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View Full Version : [REL] Husksubsky auto scripts (Trevally's scripts enhanced)


Husksubsky
10-29-13, 09:56 AM
;Husksubskys Automated Scripts v0.1


This is an add on for Trevallys scripts-search on patrol

It is actually Trevallys Real Nav search autoscript twisted in many directions.
It starting with me missing a searchscript for shallow waters.

SO I have one set No station scripts: I put some waittime so the speaking doesn t crumble under the higher tc.

two sets on station : Waittime some secs in the start so you have time to go below deck (something I always forget before starting them ).
Its intentional to let the soundman do one of the sweeps. That saves some time aswell .
And of course the on station part is TC1.
All deepwater search is set to 35 meters because sometimes it seem to only reach 30 while 32 is ordered. (type vII A test)Rem has a 30 meter treshold for hydrophones to work on longer distance and I wanted to be sure it stayed below.

The other on station set is the same as the first just with TC1 for us geeks who like to have it running in the background while whatching ww2 files on youtube etc...


My thought is that the no station is for travelling in potential enemy waters and the on station in "target areas" where high frequence of searching is advisable.Anyway It s not hard to change things to liking so I added the sha file as txt file as well in documents folder. Its just to change extention to sha and replace the exsisting. TDW has nice explanation on the auto commands found in the automation folder.Just unenable the mod if you want to edit. Tweaking while on patrol should be no problem.

Big thanks to Trevally who let me use his commands and ofc to TDW who made it all possible.

Add after Trevallys scripts.( actually I think behind new ui s is ok).

Who said " if I have seen further it was by standing on the shoulders of giants" ? Isaac Newton I think..yes Isaac Newton and me...


V0.2 changes:

-Took out the scripts with radar. They did not function to satisfactory

-added 25m depth option for all sets.

-added a new set "on station compressed".This is similar as the other on station but with TC 8 xpt when actually on station. Travels 1 hour. Slightly faster sweeping.

-small adjustments and made it appear more tidy.

-Renamed it "Patrolsearch autoscripts" more simple

V03 changes

-Now announces depth before diving on all scripts

-Added TC64/8 set to the no station search


v04 changes:
- made the no station scripts do all the underwateraction in TC4. Stripped off unneccesary timeuse so it won t be such big difference (to TC8 at least)

-baffles/diving and no station sweep part in the "on station compressed" set TC4 instead of 8

- made a "FE" fuelefficient version of the whole mod where the boat cruises slower to be more fuelefficient.I put it as a new category called FEsearch

-small adjustments and corrections



Here is Dl link: I subscribed so it should be add free. At least they promised

http://www.mediafire.com/download/b4igbrfre5sb4sf/Patrolsearch_autoscriptsV04.rar





Heres the version I use TC8 wherever it was TC4 in the other version:

-sligtly shorter on st sweep in compressed set

http://www.mediafire.com/download/ff1ucpu2bnkanoq/Patrolsearch_autoscripts8xV04.rar






Last version tuned for WOS here

http://www.mediafire.com/download/ag7yw4g5tcux474/autoscripts1.0_WOS_tuned.rar

autoscripts1.0_WOS_tuned.rar changes
-Added a patrolarealurksectoion wich bafflesearch and surface to reload batteries and get oxygen
-Use obsscope before surface
-FE (fueleconomy) section now use slow speed
-all timings redone using WOS sluggish VII b boat . Cut down unecessary timeuse and speeded up on station sequenses so all in all most scripts are faster.
-added tdw automation txt file from new ui s in documentation. as well as a txt vesion of the scriptfile.
- pa patrolarealurk :D just baffles around in an area slowly without suffocating

Although tuned for WOS it should work with any modpack. The obsscope didn t reach surface with my last modsoup so that might be an issue for some.
Hope it all works pls tell if you find errors :)
Its still called v.04 the file cause of overwriting

Trevally.
10-29-13, 12:40 PM
Good job Husksubsky:yeah:

Husksubsky
10-29-13, 01:08 PM
Good job Husksubsky:yeah:

Thx for encouragement and Help Trevally. You had a look at them already?

I m very open to suggestions from the pros:salute:

gap
10-29-13, 01:59 PM
Well done Husksubsky :up:

@ Trevally

how hard would be updating old automation scripts to work together with the most recent New UI's versions?

THE_MASK
10-29-13, 03:56 PM
Great mod . The only thing I don't like is hydro search at periscope depth . With my mod list I have to be at least 16mts for the hydro to work . For shallow waters 25 meters would work better for me anyway .

gap
10-29-13, 04:14 PM
Great mod . The only thing I don't like is hydro search at periscope depth . With my mod list I have to be at least 16mts for the hydro to work . For shallow waters 25 meters would work better for me anyway .

In the Mediterranean the best listening depth was 80 m under the sea level. :yep:

Husksubsky
10-29-13, 05:05 PM
Great mod . The only thing I don't like is hydro search at periscope depth . With my mod list I have to be at least 16mts for the hydro to work . For shallow waters 25 meters would work better for me anyway .
Well first of all I m thrilled that you guys like my mod. I can add a second shallowwater depth at 25 meters but,... apart from the environment mod and some trees I use your list Sober. Have you modified something I ve missed? I have no hyd on surface but otherwise this from REM seem to apply for me:
(Maybe this has to do with why my "realistic hydrophone" mod doesn t work perfect?)
I just did those shallowwater versions cause I tended to hit bottom at uk coast.

