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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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IMPORTANT: You need version 4.2 (latest) of "Multiple UIs" mod to use these scripts. If you still use older version of "Multiple UIs", do not update my mod.
Updated to version 01.01: - Added descriptions to all scripts (required by "Multiple UIs for SH5 with TDC" v. 4.2 and later) - Slightly modified existing scripts for better performance and user friendliness - Added "Bernaaard!!!" script - Added "Reminder: Report to BdU" script - Added "Reminder: Special Meal" script - Added "Reminder: News from Vaterland" script New scripts added: Bernaaard!!! Let Bernard on your boat.Reminder: Report to BdU Every 24 hours reminds to send a situational report to BdU, drops TC to x1. Activate at the time you want to send your reports at.Reminder: Special Meal Every 2 and a half hours reminds that a Special Meal from the Cook is available, drops TC to x1. Activate you order your Special Meal for the first time.Reminder: News from Vaterland Every 24 and half hours reminds to order Radio News from Germany from the Radioman, drops TC to x1. Activate you order your Fresh News for the first time.Download: Patrol Routine Scripts v. 01.01 by Avm [contains also v. 01.00]
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC sunk x4, retired x2; SH5+TDW still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to Last edited by Abd_von_Mumit; 09-03-10 at 07:26 AM. |
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#17 |
Seasoned Skipper
![]() Join Date: Jan 2002
Location: Oslo, Norway
Posts: 654
Downloads: 163
Uploads: 0
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I love this script. Especially the 128x sonar search script. Just one thing.
For those that use Darkwraith's "no hydrophone surface" mod, you have to edit the script to dive to 30 meters or your'e sonarman won't detect anything. Just a heads up ![]()
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Intel I7-7800x CPU. 16Gb G.skill DDR4 3600MHz. Asrock Taichi X299 mb Palit RTX 2080Ti. Fortron 1000W PSU. BenQ XR3501R LCD. |
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#18 | |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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![]() Quote:
There are at least 2 reasons I see for it to be rather 20 metres than 30 metres: - historical correctness (although it would be rather incorrect to dive to sonar check every hour), - safety - shallow waters of continental shelve, especially at British Eastern coast, would kill any sub attempting to dive to 30 metres every hour. ![]() Thanks for info.
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC sunk x4, retired x2; SH5+TDW still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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#19 |
Seasoned Skipper
![]() Join Date: Jan 2002
Location: Oslo, Norway
Posts: 654
Downloads: 163
Uploads: 0
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Hmm sorry my mistake. Looks like it works at 20 now
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Intel I7-7800x CPU. 16Gb G.skill DDR4 3600MHz. Asrock Taichi X299 mb Palit RTX 2080Ti. Fortron 1000W PSU. BenQ XR3501R LCD. |
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#20 |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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Changed host from FileFront to SubSim and added a very sexy photo.
Thanks Neal! ![]()
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC sunk x4, retired x2; SH5+TDW still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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#21 |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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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]
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC sunk x4, retired x2; SH5+TDW still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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#22 |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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Reediting this message after I realised I was editing wrong menu.cfg file.
![]() 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.
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC sunk x4, retired x2; SH5+TDW still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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#23 | |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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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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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC sunk x4, retired x2; SH5+TDW still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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#24 |
Loader
![]() Join Date: Jul 2007
Posts: 89
Downloads: 154
Uploads: 0
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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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#25 |
Black Magic
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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.
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#26 | |
Loader
![]() Join Date: Jul 2007
Posts: 89
Downloads: 154
Uploads: 0
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![]() Quote:
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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#27 | |
Black Magic
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#28 |
Navy Seal
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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 ![]() |
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#29 | |
Loader
![]() Join Date: Jul 2007
Posts: 89
Downloads: 154
Uploads: 0
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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. ![]() |
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#30 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
Uploads: 0
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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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