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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#211 | |
Silent Hunter
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![]() Best regards, Magic ![]() |
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#212 |
Navy Seal
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New version - see post 1
v2.7 IMPORTANT UPDATE This version has been updated to use the new navigation commands within TDWS UI 6.7 These new commands give us two great features. Waypoint Resume With this we no longer have to start the script from the bunker only. When a navigation script starts it will now look for the closest waypoint and head towards it and will continue from there. So now you can save and end the game without having to wait until the script is complete. When you load back up, you can select and start the script again and it will continue where you left off. This will be most beneficial with the longer scripts like Bergen and Kiel Canal. However it is worth noting that the script will resume to the nearest waypoint even if it is behind you. This may cause an issue if you are in a narrow canal and you do not want to do a U turn. When this happens, you should stop the script and move forward a small distance and try again. Bufferzones This will help stop you running into traffic while you are away from your computer or running high TC. These bufferzones are like lookouts on your boat. They will continuously watchout for shipping and when a ship gets within a set distance, the lookouts will inform the XO and he will slow your boat. This gives more time for the ship to move out of the way. Once it is at a safe distance the XO will return your speed to where you had set it. There is also a second inner bufferzone. This means the ship is even closer and is now a risk to your boat. When this happens the watch crew will inform the XO and he will order a further speed reduction and drop TC down to one. When this happens you should check out where the ship is. When it looks like you will pass safely you can just increase TC again and trust the lookouts to keep you informed. Speed will return to preset values. On rare occasions you may meet a ship that is stuck directly in your path and it will not move. When this happens you should take over from the XO. To do this you do not need to stop the script. You can simpley note your heading and then adjust it until you will miss the stuck ship. When you have passed, just reset you original heading and the script will pick up and continue. |
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#213 | |
Silent Hunter
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#214 |
Navy Seal
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![]() ![]() Actually - my part is this was easy - most of the changes come from TDWs new Ui 6.7 so thanks again TDW ![]() |
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#215 |
Navy Seal
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V2.8 see post one
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#216 |
中国水兵
![]() Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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I like the buffer zone. My pilot did steer me into a wall leaving Loriet with 2.7. Good thing I was watching him. I thought I smelled alcohol on him. I will grab 2.8!.
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#217 | |
Silent Hunter
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#218 | |
Navy Seal
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![]() Should be fixed now. What was happening was - there was a ship within a bufferzone when a turn was required and I had it set to ignor script under these conditions - so the turn did not happen ![]() |
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#219 |
Samurai Navy
![]() Join Date: Nov 2005
Location: Atlántico Sur
Posts: 558
Downloads: 403
Uploads: 0
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Trevally, I accidentally found an issue using SHIFT + Z to remove the interface and take a screenshot in external view. If you do that, the automation script is paused. If you go back to the bridge and forget to press SHIFT + Z again, you get the interface again, but incomplete. TDW´s digital clock no progress, and automated orders are not performed. Maybe someone will serve know this. Thank you to you and TDW, very much for your work. It is an amazing mod.
Sorry for my english. Hope you understand! ![]()
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Cold Waters 1968 Campaign LINK a lista de Youtube My Blog: www.marenguerra.blogspot.com |
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#220 | |
Black Magic
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#221 |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,551
Downloads: 64
Uploads: 1
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MO has version2.4 of this mod, if I'm correct...how do I update it to 2.8?
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#222 |
中国水兵
![]() Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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Just add this via JSGME after MO
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#223 |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,551
Downloads: 64
Uploads: 1
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...so it overwrites?
Thank you!
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#224 |
Silent Hunter
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Yes, let it overwrite!
![]() Best regards, Magic |
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#225 |
Bosun
![]() Join Date: May 2007
Location: Norway
Posts: 66
Downloads: 135
Uploads: 0
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Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS] FX_Update_0_0_19_ByTheDarkWraith NewUIs_TDC_6_8_0_ByTheDarkWraith Magnum_Opus_0_0_1 Magnum_Opus_Patch_2 Cerberus62 Additional Merchant Ships 1.1 Critical hits 1.1 Torpedos EnahncedFunnelSmoke1.2_SH5 AilBubbles 1.0 AilClimateZones 1.1 AilImpurity 1.2 Grossdeutscher Rundfunk Equipment_Upgrades_Fix_1_2_byTheBeast Critical hits v 1.2 Accurate German Flags NewUIs_TDC_6_8_0_ERM_Reaper7_NightVision_Black_Ski n Real Environment - Revision_3 SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.1 Patch OPEN HORIZONS II_full v1.3 OHII - Cerberus ship patch OH II remove reduce ported ships mines etc v4 open folder Reduced Mission Tonnage v02 Dynamic Environment SH5-V2.1 Dynamic Environment SH5 Basemod (realistic version) V2.1 Dynamic Environment SH5 Shallow Waters V2.1 Patch More_crew_commands_dialog_v1.04 Trevally Harbour & Kiel Canal Pilot v2.8 out of kiel the canal pilot worked like a charm but inbound...i get msg to refi,t end patrol, or postpone....and that that..... pluss another off thing...when i have targets i dont get thir speed....yes i need auto TDC ... any suggestions or clue what it can be ??? |
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