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Old 09-20-10, 09:49 PM   #4306
TheDarkWraith
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new command added to Automation: Navigate_from_file. Parameter 3 of the command specifies the file to be used (without extension). The code will automatically add the .SHN extension.

You define the waypoints to navigate from in the file. The waypoints are specified as x,y meters from game origin. A new order has been added to the navigator's order bar that will allow you to get the current x,y position in meters from game origin for 'mapping' out a navigation route or pattern. When the order is pressed the current x,y position will be displayed in the messagebox.

The code will create a new folder in your \Silent Hunter 5\data folder. The folder will be named Navigation. All your navigation 'scripts' need to be stored here as that is where parameter 3 of the command will find them.

Here are the contents of a test navigation script that will do a box search pattern (these are absolute coordinates):

3039731,9004347,1,5,0
3041023,9004587,1,5,0
3041234,9003242,1,5,0
3039943,9003011,1,5,0
3039740,9004364,1,5,0

the first entry is the X position. Second entry is Y position. Third entry is TC level to use. Fourth entry is speed to use. Fifth entry is depth to use.

Looking into being able to define relative coordinates. These relative coordinates would be relative to your sub for defining things like search patterns.
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Old 09-21-10, 02:25 AM   #4307
Robin40
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Can someone tell me about the interaction of

U-boat Historical Specifications 1.4

with

NewUIs_TDC_4_3_1_ByTheDarkWraith

and

IRAI_0_0_25_TheDarkWraith?
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Old 09-21-10, 04:25 AM   #4308
caymanlee
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Quote:
Originally Posted by sober View Post
Sounds like your torp man has no morale . Enable the cook to make a special meal .
thanks, I'll give it a try. but in the historical mission, how can't my torp man has no morale?
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Old 09-21-10, 05:03 AM   #4309
Abd_von_Mumit
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Quote:
Originally Posted by Robin40 View Post
Can someone tell me about the interaction of

U-boat Historical Specifications 1.4

with

NewUIs_TDC_4_3_1_ByTheDarkWraith

and

IRAI_0_0_25_TheDarkWraith?
This works for me:
U-boat Historical Specifications 1.4
NewUIs_TDC_4_3_1_ByTheDarkWraith
New_UIs_TDC_4_3_1_Patch_3_ByTheDarkWraith
NewUIs_TDC_4_3_1_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
IRAI_0_0_25_ByTheDarkWraith
IRAI_0_0_25_No_hydrophone_on_surface_No_Aircraft_s potting
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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 09-21-10, 06:54 AM   #4310
caymanlee
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Quote:
Originally Posted by sober View Post
Sounds like your torp man has no morale . Enable the cook to make a special meal .
still, no good. and I check the torp man has 3 star morale, any other solution? thanks in advanced
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Old 09-21-10, 08:45 AM   #4311
Robin40
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Quote:
Originally Posted by Abd_von_Mumit View Post
This works for me:
U-boat Historical Specifications 1.4
NewUIs_TDC_4_3_1_ByTheDarkWraith
New_UIs_TDC_4_3_1_Patch_3_ByTheDarkWraith
NewUIs_TDC_4_3_1_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
IRAI_0_0_25_ByTheDarkWraith
IRAI_0_0_25_No_hydrophone_on_surface_No_Aircraft_s potting
Does you mean that U-boat Historical Specifications 1.4 comes last?

I have U-boat Historical Specifications 1.4 as last item due to exhaustive research made by ddrgn as TheDarkWraith files overwrite ddgrn files if they come afterwards
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Old 09-21-10, 10:23 AM   #4312
Abd_von_Mumit
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Quote:
Originally Posted by Robin40 View Post
Does you mean that U-boat Historical Specifications 1.4 comes last?

I have U-boat Historical Specifications 1.4 as last item due to exhaustive research made by ddrgn as TheDarkWraith files overwrite ddgrn files if they come afterwards
No, they come first - it goes from top to bottom.
__________________
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 09-21-10, 09:57 PM   #4313
DavyJonesFootlocker
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I tried out SH4 style UI but ended up with overlapping icons.
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My Silent Hunter 5 mantra is this......"Torpedo missed, sir!"
A P-400 is a P-40 with a Zero after it.
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Old 09-21-10, 10:01 PM   #4314
Abd_von_Mumit
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Quote:
Originally Posted by DavyJonesFootlocker View Post
I tried out SH4 style UI but ended up with overlapping icons.
See my and TDW's posts on previous page - same problem was reported.
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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 09-21-10, 10:35 PM   #4315
DavyJonesFootlocker
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OK. I'll revert back to SH5Enhanced.
__________________
"Silence means death. Stand on your feet. Inner fear your worst enemy."- Sepultura.
My Silent Hunter 5 mantra is this......"Torpedo missed, sir!"
A P-400 is a P-40 with a Zero after it.
A proud member of the Wikipedia Haters Club
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Old 09-22-10, 10:19 AM   #4316
Abd_von_Mumit
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Haven't been testing Attack Disc a lot, but enough to have some feedback: it is not usable in NavMap mode. This is why:
- TDC dials are of too low resolution (degreess wise, not pixels) to be able to set them to proper heading, unless with huge effort.
- The AOB and bearing pointers are connected, so anytime AOB pointer moves, one has to readjust bearing one (see above).
- To be able to set AOB properly one has to first adjust bearing, and then AOB. However after locking TDC the AOB pointer always changes position on me (I failed to understand why or how it choses which position to change to).

