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-   -   [REL] Patrol Routine Scripts (https://www.subsim.com/radioroom/showthread.php?t=174382)

Abd_von_Mumit 09-04-10 11:10 AM

Updated to version 01.02:
  • Renamed script categories to be more self-descriptive
  • Renamed "Regular cruise sonar scan" to "Regular economic speed sonar scan"
  • Renamed "Single sonar scan" to "Single cruise speed sonar scan"
  • Added "Regular slow speed sonar scan" script
  • Added "Regular 1/3 speed sonar scan" script
  • Added "Regular standard speed sonar scan" script
  • Added "Regular full speed sonar scan" script
  • Added "Frequent flank speed sonar scan" script
  • Added "Patrol routine plotting" scipt category
  • Added "Regular 3'15" (x1) range checks" script
  • Added "Regular 6'30" (x2) range checks" script
  • Added "Regular 13' (x4) range checks" script
  • Added "Regular 32'30" (x10) range checks" script

New scripts added:
  • Regular slow speed sonar scan
    Runs at TC x128 in NavMap mode, every ~1 hour does a sonar scan at depth of 20 metres, then goes back to surface to slow speed (bell 1).
    Intended to use in open waters for searching contacts. Runs until stopped by user.
  • Regular 1/3 speed sonar scan
    Runs at TC x128 in NavMap mode, every ~1 hour does a sonar scan at depth of 20 metres, then goes back to surface to one third speed (bell 2).
    Intended to use in open waters for searching contacts. Runs until stopped by user.
  • Regular standard speed sonar scan
    Runs at TC x128 in NavMap mode, every ~1 hour does a sonar scan at depth of 20 metres, then goes back to surface to standard speed (bell 3).
    Intended to use in open waters for searching contacts. Runs until stopped by user.
  • Regular full speed sonar scan
    Runs at TC x128 in NavMap mode, every ~1 hour does a sonar scan at depth of 20 metres, then goes back to surface to full speed (bell 4).
    Intended to use in open waters for searching contacts. Runs until stopped by user.
  • Frequent flank speed sonar scan
    Runs at TC x64 in NavMap mode, every 15 minutes does a very fast sonar check at depth of 20 metres, gives you a short period of TC x1 to adjust course, then goes back to surface to flank speed and TC x64.
    Intended to use for course adjustments when chasing already heard target. Runs until stopped by user. Running speed can by very easily modified to suit your needs.
  • Regular 3'15" (x1) range checks
    Runs at TC x64 in NavMap mode, and every 3 minutes 15 seconds lets you do your plotting on NavMap (doesn't do it for you).
    Only useful for so called 3'15" (3 minutes 15 seconds) method of determining target's accurate course and speed (for details check: http://www.paulwasserman.net/SHIII/).
    Runs until stopped by user.
  • Regular 6'30" (x2) range checks
    Runs at TC x128 in NavMap mode, and every 6 minutes 30 seconds lets you do your plotting on NavMap (doesn't do it for you).
    Only useful for so called 3'15" (3 minutes 15 seconds) method of determining target's accurate course and speed (for details check: http://www.paulwasserman.net/SHIII/).
    Runs until stopped by user.
  • Regular 13' (x4) range checks
    Runs at TC x128 in NavMap mode, and every 13 minutes lets you do your plotting on NavMap (doesn't do it for you).
    Only useful for so called 3'15" (3 minutes 15 seconds) method of determining target's accurate course and speed (for details check: http://www.paulwasserman.net/SHIII/).
    Runs until stopped by user.
  • Regular 32'30" (x10) range checks
    Runs at TC x128 in NavMap mode, and every 32 minutes 30 seconds lets you do your plotting on NavMap (doesn't do it for you).
    Only useful for so called 3'15" (3 minutes 15 seconds) method of determining target's accurate course and speed (for details check: http://www.paulwasserman.net/SHIII/).
    Runs until stopped by user.

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]

Abd_von_Mumit 09-05-10 09:44 PM

Reediting this message after I realised I was editing wrong menu.cfg file. :damn:

Quote:

Originally Posted by TheDarkWraith (Post 1482608)
You can exceed 32 inside the sub but you have to edit your \Documents\SH5\data\cfg\main.cfg file:
[...]
I believe 3DRender is the value that will need to be changed to be able to exceed 32 inside the sub.

Edited and works, thanks a lot. Still trying to work out what some of the other lines mean. Main concern right now - how to make the _sound_ make behave in TC > 32 as it was TC =< 32. Now all the sounds are "fast forwarded" in an irritating, non-immersive and unacceptable manner whenever TC > 32 in 3Dmode. Can't find an option to change that though.

