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Updated to version 01.02:
New scripts added:
Known issue related to the newly added scripts: In game clock and script clock are not perfectly synchronised, thus 3:15 minutes can be measured different by your Zentrale clock and by the script you use. Differences do not exceed 5%, so this only slightly affects 3'15" method scripts timing accuracy. Hopefully will be fixed by later versions of "Multiple UIs". Download: Patrol Routine Scripts v. 01.02 by Avm [contains also v. 01.00] |
Reediting this message after I realised I was editing wrong menu.cfg file. :damn:
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Shameless bump with something useful in it:
When you use my "sonar check" series scripts with default game/TDW's mod settings, your TC does NOT drop to x1 when a contact is established (for me it silently drops to TC x32, which is much too much). Here is what I did to change this default behaviour: Find your TheDarkWraithUserOptions.py file (located in \MODS\NewUIs_TDC_4_3_0_ByTheDarkWraith\data\Script s\Menu - a MUST READ), which you can edit with Notepad, find the line that says: Code:
TCxOnMessageBoxText = Code:
TCxOnMessageBoxText = True Then find the line that says: Code:
TCxOnMessageBoxTextDesiredTCLevel = Code:
TCxOnMessageBoxTextDesiredTCLevel = 1 Code:
TCxOnMessageBoxTextNumbers = [ 9200,9201,9202,9203,9204,9205,817,4800,4801,9206,9207,9208,9209,9210,9211,9212,7666,7667 ] Code:
TCxOnMessageBoxTextNumbers = [ 810,811,812,813,814,815,816,817,819,4202,4203,4352,4353,4354,4355,4517,4518,4723,4800,4801,4806,4912,5879,7636,7637,7638,7639,7642,7644,7645,7666,7667,8000,8001,8002,8004,8005,8006,8007,8008,8009,8010,8011,8012,8013,8014,8015,8016,8017,8018,8019,8020,8021,8022,8023,8024,8025,8026,8027,8028,8029,8030,8031,8032,8033,8034,8035,8036,8037,8038,8039,8040,8041,8042,8043,8044,8045,8046,8047,8048,8049,8050,8051,8052,8053,8054,8057,8058,8062,8063,8064,8065,8066,8067,8068,8069,9200,9201,9202,9203,9204,9205,9206,9207,9208,9209,9210,9211,9212 ] Quote:
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So I have been trying to get this to work with TDWs UI which is of version 6.3 and I still have not seen any of the scripts show up. I can get krauter's and travelly's scripts going so I do not understand it at all. Any help would be appreciated.
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Only glitch I see with travelly's scripts (not really a glitch and not really his fault) is that I am now playing with real navigation and can not set waypoints, so I can not run his patrol script, which does a dive to check SONAR every hour, a turn to check baffles, then surfaces while performing an RtC command. The issue is it calls return to course and my navigator calls all stop since we do not have a plotted course. I am wondering if there is a way to add in a generic course plot. Basically, you would just set a true course as your plot and the return to course command would basically recall what course you were on. I do not know. I am just trying to figure out a workaround for this issue. |
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good spot Farinhir
When script runs a dive hydro check (o bearing) followed by a 90 deg starboard - hydro check then return to course. This could be fixed by changing the "return to course" with a 90deg left turn and a set speed. just delete lines:- Return_to_course,0,0,0,0,0,0,5 Surface,0,0,0,0,0,0,5 and insert this:- Set_new_course,-90,0,0,0,0,0,5 Surface,0,0,0,0,0,0,60 I will add a real nav search on patrol to v0.4 :yeah: |
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Take your time. I am thankful for the awesome work you have already done. @Travally. Good call. This should fix my headache for now. At least the one from in-game stuff, not the one from sinus pressure. ;) |
Emergency dive script possible?
As I don't know very well how scripts are working, I'm not sure if what I have in mind is possible, but I'll ask anyway:
I'm thinking about an automated behavior that will initiate emergency dive and evasive maneuvers as soon as a plane is spotted. IRL, this was the job of the watch crew, and not that of the captain (he might have been asleep, or eating, or whatever). Relaying the 'plane spotted' message to the skipper and waiting for him to order the emergency dive would have wasted valuable seconds, so it was up to the watch crew to ring the alarm. Can scripts replicate this behavior, so that the AI takes evasive maneuvers on its own? |
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For now it can't run when a plane is spotted. You still need to run the script. TDW has however posted notes in the automation txt that commands we have in the tutorial files will be added to automation. When this happen - the script you discribe will then be possible:up: |
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This is the sweep cammand from automation:-
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Also if this could be added :- Quote:
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Thank you for your answer. I took the time and read the thread you mentioned, and found an idea that looks promising, at least to me. This is one of the posts by TDW in the thread: Yes the script can either pause or pause the game on contact detected. If a script can do something like this on contact detected, then imagine a plane evasion script activated at the beginning of the patrol, which stays "silent" until the plane is detected, then runs the series of commands. It's like some sort of "sleeping script" that only activates itself when a certain condition (plane detected) is met. After the evasion maneuvers are completed, the script ends and it is up to the player to reactivate it again when he resurfaces.Is something like this possible? Unfortunately, I know nothing about Python and working with scripts, so here I am bothering you and other people who know.:D |
For this to work the sweep scope (uzo) would need to work when not at station. I don't know if this is possible.
When TDW added the message feature he scanned a radius around the boat for contacts and send a message etc. If this same command could be introduced into automation, it could then be used to set conditions. It would need to be able to detect height so as to determine ship or aeroplane. I know detecting speed is not possible - so height:06: If all this could be done it would go a long way to getting better info from your crew. Some scripts could be set to take action and others could just flash up a message for you to take action. |
Hello,
are these scripts usable with New UI 7.x.x? Or are they outdated, I'm not shure.:hmmm: Paco. |
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Who ever tryed to remake it for Magui interface mod?
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