1) GHG (GruppenHorchGerat) -originally installed on boat.

Surfaced------------------17 000m
Periscope Depth (12m)-----25 000m
Depth 30m and below-------40 000m (maximum range)

2) KDB (KristallDrehbasisGerat)- optional rotating device that eliminates blind spot on the bow.

Surfaced-----------------------0m
Periscope Depth (12m)------22 000m
Depth 30m and below--------38 000m (maximum range)

3) Balkon Gerat - optional device, better than previous two.

Surfaced-------------------17 000m
Periscope Depth (12m)------27 500m
Depth 30m and below--------40 000m (maximum range)

I can duplicate all the Deep water versions and make them 25 meters versions. It won t take long.Or 20 meters maybe?If many players have hyd starting to work at 16m+ Its well worth the effort.
Am I correct if SH5 doesn t give like 80 meters any advantage over 35 meters when it comes to listening? If Im wrong pls tell me and I can make some 60+ as well. Changing depths doesn t take much work. I just make some more subcategories so they don t get too crowded. I also played with the thought of cutting time by setting TC8 while boat is turning and soundman do the hydcheck.
Regards

THE_MASK
10-29-13, 05:31 PM
TC8 would be good .

Husksubsky
10-29-13, 05:47 PM
TC8 would be good .
Ok I agree it takes long

Husksubsky
10-31-13, 10:08 PM
Next version is up.

And true the KDB doesn t work above 16 m. I kept the shallow snorkeldepth search for use with the CHG, but added 25 m as suggested. Have not tested with Balkon . The KDB doesn t really need need the baffle. I might add more scripts later, but not sure where to go from here.Don t want to make too many either. Maybe scrap some and make groups for different types of Hyds and a more realistic deeper deep water search hmmm..

raymond6751
11-02-13, 04:15 AM
In my version I like to have the depth under keel announced. I've run aground in the past.

There is also no way to script (I don't think) for aircraft detection trapping. I have been sunk while on script by aircraft. We need a reaction command to aircraft spotted.

Just my two cents worth. :arrgh!:

Husksubsky
11-02-13, 09:56 AM
In my version I like to have the depth under keel announced. I've run aground in the past.

You mean to have it dive according to current depth?
Ive run aground plenty of times with the original 32 m script. Thats why I made some shallow water ones. Thats was my hole idea to start with..just to tweak depth for myself. It just escalated a bit Im no wiz... I just shuffle with Trevs commands

There is also no way to script (I don't think) for aircraft detection trapping. I have been sunk while on script by aircraft. We need a reaction command to aircraft spotted.

Just my two cents worth. :arrgh!:

Think for now we must stay close enough to comp to react:)

raymond6751
11-02-13, 12:11 PM
Yes, it is true that we must still be "on watch" as the scripts run. My scripts just have the depth announced each loop. That way, being captain off doing something or reading, I can react to a scary shallows. The script does not react.

It is too bad we can't do any IF programming to check conditions. That would enable a whole lot of possible auto reactions. Such things as IF depth is less than x, do this command.

Maybe later. I too don't know enough to do other than use the commands given us by the smarter folks.

Husksubsky
11-02-13, 07:45 PM
Yes, it is true that we must still be "on watch" as the scripts run. My scripts just have the depth announced each loop. That way, being captain off doing something or reading, I can react to a scary shallows. The script does not react.

It is too bad we can't do any IF programming to check conditions. That would enable a whole lot of possible auto reactions. Such things as IF depth is less than x, do this command.

Maybe later. I too don't know enough to do other than use the commands given us by the smarter folks.

I never saw "report depth" command. Its a nice idea to have it reported before diving. can you show me the command? maybe you have a list with more options than I do?
Maybe change stopping at contact and aborting script if contact spotted during scope sweep too but I m not sure.Sometimes thats nice but others you maybe just want a report and continue.What you think?

raymond6751
11-03-13, 03:17 PM
Sure. Here is what I use:

Get_depth_under_sub_keel,0,0,0,0,0,0,15
;- get the depth under the sub's keel

Husksubsky
11-03-13, 07:01 PM
Sure. Here is what I use:

Get_depth_under_sub_keel,0,0,0,0,0,0,15
;- get the depth under the sub's keel

Thx:) V03 is out

THE_MASK
11-07-13, 02:46 AM
Should cruising speed on the surface be the most fuel efficient 7 knotts ?

Husksubsky
11-08-13, 02:09 PM
Should cruising speed on the surface be the most fuel efficient 7 knotts ?

Good point. could set them to go one notch slower, but different types of subs have different speeds so it would only be an approximate. Not sure if I can set speed in the script.

I always cruised on standard speed, but I could just put out a slower cruising mod for download in addition.

Before I do that....Any view on the dive depth for deep seas? is there any point going deeper than 35 meters xpt that it s "more realistic"?

arnahud2
11-08-13, 02:13 PM
Husksubsky, thank you for the update ! :salute:

Husksubsky
11-08-13, 02:22 PM
Husksubsky, thank you for the update ! :salute:

Im happy ppl are using it :salute:

@ Sober: Glad to see my mod in your list

THE_MASK
11-08-13, 02:28 PM
The only other thing i would change is the TC16 . I dont trust TC in this game . Maybe 4X for sweeping etc .

