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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Navy Seal
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@Vlad
Quote:
Ensure you select "the four bearing" from the tutorial menu. Then click historical missions - See post 2 for more info on how to start a tutorial. The four bearing tutorial is split into part:- Map work (parallel lines etc) The four bearing (demo by me on map) The hunt (a step by step guide to T4Bearings as it happens) ***this is where a real ship will appear for you to track Fast90 attack with real nav (using the info to possition for a fast 90) ![]() |
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#2 | |
XO
![]() Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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![]() Quote:
![]() I did put my question wrong last time, sorry ![]() I ment the situation when I try just a historical '4bearings' mission to play (without tutorial), there is no any ship appears for at least 10 min ![]() The hydro (patched) is working good in main campaign, at least I can hear all the ships in the harbour and they are displayed in hydro-window |
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#3 | |
Navy Seal
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![]() The historical mission T4Bearings is set to fit the tutorial. So in the tutorial - a lot of time is spent explaining how it works. The user also has to copy map work as it goes along. The problem I had with making the tutorial was that I had no control over how long a user would take to do these things. For the tutorial to work - it was very important the the user was ready when the ship appeared - and this was solved by TDW. He added a command "wait untill" - this command enabled me to give the user as long as they needed to learn the mapwork stage. When the demo stages are over the tutorial gives a message "sync tutorial" When this happens - I set the TC to x512 and bring the game back to TC1 when the ship arrives. I had this set at many hours (gives lots of time for stage 1+2) before the "hunt" stage starts. If you try the tutorial again - you will see these thing happening and you can then note the time that the ship arrives. This will let you try the mission without the tutorial and you can advance time to fit ![]() |
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#4 |
XO
![]() Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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Ok, I'll try to use high TC and to wait for the result
![]() Before I've being refering in my mind to Stoianm's videotutorial, where he after the mission start mooves in couple of minutes to hydrostation and detects the target-ship immediately ![]() ![]() Anyway, thank you, Trevally, and do not bother with this issue anymore - not worth of it ![]() |
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#5 |
XO
![]() Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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Managed to catch the contact approaching after 3,5 hours of gametime since the historical mission "4 bearings" starts. So the issue is over - Trevally was right re. x512 TC needed
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#6 |
Bosun
![]() Join Date: Oct 2011
Location: Budapest, Hungary
Posts: 61
Downloads: 76
Uploads: 0
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Hi Trevally!
I like to learn from great totorals the RAOBF practice. Starting, run, and I not found the Hog Island ship at 221 degree. See the picture: https://picasaweb.google.com/Zs4zet/...87472254074450 I run these mods after the Trevally Tutorial: Trevally Tutorials - All v0.2 (for TDW UI) Trevally Harbour & Kiel Canal Pilot v2.8 Trevally Automated Scripts v0.6 OPEN HORIZONS II_full v1.4 OHII v1.4 Patch2 Full OH II Minefield map GramophoneShuffler Grossdeutscher Rundfunk Accurate German Flags at Bismarck I remembered so early as if would have worked. I thought that it is the problem with possible the OH2, the another mods may be harmless. And yes... deactivate back to the OH2, and found the ship... I read in the OH2 description, than OH2 must be the last activated mod. (Early always was that the Trevally Tutorial.) I can activate the tutorial after the OH2, and working good both, and not problem with OH2? Or the tutorial have incompatible with the OH2 ? UPDATE: I try to activate the tutorial (and another 2 Trevally mods) after the OH2 mods. Not conflict, but I not see the ship at 221 deg in the RAOBF tutorial... Not conflict never, and after any OH2 activate not see it... why? and what I do? Last edited by Zs4zet; 11-02-11 at 01:35 PM. |
