http://i.minus.com/ielKmOGegCcL4.jpg
http://i.minus.com/iQmBFxvdnfkf0.png
The ASScope
Spoiler
INSTALLATION VIDEO TUTORIAL for BEGINNERS
Note: ( please read this if you come cross font display issues )
Best Combination with my other mod: Adiya's Contour Icon Mod
- completely remake all arcade/sniper sight variants
- all in real historical appearance with simulated gun elevation mil-markers
- integrated reload timer, health percentage indicator, low HP indicator
- brand new HUD Orientation Meter with field of fire marker (for TD). (DAR addon)
- innovative and revolutionary Dynamic Arty Reticle - you will be amazed how it works, meanwhile need time to get use to it. Finally I have done something great foro arty commanders!(DAR addon)
- Dynamic (animated) Staining Scope Lens - the optic comes with clean lens and becomes dirtier and dirtier during the battle.
- detailed reloading animation
- includes ARCADE, SNIPER, STRATEGIC, GUN MARKER, DAMAGE INDICATOR
- multiple type variants of arcade indicator, central marker, dispersion indicator, gun marker can be changed separately
- all variants can be tweaked in any combination in a customized Reticle Setting Menu anytime you want
Quote
if you are a hardcore historical armor fanboy
who is looking for some more immersion
in this arcade-style game,
don't miss it,
you won't get disappointed!
who is looking for some more immersion
in this arcade-style game,
don't miss it,
you won't get disappointed!
INSTALLATION VIDEO TUTORIAL for BEGINNERS
Spoiler
Many thanks to Sirus_Patton @NA for making this video tutorial in order to help mod freshmen to have a chance to enjoy wonderful mods!
Note: ( please read this if you come cross font display issues )
Spoiler
- The mod needs Calibri font, if you don't have it in your system (e.g. WinXP), you need to install it.
- Always backup your original files if you install the mod manually.
- Bug report is always welcomed
Best Combination with my other mod: Adiya's Contour Icon Mod
The New DAR
Spoiler
http://i.minus.com/iiFPKN2phSaKp.jpg
you need to set your gun model properly in order to get proper info related to your gun and shell. All calculations are based on that.
Well, let me leave the rest to you - to experience the New DAR system all by yourself and to find out how it can help you.
http://i.minus.com/iiFPKN2phSaKp.jpg
- compatible with client 0.7.2
- compatible with other mods (modified BattleTimer.swf this time, none other mod is gonna conflict with it)
- brand new gun elevation angle panel. According to WOT's game mechanic, the firing angle = the hit angle. (*)
- brand new max firing range panel. (*)
- brand new (not so much) approx. shell travel time indicator. (*)
- brand new M.T.A.A.R. (Moving Target Aiming Assistant Rings) to help you hit moving target more accurate. (*)
- new shell dispersion ring with 4 apex markers (meltyMAP's style). it helps you to identify terrain elevation much better.
Quote
<config>
<strategic>
<gun>S80</gun> <!-- Define the gun model you are using. S/M/D stand for NATION, the first digit stands for the VEHICLE TIER (2-8), the last digit stands for GUN TYPE (0 = stock, 1 = upgrade). E.g. S61 is Soviet Tier 6 Arty's upgraded gun, aka 203mm B-4. -->
<circle0>24</circle0> <!-- Target's speed threhold 1. According to this value, the inner circle will be drawn to assist you to aim moving targets at this speed level. -->
<circle1>48</circle1> <!-- Target's speed threhold 2. According to this value, the outer circle will be drawn to assist you to aim moving targets at this speed level. -->
<m2pix>8.5</m2pix> <!-- Distant:pixel ratio, by default 1m = 8.5 pixels -->
<angle>true</angle> <!-- Elevation angel panel on/off -->
<maxDistance>true</maxDistance> <!-- Maximum firing range panel on/off -->
<extraInfo>false</extraInfo> <!-- Extra info panel on/off (Gun model, second shell travel time) -->
<reticleColor>0x00ff00</reticleColor> <!-- Reticle color. Quick templete: blue 0x00066ff; black 0x000000; white 0xffffff; green 0x00ff00. -->
