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DAR Artillery Sight

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  • 39 Likes
  • World of Tanks
  • 6,589 Monthly Downloads
  • Supports: Update 9.2
  • 333,009 Total Downloads
  • Updated 08/08/2014
  • Created 04/18/2012
  • 200 Favorites
  • Project Site
  • Comments
  • Release Type: Release
  • License: GNU General Public License version 3 (GPLv3)
  • Newest File: - update for 0.9.2
or

About DAR Artillery Sight

MeltyMap's Protractor Mod features:
- Minimap enhancement
- Minimap zoom
- 445m spotting circle on MiniMap, with configurable size
- Maximum distance of drawing view box
- Gun Arc Critical Angle rulers
- Gun Constrains lines for MiniMap
- Precise vector strategic cursor for MiniMap
- Gun Direction lines for MiniMap
- Orange alert when battle timer reaches given time amount
- Effective armor calculation for all vehicles
- In-Game real-time clock
- Battle Timer position configurable

To install:
Copy res_modsfolder from archive, paste it to Ur's gamefolder.
Overwrite existing files.

To configure,
Use text editor with UTF8 coding eg. Notepad, Notepad+, AkelPad
Edit following files:

- DAR:
MeltyMapModSetting.xml file in Ur's game\res_mods\0.8.11\gui\scaleform folder

- ProtractorMod:
MeltyMapProtractorSetting.xml file in Ur's game\res_mods\0.8.11\gui\scaleform folder



Project Author/Manager:
MeltyMap

Co-Author's:
garnet_auxo
RazNaRok
Koshnaranek
_Kriegstreiber_
Havenard
Dellux
phantasm


Permission to reproduce, modify; please indicate rightfully mod author.

Attention.
In order to display Effective armor calculation Vehicles have to be programmed in VehicleData section of MeltyMap's Protractor Mod
configuration file, "name" must have same vehicle name as the tank icon name.
Refer to included Vehicle_Names.txt file or comments in bellow of config file.

Attention 2.
Works correct only with Python scripts included with this mod.
Do not overwrite those files with another onesĀ from other mods.

- update to 0.9.2

. Included source files released by rightfully author: MeltyMap

Comments

First Previous Page 22 of 23 Next Last
  • #26

    It works fine for me, and I don't even have to hit V at the beginning of the game.

  • #19

    It's mostly working. I'm working on getting all of the French settings put into the .xml, but you can get the traverse indicator back by pressing "V" twice. Not sure what's causing this bug.

  • #17

    I love this MOD. so many things to see that really improve the game and break the monotony. I have a few questions though with some links to my screen shots for reference.

    1. Is there a way to change the colors so that mine look like the pictures? right now my reticle and everything is just bright as heck green. [IMG]http://i1121.photobucket.com/albums/l518/mjollnirscow/shot_011.jpg[/IMG]

    2. is there a way to make it so that the reload timer is in TD mode/normal mode as well? It's really helpful to know how much time I have left so I know when I can turn around, be zeroed in and ready to fire on the lit enemy. [IMG]http://i1121.photobucket.com/albums/l518/mjollnirscow/shot_010.jpg[/IMG]

    3. Does anyone know where one can go to understand the actual use of those bar graphs? I mean as of right now I can't figure out what the purpose of them are and really don't pay attention to them since there's already so much going on the screen. There isn't a whole lot of information about this MOD out there on the internet whenever I search in google. So any extra information on the little bells and whistles of this MOD would be appareciated. 

    here is a link to my MOD's folder and it's paths. hopefully I put them all in the correct spot. [IMG]http://i1121.photobucket.com/albums/l518/mjollnirscow/wotdarpath.png[/IMG]

  • #20

    Aside from the reload timer all of these settings can be found in the DARsettings.xml file.

  • #32
    Quote from nagatron »

    Aside from the reload timer all of these settings can be found in the DARsettings.xml file.

    I really dont understand this, what numbers and so on, can you please help?

  • #16

    The screens look awesome.Is the mod campatible with 0.7.3?

  • #15

    I remember reading somewhere that 7.3 broke the DAR indicator. 

    Has this been fixed and if so how do I get it to work.

    Lastly, this is working in 7.4 test, but still minus the DAR indicator.

     

    Last edited by wildbill813 on 6/1/2012 9:03:56 AM
  • #11

    This looked obstructive and a bit ugly to me so I wont be using it. It seems popular though so maybe I'm missing out....(?)....

     

  • #9

    This is a great mod with lots of potential!

    My favorite tanks are SPGs and high tier Medium tanks. This mod can be modified with a text editor for calculating the SPG your using with the gun and the reticules (dual circles) will resize based on specified tank speeds with distance. That said I had to modify this mod for two reasons. First, was to much activity which was distracting; Second, more importantly sniper view and arcade view was problematic with compass. Therefore, I made my own modifications and combined it with the latest J1B0's crosshair mod and removed the compass/turret rotation.

    My modified targeting mod uses most of the DAR Artillery Sight for SPGS and the J1mB0's Crosshair mod for sniper and arcade which I also modified for a better dispersions reticule (finer detail and color for better tracking on the move and precision in sniper mode). Both these mods are great but the DAR Artillery Sight had to much activity for arcade and sniper. The J1mB0's mod lacked important info and also dispersion circle didn't have enough points for SPGs. Therefore, customizations gave me the essential elements of the DAR mod in SPG view such as reload time in seconds, degree of angle, travel time, distance and resized reticle based on distance, gun type and pre-set vehicle speed to allow me to more quickly judge lead time with out the compass and turret rotation. Now that I modified this mod (cleaner with less activity in SPG view) to work with J1mB0's crosshair mod for arcade and sniper I have the best of both worlds. Great mod with lots of potential (for users that can tweak mods).

  • #8

    This is a great mod.  Looking forward to the settings info so I can change the color from a faded blue and remove the arcaded view compass.

  • #7

    I like the mod but I do have a request.  I like the targetting bubble and the reload timer but the traverse bar and sighting circles are a bit distracting.  I can eliminate the traverse by not using the battletimer.swf but there doesn't seem to be a way to eliminate other options.

    May I make a suggestion for future updates to make each element separate?  Make the blue circles separate from the rest of the panel?  Same with the other elements?  That way players can pick and choose which elements fit their style of play.

    Last edited by pixiepuff on 5/15/2012 10:35:32 PM
  • #6

    Awesome mod.          Good Job

  • #5

    I didn't design the reticle miste so don't worry about that Laughing. I will be updating this one soon with a translation of and guide to the settings file. Pretty cool stuff in there I didn't know about at first.

    Chilindron: We can't remove the traverse indicator from regular tanks without removing it from artillery as well. In the event that you're willing to make that sacrifice then the file to remove is BattleTimer.swf

    Last edited by nagatron on 5/15/2012 12:21:29 PM
  • #12

    I am very happy with the traverse indicator and believe it is an AWESOME tool!Laughing.  Without this tool, you have no idea when your gun is going to exceed the traverse limit and thus require a movement of the tank to get the gun on target.  I can't tell you how many shots I have lost because I moved the gun too far causing a delay in the shot.  Now I can easily judge whether or not the target is approaching my gun traverse limit which gives me the confidence to wait for the target to move into the gun range.  This works equally well with a TD or SPG.  Fantastic tool!  Don't change it, just provide a means for those who don't want this advantage to remove it!

     

  • #4

    how can remove the compass to no arty tanks?

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