Mod time information wot. Bringing down the tank. What determines the aiming of a tank?

Description:

While analyzing the needs of tankers for mods, we came across requests for a gun aiming timer and began looking for a mod to solve this problem..7.1.2, which, regardless of what kind of sight you have and whether it is worth it at all, will display the following information on the screen:

  • gun aiming time in seconds;
  • scatter depending on how much you are reduced;
  • projectile flight time for both artillery and simple tanks;

We present to your attention a completely redesigned and improved information timer from the original author of this mod. The mod was rewritten from scratch and supplemented with new features. Now the text displaying information has become more readable.

Added the ability to enable timer displays for certain events, for example, target acquisition, additions additional information when aiming at a target and so on. Soon the author will add an option to display the mix timer only in art mode, but for now it is only available in old version. It looks like this now:

Oddly enough, having installed this option, we did not notice any drop in FPS. In addition, it adds the following features that are not present in the 2 previous versions:

  • total time information after the last movement of the gun (that is, you converged, pulled the gun, and the second number in the aiming timer will show you the total aiming time after the last movement of the gun. It will be different each time, because one time you can greatly confuse the information, the second time less, and so on .)
  • the speed of movement of the target that is in your sight
  • new accuracy indicator
  • ability to edit displayed text using HTML tags

Now you can always know how much time you have left until the gun is fully aimed and what the spread will be if you fire before it ends. This information will help you more accurately assess the situation and successfully carry out attacks. Also, the aiming timer mod will be useful for most art sights that do not have projectile flight time. Overall the mod has fairly good utility in combat.

It, like most modern mods, has a settings file with which you can configure what information is displayed and what is not, change the font and color of the text. It is located along this path: WOT\mods\configs\ekspoint\mod_ExtraAimInfo.json, in it you can configure the following:

  • type of aiming timer in each sight mode ("TextFlashArcade" - arcade, "TextFlashSniper" - sniper and "TextFlashStrategic" - art sight);
  • enabling the timer to be turned off in each of these modes ("enable": true or "enable": false);
  • configure the appearance, size, font, shadow, text color ("text" block: () and "shadow" block: ());
  • insert any picture as a background for the text (block "background": () for each sight separately);

FAQ.

IN: How to leave only the mixing time?

ABOUT: If you only need to display the convergence timer, then you need to edit the line "format": so that it looks like this: "format": "Mix:((aimTimeRemain))s". Do the same with any other output field; you can remove or add it. See the file macros.txt for the entire list of available macros.

IN: How to make the font smaller or larger?

ABOUT: If you need to reduce or increase the font, find the next line size="16" and write a smaller number there, if you need to increase it, then a larger one.

IN: How to change the location of the mix timer?

ABOUT: With the latest mod updates, you can move the timer around the screen by holding left CTRL and pressing the arrows up, down, right, left.

IN: How can I display the information timer and projectile flight time only in art mode?

ABOUT: Open the mod settings file, find "TextFlashArcade": ( further, a little lower, "enable": true and replace true with false there. Do the same with "TextFlashSniper": (.

IN: How to add a background below the timer text?

ABOUT: Each setting section has its own “background” block: () this is where you can add backgrounds in the form of pictures under the text.

Installation:

Copy the mods folder to the game folder (WOT\), confirming the replacement.

Additional mod settings files (installed on top of an already installed mod):

Additional config from NooBooL

Scatter circle

As already mentioned, shells in the game do not fly exactly into the crosshairs of the sight, but within a scatter circle, the size of which depends on the specific weapon. Moreover, the chance that a projectile will hit any point of this circle is not equal, but is subordinated to the Gauss distribution. This means that the probability of hitting closer to the center of the sight is much higher than in the center of the aiming circle. Moreover, this distribution depends on the initial size of the aiming circle and does not depend on the weapon used, not on the class of equipment, not on the payment for a premium account, not on the time of day or phase of the moon.

By the way, the displayed scatter circle may differ from the one in this moment calculated on the game server. Usually, this is due to poor Internet quality; enabling the server crosshair checkbox in the game settings can help you here. However, it should not be used in other cases. The client sight, as a rule, is quite consistent with the server one, but slows down significantly less.

Firing accuracy

The size of the scatter circle, and therefore the shooting accuracy of World Of Tanks, depends on:
1. Basic accuracy of the gun.
2. Skill in mastering the main specialty - tank gunner (it is additionally influenced by the commander skill, which is given to crew members, one percent of the skill, for every 10 percent of their command skill).
3. Combat brotherhood and ventilation.
4. Extra rations, box of cola and similar disposable, approximate consumables.
5. Temporary increase in gun spread caused by tank movement.

Try to hit the center of the target offhand at the shooting range; it’s not an easy task. Is not it? In order to accurately hit the target, you need to freeze, exhale, hold your breath and smoothly pull the trigger. Although shooting from a tank gun is much more difficult, in the game we only need to point the cursor at the target and wait a little while the virtual tank driver does virtual aiming. At this time, the visible scatter circle gradually decreases, when the convergence is completed and the circle has reached the minimum value for your tank, you can shoot, the chance of hitting will be the highest.

