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Old 09-02-10, 12:19 PM   #16
Abd_von_Mumit
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IMPORTANT: You need version 4.2 (latest) of "Multiple UIs" mod to use these scripts. If you still use older version of "Multiple UIs", do not update my mod.

Updated to version 01.01:
- Added descriptions to all scripts (required by "Multiple UIs for SH5 with TDC" v. 4.2 and later)
- Slightly modified existing scripts for better performance and user friendliness
- Added "Bernaaard!!!" script
- Added "Reminder: Report to BdU" script
- Added "Reminder: Special Meal" script
- Added "Reminder: News from Vaterland" script

New scripts added:
Bernaaard!!!
Let Bernard on your boat.
Lives until you keelhaul him or he kills you and your crew.
Use at your own risk.
Reminder: Report to BdU
Every 24 hours reminds to send a situational report to BdU, drops TC to x1. Activate at the time you want to send your reports at.
Runs until stopped by user.
Reminder: Special Meal
Every 2 and a half hours reminds that a Special Meal from the Cook is available, drops TC to x1. Activate you order your Special Meal for the first time.
Runs until stopped by user.
Reminder: News from Vaterland
Every 24 and half hours reminds to order Radio News from Germany from the Radioman, drops TC to x1. Activate you order your Fresh News for the first time.
Runs until stopped by user.
Download:
Patrol Routine Scripts v. 01.01 by Avm [contains also v. 01.00]
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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

Last edited by Abd_von_Mumit; 09-03-10 at 07:26 AM.
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Old 09-02-10, 04:17 PM   #17
Ragtag
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I love this script. Especially the 128x sonar search script. Just one thing.
For those that use Darkwraith's "no hydrophone surface" mod, you have to edit the script to dive to 30 meters or your'e sonarman won't detect anything. Just a heads up
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Old 09-02-10, 05:23 PM   #18
Abd_von_Mumit
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Quote:
Originally Posted by Ragtag View Post
For those that use Darkwraith's "no hydrophone surface" mod, you have to edit the script to dive to 30 meters or your'e sonarman won't detect anything. Just a heads up
I use TheDarkWraith's "no hydrophone on surface" and I detect targets at 20 metres. As far as I know his "no hydrophone" switches sonar off at any depth above 9 m, so 20 metres should be far enough. I'll look into it though, so if you're correct, I'll modify my scripts accordingly.

There are at least 2 reasons I see for it to be rather 20 metres than 30 metres:
- historical correctness (although it would be rather incorrect to dive to sonar check every hour),
- safety - shallow waters of continental shelve, especially at British Eastern coast, would kill any sub attempting to dive to 30 metres every hour.

Thanks for info.
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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 09-02-10, 11:57 PM   #19
Ragtag
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Hmm sorry my mistake. Looks like it works at 20 now
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Old 09-03-10, 06:29 AM   #20
Abd_von_Mumit
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Changed host from FileFront to SubSim and added a very sexy photo.

Thanks Neal!
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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 09-04-10, 11:10 AM   #21
Abd_von_Mumit
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Updated to version 01.02:
  • Renamed script categories to be more self-descriptive
  • Renamed "Regular cruise sonar scan" to "Regular economic speed sonar scan"
  • Renamed "Single sonar scan" to "Single cruise speed sonar scan"
  • Added "Regular slow speed sonar scan" script
  • Added "Regular 1/3 speed sonar scan" script
  • Added "Regular standard speed sonar scan" script
  • Added "Regular full speed sonar scan" script
  • Added "Frequent flank speed sonar scan" script
  • Added "Patrol routine plotting" scipt category
  • Added "Regular 3'15" (x1) range checks" script
  • Added "Regular 6'30" (x2) range checks" script
  • Added "Regular 13' (x4) range checks" script
  • Added "Regular 32'30" (x10) range checks" script

