

Separate the armor calculator from the crosshair flash files.Īdjust and unify colors for many things from penetration indicator to base blending modes of the sights. 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 )Īdd illuminated reticle. All other markers are gonna follow suit in some way in future builds.) Only specific parts turn blue so its more like a notification and not coloring in the whole sight. On indicators like the Aimpoint-I w/ armor pen. (this used to indicate 2x over match but seemed redundant and still is. Green = The targets armor at your aim point is less then your lowest roll.īlue = The targets armor at your aim point is less half your average pen. your pen roughly = the armor and its up to the RNG gods. Yellow = The targets armor at your aim point is less then your average pen but more then the low end of your pen. Orange = The targets armor at your aim point is thicker then your average pen. Red = The targets armor at your aim point is thicker then your shells highest possible roll. 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.ĭark Red = angle is greater then then the auto bounce angle. See "v2.0b4 additions" in the change log here: Relative aim point height adjustment in Strategic aim mode. Speed of your current target in km/h, mph, or m/sįourth sight, a darker version of the first sight(the light blue ones). Remaining aim time (how long until your dispersion value reaches the minimum value). It no longer fades away with target information when you have no target.Īdvance ballistic information is available and built into the design. Updated and modified with a few additional(optional) features.Īiming distance is now pertinently visible.
Melty map mathmod v.0.9.12 code#
The gun sights are based/built from the most recent Melty source code that was released(0.9.9). The crosshairs and armor panel are now separated and one does not require the other. If a tanks arc value is zero the armor is calculated used the tanks nominal armor and rotation of the tank. If a tank is missing from the XML it will be automatically inserted at the end of the file with values of zero. No longer dependent on XML configs for any values other then arcs(slope of a tanks armor). There is also now an option to have the calculations based on the rotation of the camera or the rotation of the turret/gun.īoth options have benefits but after switching back and fourth for a month one does not seem superior to the other.

This makes the calculation slightly more accurate retaliative to where you are aiming. The effective armor calculation now takes into account the pitch of you gun. However, it did open the door for a few improvements and features. A big reason for that is because before this I have never touched flash files or action script. All of the calculations are now handled by python instead of action script. Instead of fixing the old calculator I opted to completely re-write the mod. The old Armor Calculator went defunct back around ~8.8, so it has been a while. 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. 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.
