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Monkie

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Everything posted by Monkie

  1. Doing a little more work with the M60A3 gunner and it seems if you disable the Laser Range Finder the gunner will fire with great accuracy and correctly lead. So this could be part of the initial bug or something else. I ran the same scenario and was lasing T-62's at about 2800 meters with them approaching on an angle and the LRF will return multiple returns usually and if any one is selected by the TC the gunner will never properly lead. If the gunner happens to return 2 or less ranges he will fire and lead properly. Run the same scenario again with the LRF destroyed and the gunner will engage at the same range but will do a very good job of leading and gets a lot of first found hits.
  2. I really like all the sounds you've shown for demo so far, the echoes are pretty dramatic, thanks for sharing. Sound mods are always something where it's nice that people can pick and choose what sounds they find appropriate for their style or what they find best for them.
  3. Monkie

    Leopard interiors

    These look great, thanks for sharing.
  4. Monkie

    Jaguar 1A3

    These are very cool, I have always liked the old school Bund all green scheme, thanks for sharing.
    Excellent, thank you so much for providing this.
  5. Yes the workaround for me is to switch to the Driver position, wait for the "On the way" call and then switch back to the TC so I can use the binocs to observe. Not a huge deal but if it's not by design it would be a nice thing to have fixed.
  6. Looks like we can add the M966 HMMWV as having the same behavior.
  7. I'm unable to get the gunner to fire the TOW missile when I'm occupying the TC position. The gunner is calling out the target but I cannot order him to fire. I've tried buttoned up as well, no difference. Vehicle is on level ground and I can fire the TOW from the gunner position. Also when observing from the F8 external position the gunner calls out the target, the commander gives fire command and the TOW fires. I've checked wiki and also update notes, perhaps I'm missing something?
  8. Going back to what Mirzayev is talking about in regards to the Gunner not leading after feeding one of the returns, this happens pretty consistently as long as the gunner doesn't get 1 or 2 returns and fires without the TC needing to choose and feed the range. The wiki states that no lead will be induced if the TC is engaging from the LRF main sight but in this case the TC isn't the one engaging, it's the gunner using either his Main Sight or the TTS Sight. If the TC commands fire and the gunner lases and gets only 1 or 2 returns he will fire and lead the target. If the gunner gets more than 2 returns the TC has to choose which return makes the most sense and feeds the range using the FEED button but when doing so the reticle removes all the current lead, moves to the target center mass and the gunner fires with the round falling behind the target. So is it the case that anytime the TC has to feed the range into the LRF that it's assuming the TC is the one firing and hence no lead is induced causing the gunner to consistently not apply lead to a moving target?
  9. That answers that question thanks, I was engaging right at 1500 meters with the HEAT so now I fully understand why sometimes he was firing and sometimes not. One side note is that if the gunner is firing SABOT beyond 1500m and you then select him to fire HEAT he will fire one round past 1500 meters but then stop. Ok I see that now, even though the cursor is over the button it's the actual RMB lasing that is turning off the BTTL RNG button light, got it thanks.
  10. I've also noticed that behavior, sometimes he will lead perfectly other times he constantly refuses to apply the lead after you FEED the LRF. Here is another issue with the keyboard and mouse relation to the buttons n the LRF. Pressing the buttons with the mouse allows a LMB RMB behavior (LMB turns the light on, RMB turns the light off) whereas the buttons (ie button 4 and NUMPAD 0) only allow a LMB behavior. So what is the correct behavior for the buttons, are they on/off or only push buttons? The mouse would make us believe they are on/off. I just ran another range test and the gunner seems to fire SABOT rounds without problem with one laser return but after I command him to fire HEAT he will fire one round with no issue but refuses to continue firing HEAT rounds after that. If I switch to SABOT he fires without hesitation. Unfortunately there is more that needs to be looked at with regards to the M60A3's gunner TC LRF interaction.
  11. I see the same behavior on several maps so I don't think it's map related. The gunner is getting sometimes between 4 and 6 laser range returns. If you select which return looks the most accurate with the 1, 2 or 3 key (1st, 2nd, Last) and then press 5 to FEED the information into the fire control he will usually fire however it's not always dependable. I thought perhaps this wasn't a bug but how the laser range finder works in real life and something the real crews had to contend with. I make sure to press 4 to Battles Sight and then Numpad 0 to reset the range finder and sometimes this does help because if the gunner manages to get 1 return he will go to town and engage multiple targets accurately even without the commander re-setting between each engagement but sometimes he gets stuck with the multiple returns and the reticle moves around a bit on the target and you get the "we got problems" audio. It also seems to make a difference what kind of round is loaded as to whether the gunner will fire, if there are obstructions or the target is over 2000 meters the gunner is reluctant to fire anything other than SABOT rounds. One last observation is that when the gunner gets multiple returns if I then take over from the TC position I can usually lase for one return, so in that case I'm not sure what the difference is between the AI and player. I have no experience whatsoever with any LRF equipment so what is a bug and what is intended as simulation for the M60A3's quirks is something I am very curious about. Appreciate the team looking at this behavior.
