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Old 09-01-2010, 05:21 PM   #1
Trevally.
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Default [REL] Trevally Auto Scripts

[REL] Trevally Auto Scripts v0.6
Requires TDW UI v4.9 or later.
Updated 03/06/2011






Trevally Automated Script v0.6
Trevally Automated Scripts description:-

Small update to made compatible with Repaired Equipment MOD by Xrundel and TheBeast


Search Patterns
Added two search patterns

Pattern 1 (Shipping Lane) - Thanks to stoianm
Use this for finding ships along a shipping lane. With your heading matching the lane start the script and you will carry out a zigzag search. Each leg is 90mins/20km @ 7.5knots long with a 2 min hydro check. You will search 75km in each direction of the lane.

Pattern 2 (patrol area)
When you have reached your area, start this script and you will run a 7.5knots with hyrdo checks every 120mins. This will seach within 100km radius around start point.

REAL NAVIGATION auto position
This auto script is for use with TDWs Real Navigation. UI v6.0 required.

Real Nav Auto Fix Patrol - This will auto report Celestial postion 5 times per day & Dead Reckoning every 2 hours.
This can be run from your automation button (Real Navigation - Position on Patrol - Real Nav Auto Fix).
As these scripts use a "wait for time" command, choose the script that matches your local time. (i.e. 04-08 = start script between 0400 and 0800 local time)
When it starts the Navigator will carry out a celestial fix (weather permitting) and plot on your map. Then each 2 hours he will carry out a dead reckoning fix and mark your map giving you a total of 12 position fixes per day.

The 5 celestial check per day are:-

1) Pre-dawn twilight
2) Ante Meridian (AM) Sun.
3) Noon Sun
4) Post Meridian (PM) Sun
5) Post Sunset twilight


Real Nav Auto Fix Battle Stations
This will auto report Dead Reckoning every 5mins.
You must already have a celestial fix before using this.



EVASION

Pesky Aeroplanes! - This will issue a crash dive, hydro sweep, re-set depth 50m (you will not go below 50m), 2 min dash at flank, slow speed, stay under for 30mins, check obs scope for all clear, surface . If scope detects contacts, script will end. If not then boat will surface, radar on and manned flak guns ready for next encounter.

Sneak Away 180 - This is for use after you have fired your torps at long range. It will help you escape before torps hit and escorts start looking. With min noise this will turn 180 deg from current heading and dive to 80m. By the time escorts start looking you will be on silent running at 1 knot. (you can then go deeper if your boat is undamaged)

Sneak Away - This is the same as the above but without the 180 deg turn. Good for short range.

Dont panic 1 (port) - Use this when DDs are raining death on you. This will drop noise maker, knuckle right 45 deg, rise 30m all at flank. Drop another noise maker and finally knuckle left ending with you -90 Deg from you original course and back to a silent 1knot with enough coasting speed for you to slip back down to original depth.

Dont panic 2 (starboard) - Use this when DDs are raining death on you. This will drop noise maker, knuckle left 45 deg, rise 30m all at flank. Drop another noise maker and finally knuckle left ending with you 90 Deg from you original course and back to a silent 1knot with enough coasting speed for you to slip back down to original depth.


SEARCH

PreSurface Check - I use after an attack and feel I am far enough away to surface and do an end around. It will update sound contact and then sweep scope and surface. If scope spots a contact the script will end and allow you to take over where you can surface or stay under. Note: 50m or so depth prior to this script will give better results.

Suspect Distant Contact - This one is for when I cheat and watch for a slow clock at high TC (loading ships within 30 km). It will dive to 30m and send you to hydrophone station for a detailed sound check (if contact found script will abort and set boat heading to contact). Otherwise surface boat.

Search on Patrol (looped) - This is for High TC patrolling at station (takes 2 mins to hydro check) where I will dive, listen, look, surface and check radar if installed. After 1hour another rader and uzo check (game will pause and inform for contacts) then another 1hour will pass before a loop will kick in and start the process again (x12). Game will TC 1 after 12 loops (24hrs)

No Station Hydrophone (looped) - This one is best for uninterrupted patrolling and should be your standard search for contact method.
This is again for high TC. A very basic down, listen check baffles and surface. This will loop every 2hrs x 12. This one will not react (TC will drop to your default setting).

