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  1. "MeltyElement" Effective Armor Calculator & Crosshair Mod [BETA] Effective Armor Calculator now separate from crosshair! Many of us remember the effective armor calculator from the MeltyMap' s MathMod. For those who don't know what its all about, there is a quick run down under the spoiler. Effective Armor Basics: Description The old Armor Calculator went defunct back around ~8.8, so it has been a while. Instead of fixing the old calculator I opted to completely re-write the mod. All of the calculations are now handled by python instead of action script. A big reason for that is because before this I have never touched flash files or action script. However, it did open the door for a few improvements and features. The effective armor calculation now takes into account the pitch of you gun. This makes the calculation slightly more accurate retaliative to where you are aiming. There is also now an option to have the calculations based on the rotation of the camera or the rotation of the turret/gun. Both options have benefits but after switching back and fourth for a month one does not seem superior to the other. No longer dependent on XML configs for any values other then arcs(slope of a tanks armor). If a tank is missing from the XML it will be automatically inserted at the end of the file with values of zero. If a tanks arc value is zero the armor is calculated used the tanks nominal armor and rotation of the tank. The crosshairs and armor panel are now separated and one does not require the other. The gun sights are based/built from the most recent Melty source code that was released(0.9.9). Updated and modified with a few additional(optional) features. Aiming distance is now pertinently visible. It no longer fades away with target information when you have no target. Advance ballistic information is available and built into the design. remaining aim time (how long until your dispersion value reaches the minimum value). speed of your current target in km/h , mph, or m/s projectile flight time. Fourth sight, a darker version of the first sight(the light blue ones). Relative aim point height adjustment in Strategic aim mode. See "v2.0b4 additions" in the change log here: http://bit.ly/MeltyElementDocs Advance penetration calculator. Penetration drop off, normalization, 2x overmatch modifiers, impact angle are taken into account and accounting for track thickness will be an option in future builds. Colors: Dark Red = angle is greater then then the auto bounce angle. Red = The targets armor at your aim point is thicker then your shells highest possible roll. Orange = The targets armor at your aim point is thicker then your average pen. Yellow = The targets armor at your aim point is less then your average pen but more then the low end of your pen. ie. your pen roughly = the armor and its up to the RNG gods. Green = The targets armor at your aim point is less then your lowest roll. Blue = The targets armor at your aim point is less half your average pen. (this used to indicate 2x over match but seemed redundant and still is. On indicators like the Aimpoint-I w/ armor pen. Only specific parts turn blue so its more like a notification and not coloring in the whole sight. All other markers are gonna follow suit in some way in future builds.) Purple = The 3x overmatch rules are in effect.(when your shell caliber is 3x the thickness of armor at the point of aim and will not bounce regardless of angle ) Screens: Known Issues Crosshairs: Known Issues Armor Panel: TODO Crosshairs: TODO Armor Panel: Installation and Configuration: Credits & Sources : Change Log: Notes I would consider this a BETA. While it is working without any issues and have been using various reversions as I work on it for the past month. Not every nook and cranny, combination of options/ features , and compatibility with other mods has had the chance to be thoroughly tested. Change log and detailed explanation of features can be found at http://bit.ly/MeltyElementDocs The armor angles in the MeltyMapProtractorSetting.xml are in desperate need of updating. The type, left & right arcs(yaw limits), front & side(base armor) are completely irrelevant now and will be removed eventually. Only the arc, arc2, arc3 values are important now and need to be updated. However the old method of getting those values is no longer available due to the original Wot Tank Viewer no longer being maintained. If anyone knows of any alternative programs or methods to accurately measure angles, please let me know. Feedback is highly encouraged. At this stage there is still a good amount of things that can change. DOWNLOAD >>> MeltyElement v1.0.0-Beta <<< SHA-1: E578B589C79FEF84AF2B7806E568677F6408A01A >>>MeltyElement Fonts <<< Source: https://github.com/elementofprgress/MeltyElement_Sights  If you wish to support me and this project you can do via below or by leaving me good feedback
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  2. v5.6.1.05 (12-06-2016): - added Epic Commanders Mod by GamersPlatoon.com - added Better ship icons on compact carousel - minor internal fixes
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  3. Sure, What you want to do is; Re-create the file location that your custom file is located, (beginning with the 'res_mods' folder in WoT path) zip it up and place it into Aslains custom mods folder which does the rest for us First we need to locate the file - Search the WoT directory for the file you want: 'radialmenu.xml' go to properties and copy/paste it's location into a text document for easy access later. In my case the file is located here: C:\Games\World_of_Tanks\res_mods\0.9.15\scripts\client\gui\scaleform\daapi\view\battle\'radialmenu.xml' • Create new folders inside each other naming the as you go along until the structure is duplicated (beginning with 'res_mods') • It should look like this: res_mods > 0.9.15 > scripts > client > gui > scaleform > daapi > view > battle • Place your custom 'radialmenu.xml' file in the last folder (battle) • Zip it up using a compression tool - Naming it anything memorable (I used WinRar - but make sure to put it into .zip/.7z format as only those will work.) • Place the named .zip into 'Aslains_Custom_Mods' folder in your WoT directory. (C:\Games\World_of_Tanks\Aslains_Custom_mods - in my case) • Install Mods as normal and the installer will automatically add your custom files at end of installation The same process works for other mods too just with their respective files/folder structures. N.B. One thing to remember though (not so much in the case of radial menu as it's just a text doc customize) but for other mods, if you edit files and use this method, your mods may become outdated eventually as your custom files will always overwrite the newer versions. Might be best to re-make every once and again to stay updated (or when you see your custom mod has been updated backup/copy/paste text/edits into the newer version and copy paste over your old one.) But this means you don't have to update every Aslains pack that doesn't update your choice of mods
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