The crosshairs were kinda the core of the mod in features and in code, so once I rework the config files and mod structure for its temporary absence I'll start putting some stuff up Armor panel, pitch panel(new), relative height targeting in strategic mode, strategic sniper(new), my take on a "ballistic calculator" mod(marker/aim correction when aiming at the tops of hills/sky), a quick lil' lobby mod so you can right click someone's name open up their WoTLabs page.(new) Not tested yet but should work x-ray and/or expanded bounding box auto aim locking, x-ray target radial menu, TD sniper mode auto rotation(all new) Most things seem to be working after a few tweaks. Just a day or two before the patch I wrote a new pen calculation that can gather a rough average of the targets armor within your dispersion instead of the armor that is pin accurate dead center. In the mean time I might quickly put something together that displays some information like the aim time, aiming distance, etc. The sights are gonna take a while unless I do some really ghetto things to get partly working sights. However if and when that time comes every single line of source code and flash projects will be released. There might come a time, possibly soon that I will have to drop the mod due to time constraints. I'll have what I got uploaded in a day or two.Īll the nice extra info the sights provided will eventually be put into some sorta mod to display them. With out the sights that whole idea is kinda pointless. Instead of one or two HUGE files that are a pain to work in. Splitting it up into multiple files in folders, custom logging functions logging to their own files, and things like that. Right before the patch I was working on repackaging and organizing the mod. I was hoping more would be happening with crosshair mods by now so I could take them apart and learn whats going on. Nah nah, I have a working version of the armor panel, a new pitch panel, and the stuff like sniper arty and relative height in arty. Have you started doing anything or we can forget it? Just asking, no preassure If anyone knows of any alternative programs or methods to accurately measure angles, please let me know. However the old method of getting those values is no longer available due to the original Wot Tank Viewer no longer being maintained. Only the arc, arc2, arc3 values are important now and need to be updated. The type, left & right arcs(yaw limits), front & side(base armor) are completely irrelevant now and will be removed eventually. The armor angles in the MeltyMapProtractorSetting.xml are in desperate need of updating.The XML/config is found at mods\configs\ElementArmorPanelSettings.xml This is the original flash version of the mod updated and reworked for the actionscript changes.ĭownload mod_MeltyElement_ArmorPanel.7z and extract the mods folder to your World of Tanks directory. It would be awesome if some of the original MeltyMap features could stick around for more then a patch or two. Please, feel free to take the mod and run with it. Hopefully that means its somewhat accessible and can be easily updated by anyone with decompiled WoT python files. Also thanks to XVM, no ActionScript to mess with. With the mod being built on a feature of XVM it should be usable for the foreseeable future and not get the rug pulled out from underneath it like the switch from AS2 to AS3 did last time. I will only be able to maintain work on this until the end of June or so. A collision check based on your turret/camera rotation and tank's hull height is done against your own tank which returns the armor's angle at that point.įor installation, additional features, and more information check the readme - here All armor values and armor angles are gathered dynamically and directly from the game. Unlike previous version the effective armor in the Armor Panel is no longer dependent on a XML sheet of tank armor and angle values that are outdated and can no longer be easily updated. This time it has be re-written to work with XVM/XFW's py_macros and integrates into your XVM config. Then my old mod went defunct at 0.9.15.0.1. Along with the angle of your tank it takes into account the angle of your armor including angles like an IS-3 and its pike.Īt first the old Armor Calculator went defunct back around ~8.8. It gives you real time information about the actual thickness of your hulls armor based on angle of your tank compared to where you are looking/aiming. The effective armor calculator does, well exactly what it sounds like it does. Some basic information from the WoT wiki: Example, if your armor is 100mm thick at 60° that thickness doubles to 200mm. The thickness of a tanks armor is highly dependent on the angle that armor.
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