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Hedgehog

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Everything posted by Hedgehog

  1. The manual (with a default installation) can be found in the folder here: C:\Program Files\eSim Games\SB Pro PE\docs It is labelled "SBProManual.pdf"
  2. a = Ambient (Your vehicle exterior EG when your main gun fires it will play this sound) x = Exterior (3rd party vehicle exterior EG your wing man fires his main gun it will play this sound) i = Interior (EG you frie your main gun from the GPS it will play this sound) m = multipurpose (Will play this sound no matter where you are observing from.) The files with a prefix are newer filenames the ones without a prefix are generally older filenames before V implemented the new naming convention. 8 amdropen.wav < ammo compartment door open 182 10x.wav < switch to 10x zoom 183 3x.wav < switch to 3 x zoom 140 smallATGM.wav is the infantry's RPG launch sound 377 i_120Maingun0.wav < T72 or Challenger 2 371 i_120Maingun1.wav < Challenger 2 or T72 589 i_120Maingun2.wav //leopard 2 2 inthit.wav <when your tank (specifically a tank) are hit by a maingun round 5 intmain.wav < ask Volcano 9 ldbrch.wav < loader manually loads the breech/gun 16 seclunk.wav < CV90 FCS Clunk 46 silence.wav < plays when engines are off in addition to other environment sounds 4 static.wav < plays when AI sends radio traffic (red text at bottom of screen) static2 < PLays when a human sends a text message in a multiplayer session 202 static3.wav <Plays when an event message is triggered, can be replaced by an event sound in the mission editor. 10 stbclnk.wav < ask Volcano 11 stbuclnk.wav < ask Volcano 123 tis.wav < ask Volcano 203 unldBrch.wav < unload main gun 146 wounded.wav < Plays when you position you are manning is disabled the main person to ask is @Volcano as he wrote that table and is generally "the sound guy"
  3. Dear eSim In the F8 observer view of the Piranha V AAAMS, when it fires the main mortar it is using/calling the "x_MortarHvy.wav" when logic/continuity dictates it should be using the "a_MortarHvy.wav" Side by Side test with all other 120mm platforms, they appear OK (Have added to test scenario) Here's 2 different mortar sounds for you a_MortarHvy.wav x_MortarHvy.wav I've even written a test case for you Fix / Raise bugzilla entry Edit: Added zip folder with sounds and test sce Mortar test.sce Mortar test.zip
  4. Make a back up your SB executable and put it somewhere other than your SB folder. Reason: If you make and save control key changes while in a SB Multiplayer via internet network connection, (aka Network session) as soon as you hit "Save" your antivirus will identify SB as malicious software (because you made a configuration change while connected to the internet) and nuke your SB executable from orbit.
  5. I take something in A3 Avoid Troop leaders if possible, lots of voices, bleurgh. Will take leader if needed
  6. Well, can get IED Capability for the light stuff like PCs, BMPs, trucks etc? That way if we, as mission designers want to simulate kaboom we can (Apparently the BMP 3 is very good at tearing itself apart if hit) With the understanding that if you start abusing it you're going to get weird results.
  7. This is what I was thinking. It'd be a good first step. Do HE and HEAT warheads use "Insensitive" explosives? (I.E. won't go bang by being getting too hot)
  8. When tanks cook off ammo apart froma fireworks display nothing else happens (No shrapnel / overpressure) As a temp fix a hard wired IED device using remaining ammo? AS a way of teachin softskin and inf to not hang around Tanks. We had a Kanium game where @Major duck's tank blew up from a AT-11/AT-14 hit and my teeny tiny recce jeep was just like "Meh" parked about 50 meters away. Think a 60 tonne tank going boom might at minimum rattle some heads? @Lumituisku's image
  9. I hope Rheinmetall is going to fix the CR2 protection levels on the CR3 upgrade.
  10. Yeah, that one Fuck's sake. *rolls eyes*
  11. GIMMIE GIMMIE GIMMIE GIMMIE! Nice Did you fix the "trench shifting after a save" bug?
  12. Ah, I remember this one. The ole' Soviet Steamroller. I'll have a Luchs I mean ASLAV (Not all of them though)
  13. A hot key to tell the Platoon to swap sides. In the context of platoon layout. 3 1 4 2 to switch to 2 4 1 3 Or 1 2 to switch to 2 1 Is best used when using a partially manned platoon
  14. Yeah it is probably this, I've seen it in the mission editor too The flying tree is a new one though.
  15. Hello So as per title. I've noticed RPGs tend to fly in an arrow straight line. (For some this would be true) But for things like the M72 and Carl Gustav (they use all their fuel before they leave the tube) would they not follow a ballistic arc to their target?
  16. Well trenches shifting willy nilly between save states is less than ideal. At least eSim have fixed it.
  17. Hello I've notice Trenches shift around in their purple box/area Specifically if they have 3 or more nodes (That I have noticed) unsure if the effect is present with 2 node (probably) I have made a misison with trenches with a bend in them and every time I open the mission to edit it some more the ends of the trench have shifted I keep the legs of the trench the same distance from the middle bend and when I come back the next day to do more editing one end has shhrunk back to the middle (there are still three vertexes though) The map is the Oksbol map (The specific area is the plantation SE of Hennebjerg, West of Torbol) The image: The trench the infantry are occupying should be an even north south zig zag, not this.....mess. Even the Southern East West Trench is looking a bit weird
  18. Wait, What? Not Al, right? Or are you talking about Manteuffel?
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