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Old 01-30-11, 07:39 AM   #61
stoianm
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Very well explained - totaly understood - thanks a lot!

Have a nice weekend!
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Old 01-30-11, 08:45 AM   #62
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Quote:
Originally Posted by stoianm View Post
Hi trevally,

If you said that i have not a limited number of question, here is another one:

in real nav, why i need to know the time needed to reach next point of a ploted cource (and usually why i need to make notes with supermarks
)?

Thanks!
Like real life, the dead reckoning plotting is rarely perfect. You can hit land before the next position fix! I've had my dead reckoning position me right in the middle of an island. If I had not been watching, I would have gone aground. As it was, the plotted positions were all wrong and I was on the opposite side of the island, in a fog.
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Old 01-30-11, 08:48 AM   #63
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Originally Posted by Trevally. View Post
Ensure v0.3 is un-installed.
Then it should go after MO and the UI patch.

Can you post your mod list
Here is what I am using:

Magnum_Opus_v0_0_1
NewUIs_TDC_6_3_0_Real_Navigation
Trevally Real Nav Auto Position
U-Boat Watch Crew Routine SFX
Magnum_Opus_Patch2
External Torp Reload Time - wamphyri
sobers no footstep sound mod
Reboot's Water Drips 1.0
NewUIs_TDC_6_3_0_ByTheDarkWraith
Stormys DBSM SH5 v1.1
Dark_Interior_V1
German U-Boat Hydrophone SFX
German U-Boat Internal Routine SFX
Dark_Interior_additional_Sounds
Battlestations_Soundmod_1.02
U-Boat Radio Room Telemetry SFX
Unterseeboot SFX
Trevally Automated Scripts v0.4
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Old 01-30-11, 09:02 AM   #64
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Quote:
Originally Posted by raymond6751 View Post
Here is what I am using:

Magnum_Opus_v0_0_1
NewUIs_TDC_6_3_0_Real_Navigation
Trevally Real Nav Auto Position
U-Boat Watch Crew Routine SFX
Magnum_Opus_Patch2
External Torp Reload Time - wamphyri
sobers no footstep sound mod
Reboot's Water Drips 1.0
NewUIs_TDC_6_3_0_ByTheDarkWraith
Stormys DBSM SH5 v1.1
Dark_Interior_V1
German U-Boat Hydrophone SFX
German U-Boat Internal Routine SFX
Dark_Interior_additional_Sounds
Battlestations_Soundmod_1.02
U-Boat Radio Room Telemetry SFX
Unterseeboot SFX
Trevally Automated Scripts v0.4

"Trevally Real Nav Auto Position" this is an old one and could share file names with v0.4 (I can't rember what was in this) Try removing it and see if that fixes it.
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Old 01-30-11, 10:19 AM   #65
stoianm
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Quote:
Originally Posted by raymond6751 View Post
Like real life, the dead reckoning plotting is rarely perfect. You can hit land before the next position fix! I've had my dead reckoning position me right in the middle of an island. If I had not been watching, I would have gone aground. As it was, the plotted positions were all wrong and I was on the opposite side of the island, in a fog.
Yes you are wright. I made some advice for you concerning your sound mod list. Check your PMs.

Best regards!
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Old 01-30-11, 11:30 AM   #66
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Thanks to Trevally and stoianm for their advice. I will make the changes suggested and see how things improve.

Many thanks to all the modders who take the time to do these mods plus support them - improving our experience repeatedly.

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Old 01-30-11, 05:05 PM   #67
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I have been testing some search patterns, suggested by stoianm.
See pic




This one is within a 100km radius.
Use for searching on a shipping lane.
Match your heading to lane and start script.
You will run at 7.5knots at TC 128 and hydro check.
This is a fast, no station check and TC will drop to your options.py settings when contact found.

Any suggestions
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Old 01-30-11, 05:13 PM   #68
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Download the test search script here

http://www.filefront.com/17872728/Tr...attern TEST.7z
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Old 01-30-11, 11:43 PM   #69
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Quote:
Originally Posted by Trevally. View Post
Download the test search script here

http://www.filefront.com/17872728/Tr...attern TEST.7z
Hi Trevally,

Just tested:

I saw you use the 2 command for setting the speed:
Advanced_knuckle,-120,0,7.5,7.5,0,0,0
Set_new_speed,7.5,0,0,0,0,0,5400

Playing the script seems that sometimes the line:
Advanced_knuckle,-120,0,7.5,7.5,0,0,0 are not executed and the speed stay as ,,ahead standard'' and because of that everything is turn in wrong (the patrool area changes, haotic zig-zags etc)

I am thinking is better to give more time to the line
Advanced_knuckle,-120,0,7.5,7.5,0,0,20 maybe or to use only the other line all over the place.