  12. Thank you so much for this, amazing detail.
  13. Ok thanks for the clarification. I am trying to learn the Leo 1's TC position and it's a bit confusing. I tried to change some default controls for the Leo 1 and found that it's tricky and can kinda mess things up. Right now in order to override the gunner using the GPSE I have to press and hold the MM button, then click the LMB and then while continuing to hold the MM button (both as the palm switch and for dynamic lead) while clicking the RMB in order to lase. It is doable but takes a little effort and feels a bit akward so I was wondering what the real TC or gunner was doing in order to make this all happen.
  14. Ok that was the issue thanks. Is there some way of sticky holding down the Palm Switch? I thought I read somewhere there is an option for this? Also I'm a bit confused by the dynamic lead. I'm seeing that the palm switch and the dynamic lead are both controlled by the MM button, are they one in the same on the real tanks grip controls?
  15. It seems this is still the case, the TC is unable to override the Gunner when looking through the GPSE. When you press the LMB the arrow usually turns into the crosshair's pointer but when looking through the GPSE it only centers the arrow and the crosshairs don't show up. I have tried to override through the GPSE with the PANO both in exchange on and off, also with the PANO exchange on and the PANO linked to the gunner sight overriding normaly in the PANO view. Any ideas how to get this to work or is the wiki wrong is stating that the commander cannot override and control the gun through the GPSE?
  16. I don't know that this particular issue pertains to that previous post, in this case if you press A or D the helicopter spins in a continuous fast circle. I can't imagine this is how it's supposed to work and hopefully is just a bug.
  17. It's a bit embarrassing to see I asked the same question 3 years ago but it's impossible to remember anything as I get older and slower. Unfortunately I can't keep up with SB as it evolves over the years and I find myself relearning things over and over when I show back for the new updates. Thanks for your help again. The only issue I have with the way the system is implemented is that instead of replacing the skin of the Cobra one time I have to duplicate that skin in multiple folders depending on the theme. So it creates a bigger footprint in my MOD folder which is also located on my C drive. My C drive has windows and I really don't want to load it up anymore than i have to. I am assuming that there is no way to move the MOD folder to another drive and it must remain in the users documents folder?
  18. Ok I'll elaborate. So my example is the texture for the AH-1Q Cobra helicopter. The file name is "AH1Qcobra.dds" and if you look in the main programs folder you will see this texture occurs for the US Army variant under the folder "woodland". So from this one would gather that if I put my modified texture in the Mods\textures\woodland folder the program would load the modified texture which it doesn't. So I decided what the heck, I'll put the same modified texture not only in the Mods\textures\woodland folder I put it in the Autum, Camo and Winter folders as well, just in case but again I'm not seeing the new texture no matter what. The name is the same and if I replace the existing and only example of the AH-1Q texture in the main folder (the green US Army version not the desert or Turkish or Israeli versions) the modified texture file shows up just fine in game, so it's not a simple case of the file being misspelled or the file being the wrong format. It just seems that for whatever reason my personal mod folder isn't being looked at by the program. Perhaps there is a registry issue that comes into play after uninstalling and reinstalling the new versions over time?
  19. okay, I think I'll just stick with JSGME for now, thanks.
  20. I just installed 4.195 and also previously uninstalled my older version which was 4.004. It seems that my older mods folder under 4.004 was left intact and some modded textures that I made are still there however nothing is showing. I did a simple test where I re-textured the AH-1Q cobra and put that file in every conceivable folder and it never shows up in the sim. I kinda remember resorting to using JSGME and using it to move the textures into the main folder in the past, but I"d really like to just use the mod folder as it's intended. I have seen where others seem to be having the same issues in the past, anybody have advice how to get it working?
  21. ok, I think I have it now, the map installer information before the 6 parts kinda threw me off a bit, thanks for the help.
  22. Perhaps I am answering my own question but I see "SB PRO 4.159 Installer" in 6 parts, I assume that this is the full new installer and I should uninstall fully 4.004 and then run the 4.159 installer?
  23. I'm a bit confused as to what I need to download at this point. I have version 4.004, and I purchased the upgrade from 4.0 to 4.1 for the dongle and have installed that so far with no issues. The question is what exactly am I downloading after I uninstall 4.004 completely? I only see a 4.023 installation and then the UPDATE 4.59 and also the two map installers. thanks for any help.
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