<limitColor>0xff0000</limitColor> <!-- Gun angle limit marker's color -->
<orientationColor>0x00ff00</orientationColor> <!-- orientation meter's color (Tank/TD) -->
<orientationlimitColor>0xff0000</orientationlimitColor> <!-- Gun angle limit marker on the orientation meter -->
<switchTank>true</switchTank> <!-- Tank Orientation Meter on/off -->
<switchTD>true</switchTD> <!-- TD Orientation Meter on/off -->
<rulerAlpha>25</rulerAlpha> <!-- Define alpha value of the DAR central orientation meter (0-100). if you want it completely disabled, set to 0 -->
</strategic>
</config>
<strategic>
<gun>S80</gun> <!-- Define the gun model you are using. S/M/D stand for NATION, the first digit stands for the VEHICLE TIER (2-8), the last digit stands for GUN TYPE (0 = stock, 1 = upgrade). E.g. S61 is Soviet Tier 6 Arty's upgraded gun, aka 203mm B-4. -->
<circle0>24</circle0> <!-- Target's speed threhold 1. According to this value, the inner circle will be drawn to assist you to aim moving targets at this speed level. -->
<circle1>48</circle1> <!-- Target's speed threhold 2. According to this value, the outer circle will be drawn to assist you to aim moving targets at this speed level. -->
<m2pix>8.5</m2pix> <!-- Distant:pixel ratio, by default 1m = 8.5 pixels -->
<angle>true</angle> <!-- Elevation angel panel on/off -->
<maxDistance>true</maxDistance> <!-- Maximum firing range panel on/off -->
<extraInfo>false</extraInfo> <!-- Extra info panel on/off (Gun model, second shell travel time) -->
<reticleColor>0x00ff00</reticleColor> <!-- Reticle color. Quick templete: blue 0x00066ff; black 0x000000; white 0xffffff; green 0x00ff00. -->
<limitColor>0xff0000</limitColor> <!-- Gun angle limit marker's color -->
<orientationColor>0x00ff00</orientationColor> <!-- orientation meter's color (Tank/TD) -->
<orientationlimitColor>0xff0000</orientationlimitColor> <!-- Gun angle limit marker on the orientation meter -->
<switchTank>true</switchTank> <!-- Tank Orientation Meter on/off -->
<switchTD>true</switchTD> <!-- TD Orientation Meter on/off -->
<rulerAlpha>25</rulerAlpha> <!-- Define alpha value of the DAR central orientation meter (0-100). if you want it completely disabled, set to 0 -->
</strategic>
</config>
you need to set your gun model properly in order to get proper info related to your gun and shell. All calculations are based on that.
Well, let me leave the rest to you - to experience the New DAR system all by yourself and to find out how it can help you.
http://i.minus.com/iYXfDZ4sjJZUF.png
http://i.minus.com/iw4hpo6RPckhL.png LATEST MOD (DAR is not included)
http://i.minus.com/iw4hpo6RPckhL.png LATEST DAR addon (hotfixed)
http://i.minus.com/iIiLgRfhmJ7UT.png MIRROR @ Min.us
Content removed
DOWNLOAD ARCHIVE @Mediafire <---- if you want any legacy version
http://i.minus.com/ibyOQC2cPdLCqZ.png
V7.1 DAR hotfix
- fixed weird glitch issue
- added three more setting modifiers (TD/Tank orientation meter on/off, DAR orientation meter alpha)
- fixed “~" display issue
this is something most of you have waited for so long. Today it finally comes, with all new look and new functions. Many thanks to my fellow partner meltyMAP, who finally found the solution to make DAR alive for 0.7.2. More than that, all these new functions are his idea, all credit to him!
- fixed TZF 12a's MG typo bug
- introducing the New DAR (see details in INTRODUCTION section)
- in replay, reload timer doesn't work at all.
- when you press ctrl+tab or alt+enter to change window status in game, it might change battle timer's position
Spoiler
V7 change log
I got to say 0.7.2 with new crosshair interface messes up the Armor Scheme recognition. Before I find a new way to make it work out (which i doubt), you will miss the Armor Scheme for a very long time. Besides, DAR is offline as well until I can get resource file needed, maybe from XVM team, but still uncertain. So ASScope V7 will be a big draw back, I hope you won't get too disappointed about it.