Husksubsky
11-08-13, 02:45 PM
The only other thing i would change is the TC16 . I dont trust TC in this game . Maybe 4X for sweeping etc .

hmmm ok agrreed. Actually I always use the 64/8 myself. I can change the 128/16 to do TC128/8 and make another "compressed" set to sweep 4x, or did I misunderstand now. you d prefer the no station search to be 4x and leave all on station 1x?

I ll make a more fuelefficient version of the mod too

Husksubsky
11-10-13, 03:15 AM
v0.4 out

I put a slower(fuelefficient) cruising version in a category I called FEsearch it just runs on 1/3 instead of standard

Husksubsky
11-10-13, 10:28 PM
Made a version I called patrolsearch autoscripts8x. That does not mean it s TC 8 everywhere ..far from it.. it just uses TC8 wherever it was TC4 in the other version. Also stripped down some 10-15 secs on the on station search in the "on station compressed" set. It was way more work than I thought and I regreted starting this. Had to adjust timeuse loads of places so commands didn t occur to close to each other. It uses same file as the other so it s safe to put in the back of modlist and try it out without taking the other out.(if you use v04 ofc) Found out a no st search 4x took about 2 mins and it was around 1:20 in the 8x version.

DL at post 1

Husksubsky
04-19-15, 03:20 PM
New version at post 1

vdr1981
04-20-15, 09:23 AM
Excellent work Husk! :up:
Just tell can mod be enabled on top of old version or old version should be removed first from the modlist?

Husksubsky
04-21-15, 06:32 PM
Excellent work Husk! :up:
Just tell can mod be enabled on top of old version or old version should be removed first from the modlist?
Can be put on top VDR:yep:
Thats why the file is (somewhat misleading)still called version 04. To overwrite. Just changed contents of file

finchOU
05-08-15, 01:21 PM
Scripts are awesome but not working as advertised in my case. I'm running WOS. The No station FE scripts don't drop to slow speed for me. They also keep pushing my course 10-15 degrees left of course when they dive (so it continues left for each dive). I'm guessing you can't align your FE speed with what you set with TDWoptions file? I'm also guessing that the reason it keeps pushing left is because it orders a new course (90 degrees) based off current heading (for baffles check) and not the initial course you were on. I think this is because the boat orders a new course prior to actually being on the Baffles check course. I could be wrong but can you mod this for a 45 degree baffles check...since you really only need to turn over 30 degrees to check your baffles?

Is anyone else having these problems?

Thanks again for the work....this allows me to get work done around the house while playing. :rock:

Husksubsky
05-15-15, 12:30 PM
Scripts are awesome but not working as advertised in my case. I'm running WOS. The No station FE scripts don't drop to slow speed for me. They also keep pushing my course 10-15 degrees left of course when they dive (so it continues left for each dive). I'm guessing you can't align your FE speed with what you set with TDWoptions file? I'm also guessing that the reason it keeps pushing left is because it orders a new course (90 degrees) based off current heading (for baffles check) and not the initial course you were on. I think this is because the boat orders a new course prior to actually being on the Baffles check course. I could be wrong but can you mod this for a 45 degree baffles check...since you really only need to turn over 30 degrees to check your baffles?

Is anyone else having these problems?

Thanks again for the work....this allows me to get work done around the house while playing. :rock:
It sound like mods update is not installed.Does it use attackscope not obsscope?
The only mods I didnt check throughly was 128xFe. Can u pls tell wich script gives this problem? I used hours on timing and the ofcourse problem should be solved. The Fe and standard are similar xpt for surface speed. I speed up just before dive so it gets enough speed for diving fast enough.

45 degrees baffles sound ok and would save time but I m not gonna retime yet. U could try..just backup. The tool is in the documentation. Lots of different taste here. I currently change mine to 32x surface speed cause of planes, but not sure thats for all tastes. THAT is a quick easy fix..so is changing surface run time. Timing course change, raise scope depth, enter listeningstation without propeller noice etc is hell.


EDIT Erm ... I dont see the update installed in list :)
If it s installed ofc u checked that only data and documentation is within the the activated folder?
I checked with an A type and that is somewhat slower. It doesn t reach intended depth. However its usually so litttle time one use that boat. And even that didn t divert with more than one degree from intended course

Your second guessing is correct and is the reason for update. Not sure what first guess is, but the slowingdownpart of the surfacerun hasn t got anything with optionfile in any way I can think of.

Im glad u like it . We ll figure this out.
BTW if anyone wonder why theres a delay also in the non fe in the start, its sound cosmetic cause the messages one get after recharge complete came on top of depth announcement.

THE_MASK
05-15-15, 02:12 PM
4XTC is much better , thanks . The only problem I have with using it in my mega mod list is snorkel depth in rough seas . The periscope is underwater most of the time . Periscope depth would be much better .

Husksubsky
05-15-15, 04:08 PM
4XTC is much better , thanks . The only problem I have with using it in my mega mod list is snorkel depth in rough seas . The periscope is underwater most of the time . Periscope depth would be much better .

