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-   -   [REL] Trevally - Harbour Pilot Scripts (https://www.subsim.com/radioroom/showthread.php?t=174525)

vlad29 10-12-11 06:16 PM

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

Quote:

Originally Posted by vlad29 (Post 1766137)
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:

vlad29 10-12-11 06:36 PM

Quote:

Originally Posted by kylania (Post 1766183)
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:

vlad29 10-12-11 06:39 PM

Quote:

Originally Posted by TheDarkWraith (Post 1766185)
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

Quote:

Originally Posted by vlad29 (Post 1766191)
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

Quote:

Originally Posted by vlad29 (Post 1766190)
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:


Quote:

Originally Posted by TheDarkWraith (Post 1766185)
patch 1 is available for v6.8.0 of my UIs mod that will fix this problem :up:

:yeah:

flostt 12-06-11 06:14 PM

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

mooresy82 12-11-11 06:32 PM

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:

CVeezy23 12-11-11 10:51 PM

THANK YOU! This is a life savor

Trevally. 12-12-11 12:48 PM

Quote:

Originally Posted by mooresy82 (Post 1803818)
any help would be greatly appreciated,heres my mods loadout

NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_9_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_6_9_0_New_radio_messages_German
Critical hits 1.1 Torpedos
Critical hits v 1.2
AilSmoke 1.7
AilImpurity 1.2
AilClouds 3.0
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Automated Scripts v0.6
Trevally Tutorial - All v0.2(for OHIIv1.3)
OPEN HORIZONS II_full v1.5
:damn:

As discussed here http://www.subsim.com/radioroom/show...29#post1803829
please run the dbugview:up:

Trevally. 12-12-11 12:51 PM

Quote:

Originally Posted by flostt (Post 1800840)
Has anybody experienced this before?
Kiel Outbound Pilot goes onboard, his first action is to order a course of 334°...this results in my boat scraping the right side of the pier when leaving the bunker.....the course is then kept until I crash into the wharf straight ahead...TC is kept at 1, speed is also slow......:06:

ModValidator shows that all mods are installed properly, this is the current soup im experimenting with:

Trevally Harbour & Kiel Canal Pilot v2.6

Please update to v2.8:up:
Can you confirm that you are using the corrcet Kiel script (not the imbound one:D)

flostt 12-12-11 06:46 PM

Quote:

Originally Posted by Trevally. (Post 1804127)
Please update to v2.8:up:

Can you confirm that you are using the corrcet Kiel script (not the imbound one:D)

Updated to 2.8 now...and I was convinced that I was using this already!!! :damn:

Outbound Confirmed :har:...(enjoyed your comment on this one!)

Thanks.....its working now...sometimes small things (numbers) have big effects :yeah:

7Infanterie19 02-27-12 10:10 PM

Quote:

Originally Posted by flostt (Post 1800840)
Has anybody experienced this before?
Kiel Outbound Pilot goes onboard, his first action is to order a course of 334°...this results in my boat scraping the right side of the pier when leaving the bunker.....the course is then kept until I crash into the wharf straight ahead...TC is kept at 1, speed is also slow......:06:

This is happening to me now as well, except the course is 335°.

I'm running v2.8. and I know it was working fine several days ago when I started using OHII along with an old version of NewUi (v6_4_0 Test 7), but without IRAI.

After getting a confirmation on the proper load order of IRAI, FX and NewUIs, I updated NewUIs to the latest version, and added IRAI to my mix. I started a new OHII campaign, but after this update to the new version of NewUI and the addition of IRAI, I'm getting this problem as well.

I started yet another campaign, thinking it might have just been a burp that needed a fresh start, and also after deciding to add the No Magic Abilities mod, but I'm still getting this problem, so I loaded up the old version of NewUI, left out IRAI, and then tried the pilot again. This time, it was fine like it was before. It starts off with a course order of 329° and gets the boat out without problems or damage.

Any ideas? Could it be something that may be conflicting with the automation in NewUIs that causes that 6 degree difference, or is it maybe something with the pilot thinking it is in a different position?

Thanks ..


p.s. Trevally, what are the possibilities of adding a Kiel outbound pilot script using the north passage?

Captain_AJ 02-28-12 02:10 AM

Hey
 
@ Trevally would you consider adding a script for incoming to lorient harbor ?


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