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-   -   [REL] Trevally Auto Scripts (https://www.subsim.com/radioroom/showthread.php?t=174400)

stoianm 02-03-11 04:17 PM

Hi trevally,

Before i played the game in nav map most of the time - now i want to play at a TC max of 32 and to enjoy the graphics.

I want to add to the script lines to teleport me from the bridge under the deck and from underthedeck to the bridge:

for example before i run the comamand new dept i want to add a line to teleport me under the deck

after i use the command surface i want to use a command to teleport me on the deck

Please tell me what are these commands and what parameters i must to use for them

Please have all my consideration!

Salute!:salute:

Trevally. 02-03-11 05:14 PM

There are no teleport commands in the automation.

You can use a limited work around. Like this:-
You are on bridge.

Activate_hydrophone_station ; or
Activate_Scope_Station ; this will jump your camera to this station

You can then dive and use that station. You can also swop between. you cant leave the station. If you do you wil be outside the boat.

After surface command - you can then leave station and you will be back on bridge.


Activate_hydrophone_station,0,0,0,0,0,0,5
Set_new_depth,25,0,0,0,0,0,50
All_stop,0,0,0,0,0,0,5
Hydrophone_normal_sweep,0,0,0,0,0,0,120
Report_nearest_sound_contact,0,0,0,0,0,0,10
Surface,0,0,0,0,0,0,50
Leave_hydrophone_station,0,0,0,0,0,0,0

stoianm 02-03-11 05:19 PM

Many thanks trevally!:salute:

Angelis 02-03-11 05:29 PM

Quote:

Originally Posted by stoianm (Post 1589984)
Many thanks trevally!:salute:

One day you won't be needed anymore on your own boat!:haha:
Just kiddin'...:D

Trevally. 02-03-11 05:32 PM

See post 1 for version 0.5 - added search patterns:up:

Trevally. 02-03-11 05:34 PM

Quote:

Originally Posted by Angelis (Post 1589991)
One day you won't be needed anymore on your own boat!:haha:
Just kiddin'...:D

I like to think of automation as a well rehearsed crew:D

stoianm 02-03-11 05:46 PM

Downloaded the version v0.5. Very good work my friend!:up: will help us to ,,sink more ships'':):rock:

Thanks!

P.S. Thank you that you mentioned my name - very kind of your part - but all i know about patrols i readed on net and the ideea to make a script TDW was the one that sugested me that!

Salute!:salute:

Magic1111 02-03-11 05:58 PM

Quote:

Originally Posted by Trevally. (Post 1589992)
See post 1 for version 0.5 - added search patterns:up:

Thank you very much for new version ! :up:

Church SUBSIM 02-09-11 11:00 AM

These scripts (and the ability to use them) are incredible. Thanks for making them available for us to enjoy!

Question for you regarding the Real Nav Auto Position fix series.

I start the script in the proper time (ie: it's 05:00 GMT and I start the 04-08 version) .... it runs great and then I come across land ... I make my own nav mark (because it's obvious that I can make a very exact point of reference) ... does the navigator use this last mark that I placed in his calculations or does it go by the last one that it used? (In other words, if I make adjustments manually, does that help correct the navigator?)

Thanks!

stoianm 02-09-11 11:03 AM

Good quest ... i subscribe at this ... i understud that the navigator use ottochalkboard (method calculation) to report the position but i am not sure:hmmm:

Church SUBSIM 02-09-11 11:12 AM

Another dumb question inbound ... what is the Otto Chalkboard for? It looks cool but a little unsure of it's capabilities.
Is it simply a way to see the day's event's (weather, sunrise/set) or does it do more ... like count the number of depth charges that have been dropped (rubs his hands together with a evil grin)

Thanks!

TheDarkWraith 02-09-11 11:13 AM

from a code standpoint the last navigational fix is what the Navigator uses for his next dead-reckoning fix.

stoianm 02-09-11 11:15 AM

Quote:

Originally Posted by TheDarkWraith (Post 1594069)
from a code standpoint the last navigational fix is what the Navigator uses for his next dead-reckoning fix.

Thank you

stoianm 02-09-11 11:21 AM

Quote:

Originally Posted by Church SUBSIM (Post 1594067)
Another dumb question inbound ... what is the Otto Chalkboard for? It looks cool but a little unsure of it's capabilities.
Is it simply a way to see the day's event's (weather, sunrise/set) or does it do more ... like count the number of depth charges that have been dropped (rubs his hands together with a evil grin)

Thanks!

does it more - like you suposed - but i neved used to count dropped dept charges

When i hear wasserbomben i order flank speed, change dept, rudder 15 degrees for about 45 sec and after that silent running (usualy they are droping like 5 dept charges per atack - if i am not misteak:hmmm:

I am curious too, to know if somebody use ottochalkboard and in what situations

Trevally. 02-09-11 11:26 AM

Quote:

Originally Posted by Church SUBSIM (Post 1594054)
These scripts (and the ability to use them) are incredible. Thanks for making them available for us to enjoy!

Question for you regarding the Real Nav Auto Position fix series.

I start the script in the proper time (ie: it's 05:00 GMT and I start the 04-08 version) .... it runs great and then I come across land ... I make my own nav mark (because it's obvious that I can make a very exact point of reference) ... does the navigator use this last mark that I placed in his calculations or does it go by the last one that it used? (In other words, if I make adjustments manually, does that help correct the navigator?)

Thanks!

That would be nice if we could do that but for now we can't.

Using the Real Nav script (pick the correct one from Local Time) we get a celestial fix when it starts.
This will have a random error in your possition (as set in your options.py file).
The script will give you a celestial fix at the corrct time each day (sun rise, noon, sun set etc x5 per day).
Inbetween these fixes (every 2hrs) we get a deadreckoning fix.
These are the ones that that will continue the error. (error on error for each one).
Then when a celestial fix is called, all errors are forgotten and we are back to a random from your options.py again.

If as in your case you are close to land and you know your fix is out - you should manually get the nav officer to do a celestial fix. this will re-set the errors if you like:up:

stoianm 02-09-11 11:32 AM

Hi trevally,

so if i change a line in option.py like this:

NavCelestialMaxCalcFixError = 0.0

that means we will have not errors?

Church SUBSIM 02-09-11 11:32 AM

Thanks ... great answer!

Trevally. 02-09-11 11:34 AM

Quote:

Originally Posted by stoianm (Post 1594088)
Hi trevally,

so if i change a line in option.py like this:

NavCelestialMaxCalcFixError = 0.0

that means we will have not errors?

Yes and you would have entered the Space Age :haha:

stoianm 02-09-11 11:37 AM

Quote:

Originally Posted by Trevally. (Post 1594094)
Yes and you would have entered the Space Age :haha:

:rotfl2::rotfl2::rotfl2:Or maybe i have an well trained navigator... just kiding ..it is perfect like it commes setted by default...improve the reality:up: - i was just courious

btw - are you using the ottochalkboard in game?

Trevally. 02-09-11 11:38 AM

Quote:

Originally Posted by Church SUBSIM (Post 1594090)
Thanks ... great answer!


Your welcome:up:

@TDW - would it be possible to have a "Land fix" in the options.py

With this - if boat is within 8km? of land, error of celestial fix is ####:06:


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