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  1. Version 1.0.0


    A Leopard 2A6 for Canadian service. This is a repaint of eSim textures using modified elements of Dejawolf's Leopard 2A5GE template. The 2A5GE and 2A6 share the same skin in SBProPE, so don't let the filename confuse you.
  2. I downloaded it, and it extracted fine (no password) using 7-Zip. (edit) Actually, come to think of it, I didn't use 7-Zip ... I just right-clicked on the .rar file and used "extract here" in Win10. In any case, it wasn't password-protected. Maybe a setting on your PC?
  3. Yeah. I guess my check's in the mail? 😁
  4. Yeah, I guess I'm quick to blame Win10 because I don't trust it, and this is the second SB problem I've seen since moving from my beloved Windows 7. But I found the culprit: I had forgotten about my CH Throttle's microstick, which I never use but was still set as a mouse emulator. I de-programmed that function in the CH software, and the persistent cursor seems to have gone away. The microstick had a huge deadzone, but still must have been sending a signal that SB interpreted as mouse movement. So, thanks for looking, but nothing to see here. Move along.
  5. I got to sit down and actually play through a mission over the holidays, but found myself annoyed. In the current version (4.162) the white arrow cursor keeps reappearing in the middle of my view. I'm not using the mouse. I use Track IR ... but I did a little testing and found that this also happens with Track IR disabled and using a joystick for view control instead of the mouse. This is difficult to explain without a video or screenshot ... but the cursor doesn't appear in screenies, so ... When in F1 view (any position -- TC, gunner, driver) looking around inside the tank or unbuttoned ... and also in the optics -- F2, F3, etc. -- the cursor eventually pops into the center of the screen. Sometimes it takes a few seconds. I can move it off the screen with the mouse, but when I change my view (Q or Z for example) it immediately reappears in the center. Moving the view or optic on the x axis with the joystick temporarily makes it disappear, but it immediately reappears. This is very annoying and distracting -- especially when the big white arrow pops up in the center of gunnery optics. I'm not sure when this started happening, as I didn't get any actual mission sim time in versions 4.160 and 4.161 ... but I'm positive it wasn't persistent in 4.159. In 4.159 and prior -- using Track IR -- the arrow cursor would only appear if you moved the mouse, and would disappear if you moved an x axis. Again, I'm using Track IR for F1 views ... and principally the joystick for optics views. If no one else is seeing this, I'll continue to troubleshoot my own setup. I think I ruled out a false signal from my HOTAS. My next step might be trying a new mouse, or at least moving it to a different USB port. Maybe it's sending an otherwise undetectable signal. ? It's just your basic, run-of-the-mill 5-button optical mouse. It's also my first go at playing since installing Windows 10, so I can't discount that as a clue.
  6. I've done this sort of "in the rear with the gear" thing fairly convincingly for a screenshot. And the thought did occur to me that it would make a nice basis for an infiltration attack scenario. Result can be seen with my Australian M577 in the downloads section. All of Mark's suggestions are valid, although I wouldn't use "civilians ... set the look to be country X so they have a uniform", because SBProPE doesn't work that way. With CIV or any other country your only "set look of" options are other civilians or the three flavors of armor crew. Instead, you need "Infantry" unit(s) to get them in uniform. Set them initially as "discard weapon if this unit is anywhere" if you want them milling about/resting unarmed at runtime. But also apply an "arm if" condition as required. Spawn/drain regions or some simple scripted routes, and viola. And don't forget the "kneeling" posture. When the figure is unarmed, it provides a very casual/at rest look. Make a "march" route ending at a waypoint with the troop posture "kneeling" (tactics NONE) ... and your unarmed grunt will walk to the spot and take a knee.
  7. Splash

