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Old 09-07-10, 04:41 AM   #1
The General
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I'd love an auto-plot for Keil Canal, a la GWX
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Old 09-07-10, 05:34 AM   #2
Trevally.
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Hi General

When the set waypoint command is introduced by TDW, then Keil Canal would be possible.

I would also tighten up the others to prevent speed being a factor.
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Old 09-07-10, 05:59 AM   #3
Abd_von_Mumit
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Make one for la Manche aka English Channel as well.
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Old 09-07-10, 06:13 AM   #4
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Quote:
Originally Posted by Abd_von_Mumit View Post
Make one for la Manche aka English Channel as well.
As lond as "Bernaaard!!!" keeps his hands of the telegraph
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Old 09-09-10, 08:53 PM   #5
raymond6751
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What is AI for? I know it would be hard with scripting, but some form of land/shallows avoidance would be great!

Then you could set your final waypoint, where you want to end up, and the sub would avoid hazards automagically. Kind of like the travel mode button.

I just wish I could get the captain off the bridge with a script command, so the crew won't refuse to dive! Anyway, the pilot would have to wear his water wings, cause I would dive with or without him aboard.
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Old 09-09-10, 09:30 PM   #6
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Quote:
Originally Posted by raymond6751 View Post
I just wish I could get the captain off the bridge with a script command, so the crew won't refuse to dive! Anyway, the pilot would have to wear his water wings, cause I would dive with or without him aboard.
You can do that with scripts. TDW's mod has own crash dive command that teleports you from the brudge if you wish, you can also set a delay for it in your User Config. There are also other script possibilities to be moved from the bridge. If you have an idea for a new useful script - share it, and you'll see me (and probably also Trevally) doing our best to script it for you.
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Old 09-09-10, 11:18 PM   #7
DavyJonesFootlocker
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I'm getting a CTD when in harbour with your mod. I uninstalled your script from this list which was at the bottom.

Danevangs PS 1.0 VIIC-upg Camo Irregular Shapes
Elite German Black & Copper Torpedo
German U-Boat Hydrophone SFX
German U-Boat Internal Routine SFX
Grossdeutscher Rundfunk
Lite Campaign LC 1.2
Menu - Das Boot Underwater Theme
More_crew_commands_dialog_v1.04
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
Realistic ammo amount for AA and deck guns
Shadow Improvement Mod
Sobers ambiance sound collection(CMD)
RemoveLogoIntroTheDarkWraith
sobers base wave mechanics for SH5 v3
sobers realistic hydrophone operator SH5
SteelViking's Interior Mod V1.0
SteelViking's Interior Mod V1.1 patch V1.1.1
U-boat Historical Specifications 1.4
WoGaDi Mod BetaSix
Feared Hunters 2.1
MightyFine Crew Mod 1.2.1 Alt w beards
Sobers ambiance sound collection
SubFlags_0_0_5_byTheDarkWraith
Torpedo Splash
Window_Lights_Redone_V1
Environment 3.6MOD
Sh5EnvModGold
AilClouds 3.0
AilSmoke 1.7
Enhanced FunelSmoke_by HanSolo78
Old Style Explosions V1.1
SV&Com Underwater Mod
BRF 1.1 HP balance
FX_Update_0_0_1_ByTheDarkWraith
FX_Update_0_0_1_BARF_Fix
NewUIs_TDC_4_3_0_ByTheDarkWraith
No magic skills v1.5 MCCD compatible
Trevally Automated Scripts
IRAI_0_0_12_ByTheDarkWraith
Speech fixes and additions (english version)
Advanced Shift Keys 2.1
Krauters Automated Scripts
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Old 09-09-12, 09:17 AM   #8
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Trev, does the Travel mode work with this mod, and can it be used without any of TDW's UIs or mega mods?
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Old 09-22-10, 10:16 PM   #9
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Quote:
Originally Posted by Trevally. View Post
Yes if we could get a command "set_waypoint, -150,2000,9,0,0,0"
with
-150 = relative heading
2000= distance
9=speed

Perhaps with this It would have been a whole lot easier
Quote:
Originally Posted by The General View Post
I'd love an auto-plot for Keil Canal, a la GWX
Quote:
Originally Posted by Trevally. View Post
Hi General

When the set waypoint command is introduced by TDW, then Keil Canal would be possible.

I would also tighten up the others to prevent speed being a factor.
I added a new command to Automation called Navigate_from_file. Parameter 3 of the command specifies the file to read the waypoints from. The waypoints are defined as follows:
x,y,z,tc,depth,speed

where:
x = the x distance in meters
y = the y distance in meters
z = are these relative distances? value < 1 is False, value >= 1 is True
tc = time compression level to use on this waypoint
depth = depth to use for this waypoint
speed = speed to use for this waypoint

A new command was added to the Navigator's order bar - Report Fix. When clicked this will report your current sub's fix (position) in x,y meters from game origin. You can use this command to help plot a navigation route/search pattern/etc via a navigation file.

See the \data\Navigation\TDW_Navigation.txt file for more info and see \data\Navigation for example navigation files.

This new command is only available in v4.4.0 and later versions.

Here are the contents of an included navigation file included in v4.4.0 (Navigation_test_relative.SHN):

; waypoint data contains the following:
; - parameter 1 - x distance (in meters - whole numbers only! Can be +-)
; - parameter 2 - y distance (in meters - whole numbers only! Can be +-)
; - parameter 3 - are these relative distances? value < 1 is False, value >= 1 is True
; - parameter 4 - time compression level (powers of 2 only! Positive values only)
; - parameter 5 - depth (whole positive values only! Specify 0 for surface)
; - parameter 6 - speed (float value - can be +-)

; performs a box pattern using relative waypoints

0,3000,1,1,0,17
3000,0,1,2,12,4
0,-3000,1,4,20,7
-3000,0,1,8,50,3
0,3000,1,16,0,10
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Old 09-23-10, 08:18 AM   #10
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Thanks TDW this is superb,

I should be updating "Harbour Pilot" with these new commands shortly.

Many thanks.
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Old 09-23-10, 06:04 PM   #11
Trevally.
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I have now collected all the information required to fully update Harbour Pilot

U-Boat speed will now not affect the Pilot. (Davy need not swim anymore)
Added Kiel Canal out & inbound.

Should be ready tomorrow night
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Old 09-23-10, 06:28 PM   #12
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Quote:
Originally Posted by Trevally. View Post
I have now collected all the information required to fully update Harbour Pilot

U-Boat speed will now not affect the Pilot. (Davy need not swim anymore)
Added Kiel Canal out & inbound.

Should be ready tomorrow night
You were able to figure out how to get the waypoint information and collect them all and assemble into a navigation file? Excellent
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Old 09-23-10, 06:47 PM   #13
Abd_von_Mumit
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Quote:
Originally Posted by TheDarkWraith View Post
You were able to figure out how to get the waypoint information and collect them all and assemble into a navigation file? Excellent
Are you making fun of him? Of course he was!


Trevally: how do you solve the problem of the start point for Kiel in?
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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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