Hello there, by a coincidence I was forced to switch to another crosshair today which happened to be MeltyMap's Mathmod Crosshair. Here's my explanation, please correct me if I am wrong. The slope angle marker takes into account enemy's armor thickness and your penetration power. Possible angle of penetration is measured on the crosshair from the upper part of the crosshair to the right part, making a total of 45 degrees angle: |_ The thicker the enemy's armor the more narrow will be the angle you can penetrate it from. In the first picture you can see that our gun can penetrate 22mm of armor and the enemy armor on the spot we are aiming at is only 15mm. The angle marker becomes green and it indicates that we can penetrate this armor from a wide angle. NOTE: The green angle marker has a notch in the middle - to the left and right of the notch is how this crosshair takes into account WoT's mechanic of 25% of more or less chance of penetration. This is to say that the notch is theoretically anywhere on the green marker. Now, when we move the crosshair to a more thicker part of the armor which is 20mm, you can see that the the angle of penetration is more narrow which means you should probably fire only when the target is not much sloped. The lower your penetration is, smaller is the arc of the angle you can penetrate from. The crosshair DOES NOT take into account the actual angle at which you are aiming at the enemy. I am aiming at the t29 turret cheeck from an extreme angle and the crosshair is telling me I still have the chance to penetrate.I was hoping more would be happening with crosshair mods by now so I could take them apart and learn whats going on. Have you started doing anything or we can forget it? Just asking, no preassure MELTYMAP MATHMOD 9.15.1 MOD 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. 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. If you have any suggestions for center/gun markers let me know. It is really silly how pin point accurate you have to be on a tank to engage auto aim without mods. I also just got my version of advance auto aim working, it will make locking on to tanks that are far away, moving quickly, or behind/partially behind cover much easier. The next build will have some scaling options.
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