And a Real Nav version



See http://www.subsim.com/radioroom/show...earings+method for info on method.
Updated version here http://www.subsim.com/radioroom/showthread.php?t=179137


SURFACE ATTACK

Deck Gun with Zigzag - This is for use when I need to finish off that wounded target. It will fire deck guns whilst carring out a zigzag maneuver to avoid return fire. (for best results you should be heading at contact)

Flak Gun with zigzag - Payback for those pesky planes. Unjoy watching those flyboys drop from the sky


Installation - Unistall any previous versions first, then use JSGME to install anytime after TDW UI mod. It is ok to overwrite the automation folder.

v0.6 updates
-set all hydro check depths to 32m to make hydro work at max range if you use "Repaired Equipment MOD by Xrundel and TheBeast "
-some small changes.

v0.5 updates
-Added 2 search patterns

v0.4 updates
-Some small fixes

V0.3 updates
- Added real times for celestial nav fix.
- Added scripts for real nav time starts (04-08, 08-12, 12-16, 16-20, 20-00, 00-04)
- Added 2 min dash to "Pesky Aeroplanes" - more time to get out of Dodge.
- Changed to slow speed after dash.
- Changed scope depth to work with obs scope.

Big thanks to TheDarkWraith for giving us this feature and all his help
All of the commands I use are within TDWs UI mod. Anyone can write these scripts. See here for commands:-
C:\Ubisoft\Silent Hunter 5\data\Automation\TDW_Automation
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Last edited by Trevally.; 06-03-2011 at 05:50 PM. Reason: added search patterns
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Old 09-01-2010, 07:53 PM   #2
DavyJonesFootlocker
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Thanks, dude will check this out.
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Old 09-01-2010, 08:56 PM   #3
DavyJonesFootlocker
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Some of the scripts don't work. I attacked a merchant from behind with the deck gun and the script failed to start.
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Old 09-02-2010, 03:50 AM   #4
Trevally.
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I will check that, was the weather ok and you were fully surfaced.

Edit: Worked ok for me. Try changing some of the setting-

[AS]
Deck Gun With ZigZag
[CATEGORY]
Surface Attack
[COMMANDS]
Ahead_standard,0,0,0,0,0,0,10
(try changing this to "Ahead_full,0,0,0,0,0,0,15" It will give more time to reach speed before the turns start slowing you down).
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Last edited by Trevally.; 09-02-2010 at 04:18 AM.
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Old 09-02-2010, 06:25 AM   #5
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Yes I was fully surfaced. I'll try it again.
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Old 09-02-2010, 02:41 PM   #6
Trevally.
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I have added some prompts to the "Hydrophone Four Bearings Method"
This will now inform you that a bearing is due.
Also replaced the periscope depth order to 30m.

If you want the update,

Uninstall Trevally Automated Scripts with JSGME and open (with notepad):-
\data\automation\Trevally Scripts v0.1.SHA

Copy text from below and paste over the old one in the SHA.

[AS]
Hydrophone Four Bearings Method
[CATEGORY]
Search on patrol
[COMMANDS]
Ahead_standard,0,0,0,0,0,0,0
Activate_NavMap_Station,0,0,0,0,0,0,0
Set_new_depth,30,0,0,0,0,0,70
All_stop,0,0,0,0,0,0,5
Activate_hydrophone_station,0,0,0,0,0,0,5
Sweep_hydrophone,0,360,300.0,127,0,0,1
Leave_hydrophone_station,0,0,0,0,0,0,5
Activate_NavMap_Station,0,0,0,0,0,0,5
Report_nearest_sound_contact,0,0,0,0,0,0,0
Print_message,0,0,Plot first bearing,0,0,0,20
Print_message,0,0,Start Clock Now,0,0,0,0
Toggle_Activate_Clock,0,0,0,0,0,0,30
Set_Time_Compression,8,0,0,0,0,0,530
Set_Time_Compression,1,0,0,0,0,0,0
Print_message,0,0,Plot second bearing,0,0,0,0
Report_nearest_sound_contact,0,0,0,0,0,0,30
Set_Time_Compression,8,0,0,0,0,0,480
Set_Time_Compression,1,0,0,0,0,0,0
Print_message,0,0,Plot third bearing,0,0,0,20
Report_nearest_sound_contact,0,0,0,0,0,0,30
Ahead_standard,0,0,0,0,0,0,1
Surface,0,0,0,0,0,0,20
Set_new_course,45,0,0,0,0,0,10
Set_Time_Compression,8,0,0,0,0,0,480
Set_Time_Compression,1,0,0,0,0,0,0
Set_new_depth,30,0,0,0,0,0,60
All_stop,0,0,0,0,0,0,20
Print_message,0,0,Plot fourth bearing,0,0,0,10
Report_nearest_sound_contact,0,0,0,0,0,0,0
[COMMANDS_END]
[DESCRIPTION]
Take four bearings at 10min to
find range etc. Remember to start
clock when it appears.
[DESCRIPTION_END]

Save and install.
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Old 09-05-2010, 08:25 AM   #7
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Default Terrific

This is wonderful stuff. Thanks.