For me AD is only usable at scope/UZO station now, gave up on NavMap. IMO it would be a HUGE advantage to have it untied from dials when TDC is unlocked.


As to new scripting commands: any chance to have not only "plot relative to sub position", but also "plot relative to last waypoint"?
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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 09-22-10, 09:39 PM   #4317
TheDarkWraith
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Quote:
Originally Posted by Abd_von_Mumit View Post
Haven't been testing Attack Disc a lot, but enough to have some feedback: it is not usable in NavMap mode. This is why:
- TDC dials are of too low resolution (degreess wise, not pixels) to be able to set them to proper heading, unless with huge effort.
- The AOB and bearing pointers are connected, so anytime AOB pointer moves, one has to readjust bearing one (see above).
- To be able to set AOB properly one has to first adjust bearing, and then AOB. However after locking TDC the AOB pointer always changes position on me (I failed to understand why or how it choses which position to change to).

For me AD is only usable at scope/UZO station now, gave up on NavMap. IMO it would be a HUGE advantage to have it untied from dials when TDC is unlocked.


As to new scripting commands: any chance to have not only "plot relative to sub position", but also "plot relative to last waypoint"?
The game connects the AOB and bearing TDC dials. There's no way to unlock them. What can be done is assign movement of the individual discs of the Attack Disc to keys instead of being mouse draggable.

Locking the TDC will cause the AOB to move because if you changed the AOB by using the attack disc you are only adjusting the sol value. The sol value is like a temp value. In order for it to be permanent you must click the red button on the AOB dial before locking the TDC dials.

Plot relative to last waypoint is currently not doable at the moment. I'm still looking into this though.


v4.4.0 released. See post #1 for details

see here for additional information on the new Automation command Navigate_from_file: http://www.subsim.com/radioroom/show...4&postcount=20

Last edited by TheDarkWraith; 09-22-10 at 10:20 PM.
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Old 09-23-10, 02:44 AM   #4318
DrJones
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Hi TDW,

I made a change to yours dials.cfg.

Now the RAOBF_AOB works without unlock TDC and i added the value RelativeDrag and made a change to the DialVal and RealVal.

Now when you drag the Mouse on the wheel the wheel is not always jumping to the new point.

If you don't mind i will put my hand also on the Attack Disk. May be i can get them work as we want them.

[Dial81]
Name=RAOBF_AOB
Type=42; DIAL_TGT_ANG_ON_BOW
Cmd=Set_tgt_sel_value
Dial=0x3B210002
CrtVal=0x3B210006
NewVal=0x0
DialVal=0,360
RealVal=0,360; degrees
RelativeDrag=Yes
Circular=Yes
CmdOnDrag=Yes

Kind regards and thank you for your great work.

DrJones
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Old 09-23-10, 05:18 AM   #4319
Abd_von_Mumit
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DrJones - sounds very promising. Keep up trying!

TDW - thanks for the new version.
__________________
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, 06:03 AM   #4320
SashaKA001
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Quote:
Originally Posted by DrJones View Post
Hi TDW,

I made a change to yours dials.cfg.

Now the RAOBF_AOB works without unlock TDC and i added the value RelativeDrag and made a change to the DialVal and RealVal.

Now when you drag the Mouse on the wheel the wheel is not always jumping to the new point.

If you don't mind i will put my hand also on the Attack Disk. May be i can get them work as we want them.

[Dial81]
Name=RAOBF_AOB
Type=42; DIAL_TGT_ANG_ON_BOW
Cmd=Set_tgt_sel_value
Dial=0x3B210002
CrtVal=0x3B210006
NewVal=0x0
DialVal=0,360
RealVal=0,360; degrees
RelativeDrag=Yes
Circular=Yes
CmdOnDrag=Yes

Kind regards and thank you for your great work.

DrJones
Thanks now works as expected. Problem solved.
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