V6.0 Change Log
- fixed reloading indicator on gun crosshair
V5.1 Update note
- nothing special
- added french armor stats
- removed reload animation in arcade mode (if you want to keep them, use the file in V5)
- added a strategic scope as a bonus
V7 change log
I got to say 0.7.2 with new crosshair interface messes up the Armor Scheme recognition. Before I find a new way to make it work out (which i doubt), you will miss the Armor Scheme for a very long time. Besides, DAR is offline as well until I can get resource file needed, maybe from XVM team, but still uncertain. So ASScope V7 will be a big draw back, I hope you won't get too disappointed about it.
- 0.7.2 update compatibal
- deactivated DAR due to the update
- deactivated Armor Scheme due to the update
- relocated Orientation Meter to the bottom, slightly above consumable buttons
- altered the color of Orientation Meter to white
- cut out the extended part of the horizontal angle meter on DAR, now only the part within gun fire angle range is visable
- enlarged angle readout
- fixed TD fire angle indicator
V6.0 Change Log
- Brand new HUD Orientation Meter with field of fire marker (for TD).
- Innovative and revolutionary Dynamic Arty Reticle - you will be amazed how it works, meanwhile need time to get use to it. Finally I have done something great foro arty commanders! (many thanks to my chinese friend @MeltyMAP for the original idea and coding support)
- Dynamic (animated) Staining Scope Lens - the optic comes with clean lens and becomes dirtier and dirtier during the battle. (collaborate work with @CookedPeanut)
- Multigual Armor Scheme / Target Recognition (for now supports EN, RU, CZ, CN), no need of English Tank Name Mod anymore for those clients.
- Central marker correction for Pz TZF 12a (change triangles to closed ones). (thanks to @EickhardtSr for bug report)
- Changed all central marker glow effect to stroke effect in order to make it more visible in dark environment. (HARDScope style, kinda)
- Some small unnoticeable alterations.
- Say bye-bye to English Tank Name mod.
- Mod includes a modified Battle.swf file, OTM is already implemented, no OTM custom setting (XML) file though. (detail see FAQ 13)
- Arty (except for SU26) commander warning: in order to use DAR (dynamic arty reticle) properly, please prevent from using the last 3 central marker settings (CT-10, M70F, M61).
- SU26 commander warning: DAR is not available for you due to your turret, please switch to one of the last 3 (CT-10, M70F, M61) central markers in order to get a traditional static reticle.
- Some of out dated minimap mods might be incompatible.
- If you come cross disappearing over target icon and stuff, plz check out FAQ 13.
- if you want to do a custom installation, plz check out FAQ 14.
- New sight scope added: Commonwealth No.43 x 3 L Mk.I (replacing German TZF 12)
- New low-HP indicator for all sniper sights
- CookedPeanut's new realistic ScopeShadow
- Minor adjustments on all optics
- Reloading sec indicator is back in both arcade and sniper mode
- CookedPeanut's 3D shell illustration
- New optic lineup:
German(4): TZF 9b, TZF 12, TZF 12a, SflZF 1
USSR(2): ТШ-15, CT-10
USA(2): M70F, M61 - Refined M70F & ТШ-15's crosshair
- The mil marker of all optics are readjusted (the scale is kept as in-game range)
- Auto resolution adjustment. now the sight fits any resolution, always in the right ratio (according to the vanilla ScopeShadow) nomatter how you change the display resolution. the text info won't affect by the auto-scaling at all.
- armor stats bug fix according to bug reports
- fixed reloading indicator on gun crosshair
V5.1 Update note
- nothing special
- added french armor stats
- removed reload animation in arcade mode (if you want to keep them, use the file in V5)
- added a strategic scope as a bonus
http://i.minus.com/iKK5Efa7iyx76.png
6.0 demos
Spoiler
5.5 demo video
Spoiler
Detailed Pics (v5.5)
Spoiler
Reticle Settings
Indicators
Central Marker
Dispersion Indicator
Gun Marker
Reticle Settings
Indicators
Spoiler
Central Marker
Spoiler
Dispersion Indicator
Spoiler
Gun Marker
Spoiler
http://i.minus.com/iGkFbYg8WwxBv.png
CookedPeanut - artist if the 3D shell illustrations and realistic ScopeShadows
MeltyMAP - inspiration of the Dynamic Arty Reticle, and his coding technical support
Sirus_Patton - his installation video tutorial
tologahn - V5 series strategic crosshair original design
Marsoff - solid circle I dispersion indicator
Andrey Hard - TZF 12a, CT-10, M61, from his HARDscope
J1mB0 - Type III indicator
n0rdis - white crosshair gun markers
you guys who motivate me to make any improvement
http://i.minus.com/i46yCKdDyP8rz.png
Spoiler
Q1: Font display problem, on Armor Scheme it shows squares instead of texts.