You like the old version better Sober? .I think the new is nice. It should work fine with your modlist too. I use PD there, but also there heavy seas is a problem since I now use Obsscope. Most cosmetic as I see it since never anything around. The Obsscope should be used (historicly) to angle it to look for airplanes. Dont even think airplanes gets reported while submerged.
I seem to remember I had to be at 10 m depth for obsscope to reach surface though when using ur modlist:hmm2:. Could set specific depth instead of pd or sd but of course pd with attackscope should work fine for all even in rough seas.
However the new patrolareascripts that lurk around and up to breath is very nice. I could add them to the old 4x. some day also put PD instead of snorkeldepth. Its just boring...

Husksubsky
05-15-15, 04:11 PM
Heres the "how to do"

; Edited by TheDarkWraith for NewUIs_TDC_7_4_0
; Edited on 5/19/2013 @ 1730
;
;
; Automation
; Allows for player to automate common tasks while in patrol
; NOTE: last command executed will not have a time delay (the t time associated with it will be ignored) UNLESS that last command is a loop command
;
;
; format:
; command,x,y,a,b,c,d,t
; command is the name of the command to execute
; x = parameter 1 of command (has to be an UInt32 value!)
; y = parameter 2 of command (has to be an UInt32 value!)
; a = parameter 3 of command
; b = parameter 4 of command
; c = parameter 5 of command
; d = times to execute command (0=no limit)
; t = time to wait before issuing next command (in seconds) NOTE: minimum time delay is 0.1 second to account for code overhead
;
;
; Do not use the below as they cause problems!
; Activate_radar,0,0,0,0,0,0,t - activate radar (turn on) if installed
; Deactivate_radar,0,0,0,0,0,0,t - deactivate radar (turn off) if installed
; Radar_continuous_sweep,0,0,0,0,0,0,t
; Radar_one_sweep,0,0,0,0,0,0,t
; Rig_for_silent_running,0,0,0,0,0,0,t
; Secure_from_silent_running,0,0,0,0,0,0,t - secure from silent running
;
;
; If you want to switch between radar constant bearing and radar sweep modes you have to know the current mode and use the toggle command:
; NOTE: game starts in radar continuous sweep mode
; Radar_toggle_sweep_focus,0,0,0,0,0,0,t
;
; Available commands (from \data\cfg\commands.cfg):
;
; Surface,0,0,0,0,0,0,t - surface the boat
;
; Periscope_depth,0,0,0,0,0,0,t - go to periscope depth.
;
; Snorkel_depth,0,0,0,0,0,0,t - go to snorkel depth
;
; Get_depth_under_sub_keel,0,0,0,0,0,0,t - get the depth under the sub's keel
;
; Knuckle_port,0,0,0,0,0,0,t - 90 degree turn to port
;
; Double_knuckle_port,0,0,0,0,0,0,t - 90 degree turn to port followed by a short straight run followed by another 90 degree turn to port
;
; Knuckle_starboard,0,0,0,0,0,0,t - 90 degree turn to starboard
;
; Double_knuckle_starboard,0,0,0,0,0,0,t - 90 degree turn to starboard followed by a short straight run followed by another 90 degree turn to starboard
;
; Deploy_decoys,0,0,0,0,0,0,t - deploys decoys (noise makers)
;
; NOTE: radar turn on is located below in additional commands
; Radar_turn_off,0,0,0,0,0,0,t - turns the radar off
;
; Radar_toggle_on_off,0,0,0,0,0,0,t - toggles the radar on/off
;
; Radar_toggle_range,0,0,0,0,0,0,t - toggle radar range between short and far
;
; NOTE: radar one sweep is located below in additional commands
; Radar_toggle_sweep_focus,0,0,0,0,0,0,t - toggles the radar between constant bearing and sweep mode
;
; Rise_whole_periscope,0,0,0,0,0,0,t - fully raise the attack scope
;
; Lower_whole_periscope,0,0,0,0,0,0,t - fully lower the attack scope
;
; Rise_whole_obs_periscope,0,0,0,0,0,0,t - fully raise the obs scope
;
; Lower_whole_obs_periscope,0,0,0,0,0,0,t - fully lower the obs scope
;
; Secure_from_silent_running,0,0,0,0,0,0,t - secure from silent running
;
; Ahead_slow,0,0,0,0,0,0,t - ahead slow bell
;
; Ahead_one_third,0,0,0,0,0,0,t - ahead 1/3 bell
;
; Ahead_standard,0,0,0,0,0,0,t - ahead standard bell
;
; Ahead_full,0,0,0,0,0,0,t - ahead full bell
;
; Ahead_flank,0,0,0,0,0,0,t - ahead flank bell
;
; Back_slow,0,0,0,0,0,0,t - back slow bell
;
; Back_standard,0,0,0,0,0,0,t - back standard bell
;
; Back_full,0,0,0,0,0,0,t - back full bell
;
; Back_emergency,0,0,0,0,0,0,t - back emergency bell
;
; All_stop,0,0,0,0,0,0,t - all stop bell
;
; Return_to_course,0,0,0,0,0,0,t - return to following waypoints
;
; Report_nearest_visual_contact,0,0,0,0,0,0,t - get the nearest visual contact spotted by crew
;
; Report_nearest_radio_contact,0,0,0,0,0,0,t - report the nearest radio contact received/detected
;
; Report_nearest_sound_contact,0,0,0,0,0,0,t - report the nearest sound contact detected.
;
; Report_nearest_warship_sound_contact,0,0,0,0,0,0,t - report the nearest warship sound contact detected
;
; Hydrophone_normal_sweep,0,0,0,0,0,0,t - perform normal sweeps on hydrophone
;
;
; Additional commands:
;
; format:
; command,x,y,a,b,c,d,t
; command is the name of the command to execute
; x = parameter 1 of command (has to be something that can convert to float value!)
; y = parameter 2 of command (has to be something that can convert to float value!)
; a = parameter 3 of command
; b = parameter 4 of command
; c = parameter 5 of command
; d = times to execute command (0=no limit)
; t = time to wait before issuing next command (in seconds) NOTE: minimum time delay is 0.1 second to account for code overhead
;
;
; Set_Time_Compression,x,0,0,0,0,0,t - set time compression to x value (x must be a power of 2!)
;
; Sweep_Scope,x,y,a,b,c,0,t - sweep the scope from a start of y degrees to an end of a degrees. Time to sweep from y to a determined by b. Next command will be issued after time t (time t doesn't start until sweeping complete). x = the scope station number (0=attack, 1=obs, 2=UZO). c is a decimal number representing the bits set for the following options (use windows calc to input binary number then convert to decimal):
; this function will wait for scope station to be visible (will wait for 15 seconds and if not visible then a skip command will be issued)
; bit 0 = lock the contact on contact spotted (if bit 2,3,4, or 5 isn't set then contact will be immediately unlocked)
; bit 1 = set current heading for contact on contact spotted
; bit 2 = stop sweep on contact spotted
; bit 3 = stop sweep and follow target on contact spotted
; bit 4 = pause sweep on contact spotted
; bit 5 = pause sweep and follow target on contact spotted
; bit 6 = pause game (and either also pause sweep) on contact spotted
; bit 7 = abort script on contact spotted
; bit 8 = inform user that contact was detected
