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Everything posted by Monkie

  1. 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.
  2. 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?
  3. 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?
  4. 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.
  5. 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?
  6. 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?
  7. okay, I think I'll just stick with JSGME for now, thanks.
  8. 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?
  9. 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.
  10. 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?
  11. 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.
  12. Monkie


    Looking good thanks
    Very nicely done, and the weathering is perfect. Thanks. Will look nice alongside the M60 for some desert scenarios.
  13. They look great, thanks.
  14. Sounds great, thanks.
  15. Monkie

    About mod files

    I don't believe so because I have subfolders in my FX folder which I use to copy and paste sound files as I edit and work with them. I think only the main FX folder is examined at startup.
  16. Monkie

    Arty sound mod

    After re-reading your original post I'm a bit confused. Did you simply install the sound files into your Mods/sounds/FX folder? If that is the case then simply delete the sound files you installed and the original sound files will be restored. The base (original) sound files are in an archive in the main directory so they should be safe. Let me know if you need further help.
  17. Monkie

    Arty sound mod

    I believe that the sounds for arty are also used for HEAT round impacts.
  18. Osprey's Duel Series "M60 vs T-62 Cold War Combatants 1956-1992"
  19. I was just reading a book about the USMC's use of the M60A1 during desert storm and how all of the engagements were fought using the battle sight vs the stereoscopic rangefinder. The visibility and environment just didn't require much shooting past 1500m. It also mentioned that during the 73' conflict that the battle sights were by far more used than the stereoscopic. Back to the original thread, I don't know if there is much more I would want to add to be truthful. I'm amazed that a sim has my two favorite weapon systems in it (M60 and the AH-1Q), and even has the ability to show US soldiers in the Pre-80's uniforms. That being said here are my two items for the wishlist: 1) M60A1 (w and w/o the ERA) 2) crewable Chieftan. since both are somewhat modeled in the sim already I'm hoping they might have a chance. I do remember playing a simple program on the PC that simulated the Chieftans very unique sighting system, it might be tough to model but would show highlight how differen't parties approach the issue.
  20. If they are too loud you can use a sound editor to reduce them a bit to your own taste. I tend to mix and match sounds from different mods myself.
  21. I really like the small arms sounds, makes me feel like I'm on the range, thanks for uploading. I couldn't find a separate thread for your realistic explosions mod so figured I would mention it here. I really love the explosions in "x_ArtyHeSplash" and "x_ArtyNearHeSplash" files, they give a nice echo that gives depth and a feeling of distance. The question I have is how does the sim look at the numbers at the end of the names? ie, "x_ArtyNearHeSplash0,1,2,3" etc. Does it just mix them up or do they have relation to distance from the source? Sometimes the audio is a bit too strong for the relative distance, but overall it's a great effect.
  22. Monkie

    new M60A3 template?

    Wondering if the template for the M60A3 might be updated and released in the future? By the way thanks for uploading the templates that are already available, I'm spending more time modding and trying out differen't looks than I am playing the scenarios.
  23. Ok Splash you were correct, I was looking at the two file structures as being exact mirrors of each other but that isn't exactly true, and by using the US 1970 camo scheme I set myself up for a lot of confusion. The M60A3 file I thought I was replacing is in the main "woodland" folder but if I want it to be replaced I had to put it in the mods\US 1970 folder. There is no specific folder in the main directory for US 1970, ugh, totally missed that. Thank you for clearing that up for me, all is working great now. I decided to use JSGME to keep everything in order from here out. Sorry for the initial confusion on this.
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