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Old 09-23-10, 08:42 PM   #1
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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Old 09-23-10, 09:01 PM   #2
Abd_von_Mumit
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Originally Posted by TheDarkWraith View Post
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?
Didn't mess with these yet, I know Trevally makes the port mod, I'm busy fiddling with your mod files.

Good night gentlemen.
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Old 09-24-10, 07:30 AM   #3
Trevally.
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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
Yes, after some head scratching I found the coordinates and nav files.

Quote:
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?
, and

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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?
Yes - automation starts when boat is just off the harbour of Cuxhaven.

Quote:
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.
There will be no crashing into land with this one


With the message box, I can pop up instructions ie- click travel mode etc.
This will prevent TC drop due to shallow water and so one.
Also when passing an area where shipping may be met, I can flash up warnings where you can adjust speed to avoid traffic.
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Old 09-24-10, 07:38 AM   #4
TheDarkWraith
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Originally Posted by Trevally. View Post
With the message box, I can pop up instructions ie- click travel mode etc.
This will prevent TC drop due to shallow water and so one.
Also when passing an area where shipping may be met, I can flash up warnings where you can adjust speed to avoid traffic.
do I need to include a parameter in the Navigate_from_file's reading of the navigation file that specifies whether travel mode needs to be engaged or not? This can be done automatically.

I'm curious as to how you are flashing up warnings during the navigation from file? I didn't code that into the command. It's a great idea though that I can add

As of now you've given me 2 great ideas to add to the Navigate_from_file command: automatic enabling/disabling travel mode and giving a message with each waypoint.

Anything else that you see would be fitting to add?

EDIT:

just checked in game and travel mode isn't a command - it's hard coded somewhere in the .exe file So can't do automatic travel mode

I did add code for messages though

Last edited by TheDarkWraith; 09-24-10 at 07:52 AM.
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Old 09-24-10, 08:05 AM   #5
Trevally.
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I did add code for messages though
Ok thanks TDW, I had spent most of last night jotting down all the info I need to write the automations and just assumed that I could use "print message". So thanks for adding that.

Travel mode being manually clickable should be ok.

Quote:
Anything else that you see would be fitting to add?
Yes please- if you could add to the TC para ie- 9999 like in the advanced knuckles the user can adjust thier own TC rate and then each waypoint will retain that info.

Also a quick question if I may-
When u-boat reaches waypoint, this is triggered by the bow. When navigator call a coordinate, is this from the bow or from centre of boat?
If this is from centre of boat I may need to re-do some of the trickier maneuvers.

I am at work at the mo and am unable to test. Last night after hours of recording coordinates, I ran out of coffee come testing time
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Old 09-24-10, 08:12 AM   #6
TheDarkWraith
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Originally Posted by Trevally. View Post
Yes please- if you could add to the TC para ie- 9999 like in the advanced knuckles the user can adjust thier own TC rate and then each waypoint will retain that info.

Also a quick question if I may-
When u-boat reaches waypoint, this is triggered by the bow. When navigator call a coordinate, is this from the bow or from centre of boat?
If this is from centre of boat I may need to re-do some of the trickier maneuvers.

I am at work at the mo and am unable to test. Last night after hours of recording coordinates, I ran out of coffee come testing time
I believe from my findings that the navigator calls out the coordinates from the center of the uboat. If you look on the maps when you enable center on sub you'll see that the sub is centered on it's center in the graphic. The only reason you see that the uboat appears to trigger the waypoint from the bow is that I set a distance from waypoint that the sub has to switch to the next waypoint. That distance is <=50m.

Good point about keeping the TC level. I'll add necessary code for this.

Should I include some kind of header where the user can define a name for this navigation file and some info on it and have it displayed in the messagebox when it's 'played'?
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Old 09-24-10, 08:28 AM   #7
Trevally.
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Quote:
I believe from my findings that the navigator calls out the coordinates from the center of the uboat. If you look on the maps when you enable center on sub you'll see that the sub is centered on it's center in the graphic. The only reason you see that the uboat appears to trigger the waypoint from the bow is that I set a distance from waypoint that the sub has to switch to the next waypoint. That distance is <=50m.
Ah ok thanks - When recording the kiel script I did have this in the back of my mind and did make allowances if this was the case so it should still be ok.

Quote:
Good point about keeping the TC level. I'll add necessary code for this.
Thanks

Quote:
Should I include some kind of header where the user can define a name for this navigation file and some info on it and have it displayed in the messagebox when it's 'played'?
Sorry im not sure what you mean here:

Something like "Kiel Canal blah blah blah" and that remains in message window during whole script?
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