Thanks TDW, just re-doing the harbours, I have that many bits o paper with numbers everywhere I am starting to make errors:damn:
Trevally.
09-25-10, 11:23 AM
Patch 4 UI is working very well,
We now have better precision with less calling headings:up:
Trevally.
09-25-10, 04:21 PM
V2.0 is ready:up:. See post 1. TDW UI V4.5.0 is required.
Feedback for improvement would be welcome.
TheDarkWraith
09-25-10, 04:25 PM
V2.0 is ready:up:. See post 1.
Feedback for improvement would be welcome.
users can't use your v2.0 yet. I haven't released patch 4 to everyone. I'm just about finished with v4.5.0 of UIs mod which will include patch 4 from v4.4.0. If you can put a disclaimer saying can only be used with v4.5.0 or later of my UIs mod that would prevent lots of questions about why it isn't working correctly.
Trevally.
09-25-10, 04:41 PM
Sorry TDW:salute:
TheDarkWraith
09-25-10, 06:31 PM
Sorry TDW:salute:
no worries. I released v4.5.0 so we're good to go :yeah:
DavyJonesFootlocker
09-25-10, 06:45 PM
OK will try this out however in the canal there's a polish ship sometimes lurking there. If I stop to engage and revert to course will the script still be in effect?
TheDarkWraith
09-25-10, 06:47 PM
OK will try this out however in the canal there's a polish ship sometimes lurking there. If I stop to engage and revert to course will the script still be in effect?
don't stop the script, pause it...then when you're ready to go back to navigating unpause it :yep:
If you stop a navigation script and then restart it it will start at waypoint 1 again.
DavyJonesFootlocker
09-25-10, 08:30 PM
OK I'm now at the western entance of the canal where that port is and I almost ran right into the coastline at extreme speed.:timeout:
I'm not only wet but dead.:dead:
TheDarkWraith
09-25-10, 09:28 PM
OK I'm now at the western entance of the canal where that port is and I almost ran right into the coastline at extreme speed.:timeout:
I'm not only wet but dead.:dead:
Why were you using extreme speed? to me any vessel entering a harbor, canal, channel, lock, etc. would not be using any kind of fast speed for safety reasons.
DavyJonesFootlocker
09-25-10, 09:35 PM
I was at a standstill when I activated the script. I went at extreme speed and then submerged (?). Yeah, it's behaving weird.
Abd_von_Mumit
09-26-10, 04:00 AM
Seems you did a goooood job, Trevally. I'll definitely test your scripts when coming back to port next time. You put impressive amount of effort to release it too - thank you. :salute:
Thanks to TDW as well for obvious reasons. :)
Trevally.
09-26-10, 04:23 AM
Thanks AvM
Anything you notice needing improved would be welcome.
I am going to test and try and find out what Davy is seeing. I had tested countless times at different speeds & TC etc. The only time anything went wrong was when TC was over 128. I did not test extreme speed much either.
Perhaps I need to explain better how it should be used :oops:
If anyone else is finding problems, please let me know.
Thanks all for your patience.
Trevally.
09-26-10, 05:46 AM
See post 1 for new version 2.1
This was due to a bad coordinate in both Canal nav files.
I had intended to run the boat close to shore after exit of canal as a joke:oops:
My error was that this might be funny first time, but not every time.
If boat is at extreme speed it may be too close.
I also repeated the coordinate in the inbound nav file - I did not intend to do this.
V2.1 removes this bad coordinate from both.
Sorry everyone
DavyJonesFootlocker
09-26-10, 09:04 AM
OK I'll try again.
Trevally.
09-26-10, 09:15 AM
Hi Davy,
V2.1 is working well.
There is a small problem with them reacting with UI 4.5.0.
This results in 2 scripts being missing :-
KielCanalInbound
Lorient
I will get back to you with how to fix shortly.
Edit - Until the next TDW UI version, everyone using harbour pilot will need to unistall UI v4.5.0 and Harbour pilot v2.1
Delete the following files from NewUIs_TDC_4_5_0_ByTheDarkWraith:-
NewUIs_TDC_4_5_0_ByTheDarkWraith\data\Navigation\K ielCanalOutbound.shn
NewUIs_TDC_4_5_0_ByTheDarkWraith\data\Automation\K iel.sha
Reinstall UI then Harbour Pilot using JSGME
DavyJonesFootlocker
09-26-10, 09:53 AM
Thanks.:DL
Trevally.
09-26-10, 11:35 AM
***WARNING***
St Nazaire is not working - do not use. (will be fixed in v2.2)
Trevally.
09-27-10, 05:31 PM
I have been fixing and testing St Nazaire and I have finally found the correct method for achieving accurate turning arcs for non-precision:woot:
Now I can rewrite the tight harbours using this with reduced heading call outs:DL
TheDarkWraith
09-27-10, 05:33 PM
I have been fixing and testing St Nazaire and I have finally found the correct method for achieving accurate turning arcs for non-precision:woot:
Now I can rewrite the tight harbours using this with reduced heading call outs:DL
so non-precision navigation is working well and I don't need to spend anymore time on it?
DavyJonesFootlocker
09-27-10, 05:52 PM
Oh, goodie 'cause I just ran into a seawall in my type VII boat in Bremen.:88) Well, at least I'm good at hitting something.:D Anyway I appreciate the hard work and time you're putting into these scripts and if you need batteries for your calculator I got tons of 'em.:DL
Abd_von_Mumit
09-27-10, 07:08 PM
I bet as soon as Trevally. finishes his port in/out scripts with much effort, next patch will be released with extensive mine fields all around ports. :88)
Just kidding. Minefields will be intensive. http://img822.imageshack.us/img822/4344/crazy2.gif
DavyJonesFootlocker
09-27-10, 08:50 PM
Seawalls, minefields, seagulls...this game wanna kill me or what?:D
Trevally.
09-28-10, 04:58 PM
Oh, goodie 'cause I just ran into a seawall in my type VII boat in Bremen.:88) Well, at least I'm good at hitting something.:D Anyway I appreciate the hard work and time you're putting into these scripts and if you need batteries for your calculator I got tons of 'em.:DL
:oops:
:hmmm:Davy, can you tell me how well your crew was trained and what speed your VII can do in straight run at 1/3 bells?
Bremen is working ok for me.
I am using "silentotto" to test each harbour. I have an untrained crew so speed boost and turning speed may be impacting more than I thought.
As I am testing each harbour I am trying to set paths that will work at slow, 1/3 and std. Then I am setting the script to the av speed so to minimise the variation from trained to untrained crew.
DavyJonesFootlocker
09-28-10, 05:34 PM
Actually it was the speed used in the script (10 knts I think) and the crew was well trained. Do you think any other mod, say e.g. Uboat Historical Specification mod may have something to do with it? PS: It was the second turn the boat made that the angle was too sharp and ran smack into the wall.
Trevally.
09-29-10, 02:52 AM
Actually it was the speed used in the script (10 knts I think) and the crew was well trained. Do you think any other mod, say e.g. Uboat Historical Specification mod may have something to do with it? PS: It was the second turn the boat made that the angle was too sharp and ran smack into the wall.
Thanks for the info.
When I am testing I am using an untrained crew that gives me a speed of just over 5knots 1/3 bells straight.
With Bremen, that second turn is very tight. I will be re-setting the waypionts for this one tonight and will take into account that most people will have trained crew so I must allow that turn to be achievable at speeds from 5 to 10knots if speed is 1/3 bells.
I must also take into account that turning rate is higher with trained crew. So a long slow turn, with trained and untrained crew will be different.
DavyJonesFootlocker
09-29-10, 08:30 AM
Great, thanks. Looking forward to it, m8.:)
Trevally.
09-30-10, 03:30 PM
Please see post 1 for v2.2
I have re-set all harbours so that increased speed and turn rate by highly trained crew is taken into account.
If you could post a reply in this thread stating your crew level, u-boat and harbour used, I would appreciate the information.:up:
TheDarkWraith
09-30-10, 03:55 PM
Please see post 1 for v2.2
I have re-set all harbours so that increased speed and turn rate by highly trained crew is taken into account.
If you could post a reply in this thread stating your crew level, u-boat and harbour used, I would appreciate the information.:up:
here's some info that might help you to understand what's going on:
for either precision or non-precision nav if the distance to the waypoint is > 500m then the time until the next check of distance is either 15 or 30 seconds (can't remeber off the top of my head - currently onsite at a job). If the distance is < 500m then the time until next distance check is 5 seconds.
now I can change this if need be (the times and/or distances)
Trevally.
09-30-10, 04:47 PM
Thanks for the info TDW:up:
That makes sense now for some things I was seeing:
I was working on a radius 50m and 100m from waypoint to trigger turn.
On some legs, this was not the case as I would occasionally see a late turn.
I had put this down to the map tools only using increments of 50. Also if you check a 50 or 100m circle against the scale bar on map, they are a bit out.
I think this version will have solved all the issues from the past.
There may be one turn (no2 Pallice Harbour) where I have had to use a precision turn due to its angle and lenght. This turn does cause a continuous call out of headings. I will have at look at it again with this info in mind.
If there are any other issued reported that could be fixed with a change in time and distance check, that would be great:salute:
DavyJonesFootlocker
09-30-10, 05:01 PM
Just got home and will try this out. But just in case I'm wearing a helmet.:D
Trevally.
