Both logs in spgĪlso logs are mentioning 2.03b, isn't it suppose to be 2.04b? I have enabled debug in config, but it doesn't seem to log any extra stuff. Yup, forgot to check aim mode before letting the hotkey go through. Simple fix, gonna play a round or two to make sure and upload the fix. 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. The debug is limited a bit because the actual debug I use is a bit.intense. 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. As I go I work the debugs towards error reporting and other actual useful information. 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. 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. If so, its GunMarker: Aimpoint I (with armor Penetration indicator). 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. The next build will have some scaling options. 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. It is really silly how pin point accurate you have to be on a tank to engage auto aim without mods. If you have any suggestions for center/gun markers let me know. The sights are gonna take a while unless I do some really ghetto things to get partly working sights. In the mean time I might quickly put something together that displays some information like the aim time, aiming distance, etc. 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. 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. 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. I was hoping more would be happening with crosshair mods by now so I could take them apart and learn whats going on.
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