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Old 01-29-11, 04:10 PM   #46
Trevally.
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Using "Real Navigation" with "Trevally Auto Scripts"

In the bunker run scripts Kiel Outbound and Real Nav Auto Position. Stay on the bridge at max TC32 so you can act if ships are in your path.



When Harbour pilot is finished you should be here



Use the Nav Officer to get a fix



With the ruler draw your next leg. Note 40km at 284 deg

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Old 01-29-11, 04:12 PM   #47
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Thanks!
And an last advice at this one: if i want to play in real nav mod, when i am looking for contacts what ,,search script,, you advice me to use?
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Old 01-29-11, 04:18 PM   #48
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Work out how long at your speed (9.5knots) will it take to get to your waypoint.



Make notes with supermarks



Draw legs and set headings to your patrol area. "Auto fix" will keep posting your position on the map.

As you get closer to patrol area, start using "No Station Search for Real Nav" You must go below to use as the boat will auto dive.




When you start hunting your area, switch to " At Station Search"



Sink lots of ships
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Old 01-29-11, 04:21 PM   #49
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Very well explained. Many thanks!
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Old 01-29-11, 04:53 PM   #50
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Hi Trevally,

I made some changes in your scripts:

[AS]
Pesky Aeroplanes!
[DESCRIPTION]
You must be below decks before running script.
You must be inside boat before using.
Crash dive to 50m flank for 30mins.
Check and surface.
[DESCRIPTION_END]
[CATEGORY]
Evasion
[SUBCATEGORY]
Aeroplanes attacking
[COMMANDS]
Wait,0,0,0,0,0,0,5
Crash_dive_now,0,0,0,0,0,0,15
Get_depth_under_sub_keel,0,0,0,0,0,0,15
Set_new_depth,50,0,0,0,0,0,1
Activate_NavMap_Station,0,0,0,0,0,0,90
Ahead_slow,0,0,0,0,0,0,5
Hydrophone_normal_sweep,0,0,0,0,0,0,10
Report_nearest_sound_contact,0,0,0,0,0,0,1
Set_Time_Compression,128,0,0,0,0,0,0
Wait,0,0,0,0,0,0,1800
Set_Time_Compression,1,0,0,0,0,0,0
Leave_NavMap_Station,0,0,0,0,0,0,0
Snorkel_depth,0,0,0,0,0,0,0 added this line because somethimes my Uboat do not go at snorkel dept (at first command) - i do not knot if somebody had the same problem
Snorkel_depth,0,0,0,0,0,0,50 aded a little more time here to give the time of my Uboat to realy come to snorkel dept (befor he was sweep scope under the water)
Rise_whole_obs_periscope,0,0,0,0,0,0,5
Activate_Scope_Station,1,0,0,0,0,0,5
Sweep_Scope,1,0,360,60.0,192,0,10; abort stop
Leave_Scope_Station,1,0,0,0,0,0,0
Report_nearest_visual_contact,0,0,0,0,0,0,10
Lower_whole_obs_periscope,0,0,0,0,0,0,0
Ahead_full,0,0,0,0,0,0,0
Surface,0,0,0,0,0,0,40
Activate_NavMap_Station,0,0,0,0,0,0,2
Set_guns,2,1,0,2,2,0,5
Set_guns,-1,-1,-1,-1,4,0,5
Radar_turn_on,0,0,0,0,0,0,5
Radar_set_continuous_sweep_mode,0,0,0,0,0,0,0
Report_nearest_radio_contact,0,0,0,0,0,0,2
Ahead_standard,0,0,0,0,0,0,0
[COMMANDS_END]

