SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
09-24-10, 07:30 AM | #31 | ||||
Navy Seal
|
Quote:
Quote:
Quote:
Quote:
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. |
||||
09-24-10, 07:38 AM | #32 | |
Black Magic
|
Quote:
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. |
|
09-24-10, 08:05 AM | #33 | ||
Navy Seal
|
Quote:
Travel mode being manually clickable should be ok. Quote:
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 |
||
09-24-10, 08:12 AM | #34 | |
Black Magic
|
Quote:
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'? |
|
09-24-10, 08:28 AM | #35 | |||
Navy Seal
|
Quote:
Quote:
Quote:
Something like "Kiel Canal blah blah blah" and that remains in message window during whole script? |
|||
09-24-10, 08:40 AM | #36 | |
Black Magic
|
Quote:
What I mean by header is something like the Description part for Automation scripts. Except this would be for Navigation 'scripts'. When the user selects a certain navigation script I could have the code display the text defined in the file for that navigation script. For example you made a navigation script to navigate Kiel canal. There could be a description part that when the user activates this script via automation it displays this description. You could have the description read: Navigate Kiel canal. This would be displayed in the messagebox each time the navigation script is started. |
|
09-24-10, 08:52 AM | #37 | |
Navy Seal
|
Quote:
Kiel Canal Inbound - this script must be started within a 20km radius of Cuxhaven Harbour. or Bergen Harbour Pilot - This scrip will pilot your boat out of the harbour and through the fjord to open sea. If you want to stop at any time press pause or stop. |
|
09-24-10, 09:22 AM | #38 |
Black Magic
|
got another idea for the Navigate_from_file command. I can add a precondition header that you can use to specify the precondition. The precondition would specify the radius from a given waypoint that you have to be in in order for the script to activate.
|
09-24-10, 09:31 AM | #39 | |
Navy Seal
|
Quote:
Also would it somehow be possible say- I am passing heavy traffic at kiel Canal and unless I adjust course I will hit a ship. User can right full rudder manually(script pauses) until ship has passed and then click return to course (script restarts). |
|
09-24-10, 10:04 AM | #40 | |
The Old Man
Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
|
Quote:
I noticed that even vessels that were previously stuck (for example merchants burning in the middle of Kiel gates) suddenly revive and merrily move out of your way as soon as you come close enough (a few hundred meters). Of course for a burning merchant this may be a slow process, so if your speed is too great, you will still crash with it. However I found that Slow bell speed always gives the other vessels in very narrow places time to move out, and in places with no stuck vessels 2 bell speed (or just my 7.5 knots cruise speed) is low enough to avoid collisions without additional maneuvers.
__________________
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 |
|
09-24-10, 10:22 AM | #41 | |
Navy Seal
|
Quote:
There are only 2 areas (waypoint stages) where this slower speed would be required during the transit of Kiel Canal. I will ensure low bells passing these areas. |
|
09-24-10, 10:36 AM | #42 |
Black Magic
|
all changes made to Automation for the additions mentioned above. I'll be releasing patch 2 here very soon for these changes
|
09-24-10, 10:45 AM | #43 |
Navy Seal
|
Thanks TDW
|
09-24-10, 10:55 AM | #44 |
Black Magic
|
not implemented in patch 2 but if need be I can look into it and see what I can come up with. Patch 2 was released in my UIs thread.
|
09-24-10, 12:46 PM | #45 |
Navy Seal
|
Fantastic work TDW
Just finished a test leaving Bremen harbour. Everything worked as it should. There was one small issue - as boat approaches waypoint there are small adjustments to heading:- These are printed in messege box. This is ok. Each adjustment is also spoken. This could be annoying as there can be about 5 to 10 adjustment for each waypoint. Would there be a way to reduce this or prevent the spoken adjustment. |
|
|