    M1 Abrams interior

    The texture files are in C:\Program Files\eSim Games\SB Pro PE\textures\woodland. The files used include M1A1_HI1, M1A1_HI2, RadioCombined (and possibly radio), and M1A2_int (which also has a desert version in C:\Program Files\eSim Games\SB Pro PE\textures\desert. Don't edit the originals, of course; make copies to work on. Save your finished work in the appropriate mod folders.
  8. I wouldn't call it "knee jerk" at all. It's a crucial issue to a mapmaker. And although I'm not a mapmaker, Glad to hear a fix is in the works.
  9. Correct, under SB's structure, they cannot co-exist. (Maybe eSim will someday give us a separate "au 2015" folder.) But do not rename the files; the sim will be looking for "us-molle". What I do is add two folders within my "au" folder: "DPCU" and "AMCU". Into each folder I put its respective skin files (us_molle and us_equipmolle). These then are basically backups that you will copy out into the au folder when you want to use them. When I want Auscam, I copy the files from DPCU into the base au folder. When I want AMCU, I copy the AMCU files, replacing the former. I have a similar arrangement in the desert folder, except I have a third subfolder there called "DPDU". Seems a little clunky, but it actually works pretty well.
  10. Well, to be clear, the sound file in question existed for more than 2 1/2 years in my SB mods folder without incident and could be also be loaded, played and edited with other software on my PC -- both in Windows 7 and Window 10 -- with the same Realtek HD Audio. It only became an issue when SB tried to load in Windows 10. In any case, I'm just happy to have the glitch rectified.
  11. From everything I've seen, Belgium's military vehicles are just basic green, like the DF30 and DF90. The sim comes with a green Piranha III C in the US 2000 folder (and US 2010). I would just copy that to the "be" folders in your mods directory. There aren't any decals or markings to worry about.
  12. Oops, sorry. I didn't consider the possible value of the file for that purpose. I saved over it when fixing it. No, wait ... I actually do have a copy; I had -- duh -- backed up my mods folders to a separate drive before the upgrade. Email on the way.
  13. So it turned out to be a sound file, after all. After installing a fresh copy, SB loaded without issue. (Yay.) So I went about adding in sound files from my previous mods folder, one by one, until I found the one that crashed the launch. It's called "leorumble." (I think it's for the Leo 1 ... not sure where or when I got it). Looking at its properties I saw that it had double the bitrate of other modded files of its type. So I changed that, returned it to the folder and ... no crash. The lesson learned is that SB will happily tolerate the file under Windows 7, but with Windows 10 -- not so much. Thanks, Retro, for cueing me in on where to look. Regarding the relative value of Win10 ... I wouldn't be making the switch if it weren't for the abandonment of support next month. I was plenty happy with Windows 7, but since M$ has quietly continued to offer the free upgrade, I figured I had better jump now or regret it later.
  14. Quick status report: I have re-performed the installation of Windows 10 and now have a functioning, activated copy of Win10 with a digital license. All of my Windows 7 programs/apps ported over to Win10 and are functioning as before. For gaming purposes this includes CH Manager, Voice Activated Commands, Teamspeak, and Track IR 3, along with a copy of IL-2 1946, which loads and works fine (though I rarely play it anymore). I uninstalled Steel Beasts and the Codemeter runtime before the upgrade. Tonight when I return home from work I'll do a fresh re-install (no mods) and see what happens. Fingers crossed.
  15. Regarding modded sounds. Yes, I do have a few ... all in the appropriate mods folders; none in the main Program Files installation. All working fine in Windows 7, I'm a little puzzled why a sound file would fail to load in Windows 10. Driver issue maybe? I have the latest one available (Realtek) for my motherboard (ASUS) ... but it's still quite old and for Windows 7. Anyway, ... as explained in the post above, I'm no longer in a position to troubleshoot the Windows 10 launch fails of SB by moving sound files. At this point I have a working install of Windows 7 on my solid state drive. If I am to proceed with my planned Win7 --> Win10 upgrade, it seems I have two options: 1) Perform the upgrade again as I did last time, and then troubleshoot the problem -- assuming it fails again to launch -- starting with the modded sound files. Or, 2) Wipe my system of everything SB, do the Windows upgrade, then re-install SB fresh and clean to Windows 10 and see if it works. Either route is a considerable investment of time, and I'm not sure which has the most chance of success. Probably option 2. So I'll let you know what happens.
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