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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 |
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.
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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: |
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P.S Sorry to bother You with such non-critical items:salute: |
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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: Quote:
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Kiel Outbound
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 |
i cant get any of the trevally auto scripts to work
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: |
THANK YOU! This is a life savor
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please run the dbugview:up: |
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Can you confirm that you are using the corrcet Kiel script (not the imbound one:D) |
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Outbound Confirmed :har:...(enjoyed your comment on this one!) Thanks.....its working now...sometimes small things (numbers) have big effects :yeah: |
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I'm running v2.8. and I know it was working fine several days ago when I started using OHII along with an old version of NewUi (v6_4_0 Test 7), but without IRAI. After getting a confirmation on the proper load order of IRAI, FX and NewUIs, I updated NewUIs to the latest version, and added IRAI to my mix. I started a new OHII campaign, but after this update to the new version of NewUI and the addition of IRAI, I'm getting this problem as well. I started yet another campaign, thinking it might have just been a burp that needed a fresh start, and also after deciding to add the No Magic Abilities mod, but I'm still getting this problem, so I loaded up the old version of NewUI, left out IRAI, and then tried the pilot again. This time, it was fine like it was before. It starts off with a course order of 329° and gets the boat out without problems or damage. Any ideas? Could it be something that may be conflicting with the automation in NewUIs that causes that 6 degree difference, or is it maybe something with the pilot thinking it is in a different position? Thanks .. p.s. Trevally, what are the possibilities of adding a Kiel outbound pilot script using the north passage? |
Hey
@ Trevally would you consider adding a script for incoming to lorient harbor ?
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