09-30-10, 05:03 PM
Just got home and will try this out. But just in case I'm wearing a helmet.:D
:har:
SashaKA001
09-30-10, 05:15 PM
:har:
It was dangerous!:ahoy:
http://i1.imageban.ru/out/2010/10/01/71e26852f40fd931c8587a9ec60be61b.jpg (http://imageban.ru)
http://i1.imageban.ru/out/2010/10/01/1c420eb96e479d888fe77da748cd8c09.jpg (http://imageban.ru)
http://i3.imageban.ru/out/2010/10/01/ed884100546d8f80bef195ae6ab98789.jpg (http://imageban.ru)
But nothing happened.:woot::woot::woot:
Trevally.
09-30-10, 05:30 PM
Phew - close one Sasha:D
But no helmets yet:yeah:
DavyJonesFootlocker
09-30-10, 06:17 PM
Yaaahh! Trev, mah boy yah did it! I exited Bremen without having swim back!:yeah: But note that when I activated the script the boat went to 12 knts instead of the 10knts the script indicated (Type VIIB with high crew points).
Trevally.
09-30-10, 06:38 PM
Yaaahh! Trev, mah boy yah did it! I exited Bremen without having swim back!:yeah: But note that when I activated the script the boat went to 12 knts instead of the 10knts the script indicated (Type VIIB with high crew points).
:woot:Good one Davy and thanks for the info:up:
DavyJonesFootlocker
09-30-10, 08:45 PM
Don't know how to say this m8 but the problem still exists. If I leave the script to run on its own I still hit the seawall when it turns at 030 degrees. The boat insists on going at 12 knts. However, the other time I tried I manually adjusted the boat's speed to 10 knts and I barely missed that seawall (at Bremen) at 030. I was heading straight into a ship at 016 degrees.:wah:
Looks like it's back to waypoints and I'm keeping that helmet.:cry:
Trevally.
10-01-10, 03:45 AM
Ok thanks Davy for the info:damn:
Could you do me a big favour, can you try again and go to outside view. When this issue is happening take a screenshot for me.
This will let me see where and if it is cause by under or over steer.
Could you then try one more time and this time when 1/3 bells order is given, override to ahead slow.
I may need to add a precision turn.
Big thanks for your feedback Davy, it really helps me:up:
THE_MASK
10-01-10, 04:05 AM
Maybe for tight corners you could go to all stop and reverse slow / opposite direction until the sub faces the right way (imitates tugs sort of) .
DavyJonesFootlocker
10-01-10, 06:01 AM
OK Trev I'll see about those screenshots.
Trevally.
10-01-10, 06:12 AM
Maybe for tight corners you could go to all stop and reverse slow / opposite direction until the sub faces the right way (imitates tugs sort of) .
Good point Sober, I will look at this tonight.
OK Trev I'll see about those screenshots.
:up:
Trevally.
10-01-10, 11:56 AM
[AS]
Bremen Harbour
[CATEGORY]
Harbour Pilot
[COMMANDS]
Print_message,0,0,Harbour Pilot onboard,0,0,0,5
Ahead_slow,0,0,0,0,0,0,2
Navigate_from_file,0,0,Bremen,0,0,0,10
This is part of the automation file that controls Bremen.
As you can see the speed is set to slow.
Within the Bremen nav file, there is a speed command that sets speed to 7 knots after turn 3 (i suspect this is the problem turn Davy is seeing).
So what should happen is:-
Boat set of at slow speed (speed should not get anywhere near 10knots, let alone 12:hmmm:)
First turn should be easy.
Second turn is the tight one (all boats should make this turn at slow bells)
After this turn is complete (leg 4) the 7knot command kicks in.
Rest of the path is easy and should cause no problems.
I think there must be somthing affecting the speed of you boat Davy.
V2.1 had a speed of 1/3 and I suspect this is still in your automatio file.
Could you copy your mod list here and I can take a look for you:hmmm:
TheDarkWraith
10-01-10, 12:15 PM
[AS]
Bremen Harbour
[CATEGORY]
Harbour Pilot
[COMMANDS]
Print_message,0,0,Harbour Pilot onboard,0,0,0,5
Ahead_slow,0,0,0,0,0,0,2
Navigate_from_file,0,0,Bremen,0,0,0,10
I would change the above Ahead_slow to an actual speed command...i.e. Set_speed and set a value like 5 or something. This way you know exactly what speed the player's sub is going to come into the Navigate_from_file command. Also increase the wait time (2 to like 60, 90, or 120) before the next command is issued (the Navigate_from_file) to allow the player's boat to actually slow down to the new speed if they were at a high bell.
DavyJonesFootlocker
10-01-10, 12:23 PM
I suspect it's a mod incompatibilty or something.
Generic Mod Enabler - v2.5.0.150
[C:\Ubisoft\Silent Hunter 5\MODS]
Menu - Das Boot Underwater Theme
RemoveLogoIntroTheDarkWraith
Grossdeutscher Rundfunk
Lite Campaign LC 1.2
Environment 3.7MOD
Shadow Improvement ModLR
Capthelms SH5 Audio Mod
Unterseeboot SFX
German U-Boat Crew Language Pack
AilClouds 3.0
AilSmoke 1.7
Critical hits 1.1 Torpedos
Danevangs PS 1.0 Common VIIC Shadow Maps
Danevangs PS 1.0 VIIC-upg Camo Dot
data
Elite German Black & Copper Torpedo
Enhanced FunelSmoke_by HanSolo78
More_crew_commands_dialog_v1.04
Silent Seagulls
SteelViking's Sky Banding Mod
SubFlags_0_0_5_byTheDarkWraith
SV&Com Underwater Mod
Torpedo Splash
sobers base wave mechanics for SH5 V5
Conus' Graphic Mod 1.1
SteelViking's Interior Mod V1.2
BRF 1.1 HP balance
FX_Update_0_0_3_ByTheDarkWraith
FX_Update_0_0_3_BARF_Fix
NewUIs_TDC_4_5_2_ByTheDarkWraith
NewUIs_TDC_4_5_2_Das_Boot_Crew_Mod_by_Illyustrator
IRAI_0_0_26_ByTheDarkWraith
MightyFine Crew Mod 1.2.1 Alt w beards
MFCM 1.2.1 OPTIONAL crash_dive workaround
MightyFine Less Annoying Footsteps 1.0
MRP 1.3+OPCF
Krauters Automated Scripts
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
Trevally Automated Scripts
Trevally Harbour & Kiel Canal Pilot v2.2
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style
sobers The Edge morale mod V20
U-boat Historical Specifications 1.4
Stormys DBSM SH5 v1.2 MFCM Basemod
Stormys DBSM SH5 v1.2 MFCM optional -8db damped Sonarguy
Trevally.
10-01-10, 01:51 PM
I would change the above Ahead_slow to an actual speed command...i.e. Set_speed and set a value like 5 or something. This way you know exactly what speed the player's sub is going to come into the Navigate_from_file command. Also increase the wait time (2 to like 60, 90, or 120) before the next command is issued (the Navigate_from_file) to allow the player's boat to actually slow down to the new speed if they were at a high bell.
Yes thanks TDW thats a good point. I think that there is only about 30 to 45 seconds before the first turn command will be issued, But 2 seconds could be way to short.
With a command issue of 5knots, some boat may achieve 7knots. This would be ok with this path as that is why i cahnge them all.
Something is affecting the speed of Davys boat for a slow speed command to reach 10 to 12 knots is odd.
Trevally.
10-01-10, 01:56 PM
Hi Davy your mod loadout look ok to me.
I cant see anything there that will affect the speed.
Could I write a New Bremen script for you to test where I wouls set speed as TDW suggests.
If anyone else is following this thread - have you noticed anything odd with the speed commands - All nav files I have written start either slow or 1/3 bells. Can you let me know if this is not the case.
Thanks all in advance.
DavyJonesFootlocker
10-01-10, 02:14 PM
Well the worst occurred and I had to do a fresh re-install of SH5. I reloaded the mods on the list and went through the Canal and it went pretty good (In fact it was a fine job you did- it was almost accurate). So, perhaps you can hold out for awhile and assume it's OK until I reach Bremen. I'm in the Total Germany campaign on the first patrol. Sorry about the screenies. I thought my screen taking software could take in-game pics but it seems only the desktop.:88)
Again great job on the Canal!:woot::yeah:
Trevally.
10-01-10, 02:52 PM
Sure Davy thats fine.
Could you let me know on this pic which turn was causing the error.
http://img829.imageshack.us/img829/4752/bremenharbour.png
Each circle is a turn zone.
The boat aims for the centre of the circle.
The boat achieves its waypiont and starts to aim for the next when the centre of the boat first enters the circle.
The 50m circle = presicion turn - therefore starts next waypoint 50m from the centre.
The 100m circles = nonprecision wapoint, so boat looks for next waypoint 100m away from centre.
DavyJonesFootlocker
10-01-10, 04:13 PM
Turn 2 is the culprit. It took a sharp 30 degree turn and ran smack into the wall (black). Another time it barely missed the wall but further down at turn 4 it ran into that parked ship (red).
http://img338.imageshack.us/img338/4752/bremenharbour.png (http://img338.imageshack.us/i/bremenharbour.png/)
Uploaded with ImageShack.us (http://imageshack.us)
http://img338.imageshack.us/img338/4
http://img338.imageshack.us/img338/4
THE_MASK
10-01-10, 04:26 PM
http://img405.imageshack.us/img405/7456/maped.jpg (http://img405.imageshack.us/i/maped.jpg/)
DavyJonesFootlocker
10-01-10, 04:30 PM
Trev you want me to take a contract out on Sober? He could count up to 5...:har::har::har::har::har::har::har:
Trevally.
10-01-10, 04:46 PM
Davey :har:
Yes thanks Sober I think you are right. I had tried something similar in an earlier version and my untrained crew could not make the turn from 2 to 3 without hitting that ship.