A useful fact, as we have already said, in addition to the basic aiming coefficient of the gun, only the basic skill of the gunner affects the shooting accuracy with full aiming, and this influence is very noticeable. A good gunner will shoot better from a bad gun than an untrained gunner from an accurate one. To demonstrate this, we will conduct several tests. In the upper left corner are shown the results of firing from the Z-6-7 gun with the crew seated behind the tank for free. Thus, the gunner should have 55 percent proficiency in the profession. Next is the same gun, but the crew is 100 percent trained. In the next window, the crew of the same tank received maximum level proficiency in a profession, ventilation, military brotherhood and more. ration. And finally, for comparison, in the fourth window, the results of firing from a tank with one of the precision guns in the game STUK 72 M-70 with a gunner with 75 percent proficiency in the specialty.

Yes, it’s hard in training, easy in battle. A skilled crew can easily compensate for the lack of accuracy of any gun.

Mixing time

Modern tanks are able to stabilize the gun and automatically track the target chosen by the gunner, but the tanks of the beginning and middle of the last century presented in the game did not yet have such capabilities and shooting on the move for most of them was not accurate or completely impossible. To simulate the movement of a real tank, in our game, when moving, when turning the turret, even when firing, the scatter circle increases sharply and you have to wait until it narrows to a minimum value. Moreover, the higher the speed and rotation of the tower, the more the circle increases. The increase also depends on the chassis installed on the tank, which has its own undocumented dispersion coefficients when moving and turning. Detailed data on these coefficients can be found on the website of our information partner wot-news in the section extended information about tanks. Please note that the characteristic of convergence time is mistakenly called convergence speed, which causes some confusion.

Let's take for example the American tank T-34. At the same aiming speed, the time indicated in the gun characteristics of three and four seconds will be required for aiming if a tank with a 100% gunner accelerated at a certain reference speed and, stopping abruptly, began to aim. And if you drive very slowly in first gear, the spread circle will increase much less. Mixing after stopping will naturally end much earlier.

So, the mixing time does not depend on the following characteristics:
1. The corresponding characteristics of the weapon.
2. On proficiency in the gunner's specialty, which, as we remember, depends on proficiency in the commander's skill, combat fraternity, ventilation and approximate consumables.
3. Additional: gunner and driver skills (main entrance and turret rotation), from reinforced aiming drives and vertical aiming stabilizer.

Let's take a closer look at the last point. In the theory of amplified drive, pickups and stabilizers differ quite significantly. The first increases the speed of mixing and useful properties shooting from a place, and the second reduces the circle of dispersion and is suitable for shooting while moving. However, in practice their functions partially overlap.

The stabilizer, as follows from the description, is perfect for those tanks on which you shoot straight away. It significantly reduces the range of spread when driving. And for tanks from which you are accustomed to shooting from short dashes, but with full aiming, there is practically no difference between the drive and the stabilizer. Under equal conditions, from a smaller circle, the gun can be brought down in the same time as from a larger circle with a reinforced drive. Moreover, when shooting from a standstill, the stabilizer reduces the circle of dispersion after a shot, which is also a type of movement. And in this case, alignment with the stabilizer takes less time than with drives.

So if your tank is equipped with a vertical aiming stabilizer, then its use is more profitable than reinforced aiming drives. According to one of the game developers, better known as Vader, this rule is generally correct, excluding weapons with very slow aiming.

How to shoot correctly

Now let's give some tips on how to shoot better. Let’s say right away that in this series, we are not considering any artillery techniques. This is an independent and very large topic that will have to be devoted to a separate program, or even more than one.

So, first of all, get down. Of course, shooting without aiming is sometimes necessary, but there are very few reasons for such shooting. This is useful on some light and medium, literally several heavy tanks with a good rate of fire and gun stabilization. Shells that, even at maximum speed, in most cases fall into the crosshairs of the sight, but if you are not confident in the gun of your tank, especially if you know that they are not intended for firing on the move, it is better to stop in a more or less safe place and wait for complete alignment and cause damage.

Except for cases of shooting on the move or shooting at enemies who have gotten used to your tank from the side and are moving back and forth, making it difficult to aim, it is better to use a sniper scope. With a sniper scope you can calculate weak areas opponents and will have a high chance of causing damage, but you pay for it with a very narrow field of view. An enemy who literally appears a couple of meters from your target can go unnoticed and, as a result, be confident in the safety of shooting at you. Therefore, immediately after the shot, go to normal arcade mode with the left shift button. This will allow you to assess the situation on the battlefield and change your position, etc. Make such a switch a habit and the benefits from it will not take long to arrive.

By the way, in order to increase the rate of fire, aim shortly before reloading ends, so that by the time the tank is ready for the next shot, you have time and completed aiming at the target.