;
; Activate_Scope_Station,x,0,0,0,0,0,t - activates a scope station where x = the scope station number (0=attack, 1=obs, 2=UZO)
;
; Leave_Scope_Station,0,0,0,0,0,0,t - leaves the scope station and returns to where avatar was
;
; Activate_NavMap_Station,0,0,0,0,0,0,t - activates the navigation map station
;
; Leave_NavMap_Station,0,0,0,0,0,0,t - leaves the nav map station and returns to where avatar was
;
; Set_new_depth,x,0,0,0,0,0,t - Dive to a depth of x meters. NOTE: whole positive numbers only!
;
; Set_new_depth_relative,x,0,0,0,0,0,t - Dives to a depth of current depth + x. NOTE: whole positive numbers only!
;
; Set_new_course,x,0,0,0,0,0,t - set course relative to current course. NOTE: whole numbers only
;
; Set_new_heading,x,0,0,0,0,0,t - set new heading. NOTE: Whole positive numbers only
;
; Set_new_speed,x,0,0,0,0,0,t - set the new speed (+ or - value and can be a float)
;
; Radar_turn_on,0,0,0,0,0,0,t - turns the radar on
;
; Radar_make_one_sweep,0,0,0,0,0,0,t - perform one sweep of radar (if installed)
;
; Radar_set_continuous_sweep_mode,0,0,0,0,0,0,t - sets the radar to continuous sweep mode
;
; Radar_set_constant_bearing_mode,0,0,0,0,0,0,t - sets the radar to constant bearing mode
;
; Enable_silent_running,0,0,0,0,0,0,t - set silent running (minimal noise)
;
; Disable_silent_running,0,0,0,0,0,0,t - secure from silent running
;
; Advanced_knuckle,x,y,a,b,c,0,t - executes a turn of x degrees at y depth at a speed. When turn is completed speed will be set to b speed and depth will be set to c. x = degrees to turn. y = new depth (9999 for current depth). a = new speed during turn (9999 for current speed - can be + or - and a float value). b = new speed after turn (9999 for starting speed - can be + or - and a float value). c = new depth (9999 for starting depth). NOTE: depth, speed, and course will be executed at same time!
;
; Activate_hydrophone_station,0,0,0,0,0,0,t - activates the hydophone station
;
; Leave_hydrophone_station,0,0,0,0,0,0,t - leaves the hydrophone station
;
; Sweep_hydrophone,x,y,a,b - sweep the hydrophone from a start of x degrees to an end of y degrees. Time to sweep from x to y determined by a. Next command will be issued after time t (time t doesn't start until sweeping complete). b is a decimal number representing the bits set for the following options (use windows calc to input binary number then convert to decimal):
; this function will wait for scope station to be visible (will wait for 15 seconds and if not visible then a skip command will be issued)
; bit 0 = inform user that contact was detected
; bit 1 = set current heading for contact on Unknown contact detected
; bit 2 = set current heading for contact on Warship contact detected
; bit 3 = set current heading for contact on Merchant contact detected
; bit 4 = stop sweep on Unknown contact detected
; bit 5 = stop sweep on Warship contact detected
; bit 6 = stop sweep on Merchant contact detected
; bit 7 = pause sweep on Unknown contact detected
; bit 8 = pause sweep on Warship contact detected
; bit 9 = pause sweep on Merchant contact detected
; bit 10 = pause game (and either also pause sweep) on contact detected
; bit 11 = abort script on contact detected
; bit 12 = set time compression to 1 on contact detected
;
; Set_guns,x,y,a,b,c,0,t - set the deck and flak guns according to parameters below:
; if x=
; -1 = ignore
; 0 = man the deck gun
; 1 = secure the deck gun
; 2 = man the flack gun
; 3 = secure the flak gun
; 4 = man the deck and flack gun
; 5 = secure deck and flack guns
;
; if y=
; -1 = ignore
; 0 = settings for deck gun
; 1 = settings for flak gun
;
; if a=
; -1 = ignore
; 0 = fire at will
; 1 = hold fire
;
; if b=
; -1 = ignore
; 0 = short range
; 1 = medium range
; 2 = long range
;
; if c=
;Deck guns:
; 0 = Aim command deck
; 1 = Aim weapons
; 2 = Aim waterline
; 3 = Aim hull
;
;Flak guns:
; 0 = Aim fighters
; 1 = Aim bombers
; 2 = Aim any
; 3 = Closing targets
; 4 = any targets
;
; Navigate_from_file,0,0,a,0,0,0,t - performs automatic navigation from file specified by a (do not include extension! the .SHN extension will be added by the code). See \data\Navigation for example navigation files
;
; Play_tutorial,x,0,a,0,0,0,t - plays the tutorial specified by a (a should not have an extension and should be the name of a tutorial file in \data\Tutorials). x = 1 then auto start. x = 0 do not auto start.
;
; Crash_dive_now,0,0,0,0,0,0,t - initiates a crash dive
;
; Print_message,0,0,a,0,0,0,t - a is printed to the message box
;
; Report_position_celestial,0,0,0,0,0,0,t - (real navigation only) has the Navigator calculate and report current position using celestial navigation (weather and health dependent). Note: if Battlestations are set then Navigator will take a dead-reckoning fix instead.
;
; Report_position_deadreckoning,0,0,0,0,0,0,t - (real navigation only) has the Navigator calculate and report current position using dead-reckoning (weather and health dependent)
;
; Set_travel_mode,x,0,0,0,0,0,t - sets or disables travel mode in game. x = 0 travel mode disabled. x = 1 travel mode enabled.
;
; Wait_for_time,x,y,a,b,0,0,t - waits until the current Game time is the time specified. x = hour to wait for (24 hour time). y = minute to wait for. If a == 0 then GMT time is used. If a == 1 then local time is used. b is the message to display in the messagebox when time has been reached (leave blank for no message)
;
; Loop,x,0,0,0,0,0,t - loop this automation script x times before stopping. If x = -1 then it will loop forever until stopped by user. NOTE: if this is the last command it's t time WILL be considered
;
; Wait,0,0,0,0,0,0,t - wait for t seconds
;
;
; You define an Automation Script by starting with the header [AS] followed by the name of the script on the following line. Immediately following that is the header [CATEGORY] followed by the category name for this script. Following category is the header [SUBCATEGORY]. This defines the sub-category of the script. Then immediately following that you have the header [DESCRIPTION], followed by your description of this script (can be nothing), followed by [DESCRIPTION_END]. Then immediately following that the header [COMMANDS]. Then your commands line by line finally followed by [COMMANDS_END].
;
; example:
;
;[AS]
;bogus_script
;[CATEGORY]
;bogus_category
;[SUBCATEGORY]
;bogus_subcategory
;[DESCRIPTION]
;your description here - can be multi-lined
;another line
;[DESCRIPTION_END]
;[COMMANDS]
;command1
;command2
;.....
;[COMMANDS_END]
;
;