I do like your idea of a stop, reverse and continue.
TDW - can negitive speeds be used in nav file or would this require more than one nav file within an automation file?
Trevally.
10-01-10, 05:02 PM
Perhaps
http://img195.imageshack.us/img195/6515/bremenharbour2.png
Forward up to 2, then reverse to 3 and forward to 4:hmmm:
DavyJonesFootlocker
10-01-10, 06:47 PM
But why reverse at all and not a straightforward movement?
TheDarkWraith
10-01-10, 06:50 PM
TDW - can negitive speeds be used in nav file or would this require more than one nav file within an automation file?
negative speeds should be fine :yep:
Trevally.
10-02-10, 03:45 AM
Im still not sure why the slow bells in the Bremen v2.2 did not work.
v2.1 had 1/3 bell.
For testing I only have a save in Bremen with untrained crew.
Could someone with trained crew test Bremen.
Is the a way I can change my save games to give myself promotion points?
I have started training my crew at each harbour for testing the old fashioned way, by sinking ships.
DavyJonesFootlocker
10-02-10, 05:34 PM
OK left Bremen in one piece but the starting speed was so slow that an old lady passing me gave me the finger.:D So far it seems to work.:salute:
Trevally.
10-02-10, 05:58 PM
starting speed was so slow that an old lady passing me gave me the finger.:D
:har: Use more TC and watch that old lady go.
Each one that starts in slow bells moves up to 1/3 after any tricky corners.
Im getting close to maxing out my crew for turns and speed.
Tested 2 so far and should get another 2 tomorrow.
As I get a save at each harbour, I can test any further changes.
DavyJonesFootlocker
10-02-10, 08:13 PM
TC it is. Bremen works great now.:rock:
Trevally.
10-03-10, 06:22 AM
***WARNING***
St Nazaire is not working - do not use with fully trained (turning rate) crew. :oops:
Will be fixed in v2.3
Turn one is the problem. It works fine with untrained but with fully trained there is a fast re-action to first turn and your boat will clip the pier on your srarboard side.:nope:
Sorry if this has already happened to you.
Trevally.
10-04-10, 04:37 PM
New version 2.3
See post 1 for download.
Fixed:
St Nazaire. Highly trained crew now works with no oversteer.
Added:
Piraeus
Wilhelmshaven
DavyJonesFootlocker
10-04-10, 05:55 PM
Cool! Is getting back into the canal included?
DavyJonesFootlocker
10-05-10, 08:46 AM
Nevermind the question. Things are working out fine so far.:yeah:
Love these scripts. Thanks for making them :)
Trevally.
10-05-10, 12:57 PM
Nevermind the question. Things are working out fine so far.:yeah:
Thanks Davy,
As I am getting more saves in each harbour with trained crew, it becomes less likely you will ever need your helmet:D
I am having to sink a lot of ship to get the promotion points required:arrgh!:
Love these scripts. Thanks for making them :)
Thanks Ragtag:up:
Does anyone know of any harbours I have missed?
DavyJonesFootlocker
10-05-10, 01:51 PM
I do appreciate the efforts from you, but I'm still keeping my rubber ducky!:D
I was wondering. To re-enter the canal do I have to be at a complete stop by that port?
Trevally.
10-05-10, 01:57 PM
No Davy you can be at any speed.
As soon as pilot starts he will adjust speed to std for the canal.
DavyJonesFootlocker
10-05-10, 02:10 PM
OK, thanks. Coming outbound of the canal was a breeze. Later I'll go inbound.:DL
Venatore
10-08-10, 05:09 PM
Trevally; I must have had my head up my arse :zzz: I never knew this mod existed :06:
I'm loading it up now :up:
Thank you for this mod :up:
DavyJonesFootlocker
10-08-10, 05:15 PM
I can safely say this mod is working out fine now, although I narrowly missed a parked merchant coming into Kiel. Someone threw a stinky fish at me from that ship.:yep::D Bremen is now safe to sail out of also.
Trevally.
10-08-10, 06:05 PM
Trevally; I must have had my head up my arse :zzz: I never knew this mod existed :06:
I'm loading it up now :up:
Thank you for this mod :up:
I hope you like it :DL. The earlier versions were a bit risky but im sure its ok now.
I can safely say this mod is working out fine now, although I narrowly missed a parked merchant coming into Kiel. Someone threw a stinky fish at me from that ship.:yep::D Bremen is now safe to sail out of also.
:har:
Remeber you can pause, go around (out of fish chucking range) and unpause again.
DavyJonesFootlocker
10-08-10, 07:23 PM
Nah it's an acoustic homing fish. There's no escape.:har::D
Trevally.
11-02-10, 02:20 PM
I will update this soon to make it compatible with TDW UI v4.9
This will also be a good chance to make any adjustments you feel I should make. Things like:-
End points.
Does harbour pilot take you far enough out to sea to allow easy waypoint setting?
Extra Text.
More warnings about shipping etc or better descriptions.
Extra Harbours.
Have I missed any?
Speeds.
Too slow, too fast. Any thoughts.
I also intend to update my automation scrips. So far they cover:-
Evasion
Search on patrol
Surface attack.
Trevally.
11-05-10, 05:51 PM
Updated to v2.4 and is compatible with TDW UI v4.9
See post 1
TheDarkWraith
11-05-10, 05:58 PM
Updated to v2.4 and is compatible with TDW UI v4.9
See post 1
excellent :rock: Sorry for the trouble in changing Automation in v4.9.0 but it had to be done. It was short-sightedness on my part to not have implemented those changes from the start.
ReallyDedPoet
11-07-10, 06:58 PM
Nice work :up:
PL_Cmd_Jacek
01-02-11, 12:38 PM
Hello Trevally. Your mod is great, but after releasing of TDW NewUIs TDC 6.2.0, it refused to cooperate :damn:. I am unable to swim through the Kiel Canal.
I am able to choose the proper one, but when I click start, nothing happened :o. The same situation is with your other scripts like real navigation plot. Look at the screen.
http://img291.imageshack.us/img291/9187/sh5img20110102185753.jpg
Trevally.
01-02-11, 01:20 PM
Thanks Jacek,
I dont have v6.2 yet - I will download and update.
I see TDW has added a new auto command, something might have changed. I will check his notes and see.
Thanks:up:
TheDarkWraith
01-02-11, 03:45 PM
Thanks Jacek,
I dont have v6.2 yet - I will download and update.
I see TDW has added a new auto command, something might have changed. I will check his notes and see.
Thanks:up:
nothing changed. Just added a new command is all :up:
PL_Cmd_Jacek
01-02-11, 04:09 PM
I do not know what happend. But I double checked. I installed 6.0.0 and Trevally Harbour & Kiel Canal Pilot v2.4 - everything works perfect.
The next step with 6.2.0 and Trevally Harbour & Kiel Canal Pilot v2.4 does not work :-?.
For testing purpose I did not change anything in option file, just use as it is. I don't have 6.1.0 to test, so I can not say which version disabled the harbour scripts
TheDarkWraith
01-02-11, 04:12 PM
I do not know what happend. But I double checked. I installed 6.0.0 and Trevally Harbour & Kiel Canal Pilot v2.4 - everything works perfect.
The next step with 6.2.0 and Trevally Harbour & Kiel Canal Pilot v2.4 does not work :-?.
For testing purpose I did not change anything in option file, just use as it is. I don't have 6.1.0 to test, so I can not say which version disabled the harbour scripts
Hmm...:hmmm: I'm out on a jobsite but when I get home I'll look into this.
Trevally.
01-02-11, 04:49 PM
I do not know what happend. But I double checked. I installed 6.0.0 and Trevally Harbour & Kiel Canal Pilot v2.4 - everything works perfect.
The next step with 6.2.0 and Trevally Harbour & Kiel Canal Pilot v2.4 does not work :-?.
For testing purpose I did not change anything in option file, just use as it is. I don't have 6.1.0 to test, so I can not say which version disabled the harbour scripts
Hi Jacek
I now have TDW UI v6.2 & Harbour Pilot v2.4
Tested La Pallice and it worked fine:hmmm:
is it just Kiel thats not working:06:
Can you post your mod list here:06:
PL_Cmd_Jacek
01-02-11, 05:04 PM
Here is my list:
http://img214.imageshack.us/img214/8466/modse.jpg
col_Kurtz
01-02-11, 05:16 PM
Hi mate Jacek:) Countryman;)
For me Canal pilot works fine. No problems with 6.2.0 get trough this canal nice and clear:)
Trevally.
01-02-11, 05:29 PM
I notice in your SS you also have "real nav auto fix" running.
That script has a wait for time command:hmmm:
I will test that.
Trevally.
01-02-11, 05:43 PM
I notice in your SS you also have "real nav auto fix" running.
That script has a wait for time command:hmmm:
I will test that.
No - that work fine.
I cant think of anything that could cause this.
Is it possible your v6.2 download or extraction has caused errors:06:
TheDarkWraith
01-02-11, 07:56 PM
I checked the master Automation file and there were some errors in it that could cause a tutorial script to hang if it encountered an error in some of the commands. I've corrected them and will be available in patch 1 for v6.2.0. I don't see this as the cause of why the one person is having problems though. I didn't see anything else wrong in the file :hmmm:
PL_Cmd_Jacek
01-03-11, 04:33 AM
:hmmm: I will check that once again today evening. I will download the mod again and re-activate. Will see. Thank you so far
Admiral Von Gerlach
01-03-11, 12:16 PM
What is TDW mod? it would help if people could put in full names for those of us who are new to V...thanks.