New scripts added:
  • Regular slow speed sonar scan
    Runs at TC x128 in NavMap mode, every ~1 hour does a sonar scan at depth of 20 metres, then goes back to surface to slow speed (bell 1).
    Intended to use in open waters for searching contacts. Runs until stopped by user.
  • Regular 1/3 speed sonar scan
    Runs at TC x128 in NavMap mode, every ~1 hour does a sonar scan at depth of 20 metres, then goes back to surface to one third speed (bell 2).
    Intended to use in open waters for searching contacts. Runs until stopped by user.
  • Regular standard speed sonar scan
    Runs at TC x128 in NavMap mode, every ~1 hour does a sonar scan at depth of 20 metres, then goes back to surface to standard speed (bell 3).
    Intended to use in open waters for searching contacts. Runs until stopped by user.
  • Regular full speed sonar scan
    Runs at TC x128 in NavMap mode, every ~1 hour does a sonar scan at depth of 20 metres, then goes back to surface to full speed (bell 4).
    Intended to use in open waters for searching contacts. Runs until stopped by user.
  • Frequent flank speed sonar scan
    Runs at TC x64 in NavMap mode, every 15 minutes does a very fast sonar check at depth of 20 metres, gives you a short period of TC x1 to adjust course, then goes back to surface to flank speed and TC x64.
    Intended to use for course adjustments when chasing already heard target. Runs until stopped by user. Running speed can by very easily modified to suit your needs.
  • Regular 3'15" (x1) range checks
    Runs at TC x64 in NavMap mode, and every 3 minutes 15 seconds lets you do your plotting on NavMap (doesn't do it for you).
    Only useful for so called 3'15" (3 minutes 15 seconds) method of determining target's accurate course and speed (for details check: http://www.paulwasserman.net/SHIII/).
    Runs until stopped by user.
  • Regular 6'30" (x2) range checks
    Runs at TC x128 in NavMap mode, and every 6 minutes 30 seconds lets you do your plotting on NavMap (doesn't do it for you).
    Only useful for so called 3'15" (3 minutes 15 seconds) method of determining target's accurate course and speed (for details check: http://www.paulwasserman.net/SHIII/).
    Runs until stopped by user.
  • Regular 13' (x4) range checks
    Runs at TC x128 in NavMap mode, and every 13 minutes lets you do your plotting on NavMap (doesn't do it for you).
    Only useful for so called 3'15" (3 minutes 15 seconds) method of determining target's accurate course and speed (for details check: http://www.paulwasserman.net/SHIII/).
    Runs until stopped by user.
  • Regular 32'30" (x10) range checks
    Runs at TC x128 in NavMap mode, and every 32 minutes 30 seconds lets you do your plotting on NavMap (doesn't do it for you).
    Only useful for so called 3'15" (3 minutes 15 seconds) method of determining target's accurate course and speed (for details check: http://www.paulwasserman.net/SHIII/).
    Runs until stopped by user.

Known issue related to the newly added scripts:
In game clock and script clock are not perfectly synchronised, thus 3:15 minutes can be measured different by your Zentrale clock and by the script you use. Differences do not exceed 5%, so this only slightly affects 3'15" method scripts timing accuracy. Hopefully will be fixed by later versions of "Multiple UIs".


Download: Patrol Routine Scripts v. 01.02 by Avm [contains also v. 01.00]
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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 09-05-10, 09:44 PM   #22
Abd_von_Mumit
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Reediting this message after I realised I was editing wrong menu.cfg file.

Quote:
Originally Posted by TheDarkWraith View Post
You can exceed 32 inside the sub but you have to edit your \Documents\SH5\data\cfg\main.cfg file:
[...]
I believe 3DRender is the value that will need to be changed to be able to exceed 32 inside the sub.
Edited and works, thanks a lot. Still trying to work out what some of the other lines mean. Main concern right now - how to make the _sound_ make behave in TC > 32 as it was TC =< 32. Now all the sounds are "fast forwarded" in an irritating, non-immersive and unacceptable manner whenever TC > 32 in 3Dmode. Can't find an option to change that though.
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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 09-09-10, 03:56 PM   #23
Abd_von_Mumit
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Shameless bump with something useful in it:

When you use my "sonar check" series scripts with default game/TDW's mod settings, your TC does NOT drop to x1 when a contact is established (for me it silently drops to TC x32, which is much too much). Here is what I did to change this default behaviour:

Find your TheDarkWraithUserOptions.py file (located in \MODS\NewUIs_TDC_4_3_0_ByTheDarkWraith\data\Script s\Menu - a MUST READ), which you can edit with Notepad, find the line that says:

Code:
TCxOnMessageBoxText =
and make sure the value is True, i.e. the line looks like that after you edit it:

Code:
TCxOnMessageBoxText = True
This will let some messages displayed in your message box drop the TC.

Then find the line that says:

Code:
TCxOnMessageBoxTextDesiredTCLevel =
and input any TC you want the game to drop to when message is received. You can set it to 0 if you want the game paused, other values must be generally powers of 2, i.e.: 1, 2, 4, 8, 16, 32, 64, 128, 256 and higher. Mine is 1:

Code:
TCxOnMessageBoxTextDesiredTCLevel = 1
The last step is telling your game on what messages it should drop the TC. Find the line that says:

Code:
TCxOnMessageBoxTextNumbers = [ 9200,9201,9202,9203,9204,9205,817,4800,4801,9206,9207,9208,9209,9210,9211,9212,7666,7667 ]
The numbers are associated with records from menu.txt file. The default set that TDW put here is somewhat narrow - no idea why. I added MUCH more values to this line, and now my game does drop to 1 whenever something of significance happens. You can find out your own best set up by going through menu.txt, or you can just copy my one:

Code:
TCxOnMessageBoxTextNumbers = [ 810,811,812,813,814,815,816,817,819,4202,4203,4352,4353,4354,4355,4517,4518,4723,4800,4801,4806,4912,5879,7636,7637,7638,7639,7642,7644,7645,7666,7667,8000,8001,8002,8004,8005,8006,8007,8008,8009,8010,8011,8012,8013,8014,8015,8016,8017,8018,8019,8020,8021,8022,8023,8024,8025,8026,8027,8028,8029,8030,8031,8032,8033,8034,8035,8036,8037,8038,8039,8040,8041,8042,8043,8044,8045,8046,8047,8048,8049,8050,8051,8052,8053,8054,8057,8058,8062,8063,8064,8065,8066,8067,8068,8069,9200,9201,9202,9203,9204,9205,9206,9207,9208,9209,9210,9211,9212 ]
All lthe values I added are explained below:
Quote:
#810=Ship sighted! Bearing %03d! %s
#811=Aircraft spotted! Bearing %03d! %s
#812=Submarine sighted! Bearing %03d! %s
#813=Coastal defenses sighted! Bearing %03d! %s
#814=Single contact! Bearing %03d! %s
#815=New contact, %s %s %s Bearing %03d! %s; xls: 834, 838-841, 850-851, 852, 853, 855, 862-864
#816=Radio Report Received! %s %s, %s, Course %s, Speed %d KTS!
#817=Detecting radar signals!
#819=Sir, we've sighted a liferaft. Bearing %03d! %s
#4202=Convoy sighted.|Estimated speed %d knots.|Estimated course %d degrees.
#4203=Task Force sighted.|Estimated speed %d knots.|Estimated course %d degrees.
#4352=Oh, my God!!!
#4353=God help us!!!
#4354=We're going to die!!!
#4355=Alaaaaaarm!
#4517=Pressure hull breached!!!
#4518=We cannot stop the flooding!!!
#4723=Last waypoint reached!
#4806=Enemy radio message intercepted!
#4912=Nearest sound contact: %s %s! %s Bearing %03.0f! %s;type,speed,aspect,bearing,range
#5879=CO2 level is critical, sir!
#7636=Convoy sighted! Bearing %03d! %s
#7637=Escort sighted! Bearing %03d! %s
#7638=Capital ship sighted! Bearing %03d! %s
#7639=Unidentified ship sighted! Bearing %03d! %s
#7642=U-Boat sighted! Bearing %03d! %s
#7644=Periscope sighted! Bearing %03d! %s
#7645=Smoke on the horizon! Bearing %03d!
#7666=Task Force sighted!
#7667=We have a task force in sight!
#; Chief engineer.
#8000=Periscope repaired!
#8001=Periscope damaged!
#8002=Periscope destroyed!
#8003=Batteries now operational!
#8004=Batteries damaged!
#8005=Fore Battery disabled!
#8006=Aft Battery disabled!
#8007=Compressor repaired!
#8008=Compressor damaged!
#8009=Compressor destroyed!
#8010=Diesel engines repaired!
#8011=Port Diesel engine damaged!
#8012=Starboard Diesel engine damaged!
#8013=Diesel propulsion not functional!
#8014=Dive planes repaired!
#8015=Dive planes damaged!
#8016=Dive planes inoperational!
#8017=Propeller repaired!
#8018=Propeller damaged!
#8019=Propeller destroyed!
#8020=Rudder repaired!
#8021=Rudder damaged!
#8022=Rudder jammed!
#8023=Rudder is not responding!
#8024=Electric engines repaired!
#8025=Port Electric engine damaged!
#8026=Starboard Electric engine damaged!
#8027=Underwater propulsion not functional!
#8028=We have flooding!
#8029=We have heavy flooding
#8030=Flooding is out of control!
#8031=Flooding is under control!
#8032=Main Pump repaired!
#8033=Main Pump damaged!
#8034=Main Pump disabled!
#8035=Hydrophone out of action!
#8036=Hydrophone back on line!
#8037=Pressure hull repaired!
#8038=Pressure hull taking damage!
#8039=Pressure hull breached!
#8040=Pressure hull heavily damaged!
#; RadioMan.
#8041=Radar damaged, sir!
#8042=Radar destroyed, sir!
#8043=Radar repaired, sir!
#8044=Radio damaged, sir!
#8045=Radio destroyed, sir!
#8046=Radio repaired, sir!
#8047=We are diving too deep!
#8048=We are below critical depth!
#; Sound guy
#8049=New contact,
#8050=unknown type
#8051=warship
#8052=merchant
#8053=escort
#8054=destroyer
#8057=but I can't make out what it is
#8058=New contact, %s bearing %03d!; xls: 834, 860
#8062=I'm picking up something, but I can't make it out.
#8063=Deck gun is out of order.
#8064=Deck gun operational.
#8065=Flak gun operational.
#8066=Flak gun damaged.
#8067=Hydrophone damaged!
#8068=Torpedo tube %d is damaged! ; xls: 1093
#8069=Torpedo tube %d repaired! ; xls: 1097
Most probably some of this values are never used by game and do nothing, but this is not a problem for me.
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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 01-08-11, 02:39 AM   #24
Farinhir
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So I have been trying to get this to work with TDWs UI which is of version 6.3 and I still have not seen any of the scripts show up. I can get krauter's and travelly's scripts going so I do not understand it at all. Any help would be appreciated.
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Old 01-08-11, 08:50 AM   #25
TheDarkWraith
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Quote:
Originally Posted by Farinhir View Post
So I have been trying to get this to work with TDWs UI which is of version 6.3 and I still have not seen any of the scripts show up. I can get krauter's and travelly's scripts going so I do not understand it at all. Any help would be appreciated.
he never updated them to the new version the mod expects. I had to make a fundamental change to the way the scripts were coded some versions back.
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Old 01-08-11, 12:47 PM   #26
Farinhir
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Quote:
Originally Posted by TheDarkWraith View Post
he never updated them to the new version the mod expects. I had to make a fundamental change to the way the scripts were coded some versions back.
Thats ok. I was able to stumble upon travelly's scripts 0.3 which do some of what I was looking for. The reminders from this would be nice. I just do not know what is needed to update them else I would myself.