Question. Where should you, the captain, be when you initiate a script in order to have the diving not fail? By that I mean, get the message "Cannot dive crew on deck."

Is there a way to have TC halt on contact in a search script? If you are out of the room when contact is made, it would be nice if the action waited for you.

Is there a way to check depth below keel and not dive to 50+ meters if the bottom is too close?

Is there a way to branch or have one script run another?
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Old 09-05-2010, 08:32 AM   #8
DavyJonesFootlocker
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Thanks. All the scripts work now.
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Old 09-05-2010, 09:18 AM   #9
Trevally.
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Hi Raymond and thanks for the feedback.

For any script that requires a dive, The Captain must get down from conning tower deck first. I normally issue the "Pesky Aeroplanes" as im climbing down the ladder.

For TC to halt on contact the following must happen-
Contact detected at hydrophone or scope station.
By this I mean an active station must find the contact.
In most scripts I have set this to pause the game or set TC to1.
You can edit the scripts to achieve what you are saying.
ie on hydrophone settings there 12 options to select. Bit 12 is set TC to 1. Other bits control pause stop etc. (see info within automation folder in sh5\data\automation). Please feel free to change any setting you like and post scripts for others to use

For depth under keel - yes :-
Crash_dive_now,0,0,0,0,0,0,15
Get_depth_under_sub_keel,0,0,0,0,0,0,15

This will get depth 15 seconds after dive command. You then have another 15 sec to react before next command is given.

Is there a way to branch or have one script run another? No not yet but you never know what TDW will add next.
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Old 09-05-2010, 09:20 AM   #10
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Thanks Davy for letting me know.
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Old 09-05-2010, 12:15 PM   #11
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Quote:
Originally Posted by Trevally. View Post
Hi Raymond and thanks for the feedback.

For any script that requires a dive, The Captain must get down from conning tower deck first. I normally issue the "Pesky Aeroplanes" as im climbing down the ladder.
Ah, thanks. A note to others. I am using Darkwraith's mods, which have a button to teleport to other stations. Apparently, teleporting inside the sub isn't recognized by other scripts wanting to dive. Also, scripts that use TC speed, then slow to dive and search, also have problems because surfacing the boat has placed you, in theory, on the conning tower again. Next dive command I get Cannot Dive Crew On Deck message.
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Old 09-05-2010, 12:42 PM   #12
Trevally.
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Raymond, yes that is correct.

I did try teleport to an active station and that did allow me to dive (teleport cammand first, than dive). When you exit the active station, you end up back where you teleported from. So if teleporting from bridge to hydrophone- boat will dive. When you exit active station you are back on the bridge, even if underwater.

On the point about leaving the game running, and wanting it to pause game, you can change any script that uses an active station to the following:

Sweep_hydrophone,0,360,300.0,1025,0,0,1
(the number 1025= pause game and inform)

Sweep_Scope,1,0,360,60.0,320,0,5
(the number 320= pause game and inform)
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Old 09-05-2010, 03:15 PM   #13
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Superb!

Now the tc scripts make a lot more sense, pausing on contact. One more thing. Apparently the scripts DO NOT halt when any key is pressed. This should happen?

Now, where did you learn this stuff? Is there a reference anywhere?

What I mean is, did the devs put any automation script help into the game docs for the public?

How did you know, for instance, how to pause the game?
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Old 09-05-2010, 03:21 PM   #14
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Quote:
Originally Posted by raymond6751 View Post
Superb!

Now the tc scripts make a lot more sense, pausing on contact. One more thing. Apparently the scripts DO NOT halt when any key is pressed. This should happen?

Now, where did you learn this stuff? Is there a reference anywhere?

What I mean is, did the devs put any automation script help into the game docs for the public?

How did you know, for instance, how to pause the game?
You're running my script engine that I created for my UIs mod Documentation for the commands is in the \data\Automation\TDW_Automation.SHA file.
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Old 09-05-2010, 05:59 PM   #15
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Quote:
Originally Posted by TheDarkWraith View Post
You're running my script engine that I created for my UIs mod Documentation for the commands is in the \data\Automation\TDW_Automation.SHA file.
I've read all of your docs, thanks. What I meant with my questions is, where did you learn about automation scripts?

My game manual was thinner than most, with nothing of value. I understand the scripts, in-game, are python - but the automation work isn't.

I feel I/we are missing a lot of information about the game and possibilities.
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