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Showing results for tags 'crosshair'.
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MODstationを最近導入した初心者ですが、クロスヘアー以外のMODは正常に反映されているのですが、クロスヘアーが何度試してもノーマルのままで反映されません。何か方法があるのでしょうか?知っていらっしゃる方教えて頂けると幸いです。
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I want to report bug in one of mods, crosshair Nomogram (dynamic). The crosshair works well till you are in battle. If u switch to other window screen (by pressing Alt + Tab) and then switch back to game, then the crosshair malfunctions. It just shows horizontal line and no vertical markers and numbers. See below screenshots. Following is normal working crosshair. I have changed colors of marker numbers. And after I switch to other window and switch back. Is this bug in the game or the mod ?
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- nomogram
- dynamic sight
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I have been using dynamic crosshair for quite some time already, and I am still finding it a bit difficult to use compared to static. I changed from static because: 1. A "fixed" scale regardless of zoom. (scale with respect to landscape is the same) 2. A challenge for myself. Still practising and finding the feeling (use the force), because I don't have time to do the calculation (see spoilers) on-the-fly. So what crosshair are you using?
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Whether you're zoomed out or in binocular mode I humbly suggest we include a reload timer and penetration indicator similar to the one implemented in WoT's reticule: RELOAD TIMER Details: Located somewhere on the right hand side, below the horizon line of the crosshair (so as not to interfere w the sight lines); Font has different colors depending on status. Example: Red while guns are reloading; Green when fully loaded When fully loaded, number indicates total reload time; Since warships usually have several guns, the timers have up to three or more "layers" Once a gun is fired, a faded red countdown timer will be found below main timer, indicating the no. of seconds left before it can be fired; More guns fired would mean more timers below main timer, but only up to the three most recent countdown timers will be shown and faded so as not to clutter the UI; Main timer indicates reload time of guns not yet fired; however, when all guns have been fired, main timer reveals countdown of soonest possible gun that can be fired (especially useful for cruisers and battleships); OPTIONAL: Timers indicate reload time of only the guns that can be fired in a certain angle/arc, especially useful for implementation of detail 4.3. Feature can be implemented solely for guns, but may also be implemented for torpedoes; e.g. have 2 timers; one located beside the other; timer of weapon type is highlighted when in use Benefits: It's more convenient for players since the number is located near to the crosshair and provides real-time information; Especially useful for captains trained with Adrenaline Rush, since timers will also change real-time in accordance to the reload time reduction as per the skill. Disadvantages: May clutter UI; but with font size and color adjustments this issue maybe mitigated; May cause an issue with redundancy, since existing UI have reload timers located at the bottom of the screen. However, existing reload timers don't reveal total reload time unless you hover your mouse over it. Besides, the same feature has long since been implemented in WoT and works quite well. Just make some minor adjustments due to having multiple guns/torp tubes and the issue should be resolved. -o- PENETRATION INDICATOR Details: The center arrow/crosshair ^ changes color in accordance to penetration chance of shells when aimed at certain areas of warships at certain distances; White (default color): when not locked onto enemy ships or aimed at allied ships Red: Shells cannot penetrate Yellow: Shells have 50% chance of penetration Green: Shells can penetrate (if it hits, better pray to RNGesus lel) Color MAY change when aiming at various distances, since distance affects shell penetration value. Only affects guns, since torps don't need the system Benefits: Provides more information to captains when decision making on when and where to fire their guns. Captains may aim directly at the ship first, look for soft spots to pen w their shells, and then find the appropriate lead time to hit said areas. Aids in teaching newer players in improving their gunnery skills; that is, to determine which shell type is most effective against which ship types, areas to aim for, and in which distances to they have to engage for maximizing their damage potential. Disadvantages: Redundancy in part of experienced players; It will be challenging to determine penetration chances against deck armor, except when using long-range ships, guns w high trajectory, or using spotter planes. Chances of being largely unused since experienced players usually start calculating lead time the moment they lock onto enemy ships
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Would it be possible to make the radial crosshairs, Type 9+ I think, dynamic as well? It might not be much of an improvement, and I'm not sure how much code goes into the game to make dynamic crosshairs work, but I believe it would be worth giving people the option of more dynamic crosshairs.
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