![]() |
Quote:
When I am testing I am using an untrained crew that gives me a speed of just over 5knots 1/3 bells straight. With Bremen, that second turn is very tight. I will be re-setting the waypionts for this one tonight and will take into account that most people will have trained crew so I must allow that turn to be achievable at speeds from 5 to 10knots if speed is 1/3 bells. I must also take into account that turning rate is higher with trained crew. So a long slow turn, with trained and untrained crew will be different. |
Great, thanks. Looking forward to it, m8.:)
|
Please see post 1 for v2.2
I have re-set all harbours so that increased speed and turn rate by highly trained crew is taken into account. If you could post a reply in this thread stating your crew level, u-boat and harbour used, I would appreciate the information.:up: |
Quote:
for either precision or non-precision nav if the distance to the waypoint is > 500m then the time until the next check of distance is either 15 or 30 seconds (can't remeber off the top of my head - currently onsite at a job). If the distance is < 500m then the time until next distance check is 5 seconds. now I can change this if need be (the times and/or distances) |
Thanks for the info TDW:up:
That makes sense now for some things I was seeing: I was working on a radius 50m and 100m from waypoint to trigger turn. On some legs, this was not the case as I would occasionally see a late turn. I had put this down to the map tools only using increments of 50. Also if you check a 50 or 100m circle against the scale bar on map, they are a bit out. I think this version will have solved all the issues from the past. There may be one turn (no2 Pallice Harbour) where I have had to use a precision turn due to its angle and lenght. This turn does cause a continuous call out of headings. I will have at look at it again with this info in mind. If there are any other issued reported that could be fixed with a change in time and distance check, that would be great:salute: |
Just got home and will try this out. But just in case I'm wearing a helmet.:D
|
Quote:
|
Quote:
It was dangerous!:ahoy: http://i1.imageban.ru/out/2010/10/01...9ec60be61b.jpg http://i1.imageban.ru/out/2010/10/01...a748cd8c09.jpg http://i3.imageban.ru/out/2010/10/01...ae6ab98789.jpg But nothing happened.:woot::woot::woot: |
Phew - close one Sasha:D
But no helmets yet:yeah: |
Yaaahh! Trev, mah boy yah did it! I exited Bremen without having swim back!:yeah: But note that when I activated the script the boat went to 12 knts instead of the 10knts the script indicated (Type VIIB with high crew points).
|
Quote:
|
Don't know how to say this m8 but the problem still exists. If I leave the script to run on its own I still hit the seawall when it turns at 030 degrees. The boat insists on going at 12 knts. However, the other time I tried I manually adjusted the boat's speed to 10 knts and I barely missed that seawall (at Bremen) at 030. I was heading straight into a ship at 016 degrees.:wah:
Looks like it's back to waypoints and I'm keeping that helmet.:cry: |
Ok thanks Davy for the info:damn:
Could you do me a big favour, can you try again and go to outside view. When this issue is happening take a screenshot for me. This will let me see where and if it is cause by under or over steer. Could you then try one more time and this time when 1/3 bells order is given, override to ahead slow. I may need to add a precision turn. Big thanks for your feedback Davy, it really helps me:up: |
Maybe for tight corners you could go to all stop and reverse slow / opposite direction until the sub faces the right way (imitates tugs sort of) .
|
OK Trev I'll see about those screenshots.
|
All times are GMT -5. The time now is 11:03 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.