TheDarkWraith
01-03-11, 12:21 PM
What is TDW mod? it would help if people could put in full names for those of us who are new to V...thanks.
see here: http://www.subsim.com/radioroom/showpost.php?p=1332669&postcount=1
PL_Cmd_Jacek
01-03-11, 02:37 PM
:woot: I've got it.
First of all I reinstall my SH5 and ... the same results :down:. So WTF :damn:.
But I noticed one curious thing. I was wondering why nobody is talking about the same error. I realized, that everybody activates mods in ports. Almost the same as me, because I do not have active campaign now, and all the time I start the new one. And here is an issue.
When you start a new campaign (the first one) and you click to skip a tutorial, something is wrong with SH5. You are not able to choose torpedoes or equipment. You can only start a new patrol and scripts will not work. But ... in the same time the game save the current situation. So if you go out to main menu and load again the saved game (in port), you are able to choose torpedoes and eqipment and after starting a patrol all scripts are working properly. :o
It is really strange, because it did not happen with 6.0.0. The good thing is that I can use a scripts finally. Thank for help. :salute:
titidinca
01-04-11, 02:21 PM
:woot: I've got it.
First of all I reinstall my SH5 and ... the same results :down:. So WTF :damn:.
But I noticed one curious thing. I was wondering why nobody is talking about the same error. I realized, that everybody activates mods in ports. Almost the same as me, because I do not have active campaign now, and all the time I start the new one. And here is an issue.
When you start a new campaign (the first one) and you click to skip a tutorial, something is wrong with SH5. You are not able to choose torpedoes or equipment. You can only start a new patrol and scripts will not work. But ... in the same time the game save the current situation. So if you go out to main menu and load again the saved game (in port), you are able to choose torpedoes and eqipment and after starting a patrol all scripts are working properly. :o
It is really strange, because it did not happen with 6.0.0. The good thing is that I can use a scripts finally. Thank for help. :salute:
same problem........
THE_MASK
01-04-11, 02:54 PM
:woot: I've got it.
First of all I reinstall my SH5 and ... the same results :down:. So WTF :damn:.
But I noticed one curious thing. I was wondering why nobody is talking about the same error. I realized, that everybody activates mods in ports. Almost the same as me, because I do not have active campaign now, and all the time I start the new one. And here is an issue.
When you start a new campaign (the first one) and you click to skip a tutorial, something is wrong with SH5. You are not able to choose torpedoes or equipment. You can only start a new patrol and scripts will not work. But ... in the same time the game save the current situation. So if you go out to main menu and load again the saved game (in port), you are able to choose torpedoes and eqipment and after starting a patrol all scripts are working properly. :o
It is really strange, because it did not happen with 6.0.0. The good thing is that I can use a scripts finally. Thank for help. :salute:It happens when you use the hack silentotto to start in any campaign . When in the bunker , exit and reload the in port save .
Trevally.
01-04-11, 03:29 PM
It happens when you use the hack silentotto to start in any campaign . When in the bunker , exit and reload the in port save .
When you start a new campaign (the first one) and you click to skip a tutorial, something is wrong with SH5. You are not able to choose torpedoes or equipment. You can only start a new patrol and scripts will not work. But ... in the same time the game save the current situation. So if you go out to main menu and load again the saved game (in port), you are able to choose torpedoes and eqipment and after starting a patrol all scripts are working properly. :o
Good find guys thanks for posting:up:
col_Kurtz
01-04-11, 04:58 PM
Dear Trevally...
Problems with Pilot in Kiel Onbound.
TC is dropping(x32, x64, x128) each time when: New course. Doesn`t matter Travel icon active or not. I got this after newest patch. Reactivated and activated again. Still the same. I don`t know why. Untill this was fine. I think the problem is in the newest patch.
NewUI 620+ Newest Patch.
Trevally.
01-04-11, 05:09 PM
Could it be your options.py?
Have you set a TC drop for message or contact etc
TheDarkWraith
01-04-11, 05:26 PM
Could it be your options.py?
Have you set a TC drop for message or contact etc
Probably this option is biting him:
# do we go to TC1 on any messagebox text?
# change below to either True or False
TC1OnAnyMessageBoxText = False
col_Kurtz
01-04-11, 05:50 PM
Probably this option is biting him:
# do we go to TC1 on any messagebox text?
# change below to either True or False
TC1OnAnyMessageBoxText = False
Sorry guys.
When TC is dropping: no message and no ship on my way. So that is reason way wrote about it:salute:
When message incoming, icon flashing, but no drop the TC label. I`m doing this x1 to read message:)
Trevally.
01-04-11, 06:03 PM
# do we go to TC1 on any messagebox text?
# change below to either True or False
TC1OnAnyMessageBoxText = False
for this messagebox
http://img257.imageshack.us/img257/2079/pic1lx.png
col_Kurtz
01-05-11, 08:24 AM
# do we go to TC1 on any messagebox text?
# change below to either True or False
TC1OnAnyMessageBoxText = False
for this messagebox
http://img257.imageshack.us/img257/2079/pic1lx.png
Whoops... sorry. I`ll check out this. But in earlier versions was fine, no droping. Ok, thank you:)
col_Kurtz
01-05-11, 06:09 PM
# do we go to TC1 on any messagebox text?
# change below to either True or False
TC1OnAnyMessageBoxText = False
for this messagebox
http://img257.imageshack.us/img257/2079/pic1lx.png
With newest Mod by TDW work ok now:salute:
homsikpanda
01-09-11, 09:53 AM
i have the mod installed but i'm not finding any type of "automation" button..=/
how do i turn it on? D: -floats at entrance to keil trying to figure out how to lure pilot to ship-
TheDarkWraith
01-09-11, 09:56 AM
i have the mod installed but i'm not finding any type of "automation" button..=/
how do i turn it on? D: -floats at entrance to keil trying to figure out how to lure pilot to ship-
Automation comes from my UIs mod. You have to have it installed to be able to use this. Once installed you click the gears icon on the right side lower bar to open up Automation.
Trevally.
01-09-11, 10:28 AM
floats at entrance to keil trying to figure out how to lure pilot to ship-
Start while you are still in the sub pen:up:
See post 1 for instructions
homsikpanda
01-09-11, 02:40 PM
oh, i thought the mod came with both
(and i'm trying to get to the sub pen from the other side of the canal XD )
Trevally.
01-09-11, 02:48 PM
oh, i thought the mod came with both
(and i'm trying to get to the sub pen from the other side of the canal XD )
Ah ok, sorry.
Yes you can start the inbound script anywhere in the circle in the pic in post 1.:up:
homsikpanda
01-09-11, 02:52 PM
i would update the readme to include a note along the lines of "you require this mod.." and link to darkwatches, i was trying to figure out why i didn't have an automation button, the way your described it in post #1 aswell as in the readme made me think like darkwatch helped with the mod but that the mod contained both his mod and your mod ^_^;
next question, is there anyway to get the buttons without the sh4 ui appearance, i like my sh5 ui D:
Trevally.
01-09-11, 02:58 PM
[WIP]Trevally Harbour & Kiel Canal Pilot Scripts v2.4
TDW UI V4.9 or higher is required.
:hmmm:
I will add a link too:up:
Trevally.
01-10-11, 04:34 AM
Can anyone confirm the scripts are still working when you:-
Use Magnum Opus.
Start new career.
Thanks:up:
Can anyone confirm the scripts are still working when you:-
Use Magnum Opus.
Start new career.
Thanks:up:
Worked OK out of Wilhelmshafen & St. Nazaire under above conditions. :salute:
Dissaray
01-14-11, 05:14 PM
I don't recal if I was playing a new career or not, thought I am fairly sure that I was. When I tryed using the pilot script everything was working fine for me. I made it out of the sub pen and into the harbor and all that but when I made it into the Kiel Canal my boat choses a direction, useualy to the left, and slams head long into the shore. It seems to be some thing to do with time compresion, and that is also why I don't have time to stop it from hapening most of the time. I'll give it a go with a career that I know for a fact is new and let you know if the problem persists.
Dissaray
01-14-11, 06:27 PM
When I starter a new career this time the harbor piolot didn't do anything for me.
Working out of Kiel bunker through the Kiel Kanal all the way to Brunsbüttel OK for me. Using moderate TC to monitor progress from nav map, and sometimes when coming close to other ships enroute I slow TC down and go to the bridge to make sure to avoid collision. In some close call cases manual steering might become necessary.
Trevally.
01-15-11, 07:55 AM
I don't recal if I was playing a new career or not, thought I am fairly sure that I was. When I tryed using the pilot script everything was working fine for me. I made it out of the sub pen and into the harbor and all that but when I made it into the Kiel Canal my boat choses a direction, useualy to the left, and slams head long into the shore. It seems to be some thing to do with time compresion, and that is also why I don't have time to stop it from hapening most of the time. I'll give it a go with a career that I know for a fact is new and let you know if the problem persists.
This sounds like you have collided with a ship and deflected off to aim at the shore.
Use a slow speed to allow ships to move out of your way. If the ship has stopped and you are headed staight at it, wait until you are close to it and note your heading i.e. 260deg. At the last min adjust your course and sail around the ship. Then set your noted heading and you should continue fine:up:
The way the pilot works is - there are preset nav points along the route and as you pass one you will be aimed at the next. Along the way there are checks to ensure you remain on course, at 1/4, 1/2 and 3/4.
A nav point has a 100m radius. If your boat misses it, you will head straight until you stop.
When I starter a new career this time the harbor piolot didn't do anything for me.
I think this is the problem with starting a new career. When you finish the Poland mission (very first one) and you are back in the bunker, save and reload before taking a mission.