A1: It uses Calibri font which is included by default in Win Vista and Win 7. If you come cross this issue, find and install Calibri font into your system.
Q2: Stats of some vehicle in Armor Scheme doesn't displayed.
A1: The Armor / Vehicle Recognition works only with English vehicle names. If you use non-English client, apply English Vehicle Name Mod to solve this problem. Since V5.6, the vehicle locale file is already included by default.
Q3: Armor stats are incorrect.
A3: Please report any bug like this in this thread.
Q4: Is that possible to show more info in Armor Scheme? Like what gun the target currently uses or so.
A3: Nope. Technically it is not possible so far. I hope one day some one could figure it out not without violating the EULA. (Requesting data without permission from server side is illegal. - this is what it called HACK.)
Q5: I don't like the reload animation at all. Please remove it.
A5: It's simple, just adjust Load opacity to 0 in Settings - Reticle screen, see following image:
Q6: Can you remove the Armor Scheme? It useless to me and quite annoying.
A6: No plan to remove it.
Q7: Can you move the Armor Scheme to the LEFT side?
A7: According to Poll V5.5, most people like it at the RIGHT side. Therefore there will be no LEFT sided variant in the near future.
Q8: I want other optics.
A8: Unfortunately there will be only max. 8 optic options due to the game setting constrains. I will make the best selections according to the forum polls. But the optic lineup is only limited to historical designs during WWII.
Q9: Can you reduce some visual elements in the optics, in order to make it cleaner and easier to use?
A9: Nope. It's a HISTORICAL mod, fictional optics is not acceptable.
Q10: I have an idea...
A10: Ideas are always welcomed. But no guarantee that they will be taken into the future version of the mod. But they will definitely help me to improve the mod.
Q11: I am also a modder, and want to use some of your stuffs in my own mod.
A11: Please feel free to do so without asking (but a prior note will always be nice), especially the Armor Scheme. Just don't forget to give proper credit in your mod.
Q12: The armor penetration indicator on the gun marker doesn't function properly, it doesn't change color while aiming target.
A11: This issue was caused by 0.71 update. But it is already fixed since V5.5. Please keep it in mind that this GUN MARKER is a separate file (crosshair_sniper.swf), make sure it is not replace by other mods.
Q13: After installation of your mod, the icons and markers above tanks disappeared. (v6, OTM and DAR related)
A13: This means you haven't used OTM so far. OTM is OverTargetMarker mod, which enhances over target information display, and already widely used in the community. Due to the implementation of DAR and orientation marker in mod V6, BATTLE.SWF is modified, but the basic functionality of OTM is kept within it. To make it more clear: first of all, a complete OTM (for 7.0 and above) includes two parts: a modified BATTLE.SWF, and configuration files(2 XML files). My mod V6 offers the first part of OTM, but it doesn't offer the second part, in order to avoid messing up OTM users' personal configurations. Which means:
a. if you have OTM installed before V6 installation, OTM will work fine, you don't have to do anything about it, and you'll keep your former OTM configurations.
b. if you don't use OTM before V6 installation, you will come across losing vanilla over target display, due to the incomplete OTM. you need to manually find OTM configuration files and copy them into your res\gui\flash folder.
c. either way, OTM will be there if you have V6 mod function properly
if you need OTM configuration files (OTMData.xml and eventually OTMData-systemColors.xml), you can find some HERE, just put them into res\gui\flash folder, and you are all set.
Q14: I don't like some of the new functions, can I have only original mod functions without those new ones? (V6 and DAR related)
A14: Yes, since some of new functions use separate files, you can manually select which one you want to install, and which is not, here is a list:
crosshair_panel_arcade.swf - basic optic: arcade
crosshair_panel_sniper.swf - basic optic: sniper
crosshair_sniper.swf - basic optic: gun marker with penetration indicator
DamageIndicator.swf - optional component: damage indicator, the red directional indicator when you are getting hit.
ScopeShadow.swf - optional component: the circle scope shadow mask. since V6, a realistic staining animation is added to it.
battle.swf - optional component: DAR and orientation marker system, the major change in V6.
crosshair_panel_strategic.swf - optional component: DAR's static strategic cross hair. discard this if you don't install battle.swf
Q1: Font display problem, on Armor Scheme it shows squares instead of texts.