The catch is to start script as you do and repeat the procedure until you arrive to the other end of a 50 km radium (no more than that) after that you put a turn arround (180 degrees - i mean to restart zig-zaging from the end to the start keeping the same parameters of speed, time and angle between zig-zag legs))(and make a loop here) - i do not know if is possible!?!?
Try to put an angle of 25-30 degrees betwen zig-zag legs (now is 60 degrees) - this way we will intersect the diameter 5 times from an end to other of the 50 km circle (ideea is to have the leg of zig zag of 20 km - this is ok at 7.5 knots in 90 min - and distance betwen intersections points of diameter equal with 10 km)
It is very important to keep the radium of the area 50 km and to try to stay in this area - in this way all the ships that enter in your area with a speed less or equal with 10 knot has almoust 0% chance to leave your area undetected by you!
And last thing i am thinking the time compresion when hidro check (submerged) it is is to high - slower TC will be better!

Best regards!

Last edited by stoianm; 01-31-11 at 06:55 AM.
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Old 01-31-11, 02:35 PM   #70
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Quote:
Originally Posted by stoianm View Post
Hi Trevally,

Just tested:

I saw you use the 2 command for setting the speed:
Advanced_knuckle,-120,0,7.5,7.5,0,0,0
Set_new_speed,7.5,0,0,0,0,0,5400

Playing the script seems that sometimes the line:
Advanced_knuckle,-120,0,7.5,7.5,0,0,0 are not executed and the speed stay as ,,ahead standard'' and because of that everything is turn in wrong (the patrool area changes, haotic zig-zags etc)

If some commands are not working, I need to check this out and find out why and what ones. I have had this in the past (my old 32bit system) but not with these scripts

Ahead standard will show on your UI for speed 7.5knots. If your crew are trained, you will get a speed boost. This is part of the game and cant be fixed. Very high trained crew could get up to 10 knots. See Harbour Pilot thread for more info on this. It was a real pain then.

I am thinking is better to give more time to the line
Advanced_knuckle,-120,0,7.5,7.5,0,0,20 maybe or to use only the other line all over the place.

Advanced knuckle will wait for first part to finish before starting next.
So that command will turn to port 120deg at 0 depth at 7.5knots. Then it will recheck speed and depth to 7.5 and zero. A wait command at the end will only delay the next command and not effect the knuckle.

The catch is to start script as you do and repeat the procedure until you arrive to the other end of a 50 km radium (no more than that) after that you put a turn arround (180 degrees - i mean to restart zig-zaging from the end to the start keeping the same parameters of speed, time and angle between zig-zag legs))(and make a loop here) - i do not know if is possible!?!?

We cant multi loop with out a label and call command.
I cant use "Navigation" commands with hydro checks in the same script.
Thats why I used the two methods above.

I can reduce the search to 50km but I thought this was good for a shipping lane.
I was going to do a different one for a 50km partol area.
So to get your objective you would use the 50km one - then go hunting ships in your favourite area with the shipping lane one.

Try to put an angle of 25-30 degrees betwen zig-zag legs (now is 60 degrees) - this way we will intersect the diameter 5 times from an end to other of the 50 km circle (ideea is to have the leg of zig zag of 20 km - this is ok at 7.5 knots in 90 min - and distance betwen intersections points of diameter equal with 10 km)

Can you draw this for me please

It is very important to keep the radium of the area 50 km and to try to stay in this area - in this way all the ships that enter in your area with a speed less or equal with 10 knot has almoust 0% chance to leave your area undetected by you!
And last thing i am thinking the time compresion when hidro check (submerged) it is is to high - slower TC will be better!

That is easy what TC would you like and how long should the hydro check last.

Best regards!
See above in green
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Old 01-31-11, 02:45 PM   #71
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Quote:
Originally Posted by Trevally. View Post
See above in green
Hi Trevally,

I undertood that we can not keep the speed like ,,fixed at 7.5 knots'' - in this case we can not make an script - because the lenght of the zig-zag legs must have the same dimension (around 20 km); it is a way to make the script to run keeping the same dimensions of the legs?
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Old 02-01-11, 02:06 PM   #72
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Hi Trevally,

I have some problems

1) When i execut these lines like here:

Set_new_speed,7.5,0,0,0,0,0,5
Advanced_knuckle,120,0,7.5,7.5,0,0,0
Set_Time_Compression,128,0,0,0,0,0,5400

the computer react as is supose: i run 90 min with a speed of 7.5 knots

2)When i execut these lines like here:

Set_new_speed,7.5,0,0,0,0,0,5
Set_Time_Compression,128,0,0,0,0,0,5400

i obtain a wrong reaction: i run 90 min but at a speed difered of 7.5 knots (if you look at lines the speed it is supose to be 7.5 knots)

Now, what i want here: i want to add a line and have something like that:

Set_new_speed,7.5,0,0,0,0,0,5
Advanced_knuckle,120,0,7.5,7.5,0,0,0
Set_Time_Compression,128,0,0,0,0,0,5400

The ideea is that i do not want that my sub turn i only want to go in the same direction but to keep the speed at 7.5 knot

How can i use this lane: Advanced_knuckle,120,0,7.5,7.5,0,0,0
only for speed and to eliminate the tourn?:

Like this:Advanced_knuckle,0,0,7.5,7.5,0,0,0 it is ok? i am thinking not? - the Uboat will still make a tourn.

My question is how to use an Advanced_knuckle command (what parameters i must to put) keeping the same heading of the Uboat like i head before?(not turn - go straight)

I am all ears!

Thanks!
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Old 02-01-11, 03:13 PM   #73
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Well noticed stoianm, that is very interesting. I did not know that that was the case.

So if "set_speed" command is used - the crew boost will effect speed.
Knuckle speed command sets the correct speed.

For the turn - I think setting 0 is ok. I have never tried this.
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Old 02-02-11, 05:35 AM   #74
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Hi Travelly,

I think i finally managed to make the script to work

The structure that i used is:

Activate_NavMap_Station,0,0,0,0,0,0,2
Set_Time_Compression,1,0,0,0,0,0,0
Advanced_knuckle,120,0,7.5,7.5,0,0,60
Set_Time_Compression,128,0,0,0,0,0,5400
Set_Time_Compression,4,0,0,0,0,0,0
Set_new_depth,20,0,0,0,0,0,50
All_stop,0,0,0,0,0,0,5
Hydrophone_normal_sweep,0,0,0,0,0,0,120
Report_nearest_sound_contact,0,0,0,0,0,0,0
Surface,0,0,0,0,0,0,30
Activate_NavMap_Station,0,0,0,0,0,0,2
Set_Time_Compression,1,0,0,0,0,0,0
Advanced_knuckle,0,0,7.5,7.5,0,0,60
Set_Time_Compression,128,0,0,0,0,0,5400

1) I observed if "set_speed" command is used - the crew boost will effect speed and i changed with Knuckle speed command . Still not worked.

2) i observed that a big value of TC command effect the Knuckle speed command so i changed with TC 1 for 60 seconds a line command before the Knuckle speed command start to execute - stiil not worked.

3) i added a Activate_NavMap_Station command before each TC1 command and it is working (have not ideea wy but is working).

I tested many times and i had the expected results.

You can download from here the reworked version of the script:

http://www.filefront.com/17882458/Trevally search pattern TEST(reworked).rar

4) i am thinking that we can not make a loop because we can not keep the first heading of the Uboat that we had before started the script (heading is choose by user to be like in the same direction with the wanted ship line choosed for patrol)

5) Can you make now a script for ,,patrol the area choosed from BDU - specified patrol area - with zig-zags''? (50 km diameter)- this one i think we can easy loop (because the heading of Uboat before running the script will be not important).

If you like the scripts i think will be awsome to have that in your version of autoscripts!

Best regards!
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Old 02-02-11, 01:11 PM   #75
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Quote:
Originally Posted by stoianm View Post
Hi Travelly,

I tested many times and i had the expected results.

You can download from here the reworked version of the script:

http://www.filefront.com/17882458/Trevally search pattern TEST(reworked).rar

4) i am thinking that we can not make a loop because we can not keep the first heading of the Uboat that we had before started the script (heading is choose by user to be like in the same direction with the wanted ship line choosed for patrol)

5) Can you make now a script for ,,patrol the area choosed from BDU - specified patrol area - with zig-zags''? (50 km diameter)- this one i think we can easy loop (because the heading of Uboat before running the script will be not important).

If you like the scripts i think will be awsome to have that in your version of autoscripts!

Best regards!
Good work stoianm, downloading now

For the BdU patrol area - I was thinking last night about this and will post a screen shot shortly. Just looking at an efficient to cover the area. If a hydro check can hear a convoy/ship at 30km (this is also the draw ships distance by the game) then a search area of 50km diameter looks small to me


Yes sure I will add your search patterns
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