Only glitch I see with travelly's scripts (not really a glitch and not really his fault) is that I am now playing with real navigation and can not set waypoints, so I can not run his patrol script, which does a dive to check SONAR every hour, a turn to check baffles, then surfaces while performing an RtC command. The issue is it calls return to course and my navigator calls all stop since we do not have a plotted course. I am wondering if there is a way to add in a generic course plot. Basically, you would just set a true course as your plot and the return to course command would basically recall what course you were on. I do not know. I am just trying to figure out a workaround for this issue.
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Old 01-08-11, 12:50 PM   #27
TheDarkWraith
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Quote:
Originally Posted by Farinhir View Post
Thats ok. I was able to stumble upon travelly's scripts 0.3 which do some of what I was looking for. The reminders from this would be nice. I just do not know what is needed to update them else I would myself.

Only glitch I see with travelly's scripts (not really a glitch and not really his fault) is that I am now playing with real navigation and can not set waypoints, so I can not run his patrol script, which does a dive to check SONAR every hour, a turn to check baffles, then surfaces while performing an RtC command. The issue is it calls return to course and my navigator calls all stop since we do not have a plotted course. I am wondering if there is a way to add in a generic course plot. Basically, you would just set a true course as your plot and the return to course command would basically recall what course you were on. I do not know. I am just trying to figure out a workaround for this issue.
that's not going to be solved until I make the next MAJOR fundamental change to Automation - ability to define variables and call functions like I did with the tutorial feature. As it's going to be a daunting task of making this change it's going to take some time to do.
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Old 01-08-11, 02:05 PM   #28
Trevally.
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good spot Farinhir

When script runs a dive hydro check (o bearing) followed by a 90 deg starboard - hydro check then return to course.

This could be fixed by changing the "return to course" with a 90deg left turn and a set speed.

just delete lines:-

Return_to_course,0,0,0,0,0,0,5
Surface,0,0,0,0,0,0,5

and insert this:-

Set_new_course,-90,0,0,0,0,0,5
Surface,0,0,0,0,0,0,60

I will add a real nav search on patrol to v0.4

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Old 01-08-11, 03:31 PM   #29
Farinhir
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Quote:
Originally Posted by TheDarkWraith View Post
that's not going to be solved until I make the next MAJOR fundamental change to Automation - ability to define variables and call functions like I did with the tutorial feature. As it's going to be a daunting task of making this change it's going to take some time to do.
@TDW.
Take your time. I am thankful for the awesome work you have already done.

@Travally.
Good call. This should fix my headache for now. At least the one from in-game stuff, not the one from sinus pressure.
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Old 01-23-11, 02:01 AM   #30
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Default Emergency dive script possible?

As I don't know very well how scripts are working, I'm not sure if what I have in mind is possible, but I'll ask anyway:

I'm thinking about an automated behavior that will initiate emergency dive and evasive maneuvers as soon as a plane is spotted. IRL, this was the job of the watch crew, and not that of the captain (he might have been asleep, or eating, or whatever). Relaying the 'plane spotted' message to the skipper and waiting for him to order the emergency dive would have wasted valuable seconds, so it was up to the watch crew to ring the alarm.

Can scripts replicate this behavior, so that the AI takes evasive maneuvers on its own?
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