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[AS]
Bremen Harbour [CATEGORY] Harbour Pilot [COMMANDS] Print_message,0,0,Harbour Pilot onboard,0,0,0,5 Ahead_slow,0,0,0,0,0,0,2 Navigate_from_file,0,0,Bremen,0,0,0,10 This is part of the automation file that controls Bremen. As you can see the speed is set to slow. Within the Bremen nav file, there is a speed command that sets speed to 7 knots after turn 3 (i suspect this is the problem turn Davy is seeing). So what should happen is:- Boat set of at slow speed (speed should not get anywhere near 10knots, let alone 12:hmmm:) First turn should be easy. Second turn is the tight one (all boats should make this turn at slow bells) After this turn is complete (leg 4) the 7knot command kicks in. Rest of the path is easy and should cause no problems. I think there must be somthing affecting the speed of you boat Davy. V2.1 had a speed of 1/3 and I suspect this is still in your automatio file. Could you copy your mod list here and I can take a look for you:hmmm: |
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I suspect it's a mod incompatibilty or something.
Generic Mod Enabler - v2.5.0.150 [C:\Ubisoft\Silent Hunter 5\MODS] Menu - Das Boot Underwater Theme RemoveLogoIntroTheDarkWraith Grossdeutscher Rundfunk Lite Campaign LC 1.2 Environment 3.7MOD Shadow Improvement ModLR Capthelms SH5 Audio Mod Unterseeboot SFX German U-Boat Crew Language Pack AilClouds 3.0 AilSmoke 1.7 Critical hits 1.1 Torpedos Danevangs PS 1.0 Common VIIC Shadow Maps Danevangs PS 1.0 VIIC-upg Camo Dot data Elite German Black & Copper Torpedo Enhanced FunelSmoke_by HanSolo78 More_crew_commands_dialog_v1.04 Silent Seagulls SteelViking's Sky Banding Mod SubFlags_0_0_5_byTheDarkWraith SV&Com Underwater Mod Torpedo Splash sobers base wave mechanics for SH5 V5 Conus' Graphic Mod 1.1 SteelViking's Interior Mod V1.2 BRF 1.1 HP balance FX_Update_0_0_3_ByTheDarkWraith FX_Update_0_0_3_BARF_Fix NewUIs_TDC_4_5_2_ByTheDarkWraith NewUIs_TDC_4_5_2_Das_Boot_Crew_Mod_by_Illyustrator IRAI_0_0_26_ByTheDarkWraith MightyFine Crew Mod 1.2.1 Alt w beards MFCM 1.2.1 OPTIONAL crash_dive workaround MightyFine Less Annoying Footsteps 1.0 MRP 1.3+OPCF Krauters Automated Scripts Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1 Trevally Automated Scripts Trevally Harbour & Kiel Canal Pilot v2.2 EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style sobers The Edge morale mod V20 U-boat Historical Specifications 1.4 Stormys DBSM SH5 v1.2 MFCM Basemod Stormys DBSM SH5 v1.2 MFCM optional -8db damped Sonarguy |
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With a command issue of 5knots, some boat may achieve 7knots. This would be ok with this path as that is why i cahnge them all. Something is affecting the speed of Davys boat for a slow speed command to reach 10 to 12 knots is odd. |
Hi Davy your mod loadout look ok to me.
I cant see anything there that will affect the speed. Could I write a New Bremen script for you to test where I wouls set speed as TDW suggests. If anyone else is following this thread - have you noticed anything odd with the speed commands - All nav files I have written start either slow or 1/3 bells. Can you let me know if this is not the case. Thanks all in advance. |
Well the worst occurred and I had to do a fresh re-install of SH5. I reloaded the mods on the list and went through the Canal and it went pretty good (In fact it was a fine job you did- it was almost accurate). So, perhaps you can hold out for awhile and assume it's OK until I reach Bremen. I'm in the Total Germany campaign on the first patrol. Sorry about the screenies. I thought my screen taking software could take in-game pics but it seems only the desktop.:88)
Again great job on the Canal!:woot::yeah: |
Sure Davy thats fine.
Could you let me know on this pic which turn was causing the error. http://img829.imageshack.us/img829/4...menharbour.png Each circle is a turn zone. The boat aims for the centre of the circle. The boat achieves its waypiont and starts to aim for the next when the centre of the boat first enters the circle. The 50m circle = presicion turn - therefore starts next waypoint 50m from the centre. The 100m circles = nonprecision wapoint, so boat looks for next waypoint 100m away from centre. |
Turn 2 is the culprit. It took a sharp 30 degree turn and ran smack into the wall (black). Another time it barely missed the wall but further down at turn 4 it ran into that parked ship (red).
http://img338.imageshack.us/img338/4...menharbour.png Uploaded with ImageShack.us http://img338.imageshack.us/img338/4 http://img338.imageshack.us/img338/4 |
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Trev you want me to take a contract out on Sober? He could count up to 5...:har::har::har::har::har::har::har:
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Davey :har:
Yes thanks Sober I think you are right. I had tried something similar in an earlier version and my untrained crew could not make the turn from 2 to 3 without hitting that ship. I do like your idea of a stop, reverse and continue. TDW - can negitive speeds be used in nav file or would this require more than one nav file within an automation file? |
Perhaps
http://img195.imageshack.us/img195/6...enharbour2.png Forward up to 2, then reverse to 3 and forward to 4:hmmm: |
But why reverse at all and not a straightforward movement?
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