I repeat once again, on some light, medium and even heavy tanks, on the move, especially in close combat, on the contrary, it is not worth using a sniper scope. Instead of targeting a weak point, you may miss where your opponent is aiming or where you are going. At the same time, you should have some experience of shooting while moving, and it is better to shoot at the side or karma of the enemy. Because even tanks with poorly armored fronts can ricochet many hits. You must understand that on the move the best guns can give way, in such a situation you should not expect to fire a shot that will destroy the enemy. Hope for the best and expect the worst. By the way, when you are designed in motion, you can shoot with an auto sight. This will prevent the enemy coming after you from getting bored, will not allow you to concentrate on shooting at you, and you will get an extra chance to cause damage.

Remember the penetration zones of all tanks. Consider the angles of the armor and the performance of the ammunition used. This point in World of Tanks is perhaps the most difficult. There are hundreds of tanks in the game and for most of them, at least at the levels at which you play, first of all, you need to know the maximum number of characteristics. Roughly speaking, knowing even just where to break through any opponents you may encounter will increase the number of your victories by 5-10 percent. Moreover, the more you know about the enemy, the easier it is to fight him. For example, knowing the reload time of your enemy will allow you to make an extra shot at him, the speed of turn - to spin him, the viewing range - to choose a safe distance for shooting, and so on. Useful mods will help you with this - a reservation panel with enemy reload time and penetration zones tanks World of tanks.

If you have to shoot through opaque vegetation at the silhouette of an enemy, before making a shot, feel for its accessible part. As you move your sight over the enemy tank, you will see that the border on it appears and disappears. It disappears when the cursor moves from the target to the obstacle covering it. This way, you can assess which part of the enemy is available for shooting, and not waste a projectile by hitting the ground, or even an ally standing next to him.

There are exceptions to this rule. When you shoot through the gaps of another tank, including a destroyed one, the enemy’s outline does not appear, but the projectile can still hit the target. And although shooting like this is a little unusual, it is often very useful.

When shooting at moving targets, take into account the speed of the projectile and take the appropriate lead. The speed is individual for each weapon and for each type of ammunition. And the necessary calculations will be made by your hands automatically as your experience grows, but this experience must be gained. To get it, you just need to remember that you need to shoot at moving targets with a slight advance. Not into the tank itself, but to where it will be in a second.

When shooting at long distances, if the tank disappears from sight or when shooting at lead positions, a well-measured shot may miss. Why is this happening? At the beginning, we said that projectiles in the game fly like in reality in a parabola. If you are aiming at an enemy tank, then the arc is calculated in such a way that the end is exactly at the point of the enemy at whom you are aiming. But when you try to hit an enemy that is moving or has disappeared due to the light, your line may rest on a surface located far behind him. The trajectory in this case will be calculated based on the target of this distant point, which is shown by the sight. And the projectile will go higher than the enemy. Give a simple and universal advice how to shoot in this case very difficult. Therefore, if you see that the aiming point is far behind your target, and you cannot change it, wait until the enemy lights up again so as not to waste your shot and time.

Let's summarize.
1. Get together!
2. Use a sniper scope.
3. But know how to shoot from arcade mode.
4. Remember the penetration locations and characteristics of all tanks.
5. Use the silhouette of the enemy tank to find its accessible parts.
6. Shoot at moving targets with anticipation.
7. Enemies missing from the light, sometimes it’s better to wait...

So, in this program we figured out how shooting happens in World Of Tanks, we learned how to increase accuracy and reduce aiming time, and how best to shoot at the enemy. In the next episodes we will see what happens when a hit occurs in armor-piercing, sub-caliber, high-explosive and commutative shells.

Dear players!

Every tanker wants to know how to get together faster. Today the tank portal site will tell you about tricks when aiming a tank at targets.

Sight reduction

Tank alignment or focusing the tank's sights on the enemy is one of the components of the combat process during battles in the game World of Tanks. Aim speed depends on several factors and can be significantly increased. The faster, the higher the efficiency and survivability of the tank in battle.

What determines the aiming of a tank?

On aiming a tank gun influence both positive and negative aspects. Let's highlight them.

What speeds up sight convergence?

  1. Gunner experience
  2. The "Combat Brotherhood" skill for the tank crew
  3. Module "Reinforced aiming drives"
  4. Module "Improved ventilation"
  5. Tank commander skill "Mentor"
  6. Level installed on the tank

What reduces sight convergence?

  1. Gun sight movement
  2. Turret rotation during convergence
  3. Movement during mixing
  4. Presence of damage to the gun
  5. Incapacitated gunner
  6. An incapacitated tank commander with the "Mentor" skill

Speed ​​dependence tank information from the listed factors is unequal. So, for example, the “Reinforced aiming drives” module installed on a tank immediately speeds up aiming on 10%. At the same time, the “Improved Ventilation” module can speed up mixing by only 5%.

The same is true with the list of effects that reduce tank aiming speed. If a tank's gun is damaged, the aiming speed is slowed down by 25%. Wherein, an incapacitated gunner immediately slows down the aiming by 50%.