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. Was it not under that name in the previous build? I'm still not fully satisfied with the gun markers and center markers so I fiddle with them a lot so moves like that can easily slip past me and never make into documentation/change log. If so, its GunMarker: Aimpoint I (with armor Penetration indicator). Thanks in advance, keep up good work on this crosshair, one of the best ive seen if not the best Yeh please if u could enable circle size edit, I find it very hard to lock aim on tanks from a far distance distance Ill explain the pen marker, when u highlight a tank (aim at) u get a line from centre of crosshair and goes diagonally to bottom right of screen just to the left of minimap and shows u the penetration values in different colours, it worked a couple of weeks ago but since disappeared after your update. Right now the debug mode mostly reports on what information is going to be used for calculating the effective armor, puts and indicator on the armor panel it self when a tank is missing arc data, and fatal exceptions that are handled. As I go I work the debugs towards error reporting and other actual useful information. Enough so to where it can really hurt FPS and the majority of it is information printed out that is irrelevant to the end user. The debug is limited a bit because the actual debug I use is a bit.intense. Yes, it was supposed to be 2.0b4 but I must have left it as 2.0b3 because I was testing a version check that didn't make the build, but will be included in the coming upload. Simple fix, gonna play a round or two to make sure and upload the fix. Yup, forgot to check aim mode before letting the hotkey go through. I have enabled debug in config, but it doesn't seem to log any extra stuff. Both logs in spgĪlso logs are mentioning 2.03b, isn't it suppose to be 2.04b? the turret turning sound doesn’t activate when you move a turret (in sniper mode) just a little – this is intentional, so that the turret sound doesn’t irritate you, when you are trying to aim precisely.I've got similar errors in logs. stock tanks will not get reduced MM spread (“the team would be very happy to see a stock tank as their top vehicle”) apparently, Ruinberg on Fire will get some brighter lighting, Kharkov is brighter than Ruinberg on Fire Storm states he can’t say exactly which tanks were the gun sounds recorded from, it was some sort of BMP and T-72 and some others a player was complaining that he can’t now recognize a difference between a sound 300 meters away and 600 meters away, Storm counters that he personally can easily the sound of turret turning is there for all tanks, in sniper mode it’s not an option to have two sound sets (historical one and “Hollywood” one), the work would immediately double by that regarding historical sounds, Storm adds that War Thunder also has historical sounds of guns, yet everyone likes it there Storm states that in the “historical realism gun sounds mod”, the quality of samples was not very good and the sounds were collected from all over the place, Wargaming will not cooperate with Gnomefather, Storm personally doesn’t like the sound mod very much apparently (“When it comes to me personally, this mod stresses me sometimes by its ‘forced sound’” SS: as in, too much intensive sounds – Storm adds that atmosphere is good but he can’t play with it for long) regarding the missing sound echo (you were used to from old sounds): devs added “echo zones” so for example in closed areas the sound will echo same goes for buying previously purchased tanks for half (selling) price crew “not forgetting previous tank training” (SS: as in, would stay trained for tank A even when retrained for tank B) option will not be implemented, it’s not economically profitable for WG developers are working on more optimization it’s not yet sure whether the aforementioned arcade/sniper mode lag fix will be there in 9.1 release
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