Working out of Kiel bunker through the Kiel Kanal all the way to Brunsbüttel OK for me. Using moderate TC to monitor progress from nav map, and sometimes when coming close to other ships enroute I slow TC down and go to the bridge to make sure to avoid collision. In some close call cases manual steering might become necessary.
Thanks Uffe.:salute:
I have just tested a new career start and there is a problem with the Kiel Canal script. When I wrote the script there was no canal gates at Brunsbuttel. So now your boat will crash into these if you are using Magnum Opus.
I will correct this and send a new version to TDW:up:
Does anyone know of any other change to harbours etc that is causing problems:06:
I have just tested a new career start and there is a problem with the Kiel Canal script. When I wrote the script there was no canal gates at Brunsbuttel. So now your boat will crash into these if you are using Magnum Opus.
I will correct this and send a new version to TDW:up:
Does anyone know of any other change to harbours etc that is causing problems:06:
Hi Trevally
Indeed, I ran into that crash at Brunsbüttel, but thought I had gone too fast.
Good to know it was a bug, being corrected.:up:
Trevally.
01-15-11, 11:53 AM
This is a patch for Kiel Pilot if you are using Magnum Opus
http://www.filefront.com/17796895/Trevally Harbour & Kiel Canal Pilot patch.7z
Install using JSGME after Magnum Opus. It is ok to overwrite:-
Navigation folder
KielCanalOutbound.shn
KielCanalInbound.shn
I still would advise that when you are passing the canal gates to watch out for ships loitering in this area:up:
col_Kurtz
01-15-11, 05:00 PM
Dear Trevally...
Your mod and Magnum Opus and... Could you look at this screen, please? :)
http://www.subsim.com/radioroom/showpost.php?p=1575041&postcount=99
Thank you:):salute:
Trevally.
01-15-11, 05:58 PM
Dear Trevally...
Your mod and Magnum Opus and... Could you look at this screen, please? :)
http://www.subsim.com/radioroom/showpost.php?p=1575041&postcount=99
Thank you:):salute:
col_Kurtz I do not understand what you are saying.
Is the pilot not working for the canal?
Are you patched with the fix?
col_Kurtz
01-15-11, 07:16 PM
col_Kurtz I do not understand what you are saying.
Is the pilot not working for the canal?
Are you patched with the fix?
Sorry... I mean this gate is not to pass with auto pilot ON. I was on the crash course.
And this picture shows that the map is inaccurate. Coast oddly stands out from all the waterfront (red arrows I stated). Blue arrow shows how the lead pilot. Yellow, my correction of the course - by hand.
http://naforum.zapodaj.net/thumbs/4827ad6349f7.jpg (http://naforum.zapodaj.net/4827ad6349f7.jpg.html)
d3d_antilag101
Enhanced FunelSmoke_by HanSolo78
sobers realistic hydrophone operator SH5
Unterseeboot II SFX
German U-Boat Hydrophone SFX
U-Boat Propulsion SFX
Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_1_Patch_2.0
Shadow Improvement ModLR
IO_MapCourseLine_sharp pencil_mod
IO_StrategicMap_2_2_for_TDW_6_0_0
Lite Campaign LC 1.2
MCCD_1.04_MFCM_1.2.1_compatible
MightyFine Crew Mod 1.2.1 Alt faces
DeckGunMod
Periscopes by Torpedo
Speech fixes and additions (german version)
No. No patched yet. I wanted to ask whether this is included in the patch.
Trevally.
01-16-11, 05:31 AM
Hi col_Kurtz
Yes I just noticed this myself yesterday.
Please install this patch with JSGME anytime after "Magnum_Opus_v0_0_1"
http://www.filefront.com/17796895/Trevally-Harbour--Kiel-Canal-Pilot-patch.7z/
:up:
col_Kurtz
01-16-11, 05:26 PM
Hi col_Kurtz
Yes I just noticed this myself yesterday.
Please install this patch with JSGME anytime after "Magnum_Opus_v0_0_1"
http://www.filefront.com/17796895/Trevally-Harbour--Kiel-Canal-Pilot-patch.7z/
:up:
Yeah, I saw this link:) I think it better to wait for an update of this mod by thfeu58...
http://www.subsim.com/radioroom/showpost.php?p=1575230&postcount=100
Maybe after all the update and see how it works:)
thfeu58 did a great job, worth the wait for it. I forgot to tell him that maybe some illumination of this gate/pass - the red (left side) and green lights (by right side of each mini pass?). At night, it would be very easier. Well, would look nice as well.
http://naforum.zapodaj.net/thumbs/2582f498d13c.jpg (http://naforum.zapodaj.net/2582f498d13c.jpg.html)
Sorry, the picture is huge... very:/
musides
02-25-11, 11:57 PM
I installed NewUIs_TDC_v640 and after that, this mod. For some reason, I do not see anything in the automated scripts menu, as if this mod is not installed. Anything obvious I may be missing?
Trevally.
02-26-11, 05:58 AM
I installed NewUIs_TDC_v640 and after that, this mod. For some reason, I do not see anything in the automated scripts menu, as if this mod is not installed. Anything obvious I may be missing?
This has happened to others too. It may be caused by a corrupt .sha file during changing mods.
Try - uninstall harbour pilot and install after TDW UI v6.4
Can you post your mod list here please:06: This will help to see why this is happening:up:
musides
02-26-11, 03:20 PM
This has happened to others too. It may be caused by a corrupt .sha file during changing mods.
Try - uninstall harbour pilot and install after TDW UI v6.4
Can you post your mod list here please:06: This will help to see why this is happening:up:
I removed your mod and then added it back in. Still nothing shows in the automation window. Note I received a warning which appeared fairly straight forward (shown in screenshot). FWIW, I do see a 6KB file "Trevally Harbour & Kiel.SHA" in SH5/data/Automation.
http://i793.photobucket.com/albums/yy216/musides/th_harbor-pilot.jpg (http://s793.photobucket.com/albums/yy216/musides/?action=view¤t=harbor-pilot.jpg)
PS the tutorials link in your sig doesn't work. :)
Trevally.
02-26-11, 04:29 PM
I removed your mod and then added it back in. Still nothing shows in the automation window. Note I received a warning which appeared fairly straight forward (shown in screenshot). FWIW, I do see a 6KB file "Trevally Harbour & Kiel.SHA" in SH5/data/Automation.
http://i793.photobucket.com/albums/yy216/musides/th_harbor-pilot.jpg (http://s793.photobucket.com/albums/yy216/musides/?action=view¤t=harbor-pilot.jpg)
PS the tutorials link in your sig doesn't work. :)
Can you try this, it worked for swordfish and I will test with your same mod list. link (http://www.subsim.com/radioroom/showthread.php?t=180605)
Thanks - I will fix my sig:up:
Trevally.
02-26-11, 04:47 PM
Looking at your mod list, you have TDW UI 6.4 and test3
I think that each test TDW is putting out is the full mod
and does not need adding on top.
I have just downloaded the 6.4 test4 and it is the full version:up:
I think that my mod is being corrupted during the updating
of TDW UI. As with swordfish i think you need to delete
the harbour pilot and download a fresh copy.
When updating TDWs UI - alway uninstall any of my mods first
as they all require the "Automation, Navigation and Tutorial" folders
that are only in TDWs UI:salute:
musides
03-04-11, 09:17 PM
Thanks for your advice. I did not actually work for me, curiously especially since that seemed to work for someone else. At some point, I'll install a fresh copy, TDW, and then yours only and see what happens. I do have quite a fresh install (just bought the game a couple weeks ago), but I'm sure there is something I can figure out to get it working. Thanks again for your help.
Tom Jefferson Jones
04-07-11, 04:40 PM
1st time SH5 player here, - running magnum opus w/patch 2 and trying to activate the kiel canal-outbound script...The game would crash to desktop about 75% of the time when the boat hit the first way-point out of the pen.
It would crash at 1x tc and also at tc multiples...(never tried higher then x32)
but after installing the harbor pilot patch and enabling it right after magnum opus in JSGME, then saving and reloading while on foot in the bunker - the game hasn't crashed once when using the script....not yet anyway.
Seems the patch was created to keep subs from crashing into obstacles with magnum opus....is it possible the unpatched script could also cause SH5 itself to crash?
I'm just wondering if the script has that kind of power, or if my problems w/ crashing lie elsewhere and are still lurking waiting to strike....
Trevally.
04-07-11, 05:58 PM
1st time SH5 player here, - running magnum opus w/patch 2 and trying to activate the kiel canal-outbound script...The game would crash to desktop about 75% of the time when the boat hit the first way-point out of the pen.
It would crash at 1x tc and also at tc multiples...(never tried higher then x32)
but after installing the harbor pilot patch and enabling it right after magnum opus in JSGME, then saving and reloading while on foot in the bunker - the game hasn't crashed once when using the script....not yet anyway.
Seems the patch was created to keep subs from crashing into obstacles with magnum opus....is it possible the unpatched script could also cause SH5 itself to crash?
I'm just wondering if the script has that kind of power, or if my problems w/ crashing lie elsewhere and are still lurking waiting to strike....
Hi Tom Jefferson Jones and welcome to subsim:salute:
Not sure what would cause the crashes you are getting:hmmm:
The harbour pilot script is written using the features within TDW UI.
Normally when something goes wrong with it the game will just skip the script and it will not show at all in your auto page, or if a tutorial it will display "currupt file" when you hover your mouse in the main menu.
The patch was made because in MO there was a great mod included that added canal gates to the west end. When I made the scripts, I did no have that mod installed so set a waypoint in the middle of them:oops:
The patch is a correction in those waypoints to sail through the gates.