[AS]
Patrol with hydro check at station (looped)
[DESCRIPTION]
You must be below decks before running script.
Looped hydrophone check with
2hr high TC surface run. Sound check
is at station and takes 2mins to sweep.
Midway to loop there is a uzo sweep.
[DESCRIPTION_END]
[CATEGORY]
Search
[SUBCATEGORY]
Search on patrol
[COMMANDS]
Set_Time_Compression,2,0,0,0,0,0,2
Leave_NavMap_Station,0,0,0,0,0,0,0
Ahead_full,0,0,0,0,0,0,2
Set_new_depth,20,0,0,0,0,0,50
All_stop,0,0,0,0,0,0,5
Set_Time_Compression,1,0,0,0,0,0,1
Activate_hydrophone_station,0,0,0,0,0,0,2
Sweep_hydrophone,0,360,120,3073,0,0,1
Report_nearest_sound_contact,0,0,0,0,0,0,2
Leave_hydrophone_station,0,0,0,0,0,0,2
Hydrophone_normal_sweep,0,0,0,0,0,0,1
Ahead_one_third,0,0,0,0,0,0,0
Snorkel_depth,0,0,0,0,0,0,0 added this line because somethimes my Uboat do not go at snorkel dept (at first command) - i do not knot if somebody had the same problem
Snorkel_depth,0,0,0,0,0,0,30
Rise_whole_obs_periscope,0,0,0,0,0,0,5
Activate_Scope_Station,1,0,0,0,0,0,5
Sweep_Scope,1,0,360,60.0,192,0,2; abort stop
Leave_Scope_Station,1,0,0,0,0,0,0
Lower_whole_obs_periscope,0,0,0,0,0,0,0
Report_nearest_visual_contact,0,0,0,0,0,0,10
Set_Time_Compression,2,0,0,0,0,0,2
Ahead_full,0,0,0,0,0,0,2
Surface,0,0,0,0,0,0,60
Ahead_standard,0,0,0,0,0,0,5
Activate_NavMap_Station,0,0,0,0,0,0,2
Radar_turn_on,0,0,0,0,0,0,2
Radar_set_continuous_sweep_mode,0,0,0,0,0,0,30
Report_nearest_radio_contact,0,0,0,0,0,0,2
Radar_turn_off,0,0,0,0,0,0,2
Set_Time_Compression,128,0,0,0,0,0,3600
Set_Time_Compression,1,0,0,0,0,0,2
Activate_Scope_Station,2,0,0,0,0,0,1
Sweep_Scope,2,0,360,60,457,0,2
Leave_Scope_Station,2,0,0,0,0,0,0
Radar_turn_on,0,0,0,0,0,0,0
Radar_set_continuous_sweep_mode,0,0,0,0,0,0,10
Report_nearest_radio_contact,0,0,0,0,0,0,0
Radar_turn_off,0,0,0,0,0,0,0
Activate_NavMap_Station,0,0,0,0,0,0,5
Set_Time_Compression,128,0,0,0,0,0,3600
Loop,12,0,0,0,0,0,0
Set_Time_Compression,1,0,0,0,0,0,5
[COMMANDS_END]

What do you think?
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Old 01-29-11, 04:58 PM   #51
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yes I have see this at times.

I normally fix it by adding nore time to prior command.

i.e

Leave_NavMap_Station,0,0,0,0,0,0,0
Snorkel_depth,0,0,0,0,0,0,0

changed to

Leave_NavMap_Station,0,0,0,0,0,0,5
Snorkel_depth,0,0,0,0,0,0,0

I will do some tests. Has anyone else noticed this
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Old 01-29-11, 05:02 PM   #52
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Maybe you can change this before TDW update his MO?!?!
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Old 01-29-11, 05:06 PM   #53
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This is from version 0.4


[AS]
Pesky Aeroplanes!
[DESCRIPTION]
You must be below decks before running script.
You must be inside boat before using.
Crash dive to 50m flank for 30mins.
Check and surface.
[DESCRIPTION_END]
[CATEGORY]
Evasion
[SUBCATEGORY]
Aeroplanes attacking
[COMMANDS]
Wait,0,0,0,0,0,0,5
Crash_dive_now,0,0,0,0,0,0,15
Get_depth_under_sub_keel,0,0,0,0,0,0,15
Set_new_depth,50,0,0,0,0,0,1
Activate_NavMap_Station,0,0,0,0,0,0,90
Ahead_slow,0,0,0,0,0,0,5
Hydrophone_normal_sweep,0,0,0,0,0,0,10
Report_nearest_sound_contact,0,0,0,0,0,0,1
Set_Time_Compression,128,0,0,0,0,0,0
Wait,0,0,0,0,0,0,1800
Set_Time_Compression,1,0,0,0,0,0,0
Leave_NavMap_Station,0,0,0,0,0,0,0
Snorkel_depth,0,0,0,0,0,0,75
Activate_Scope_Station,1,0,0,0,0,0,2
Rise_whole_obs_periscope,0,0,0,0,0,0,10
Sweep_Scope,1,0,360,60.0,192,0,10; (11000000)
Report_nearest_visual_contact,0,0,0,0,0,0,1
Lower_whole_obs_periscope,0,0,0,0,0,0,0
Leave_Scope_Station,1,0,0,0,0,0,0
Ahead_full,0,0,0,0,0,0,0
Surface,0,0,0,0,0,0,40
Set_guns,2,1,0,2,2,0,5
Set_guns,-1,-1,-1,-1,4,0,5
Radar_turn_on,0,0,0,0,0,0,5
Radar_set_continuous_sweep_mode,0,0,0,0,0,0,0
Report_nearest_radio_contact,0,0,0,0,0,0,2
Ahead_standard,0,0,0,0,0,0,0
[COMMANDS_END]