THE_MASK
05-15-15, 09:23 PM
OK , I just changed the snorkel depth to periscope depth . For my own personal use of course .

Husksubsky
05-15-15, 11:16 PM
OK , I just changed the snorkel depth to periscope depth . For my own personal use of course .
Great thats what I like ppl to do :). Would recommend to copypaste the pa section from the wosupdate . Can just put them all in the bottom.
Feel free to distribute ur version via ur modlist too. It s actually Trevallys scripts I started to twist, add and substract with. He gave me permition.

For all others ...just rename the fileextention from .sha to .txt and do changes. Rename it back to .sha and try. Theres a .txt backup in documentationfolder. the mod must be deactivated while changes are made and then reactivated. Theres no prob having the mod in the end of any list I would think. it just changes that file.

I have a couple variations myself.

THE_MASK
05-19-15, 03:31 PM
rpm inertia patch script
http://www.subsim.com/radioroom//downloads.php?do=file&id=4688

Husksubsky
05-19-15, 09:54 PM
wow exiting :) will try as soon as I can
Looked through them . Nice job I will add it. The only thing I see as a problem, is that battery charge might not be initiated if its at 64 x already. Thats why I have a 300 sec step in 32x. However I don t think I had that problem running ur list so it s probably a different setting in TWOS. My newest mod is after all called WOS tuned.

finchOU
11-30-15, 05:59 PM
Husk's,

Sorry I didn't back to you sooner....i've been away from SH5 for many months. I've updated to WOS 1.04 and things seem a little better with your scripts. I am not modding type and would never try to manually mod something as I for sure would screw it up. lol.