I hope what you have done has fixed your ctd issues:up:
Trevally.
04-07-11, 06:04 PM
@ Tom
Can you paste from JSGME your mod list here.
Someone may spot an issue if there is one.
Tom Jefferson Jones
04-07-11, 11:00 PM
well, there's really not much there yet,
________________________________
Generic Mod Enabler - v2.6.0.157
[C:\Games\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
Trevally Harbour & Kiel Canal Pilot patch
________________________________
That's it - the magnum opus 0_0_1 has been merged with patch 2's data folder as described by stoinam in another thread.
Page one of the magum opus WIP thread has a member saying he gets CTD's with the environment mod...someone suggest using ACsoft's .tga fix which I haven't tried...and then he says he went back to 'environment gold' maybe I need to search that down and go that route.
That is, if I'm still CTD'ing.
Since Trevally himself says this script isn't strong enough to crash the game...I probably will crash again.
stoianm
04-08-11, 12:32 AM
MO patched it is ok .. no more ctds because of the env... post your computer spec
Trevally.
06-08-11, 04:09 PM
As Toulon harbour has been added to the new campaign, I will update Harbour Pilot soon to include it:up:
stoianm
06-08-11, 10:47 PM
As Toulon harbour has been added to the new campaign, I will update Harbour Pilot soon to include it:up:
nice:DL:up:
Trevally.
07-09-11, 10:06 AM
See post 1 for v2.6 download.
Added Toulon harbour as this will be a player base in the new campaign mod.
Fixed paths to make better use of the navigation buoys also in the new campaign.:up:
Trevally.
07-09-11, 10:19 AM
Kiel Harbour Pilot
Run from the automation page while still in the bunker
http://img703.imageshack.us/img703/66/88365038.jpg
http://img819.imageshack.us/img819/3760/27603213.jpg
Ok we are away. Sit back and enjoy the ride.
http://img13.imageshack.us/img13/7261/92486620.jpg
http://img580.imageshack.us/img580/2726/39978436.jpg
http://img600.imageshack.us/img600/2176/87389012.jpg
Through the canal gates
http://img98.imageshack.us/img98/8826/71683610.jpg
http://img64.imageshack.us/img64/9232/19261530.jpg
You can increase TC - I am using x64 here:up:
http://img89.imageshack.us/img89/4421/37027003.jpg
http://img69.imageshack.us/img69/5271/74095404.jpg
Leaving the canal through Brunsbuttel gates
http://img835.imageshack.us/img835/3565/12553712.jpg
http://img840.imageshack.us/img840/8157/95345324.jpg
http://img814.imageshack.us/img814/6299/36602625.jpg
The script will end when you are in the North Sea.
TC will drop to 1 and your crew will report that the pilot is off your boat.
http://img705.imageshack.us/img705/3844/24766010.jpg
Magic1111
07-09-11, 11:38 AM
See post 1 for v2.6 download.
Added Toulon harbour as this will be a player base in the new campaign mod.
Fixed paths to make better use of the navigation buoys also in the new campaign.:up:
Many thanks for update !!! :woot: :up:
Best regards,
Magic:salute:
TheDarkWraith
07-26-11, 08:54 AM
starting with v6.7.0 of my UIs mod the harbor pilots are much smarter. You can define buffer zones around the sub that when a unit crosses into them the sub can take some kind of action (in the SHN files). It should now be possible to enable a harbor pilot and it will safely navigate you to your destination avoiding other units with no player interaction.
What I think would be great to see next are scripts that navigate known shipping lanes. I'm tinkering with the idea of making a new automation command that basically lets you hand over the sub to the XO (AI) and he would control the sub based on the 'info' you give him. This new command would work great with some scripts for known shipping lanes :yep:
Trevally.
07-26-11, 03:23 PM
starting with v6.7.0 of my UIs mod the harbor pilots are much smarter. You can define buffer zones around the sub that when a unit crosses into them the sub can take some kind of action (in the SHN files). It should now be possible to enable a harbor pilot and it will safely navigate you to your destination avoiding other units with no player interaction.
What I think would be great to see next are scripts that navigate known shipping lanes. I'm tinkering with the idea of making a new automation command that basically lets you hand over the sub to the XO (AI) and he would control the sub based on the 'info' you give him. This new command would work great with some scripts for known shipping lanes :yep:
Fantastic work TDW - new SHN commands are looking great:Kaleun_Party:
Working on new version:DL
Fantastic work TDW - new SHN commands are looking great:Kaleun_Party:
Working on new version:DL
With such a speed of yours 'productivity' I shoud restart my campaign for the 200th time (to update mod list and to make it work correctly) and should never finish my 1st patrol untill 'death do us part':hmmm:
And if serious the question to Trevally: each new version of your harbour pilot mod should be installed with the presence of previous one in the applied mod list (for ex. - MO (v.2.4)+patch(v.2.5)+v.2.6) or it is correct to install the newest version without having the others (for ex. - MO + v.2.6):06:
Trevally.
07-26-11, 04:11 PM
With such a speed of yours 'productivity' I shoud restart my campaign for the 200th time (to update mod list and to make it work correctly) and should never finish my 1st patrol untill 'death do us part':hmmm:
And if serious the question to Trevally: each new version of your harbour pilot mod should be installed with the presence of previous one in the applied mod list (for ex. - MO (v.2.4)+patch(v.2.5)+v.2.6) or it is correct to install the newest version without having the others (for ex. - MO + v.2.6):06:
With this mod you can install anytime. No need to start new game etc:up:
No - remove the old version and install the new each time.
So you should only have v2.6 installed.
With this mod you can install anytime. No need to start new game etc:up:
No - remove the old version and install the new each time.
So you should only have v2.6 installed.
Thanks for the reply, Trevally:salute:
I know there is no need to restart the game with new version of your mod, but there are many others, and, besides, I have a mod list with approx. 70 mods installed, so I need time for reconfiguring it and testing. And reading forum ofcourse. The problem is I've only a couple of hours during the nighttime to spent at my PC when the family members are sleeping, so usually in the morning I look like :doh: after 4 hours of :zzz:
Trevally.
07-26-11, 04:54 PM
. The problem is I've only a couple of hours during the nighttime to spent at my PC when the family members are sleeping, so usually in the morning I look like :doh: after 4 hours of :zzz:
yes - I know the feeling:D
Magic1111
07-27-11, 09:36 AM
Hi Trevally !
It´s in future possible, that your Harbour-Pilot works correct after loading a savegame ?
I mean, now it´s so, I activate a Harbour-pilot in bunker (e.g.in Kiel), drive out with my sub through Kiel-Canal (during Harbour Pilot is activated) and I must save the game e.g. in the middle of Kiel Canal (Harbour Pilot is not finished yet) and go return to windows. After loading the savegame later the Harbour-pilot-script is activated (possible with UI 6.6.0 or later version), BUT: Now the Pilot works not correct anymore, my sub drive not correct through Kiel-Canal, because I think the Script has forgotten the last waypoint ! I must plot my course manually to Brunsbüttel !
I hope you understand...
Is it possible to fix that, that the Script works correct after loading a savegame and the sub continue correct the course ?
Best regards,
Magic
Trevally.
07-27-11, 12:12 PM
Hi Trevally !
It´s in future possible, that your Harbour-Pilot works correct after loading a savegame ?
I mean, now it´s so, I activate a Harbour-pilot in bunker (e.g.in Kiel), drive out with my sub through Kiel-Canal (during Harbour Pilot is activated) and I must save the game e.g. in the middle of Kiel Canal (Harbour Pilot is not finished yet) and go return to windows. After loading the savegame later the Harbour-pilot-script is activated (possible with UI 6.6.0 or later version), BUT: Now the Pilot works not correct anymore, my sub drive not correct through Kiel-Canal, because I think the Script has forgotten the last waypoint ! I must plot my course manually to Brunsbüttel !
I hope you understand...
Is it possible to fix that, that the Script works correct after loading a savegame and the sub continue correct the course ?
Best regards,
Magic
Hi Magic
There have been a lot of changes with the navigation commands.
The first was the resume-waypoint. I think this started with the test version from TDW Ui 6.7.0 This allows what you discribe above to happen.
Then came the bufferzone (look outs) where when a ship enters that preset zone - controls can be added (reduce TC change speed etc).
Then came a second bufferzone (look outs are starting to panic) where a second set of actions can be set (TC, speed, pause game, stopscript).
With these extra commands the harbour pilot is getting very good a sailing:D. But TDW has not stopped there - we now have bufferzone control for each preset waypoint. With this we can now set exemptions (i.e. in bunker with a u-boat in the next pen).
So all this means that I have not been keeping up:D
I am working on it again tonight so I can have it ready for when TDW releases his next UI update to 6.7
:up:
Magic1111
07-28-11, 03:19 AM
I am working on it again tonight so I can have it ready for when TDW releases his next UI update to 6.7
:up:
Sounds good Trevally, thanks for Reply ! :up:
Best regards,
Magic:salute:
Trevally.
08-07-11, 06:27 AM
New version - see post 1
v2.7 IMPORTANT UPDATE
This version has been updated to use the new navigation commands within TDWS UI 6.7
These new commands give us two great features.
Waypoint Resume
With this we no longer have to start the script from the bunker only. When a navigation script
starts it will now look for the closest waypoint and head towards it and will continue from there.
So now you can save and end the game without having to wait until the script is complete.
When you load back up, you can select and start the script again and it will continue where you left off.
This will be most beneficial with the longer scripts like Bergen and Kiel Canal.
However it is worth noting that the script will resume to the nearest waypoint even if it is behind you.
