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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||
Captain
![]() Join Date: May 2005
Location: Kassel, Germany
Posts: 542
Downloads: 345
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Hi gap,
I added the singular and plural-forms to the scipt. Than I added a variable to setup a new delimiter for the shn-files and patched the TDW-scipt additive. For better digest, I used the "_" as delimiter and not "#". Have a look for the italian version: Quote:
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![]() Cheers, Paco.
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My SH5-Mods: - Pacos German Folklore SubEmblems Mod - Pacos Environment Sound Mod - Lite Campaign German Edition |
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#2 | ||||||||||||||||||||
Captain
![]() Join Date: May 2005
Location: Kassel, Germany
Posts: 542
Downloads: 345
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Ok, now I try toexplain the outputs while passing a Masterwaypoint:
A Masterwaypoint is mostly a turning-point, we have to set a new heading, for example to circle around an island. Additional we are able to change the speed and/or the depth of the sub. 1. Speed-Changes: If using the dialog-style, the captain commands to change speed or to stop the sub: - stopping: Quote:
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- stopping: Quote:
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If using the dialog-style, the captain commands the new heading of the sub: Quote:
a) degree - change heading: Quote:
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The process of changing the subdepth is a little bit more complex. ![]() A sub is on surface while travelling above the waves or decks-awash. It is Submerged if it is on snorkel depth or below. So I have designed different prepare-commands: Dialog-style surfacing: Quote:
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4. Routing informations: You get an information about the distance to the next MWP, the time ingame and realtime (calculated with the given TC) Quote:
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5. Arrival: At the last MWP, the comment is: TEXT['WE_ARE_THERE'] + TEXT['HERR_KALEUN'] Good luck ![]() Paco
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My SH5-Mods: - Pacos German Folklore SubEmblems Mod - Pacos Environment Sound Mod - Lite Campaign German Edition Last edited by Paco; 11-01-12 at 05:09 PM. Reason: Added last changes to code |
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#3 | |||||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Thank you Paco!
I've updated the italian translation at post #53 and added a new text entry: 'DEGREES' for the plural form Quote:
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![]() the correct forms should be: Quote:
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![]() (see post #53) Quote:
No problem here ![]() |
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#4 |
Captain
![]() Join Date: May 2005
Location: Kassel, Germany
Posts: 542
Downloads: 345
Uploads: 0
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Issue with TDW's delimiter - No issue with TDW's delimiter
My first attemp to change the delimiter from ',' to anything other has crashed.
![]() I have to go to deep into TDW's work to change and to be compatible with others work. But I found another way to allow the using of a comma in the navigation-files. Changing the input-routines in TDW's Mod -> heavy work Make a little change to his Journal-routine -> easy work ![]() For our comments, we write them as we want with the comma. By creating the shn-file, the script replaces all positions of a comma with "_#$#_". Now, I added a line to the "Page Default Hud.py" from TDW to get back the comma by replacing the _#$#_ in the output-function. The advantages are - we get less problems with the complex process how the automations are working - less code to change (one line only) - Less side effects, we aren't crashing the UI-Mod, because we are only in an output-routine (I think, nobody uses a term like _#$#_ in his comments ![]() - The change allows Trevally, AvM, and others to use a so hided comma in ther shn files. They only need is the code update in the "Page Default Hud.py". Paco
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My SH5-Mods: - Pacos German Folklore SubEmblems Mod - Pacos Environment Sound Mod - Lite Campaign German Edition |
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#5 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#6 | |||||
Captain
![]() Join Date: May 2005
Location: Kassel, Germany
Posts: 542
Downloads: 345
Uploads: 0
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Hi gap,
I got Your remarks into the script: Quote:
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Greets, Paco.
__________________
My SH5-Mods: - Pacos German Folklore SubEmblems Mod - Pacos Environment Sound Mod - Lite Campaign German Edition |
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#7 |
Lieutenant
![]() Join Date: Jan 2012
Posts: 252
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I am asking, for whom is the mod intended? ONly for the lazy guy who is not able to draw 5 course lines back to Wilhelmshaafn?
Must the script be monitored in any way to avoid u-boat loss? If "no" how does the script deal with enemy attacks?
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Robert Schmidt, LTJG U-43 |
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#8 | ||
Captain
![]() Join Date: May 2005
Location: Kassel, Germany
Posts: 542
Downloads: 345
Uploads: 0
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![]() Quote:
![]() Perhaps, some other players, who are using the Real-Navigation-Mod could have a need for such a Mod... Quote:
Ingame the behaviour is the same as You plot a course and Your crew sights an enemy ship. TC drops and You have to decide what to do. Paco
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My SH5-Mods: - Pacos German Folklore SubEmblems Mod - Pacos Environment Sound Mod - Lite Campaign German Edition |
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#9 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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For me in makes sense inasmuch I don't like having a laser guided sub, but at the same time I don't see it realistic that after enabling real navigation we are no longer able to plot a course, letting navigator and xo to follow it. Using this mod makes them again able to do what they are meant to
![]() Talking about it, it would be cool if Paco's script could feature some limitations: injured navigator and XO: script disabled stormy weather: more randomness Another cool feature would be making the Navigator to mark on map his extimated position at start/end of the script and when main waypoints are reached. Something similar to automatic dead reckoning/celestial fixes script ![]() |
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