Any....the FE No station (aka Point A to Point B hydro search) 128/4TC seems to almost be perfect now....but still am not getting back to my base course 100% of the time. Now it varies from 2 degrees to 5 degrees left of base course.

It's not really a big deal now...since I would only have to correct my course maybe every 5th iteration ....vice 2...which I guess i'm not too picky about. Thanks again!!!

Husksubsky
03-07-16, 11:37 PM
Husk's,

Sorry I didn't back to you sooner....i've been away from SH5 for many months. I've updated to WOS 1.04 and things seem a little better with your scripts. I am not modding type and would never try to manually mod something as I for sure would screw it up. lol.

Any....the FE No station (aka Point A to Point B hydro search) 128/4TC seems to almost be perfect now....but still am not getting back to my base course 100% of the time. Now it varies from 2 degrees to 5 degrees left of base course.

It's not really a big deal now...since I would only have to correct my course maybe every 5th iteration ....vice 2...which I guess i'm not too picky about. Thanks again!!!

And now I been away months:D
I must admit I didn t test all 128/4 but they should have same timings as the others wich I tested and worked. if I used 90 degrees both ways it would divert one degree and I compensated for that. still some of mine too go one, but only one degree left. Maybe all computers are unique :hmmm:.
Must add that it does not work properly for type A.
Maybe my experienced crew fulfills orders faster? turn boat faster? I never put points in turn boat faster.
I will look into it again cause I need fix tc1 anyway. Forgot surface run there

Husksubsky
03-13-16, 04:27 AM
It turns left 3 to five degrees. It didnt with my twos 1.03 install. I ll fix it together with the tc1 option where I forgot surface run.

CoRb
01-07-17, 05:50 PM
Can anyone explain me the tag names:
on- ?
pa-patrol
sh- shallow waters
FE- fuelefficient
xON- ?
NO- ?
st-?

THEBERBSTER
01-07-17, 06:05 PM
A Warm Welcome To The Subsim Community > CoRb
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
If you are new to SH5 look > > HERE (http://www.subsim.com/radioroom/showpost.php?p=2391239&postcount=1) << STEAM is not compatible with the essential application TDW’s Generic File Patcher
Steam Conversion Installation Instructions for SH5 Updated Version (http://www.subsim.com/radioroom/showpost.php?p=2266214&postcount=161)
Highly Recommended SH5 > The Wolves Of Steel Mega Mod > Includes KSDCommander And Working Enigma M4 Machine (http://www.subsim.com/radioroom/showthread.php?p=2165720#post2165720)

CoRb
01-07-17, 06:25 PM
A Warm Welcome To The Subsim Community > CoRb
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
If you are new to SH5 look > > HERE (http://www.subsim.com/radioroom/showpost.php?p=2391239&postcount=1) << STEAM is not compatible with the essential application TDW’s Generic File Patcher
Steam Conversion Installation Instructions for SH5 Updated Version (http://www.subsim.com/radioroom/showpost.php?p=2266214&postcount=161)
Highly Recommended SH5 > The Wolves Of Steel Mega Mod > Includes KSDCommander And Working Enigma M4 Machine (http://www.subsim.com/radioroom/showthread.php?p=2165720#post2165720)


But these tags are very specific.They are from the uHusksubskys scripts v04.sha.And I didn't find any mention.

finchOU
03-04-17, 02:16 PM
Can anyone explain me the tag names:
on- ?
pa-patrol
sh- shallow waters
FE- fuelefficient
xON- ?
NO- ?
st-?

on = On Station. Meaning part of the script is physically going to the Hydrophone station (and periscope as a pre surfacing check) to "watch" the script run the hydrophone loop (this may or may not be redundant...but may add immersion factor for some people. The AI might miss a contact as well that you may see using this type of script I think..not positive).

no = No Station. Meaning it skips the sequence of going to the station and lets the AI do the sweeps (which it should be doing all the time since the hydrophone guy never stops using the hydrophone even on the surface (bug)).

Edit: This is what Husks wrote in the first post: "My thought is that the no station is for travelling in potential enemy waters and the on station in "target areas" where high frequence of searching is advisable." So ON = more searches and NO = less frequent searches

x = compressed. Meaning a sped up version of an On station script to speed up the processes of watching the Hydrophone/scope


FE = Fuel Efficient. Just slows the transit speed between sound checks to save fuel...but not as effective at covering more area at higher speed. So sacrifice size of area searched for maximizing fuel efficiency.

PA ? I have no Idea. I think the descriptions could use some work...or maybe the titles.

ST Station maybe?

finchOU
03-04-17, 03:15 PM
Is the reasoning behind the "On station" autoscripts to make sure your Hydrophone guy doesn't miss contacts? I used to do my own hydrochecks (like SH3 when you could hear contacts the AI couldn't), but I don't do that anymore.

I guess what I'm saying/asking is: Is there a need to go to the Hydrophone station? The guy never stops scanning (unless "follow nearest sound contact" is clicked. So as soon as you are below 15 Meters, the sound guy should start calling out new contacts. Obviously going to "all stop" and getting below 30 meters (and baffles check) increases your chances of the guy hearing a contact.

