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Old 09-23-10, 06:28 PM   #1
TheDarkWraith
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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   #2
Abd_von_Mumit
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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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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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Old 09-23-10, 07:00 PM   #3
TheDarkWraith
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Originally Posted by Abd_von_Mumit View Post
Are you making fun of him? Of course he was!


Trevally: how do you solve the problem of the start point for Kiel in?
nope, not making fun of him at all. I made it easy to use the new Automation command but didn't exactly tell how to gather all the waypoint data and assemble into a file. I was pretty sure you all could figure it out

The start point for Kiel in can be defined by a waypoint no?
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Old 09-23-10, 08:25 PM   #4
Abd_von_Mumit
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Originally Posted by TheDarkWraith View Post
nope, not making fun of him at all. I made it easy to use the new Automation command but didn't exactly tell how to gather all the waypoint data and assemble into a file. I was pretty sure you all could figure it out

The start point for Kiel in can be defined by a waypoint no?
Seems so (didn't test), but it seems to me you have to be cautious and warn users - so that they don't crash on land somewhere on route to first auto-waypoint. I was trying to find a 100% working solution for it, but as for now failed.
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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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Old 09-23-10, 08:28 PM   #5
TheDarkWraith
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Originally Posted by Abd_von_Mumit View Post
Seems so (didn't test), but it seems to me you have to be cautious and warn users - so that they don't crash on land somewhere on route to first auto-waypoint. I was trying to find a 100% working solution for it, but as for now failed.
not following you here
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Old 09-23-10, 08:36 PM   #6
Abd_von_Mumit
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Originally Posted by TheDarkWraith View Post
not following you here
Problem I have is: how to design the "Kiel in" so that users sail smoothly without crashing on land somewhere. The route to first waypoint can go through land - script will not recognize it as impossible, and some will crash. Of course one must be quite careless to let that happen... it's still an interesting problem to try to solve 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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Old 09-23-10, 08:42 PM   #7
TheDarkWraith
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Quote:
Originally Posted by Abd_von_Mumit View Post
Problem I have is: how to design the "Kiel in" so that users sail smoothly without crashing on land somewhere. The route to first waypoint can go through land - script will not recognize it as impossible, and some will crash. Of course one must be quite careless to let that happen... it's still an interesting problem to try to solve though.
ah yes, Automation doesn't look for land in the way. It issues the order to follow to the waypoint. Maybe put multiple waypoints before the entrace? Are you finding that the sub follows the given waypoints well?
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