This may cause an issue if you are in a narrow canal and you do not want to do a U turn. When
this happens, you should stop the script and move forward a small distance and try again.
Bufferzones
This will help stop you running into traffic while you are away from your computer or running high TC.
These bufferzones are like lookouts on your boat. They will continuously watchout for shipping and when
a ship gets within a set distance, the lookouts will inform the XO and he will slow your boat. This gives more
time for the ship to move out of the way. Once it is at a safe distance the XO will return your speed to where
you had set it.
There is also a second inner bufferzone. This means the ship is even closer and is now a risk to your boat.
When this happens the watch crew will inform the XO and he will order a further speed reduction and drop TC
down to one. When this happens you should check out where the ship is. When it looks like you will pass safely
you can just increase TC again and trust the lookouts to keep you informed. Speed will return to preset values.
On rare occasions you may meet a ship that is stuck directly in your path and it will not move. When this happens
you should take over from the XO. To do this you do not need to stop the script. You can simpley note your heading
and then adjust it until you will miss the stuck ship. When you have passed, just reset you original heading and
the script will pick up and continue.
Magic1111
08-07-11, 06:32 AM
New version - see post 1
v2.7 IMPORTANT UPDATE
This version has been updated to use the new navigation commands within TDWS UI 6.7
These new commands give us two great features.
Waypoint Resume
With this we no longer have to start the script from the bunker only. When a navigation script
starts it will now look for the closest waypoint and head towards it and will continue from there.
So now you can save and end the game without having to wait until the script is complete.
When you load back up, you can select and start the script again and it will continue where you left off.
This will be most beneficial with the longer scripts like Bergen and Kiel Canal.
However it is worth noting that the script will resume to the nearest waypoint even if it is behind you.
This may cause an issue if you are in a narrow canal and you do not want to do a U turn. When
this happens, you should stop the script and move forward a small distance and try again.
Bufferzones
This will help stop you running into traffic while you are away from your computer or running high TC.
These bufferzones are like lookouts on your boat. They will continuously watchout for shipping and when
a ship gets within a set distance, the lookouts will inform the XO and he will slow your boat. This gives more
time for the ship to move out of the way. Once it is at a safe distance the XO will return your speed to where
you had set it.
There is also a second inner bufferzone. This means the ship is even closer and is now a risk to your boat.
When this happens the watch crew will inform the XO and he will order a further speed reduction and drop TC
down to one. When this happens you should check out where the ship is. When it looks like you will pass safely
you can just increase TC again and trust the lookouts to keep you informed. Speed will return to preset values.
On rare occasions you may meet a ship that is stuck directly in your path and it will not move. When this happens
you should take over from the XO. To do this you do not need to stop the script. You can simpley note your heading
and then adjust it until you will miss the stuck ship. When you have passed, just reset you original heading and
the script will pick up and continue.
Wonderful Travelly, many thanks for your work !!! :yeah:
Trevally.
08-07-11, 06:40 AM
Wonderful Travelly, many thanks for your work !!! :yeah:
:up:
Actually - my part is this was easy - most of the changes come from TDWs new Ui 6.7 so thanks again TDW:yeah:
Trevally.
08-07-11, 05:45 PM
V2.8 see post one
:oops:sorry everyone - there were a few errors in last version.
Please download v2.8:oops:
I like the buffer zone. My pilot did steer me into a wall leaving Loriet with 2.7. Good thing I was watching him. I thought I smelled alcohol on him. I will grab 2.8!.
Magic1111
08-08-11, 03:33 AM
V2.8 see post one
:oops:sorry everyone - there were a few errors in last version.
Please download v2.8:oops:
No problem mate ! :up:
Trevally.
08-08-11, 10:30 AM
I like the buffer zone. My pilot did steer me into a wall leaving Loriet with 2.7. Good thing I was watching him. I thought I smelled alcohol on him. I will grab 2.8!.
:D It was when i also hit the wall leaving Lorient and was swimming back to shore I thought to myself "oops - v2.8 required"
Should be fixed now.
What was happening was - there was a ship within a bufferzone when a turn was required and I had it set to ignor script under these conditions - so the turn did not happen:oops:
Trevally, I accidentally found an issue using SHIFT + Z to remove the interface and take a screenshot in external view. If you do that, the automation script is paused. If you go back to the bridge and forget to press SHIFT + Z again, you get the interface again, but incomplete. TDW´s digital clock no progress, and automated orders are not performed. Maybe someone will serve know this. Thank you to you and TDW, very much for your work. It is an amazing mod.
Sorry for my english. Hope you understand! :salute:
TheDarkWraith
08-15-11, 09:29 PM
Trevally, I accidentally found an issue using SHIFT + Z to remove the interface and take a screenshot in external view. If you do that, the automation script is paused. If you go back to the bridge and forget to press SHIFT + Z again, you get the interface again, but incomplete. TDW´s digital clock no progress, and automated orders are not performed.
Can you post this in my UIs thread? It's better served in that thread than here as it doesn't have anything to do with Trevally's scripts but rather my UIs mod. Plus by posting it there others may chime in that they have experienced this also and possibly what they have done to remedy it. Please post a screenshot of the problem also in my UIs thread with this so I can see what you are seeing/experiencing.
Paajtor
09-13-11, 05:42 PM
MO has version2.4 of this mod, if I'm correct...how do I update it to 2.8?
Just add this via JSGME after MO
Paajtor
09-13-11, 05:48 PM
...so it overwrites?
Thank you!
Magic1111
09-14-11, 06:31 AM
...so it overwrites?
Thank you!
Yes, let it overwrite! :yep:
Best regards,
Magic
Halface
09-28-11, 12:20 PM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
Magnum_Opus_0_0_1
Magnum_Opus_Patch_2
Cerberus62 Additional Merchant Ships 1.1
Critical hits 1.1 Torpedos
EnahncedFunnelSmoke1.2_SH5
AilBubbles 1.0
AilClimateZones 1.1
AilImpurity 1.2
Grossdeutscher Rundfunk
Equipment_Upgrades_Fix_1_2_byTheBeast
Critical hits v 1.2
Accurate German Flags
NewUIs_TDC_6_8_0_ERM_Reaper7_NightVision_Black_Ski n
Real Environment - Revision_3
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
OPEN HORIZONS II_full v1.3
OHII - Cerberus ship patch
OH II remove reduce ported ships mines etc v4 open folder
Reduced Mission Tonnage v02
Dynamic Environment SH5-V2.1
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
More_crew_commands_dialog_v1.04
Trevally Harbour & Kiel Canal Pilot v2.8
out of kiel the canal pilot worked like a charm but inbound...i get msg to refi,t end patrol, or postpone....and that that.....
pluss another off thing...when i have targets i dont get thir speed....yes i need auto TDC ...
any suggestions or clue what it can be ???
Trevally.
09-28-11, 01:03 PM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_0_0_1
Magnum_Opus_Patch_2
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
Cerberus62 Additional Merchant Ships 1.1<<<<<remove - it is in MO
Critical hits 1.1 Torpedos
EnahncedFunnelSmoke1.2_SH5
AilBubbles 1.0
AilClimateZones 1.1
AilImpurity 1.2
Grossdeutscher Rundfunk
Equipment_Upgrades_Fix_1_2_byTheBeast
Critical hits v 1.2
Accurate German Flags
NewUIs_TDC_6_8_0_ERM_Reaper7_NightVision_Black_Ski n
Real Environment - Revision_3
SteelViking's Interior Mod V1.2<<<<<remove - it is in MO
SteelViking's Interior Mod V1.2.1 Patch<<<<<remove - it is in MO
OPEN HORIZONS II_full v1.3
OHII - Cerberus ship patch
OH II remove reduce ported ships mines etc v4 open folder<<<remove and open folder. there are mods inside
Reduced Mission Tonnage v02<<<<<remove - it will prevent OHII working
Dynamic Environment SH5-V2.1
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
More_crew_commands_dialog_v1.04
Trevally Harbour & Kiel Canal Pilot v2.8
First your mod list - see yellow changes.
out of kiel the canal pilot worked like a charm but inbound...i get msg to refi,t end patrol, or postpone....and that that.....
If this is happening as you enter Kiel - click end mission
If it is when you are passing othe port - click postpone.
pluss another off thing...when i have targets i dont get thir speed....yes i need auto TDC ...
any suggestions or clue what it can be ???
In TDWs UI you are using - there are some options along the top right of your screen.
There is a small yellow button there. - click it and these options will expand.
This will show a new option - "Show item notes"
Click this to turn it on and now when you mouse over a map contact - it will tell you ship speed:up:
Halface
09-28-11, 02:08 PM
Thank you very much :-)
Halface
09-29-11, 01:29 AM
Evrything workes good...but new problem..i set the reealisem in option..do the turutoial..then start campaign...out in of kiel perfectly...but...i kinda noticed no full gone battery didt go down..ets....and when i wnt in option setting and locked in the bunker it was like set to easy........how do i change and get the realisem lvl i like
Trevally.
09-29-11, 07:14 AM
Evrything workes good...but new problem..i set the reealisem in option..do the turutoial..then start campaign...out in of kiel perfectly...but...i kinda noticed no full gone battery didt go down..ets....and when i wnt in option setting and locked in the bunker it was like set to easy........how do i change and get the realisem lvl i like
Change the game settings when you are in the bunker.
Press esc and goto options
Select gameplay
tick boxes (fuel etc)
click apply
save game
:up:
Halface
09-29-11, 05:40 PM
Change the game settings when you are in the bunker.