Abd_von_Mumit 09-09-10 03:56 PM

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 =
and make sure the value is True, i.e. the line looks like that after you edit it:

Code:

TCxOnMessageBoxText = True
This will let some messages displayed in your message box drop the TC.

Then find the line that says:

Code:

TCxOnMessageBoxTextDesiredTCLevel =
and input any TC you want the game to drop to when message is received. You can set it to 0 if you want the game paused, other values must be generally powers of 2, i.e.: 1, 2, 4, 8, 16, 32, 64, 128, 256 and higher. Mine is 1:

Code:

TCxOnMessageBoxTextDesiredTCLevel = 1
The last step is telling your game on what messages it should drop the TC. Find the line that says:

Code:

TCxOnMessageBoxTextNumbers = [ 9200,9201,9202,9203,9204,9205,817,4800,4801,9206,9207,9208,9209,9210,9211,9212,7666,7667 ]
The numbers are associated with records from menu.txt file. The default set that TDW put here is somewhat narrow - no idea why. I added MUCH more values to this line, and now my game does drop to 1 whenever something of significance happens. You can find out your own best set up by going through menu.txt, or you can just copy my one:

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 ]
All lthe values I added are explained below:
Quote:

#810=Ship sighted! Bearing %03d! %s
#811=Aircraft spotted! Bearing %03d! %s
#812=Submarine sighted! Bearing %03d! %s
#813=Coastal defenses sighted! Bearing %03d! %s
#814=Single contact! Bearing %03d! %s
#815=New contact, %s %s %s Bearing %03d! %s; xls: 834, 838-841, 850-851, 852, 853, 855, 862-864
#816=Radio Report Received! %s %s, %s, Course %s, Speed %d KTS!
#817=Detecting radar signals!
#819=Sir, we've sighted a liferaft. Bearing %03d! %s
#4202=Convoy sighted.|Estimated speed %d knots.|Estimated course %d degrees.
#4203=Task Force sighted.|Estimated speed %d knots.|Estimated course %d degrees.
#4352=Oh, my God!!!
#4353=God help us!!!
#4354=We're going to die!!!
#4355=Alaaaaaarm!
#4517=Pressure hull breached!!!
#4518=We cannot stop the flooding!!!
#4723=Last waypoint reached!
#4806=Enemy radio message intercepted!
#4912=Nearest sound contact: %s %s! %s Bearing %03.0f! %s;type,speed,aspect,bearing,range
#5879=CO2 level is critical, sir!
#7636=Convoy sighted! Bearing %03d! %s
#7637=Escort sighted! Bearing %03d! %s
#7638=Capital ship sighted! Bearing %03d! %s
#7639=Unidentified ship sighted! Bearing %03d! %s
#7642=U-Boat sighted! Bearing %03d! %s
#7644=Periscope sighted! Bearing %03d! %s
#7645=Smoke on the horizon! Bearing %03d!
#7666=Task Force sighted!
#7667=We have a task force in sight!
#; Chief engineer.
#8000=Periscope repaired!
#8001=Periscope damaged!
#8002=Periscope destroyed!
#8003=Batteries now operational!
#8004=Batteries damaged!
#8005=Fore Battery disabled!
#8006=Aft Battery disabled!
#8007=Compressor repaired!
#8008=Compressor damaged!
#8009=Compressor destroyed!
#8010=Diesel engines repaired!
#8011=Port Diesel engine damaged!
#8012=Starboard Diesel engine damaged!
#8013=Diesel propulsion not functional!
#8014=Dive planes repaired!
#8015=Dive planes damaged!
#8016=Dive planes inoperational!
#8017=Propeller repaired!
#8018=Propeller damaged!
#8019=Propeller destroyed!
#8020=Rudder repaired!
#8021=Rudder damaged!
#8022=Rudder jammed!
#8023=Rudder is not responding!
#8024=Electric engines repaired!
#8025=Port Electric engine damaged!
#8026=Starboard Electric engine damaged!
#8027=Underwater propulsion not functional!
#8028=We have flooding!
#8029=We have heavy flooding
#8030=Flooding is out of control!
#8031=Flooding is under control!
#8032=Main Pump repaired!
#8033=Main Pump damaged!
#8034=Main Pump disabled!
#8035=Hydrophone out of action!
#8036=Hydrophone back on line!
#8037=Pressure hull repaired!
#8038=Pressure hull taking damage!
#8039=Pressure hull breached!
#8040=Pressure hull heavily damaged!
#; RadioMan.
#8041=Radar damaged, sir!
#8042=Radar destroyed, sir!
#8043=Radar repaired, sir!
#8044=Radio damaged, sir!
#8045=Radio destroyed, sir!
#8046=Radio repaired, sir!
#8047=We are diving too deep!
#8048=We are below critical depth!
#; Sound guy
#8049=New contact,
#8050=unknown type
#8051=warship
#8052=merchant
#8053=escort
#8054=destroyer
#8057=but I can't make out what it is
#8058=New contact, %s bearing %03d!; xls: 834, 860
#8062=I'm picking up something, but I can't make it out.
#8063=Deck gun is out of order.
#8064=Deck gun operational.
#8065=Flak gun operational.
#8066=Flak gun damaged.
#8067=Hydrophone damaged!
#8068=Torpedo tube %d is damaged! ; xls: 1093
#8069=Torpedo tube %d repaired! ; xls: 1097
Most probably some of this values are never used by game and do nothing, but this is not a problem for me.