A1: It uses Calibri font which is included by default in Win Vista and Win 7. If you come cross this issue, find and install Calibri font into your system.
Q2: Stats of some vehicle in Armor Scheme doesn't displayed.
A1: The Armor / Vehicle Recognition works only with English vehicle names. If you use non-English client, apply English Vehicle Name Mod to solve this problem. Since V5.6, the vehicle locale file is already included by default.
Q3: Armor stats are incorrect.
A3: Please report any bug like this in this thread.
Q4: Is that possible to show more info in Armor Scheme? Like what gun the target currently uses or so.
A3: Nope. Technically it is not possible so far. I hope one day some one could figure it out not without violating the EULA. (Requesting data without permission from server side is illegal. - this is what it called HACK.)
Q5: I don't like the reload animation at all. Please remove it.
A5: It's simple, just adjust Load opacity to 0 in Settings - Reticle screen, see following image:
A6: No plan to remove it.
Q7: Can you move the Armor Scheme to the LEFT side?
A7: According to Poll V5.5, most people like it at the RIGHT side. Therefore there will be no LEFT sided variant in the near future.
Q8: I want other optics.
A8: Unfortunately there will be only max. 8 optic options due to the game setting constrains. I will make the best selections according to the forum polls. But the optic lineup is only limited to historical designs during WWII.
Q9: Can you reduce some visual elements in the optics, in order to make it cleaner and easier to use?
A9: Nope. It's a HISTORICAL mod, fictional optics is not acceptable.
Q10: I have an idea...
A10: Ideas are always welcomed. But no guarantee that they will be taken into the future version of the mod. But they will definitely help me to improve the mod.
Q11: I am also a modder, and want to use some of your stuffs in my own mod.
A11: Please feel free to do so without asking (but a prior note will always be nice), especially the Armor Scheme. Just don't forget to give proper credit in your mod.
Q12: The armor penetration indicator on the gun marker doesn't function properly, it doesn't change color while aiming target.
A11: This issue was caused by 0.71 update. But it is already fixed since V5.5. Please keep it in mind that this GUN MARKER is a separate file (crosshair_sniper.swf), make sure it is not replace by other mods.
Q13: After installation of your mod, the icons and markers above tanks disappeared. (v6, OTM and DAR related)
A13: This means you haven't used OTM so far. OTM is OverTargetMarker mod, which enhances over target information display, and already widely used in the community. Due to the implementation of DAR and orientation marker in mod V6, BATTLE.SWF is modified, but the basic functionality of OTM is kept within it. To make it more clear: first of all, a complete OTM (for 7.0 and above) includes two parts: a modified BATTLE.SWF, and configuration files(2 XML files). My mod V6 offers the first part of OTM, but it doesn't offer the second part, in order to avoid messing up OTM users' personal configurations. Which means:
a. if you have OTM installed before V6 installation, OTM will work fine, you don't have to do anything about it, and you'll keep your former OTM configurations.
b. if you don't use OTM before V6 installation, you will come across losing vanilla over target display, due to the incomplete OTM. you need to manually find OTM configuration files and copy them into your res\gui\flash folder.
c. either way, OTM will be there if you have V6 mod function properly
if you need OTM configuration files (OTMData.xml and eventually OTMData-systemColors.xml), you can find some HERE, just put them into res\gui\flash folder, and you are all set.
Q14: I don't like some of the new functions, can I have only original mod functions without those new ones? (V6 and DAR related)
A14: Yes, since some of new functions use separate files, you can manually select which one you want to install, and which is not, here is a list:
crosshair_panel_arcade.swf - basic optic: arcade
crosshair_panel_sniper.swf - basic optic: sniper
crosshair_sniper.swf - basic optic: gun marker with penetration indicator
DamageIndicator.swf - optional component: damage indicator, the red directional indicator when you are getting hit.
ScopeShadow.swf - optional component: the circle scope shadow mask. since V6, a realistic staining animation is added to it.
battle.swf - optional component: DAR and orientation marker system, the major change in V6.
crosshair_panel_strategic.swf - optional component: DAR's static strategic cross hair. discard this if you don't install battle.swf
http://i.minus.com/ibwCPvvqoUU7oO.png
check out the album
PIC ARCHIVE
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~krazyone