Press esc and goto options
Select gameplay
tick boxes (fuel etc)
click apply
save game
:up:
i did that...but when i got back it was back to easy again...
kylania
10-12-11, 02:39 PM
I would like to thank my Kiel Harbor Pilot for saving me COUNTLESS HOURS of time trying to navigate through the Canal while using Real Navigation. Brilliant mod, thanks sooo much for this Trevally!
Trevally.
10-12-11, 02:45 PM
I would like to thank my Kiel Harbor Pilot for saving me COUNTLESS HOURS of time trying to navigate through the Canal while using Real Navigation. Brilliant mod, thanks sooo much for this Trevally!
Thanks Kylania:yeah:
My part was easy - It was TDW that did all the hard work adding the navigation commands to his UI:up:
kylania
10-12-11, 02:51 PM
Your scripts and his new alarm clock has really been the push to get me to embrace 100% realism (well, 89% - loves me some external camera and stabilized view is the only way I can see things!).
Thanks TDW! :)
And my Pilot v.2.8 played a little joke. That happened after passing the Kiel channel already in the gulf where German destroyers are patroling the area (almost before the end of Pilots mission). When enclosing to one of the destroyers I recieved the message that both AI's are in contact now, the destroyer just stopped, and my Pilot just reduced speed up to 1-2 knots and TC from 32 to 1, but didn't change my course and have been slightly driving me just into the port side of the standing destroyer. I was curious and just watched what will happen, but when the distance between U-boat and ship was appr. 10 m I understood that miracle should not happens and ordered 'full reverse' manually (my balls are not as cool as they were dozen of years before:DL).
I think that case was the only mistake of my Pilot, or that was the mistake of destroer's AIcaptain, and I hope BDU should clean up his RAM a little bit after that accident:D.
If serious the mod is great and the only thing to be desired is to make this automation 'loadable' in case the game could be saved with working Harbour Pilot and then loaded and continued with it running from the savepoint. Not sure it is posiible by now:hmmm:
kylania
10-12-11, 03:57 PM
Ahh, yeah. With MO loaded there was always a small minesweeper at the beginning I had to manually rudder around. This was always a problem since every single campaign I've started recently breaks my dials and clock till I save/reload, so I had to settle for just plowing into the poor guy. Didn't take any damage.
I also run into the destroyer you're talking about at the end of the run every time. I usually catch it early enough to be able to 5 degree to one side to avoid it.
TheDarkWraith
10-12-11, 04:10 PM
If serious the mod is great and the only thing to be desired is to make this automation 'loadable' in case the game could be saved with working Harbour Pilot and then loaded and continued with it running from the savepoint. Not sure it is posiible by now:hmmm:
IIRC this should be happening already. If you have a harbor pilot script running in Automation and you exit the game then reload the game again it should automatically restart the harbor pilot. Is this not happening?
Now if you're saving a game then 'opening' up another save game it won't do this. It only applies if you save and exit and then reload the game.
IIRC this should be happening already. If you have a harbor pilot script running in Automation and you exit the game then reload the game again it should automatically restart the harbor pilot. Is this not happening?
Now if you're saving a game then 'opening' up another save game it won't do this. It only applies if you save and exit and then reload the game.
Just tried to start the campaign> enable pilot> saved game>quit to Windows>loaded game>Pilot is not running:hmmm:
May be I should enable this automation one more time after loading, and it will start counting the route correctly:06:
TheDarkWraith
10-12-11, 05:25 PM
Just tried to start the campaign> enable pilot> saved game>quit to Windows>loaded game>Pilot is not running:hmmm:
May be I should enable this automation one more time after loading, and it will start counting the route correctly:06:
I'm looking it over currently....
I'm looking it over currently....
Re-Enabling Pilot in automation window when loading saved game do not work well also:damn:
TheDarkWraith
10-12-11, 05:36 PM
Just tried to start the campaign> enable pilot> saved game>quit to Windows>loaded game>Pilot is not running:hmmm:
May be I should enable this automation one more time after loading, and it will start counting the route correctly:06:
Yes it should re-enable any scripts you previously had running. There is a file located in your SH5 install path named ActiveAutomationScripts.TDW. If you open it up it will show you which scripts you had enabled before shutting the game down.
What does this file show?
It's also best to run DbgView before starting game as there is information related to this output by the mod
EDIT:
think I found an error in my TDWFileUtils.dll file that would cause this to happen.....
EDIT2:
yep, sure did. Patch 1 for NewUIs_TDC v6.8.0 will be available here very shortly
Well, started the patrol with Harbour Pilot enabled> saved game after 7 min. running with Pilot> quit to main menu>loaded saved game>enabled manually harbor pilot> the route was continued=that's perfect:up:
but:
when quiting not to main menu but to windows>loading the saved game>manually activate the Pilot> the Boat made a large Circle (or ellipce)to starboard as if returning to some point, than again returning to cource and proceeding the route:o:o:o.
That was done by me twice with the same result:yep: very interesting, very smart system. Lets recommend it to NASA for far space travelling:D
kylania
10-12-11, 06:22 PM
That's mentioned in this thread. If you start the script again it'll attempt to move to the nearest waypoint and sometimes that's behind you.
TheDarkWraith
10-12-11, 06:27 PM
Just tried to start the campaign> enable pilot> saved game>quit to Windows>loaded game>Pilot is not running:hmmm:
May be I should enable this automation one more time after loading, and it will start counting the route correctly:06:
patch 1 is available for v6.8.0 of my UIs mod that will fix this problem :up:
That's mentioned in this thread. If you start the script again it'll attempt to move to the nearest waypoint and sometimes that's behind you.
I can say it is not the waypoint, but an area, because sometimes it also interracts with the ships, and the position is changing (sometimes very close to the pier, sometimes in the middle). And in oher cases it is moving to the next point. May be it depending upon how fast Harbor Automation is re-abled by the player.
There was a case When I saved the game at TC=32 and then reloaded it after quitting to OS, the Pilot just made a suicide by turning to port right to the pier:hmmm:
In other words, it remains unpredictable:woot:
patch 1 is available for v6.8.0 of my UIs mod that will fix this problem :up:
Thanks The Dark Wraith, very fast fix:yeah::yeah::yeah:
P.S Sorry to bother You with such non-critical items:salute:
TheDarkWraith
10-12-11, 07:01 PM
Thanks The Dark Wraith, very fast fix:yeah::yeah::yeah:
P.S Sorry to bother You with such non-critical items:salute:
It's no bother. Errors/bugs need to be fixed :yep:
Trevally.
10-13-11, 11:31 AM
I can say it is not the waypoint, but an area, because sometimes it also interracts with the ships, and the position is changing (sometimes very close to the pier, sometimes in the middle). And in oher cases it is moving to the next point. May be it depending upon how fast Harbor Automation is re-abled by the player.
There was a case When I saved the game at TC=32 and then reloaded it after quitting to OS, the Pilot just made a suicide by turning to port right to the pier:hmmm:
In other words, it remains unpredictable:woot:
The waypoints the the pilot will follow have either a 100m or 50m radius.
The pilot will aim for the centre of these areas and will switch to the next one as soon as it enters the radius set.
When aiming at the centre - it can either make constant heading checks or by 1/4 distance checks.
:up:
patch 1 is available for v6.8.0 of my UIs mod that will fix this problem :up:
:yeah:
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:
Grossdeutscher Rundfunk
nVidia missing lights
Shadow Improvement ModLR
Compatible Conus00's Graphic Mod+SV's work
SteelViking's Interior Mod V1.2
SteelViking's Bunker Fixes V1.0
Pascal Uniforms
RemoveLogoIntroTheDarkWraith
NDB,NDH OM#1 - No Dialog Indicator
Window_Lights_Redone_V1
SD_MapLocationNameFix_v1_2
Das Boot Departure Theme
Loading Screens Mod 2.0
MightyFine Crew Mod 1.2.1 Alt w beards
MightyFine Less Annoying Footsteps 1.0
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER
No magic skills v1.5 MCCD compatible
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Nauticalwolf's Poster Mod
Nauticalwolf's Damage and Torpedo UI (g) Mod V1.1
new_KM_binos
Enhanced FunelSmoke_by HanSolo78
Torpedo Splash
Sub_Exhaust_1_0_5_byTheDarkWraith
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Historical Ship Equipment 1.3
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
IRAI_upgrade_to_v_0_0_31
AirTorpedoes
FX_Update_0_0_19_ByTheDarkWraith
OPEN HORIZONS II_full v1.5
OHII v1.5 Full Patch3b
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_jimimadrids_map_tools
Manos Scopes-patch for 16x9
Manos Scopes-Optional-Black BackGround
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Harbour & Kiel Canal Pilot v2.6
DEUTSCHMOD_1.0.1
U-boat Historical Specifications 1.7 for TDW Mods
Accurate German Flags
SubFlags_0_0_8_byTheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional always shouting WO in normal mode
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
Dark_Interior_V1
IO_StrategicMap_4_6_for_TDWv690
IO_ShapeTexturesColor
IO_MapCourseLine_normal pencil_mod
Old Style Explosions V1.1
TDW Round Fire Button v2 by Torpedo
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Church's Compass Dials Mod v2.2 - Option Two
gap - Alternative Cursors & Kriegsmarine Maptools v 1.1
gap - HD 1 deg Scope Bearing v 1.0
JD Realistic Depth Charge Damage and Shaking 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
sobers green crew training V3 SH5
R.E.M_by_Xrundel_TheBeast_1.2
Equipment_Upgrades_Fix_1_2_byTheBeast
mooresy82
12-11-11, 06:32 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:
CVeezy23
12-11-11, 10:51 PM
THANK YOU! This is a life savor
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