Farinhir 01-08-11 02:39 AM

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.

TheDarkWraith 01-08-11 08:50 AM

Quote:

Originally Posted by Farinhir (Post 1569272)
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.

he never updated them to the new version the mod expects. I had to make a fundamental change to the way the scripts were coded some versions back.

Farinhir 01-08-11 12:47 PM

Quote:

Originally Posted by TheDarkWraith (Post 1569405)
he never updated them to the new version the mod expects. I had to make a fundamental change to the way the scripts were coded some versions back.

Thats ok. I was able to stumble upon travelly's scripts 0.3 which do some of what I was looking for. The reminders from this would be nice. I just do not know what is needed to update them else I would myself.

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.

TheDarkWraith 01-08-11 12:50 PM

Quote:

Originally Posted by Farinhir (Post 1569574)
Thats ok. I was able to stumble upon travelly's scripts 0.3 which do some of what I was looking for. The reminders from this would be nice. I just do not know what is needed to update them else I would myself.

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.

that's not going to be solved until I make the next MAJOR fundamental change to Automation - ability to define variables and call functions like I did with the tutorial feature. As it's going to be a daunting task of making this change it's going to take some time to do.

Trevally. 01-08-11 02:05 PM

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:

Farinhir 01-08-11 03:31 PM

Quote:

Originally Posted by TheDarkWraith (Post 1569583)
that's not going to be solved until I make the next MAJOR fundamental change to Automation - ability to define variables and call functions like I did with the tutorial feature. As it's going to be a daunting task of making this change it's going to take some time to do.

@TDW.
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. ;)

dcb 01-23-11 02:01 AM

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?

Trevally. 01-23-11 06:04 AM

Quote:

Originally Posted by dcb (Post 1580242)
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?

See this thread here http://www.subsim.com/radioroom/showthread.php?t=174400

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:

Akula4745 01-23-11 08:27 AM

Quote:

Originally Posted by Trevally. (Post 1580296)
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:

Now that sounds promising!!

Trevally. 01-23-11 08:37 AM

This is the sweep cammand from automation:-

Quote:

; 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
If this could be used without having to be at the station - it could be used to continuously to fix the "my watch crew are blind" problem.

Also if this could be added :-

Quote:

;Operation|a|b|c|d|e|f - performs operation, a, on b and c. d, if used, is a valid Label command or variable/pointer to a label command. a can be a variable or pointer (needs to be enclosed in <>). b, c and d, if used, can be variables or pointers and needs to be enclosed in <<>> or specify None.
; if b is None then operand 1 is the value retrieved from g_TR1 else operand 1 is the value retrieved for b (if value retrieved is a pointer it will be dereferenced)
; if c is a literal value (i.e. 5 or 7.9) then it must have a type declarer following it. Specify u for unsigned integer, i for integer, f for float, and nothing for strings
; if a is + or - then e defines the dial type: 0 = not a dial, 1 = a dial whose values are -180 to 180, 2 = a dial whose values are 0 to 360
Then all sorts of things could be done.:up:

dcb 01-23-11 01:21 PM

Quote:

Originally Posted by Trevally. (Post 1580296)
See this thread here http://www.subsim.com/radioroom/showthread.php?t=174400

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:


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

Trevally. 01-23-11 01:37 PM

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.

Paco 09-10-12 02:24 PM

Hello,

are these scripts usable with New UI 7.x.x? Or are they outdated, I'm not shure.:hmmm:

Paco.

TheDarkWraith 09-10-12 10:45 PM

Quote:

Originally Posted by Paco (Post 1932517)
Hello,

are these scripts usable with New UI 7.x.x? Or are they outdated, I'm not shure.:hmmm:

Paco.

Yes they are usable. My Automation class hasn't changed for many, many versions now :up:

Paco 09-11-12 01:08 AM

Quote:

Originally Posted by TheDarkWraith (Post 1932647)
Yes they are usable. My Automation class hasn't changed for many, many versions now :up:

Thanks! :up:

Shmal_ 02-25-16 03:06 PM

Who ever tryed to remake it for Magui interface mod?


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