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#7 |
Navy Seal
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Hi Zs4zet
![]() When you use OHII - it changes some ship types from the stock way of using them. So the tutorial is written for that. For players who use OHII - you need TerevallyTutorials for OHII http://www.subsim.com/radioroom/down...o=file&id=3329 Note: the mod says for v1.3 - this means for 1.3 and above ![]() |
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#8 |
Engineer
![]() Join Date: Apr 2013
Posts: 209
Downloads: 155
Uploads: 0
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Hey Trevally,
I wanted to give your Tutorials a go but i'm getting a strange error see below ![]() I have removed your Tutorial Mod deleted it and downloaded another copy.... but still the same issue, Any idea what it might be? I have no other issues in game currently, here are my current Mod list Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Silent Hunter 5\MODS] TDW_GenericPatcher_v_1_0_94_0 German U-Boat Crew Language Pack Wordeees' Actual Footage Menu Accurate German Flags SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.2 Patch Fix SteelViking-HotSoup-WaterDrips Fuel Gauge WoGaDi_SteelViking's Interior silentmichals interior mod 1.2.1 DynEnv v2.9 - 1. Main Mod DynEnv v2.9 - 3.b Enhanced Visibility (high) DynEnv v2.9 - 4.a Camera Filters - Realistic Colors DynEnv v2.9 - 5.b Ambient Settings - No Murky Waters DynEnv v2.9 - 6. Sleet for Winter Campaigns DynEnv v2.9 - 8.a Wave Mechanics - Breeze DynEnv v2.9 - 10.I Seafloor (high resolution) DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution) DynEnv v2.9 - 12. Sounds sobers best ever fog V22 SH5 Equipment_Upgrades_Fix_v1_4_byTheBeast Equipment_Upgrades_Fix_v1_4_Patch_1 #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober EUF_UBoat_FX_v0_0_3_ byTheBeast AI_sub_crew_1_0_2_TheDarkWraith FX_Update_0_0_21_ByTheDarkWraith New Torpedoes Explosion - FX Update add-on MightyFine Crew Mod 1.2.1 Alt w beards MCCD_1.04_MFCM_1.2.1_compatible Stormys DBSM SH5 v1.3 Basemod Stormys DBSM SH5 v1.3 optional louder engine sounds Stormys DBSM SH5 v1.3 optional scary creaks Stormys DBSM SH5 v1.3 additional crew sounds beta6 Stormys_DBSM_additional_creaks_and_noises_1.0 NewUIs_TDC_7_4_2_ByTheDarkWraith NewUIs_TDC_7_4_2_New_radio_messages_German NewUIs_TDC_7_4_2_jimimadrids_map_tools NewUIs_TDC_7_4_2_ERM_Reaper7_NightVision_Black_Ski n NewUIs_TDC_7_4_2_WWIIInterface_by_naights Church's Compass Dials Mod v2.2 - Option Two Manos Scopes-patch for 16x9 gap - HD 1 deg Scope Bearing v 1.0 IRAI_0_0_39_ByTheDarkWraith IRAI_0_0_39_ByTheDarkWraith_Patch_1 SubFlags_0_0_8_byTheDarkWraith DBSM_Music_1_0_4 OPEN HORIZONS II_full v2.2 TDW Round Fire Button v11 by Torpedo SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 SH5Lifeboat_Wooden ver. 0.2 EQuaTool 01.01 by AvM - Kriegsmarine Regular Style stoianm pitch&roll for SH5 V1 (low) Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120 Change days in bunker MyKey Sjizzle's - Charts for NewUIs part1_27.05.2013 SH5 Longer Repairs v.1 Trevally Tutorial - All v0.2(for OHIIv1.3) I'm going to install the new version of the New UI's but i'm just waiting for this patrol to finish for a bunker save. ![]() |
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#9 |
Navy Seal
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hi TiberiusXIV
![]() When writting tutorials for TDWs automation scripts - I write them using the SH5 UI style (this only matters for some tutorials). SO if you have another style of UI - the tutorial may not work. Corrupt files will happen when there is an error with just one. This will then effect them all. When you mouse over the other tutorials - are there more that have error warnings ![]() |
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#10 | |
Engineer
![]() Join Date: Apr 2013
Posts: 209
Downloads: 155
Uploads: 0
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![]() Ahh, i understand now with regard to the UI style and that it will not work with the SH3 UI style i have. Some of the other Tutorials work and they are great to play especially to a new player like myself. I'm going to change UI style back to SH5 just to run the rest of the Tutorials and change back to SH3 UI after. Great job on the Tutorials really enjoying them ![]() |
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