I think there is a difference in how the hydrophone works in SH5 verse SH3. In SH3...I was rewarded for doing my own sound checks. I'd be able to pick up very faint (long distance) ships that the AI guy couldn't detect and if I wasn't very careful and listening very closely I too would miss the sound contact. In SH5 at the very least, if ANY sound was audible, a "unknown" description would automatically pop up...thus killing the need for me to do it myself. Is this true? or are there sounds I'm missing? I liked the way SH3 did that...but in the end it was very time consuming and my Wife would look at me weird when I turned the volume WAY up to try and pick out those contacts. :har:

So my point being.....why do "on station" checks at all if sound guy gets it all in the first place?


Are there any "pattern" searches that I'm missing from Husks? I only find the Trevally pattern searches...which seem to use too much fuel for my liking.

Lastly...after looking at the commands... is there a need to use command Hydrophone_normal_sweep,0,0,0,0,0,0,30....given that the sound guy is always doing sweeps? I can only see this being a problem if you assign the guy to follow nearest contact and doesn't go back to Normal sweep.

Husksubsky
01-24-19, 01:41 PM
Is the reasoning behind the "On station" autoscripts to make sure your Hydrophone guy doesn't miss contacts? I used to do my own hydrochecks (like SH3 when you could hear contacts the AI couldn't), but I don't do that anymore.

I guess what I'm saying/asking is: Is there a need to go to the Hydrophone station? The guy never stops scanning (unless "follow nearest sound contact" is clicked. So as soon as you are below 15 Meters, the sound guy should start calling out new contacts. Obviously going to "all stop" and getting below 30 meters (and baffles check) increases your chances of the guy hearing a contact.

I think there is a difference in how the hydrophone works in SH5 verse SH3. In SH3...I was rewarded for doing my own sound checks. I'd be able to pick up very faint (long distance) ships that the AI guy couldn't detect and if I wasn't very careful and listening very closely I too would miss the sound contact. In SH5 at the very least, if ANY sound was audible, a "unknown" description would automatically pop up...thus killing the need for me to do it myself. Is this true? or are there sounds I'm missing? I liked the way SH3 did that...but in the end it was very time consuming and my Wife would look at me weird when I turned the volume WAY up to try and pick out those contacts. :har:

So my point being.....why do "on station" checks at all if sound guy gets it all in the first place?


Are there any "pattern" searches that I'm missing from Husks? I only find the Trevally pattern searches...which seem to use too much fuel for my liking.

Lastly...after looking at the commands... is there a need to use command Hydrophone_normal_sweep,0,0,0,0,0,0,30....given that the sound guy is always doing sweeps? I can only see this being a problem if you assign the guy to follow nearest contact and doesn't go back to Normal sweep.

Been away a while. Sorry for the mod being made and described as messy as the authors head in general.

everything on station checks are just eyecandy/atmosphere candy. I just like them.
I hope they still work as intended. when boat characteristic performancewise change in the mod , funny things might happen to the timings.
Those 30secs checking is also a part of letting the boat get time to get to correct course and to stay a bit at intended depth. No command for magnetic course I think just degrees port and starboard. No matter where the seconds are put, compressed or tc1, the boat need a certain time to get to course. Speed of boat is also a factor here thats why it speeds up just upon diving in FE fuel efficient search(hopefully recharged cause that also affect speeds)

Pa is patrolarealurk, wasnt that obvious? :O. Just baffles around without suffocating and just long enough surface run to recharcge. Again sorry its so messy.

I have never made any patternsearch since they used all my fuel in those areas.

As names had to be different and varied in size things got out of hand and my namings went hayway as I tried to keep them short enough.

On station search or on st is on station visualized in game
no station or no st is no station visualized, but of course the guy is there.
fe fuel efficient
d for deep sh for shallow
pa patrolarea
x was just for compressed.

finchOU
01-25-19, 12:21 AM
Thanks for the clarification. :Kaleun_Cheers: Been away awhile myself. :Kaleun_Thumbs_Up:

Do you know why using the 'Rig-for_silent-running' command causes problems with these scripts? Does Riging for Silent running even help the Hyrophone guy 'hear' better to pick up contacts?

Husksubsky
02-01-19, 07:36 PM
I didnt know that about silent running, but I havent used it :)
And btw eversince april 2015, the old faulty mod has been at dl page. Not faulty, but tuned before some boat behaviour was changed(didn t check name inertia or something? in darkwraith patch?) and its turning times are too short hence it ends up about 5 deg different than the course you had each dive. And no surface run for tc1 section...glitch.... . Just Have to find the newest version. Or adjust mine wich has max tc 32...
TC is easy to change, the timings are a pain. I can put it to 128 too, but I don t like to be sprayed with bullets and bombs by airplanes cause tc was too high.

Husksubsky
02-02-19, 08:45 PM
I m finally gonna upload the update I made in 2016 Boat holds course among other glitches fixed.
Gonna add some tc options.
I remember reason for making mod, initially for myself, cause I ended aground or among dds after getting tired of going to pc just to dive baffle go up.
So..I think different tc s for different waters and maybe an 80 m option for mediterranean .
Leave on station as they are and just do different tc versions of the no station parts wich at least I use 90 percent of the time.
will make different combinations tc surface and submerged.suggestions welcome