As you can see, time is set to 75seconds.
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Old 01-29-11, 05:10 PM   #54
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Sory! My bad - i did not noticed.

By the way - speaking of this: once, when i played the Pesky Aeroplanes!
script i hit the bottom (the dept under keel was 20 m and i did not noticed). It is posible to add a script that for example after you take dept under keel (and the value is below 50 m) to add a line as ,,level the boat'' or something like that? It is posible?

Thanks!
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Old 01-29-11, 05:41 PM   #55
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I tested both and are working ok for me

Quote:
Originally Posted by stoianm View Post
Sory! My bad - i did not noticed.

By the way - speaking of this: once, when i played the Pesky Aeroplanes!
script i hit the bottom (the dept under keel was 20 m and i did not noticed). It is posible to add a script that for example after you take dept under keel (and the value is below 50 m) to add a line as ,,level the boat'' or something like that? It is posible?

Thanks!
As you are diving, there is a "get depth under keel" command. This is when you are about 10 to 15m. If depth is under 50, you should hit scope depth button and stop the auro script.

TDW writes the scripts for the automation commands. When he has time he is planning to add more commands that may allow "ifs" and "else" type commands. This would allow an auto script to change itself as you discribe.


He is doing so many great things just now, icebergs MO etc and this all takes time.
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Old 01-29-11, 05:50 PM   #56
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Thanks! I was supose that you can not use ,,if'' and ''else'' but i was not sure. Yes, i know that TDW is very busy at the moment, and i realy apreciat his work too!

After i saw what great job you have did with ,,manos scopes,, and the new UIs by TDW (your RAOFB tuttorial) i have something in my mind and i think that you can help me with that ( the fastest and most acurate way to find AOB using RAOFB with new UI by TDW and ,,manos scopes,,).

Just tell me when you have time and i will tell you what i have in my mind!

Thanks!
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Old 01-29-11, 06:43 PM   #57
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Hi Travally

Great work as usual.

I have the Mag super mod, then the latest patch for TDW's UI Mod after that, then your latest scripts - and your scripts don't work. The automation panel comes up, scripts move to right, turn red, won't run. Cannot close panel.

I was wondering what order yours goes in before the patch? Before the TDW super mod? Not at all?

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Old 01-30-11, 05:39 AM   #58
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Quote:
Originally Posted by raymond6751 View Post
Hi Travally

Great work as usual.

I have the Mag super mod, then the latest patch for TDW's UI Mod after that, then your latest scripts - and your scripts don't work. The automation panel comes up, scripts move to right, turn red, won't run. Cannot close panel.

I was wondering what order yours goes in before the patch? Before the TDW super mod? Not at all?

Ensure v0.3 is un-installed.
Then it should go after MO and the UI patch.

Can you post your mod list
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Old 01-30-11, 07:11 AM   #59
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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!
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Old 01-30-11, 07:33 AM   #60
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If you are using "auto position fix" with real navigation, then a marker will apear about every 2 hrs.
If a leg will be reached before a marker is plotted, you need to know when to turn. So use timed runs when the legs are short.

If you look at the pic above, you will see an island in your path. You need to know when close to land, when to turn before a position is plotted.

Note - when you are very close to land - you can use the "auto position at battle atations" script. That will plot using dead reckoning every 5 mins untill stopped.
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