

I will use help that I get here to make video with explanation of all features in this crosshair mode for other confused people like me, but I need to understand this last bit that I just can't figure out on my own. Differences from the original MeltyMap'sMathMod: Arcade, Sniper and Strategic Modes changed to Green theme (reticles, crosshairs, texts and color codes). I am sorry, I may be a bit stupid here but I would really appreciate help in understanding those two tools. Please don't assume I don't understand armor angling and bouncing etc, I just don't understand what this particular tool is telling me :( what is it meant to tell me? And that green arc to the left and right of this line. This line pointing up and right from center. I did some testing in team battle mode having my second account with tank I was aiming at trying to figure those two out and I just don't understand. "Possible to penetrate if target armor arc is less than this arc" and the +-25% penetration power". Welcome to the realm of complex numbers Change-log for MathMod-11.1 () 1) Support of graphing functions with complex numbers Zu+iv in 3D. niech sobie odpocznie i tak coezko pracuje w dniu kiedy 9.15.1 wyszedl nie poszedl z rodzina. K3DSurf supports Parametric equations and Isosurfaces.

In the picture below, on the right side, middle of screen is description of two items from the center of crosshairs. K3DSurf (now MathMod) is a program to visualize and manipulate Mathematical models in three, four, five and six dimensions. Donated few times, I think with so often updates and compatibility problems solved etc it is worth subscription :) Anyway, crosshairs I am using from Aslain's pack are Meltymap's Mathmod and I love them.
Meltymap mathmod 9.15.1 mod#
the turret turning sound doesn’t activate when you move a turret (in sniper mode) just a little – this is intentional, so that the turret sound doesn’t irritate you, when you are trying to aim precisely.I have been using Aslain's mod pack for long time and I love it. 9.0 MeltyMap'sMathMod 9.1 Map Changes 9.1 Map Kharkov 9.1 Preliminary Patchnotes April (17) Hotfix 9.0.1 is Coming 9.0 26th Of April Hangar 9.0 Hit Zones 9.0 Compressed Textures 9.0 MeltyMap's MathMod 9.0 Received Damage Announcer v2.0 9.0 Old Premium Hangar 9. stock tanks will not get reduced MM spread (“the team would be very happy to see a stock tank as their top vehicle”) Only the arc, arc2, arc3 values are important. The type, left & right arcs (yaw limits), front & side (base armor) are completely irrelevant now and will be removed eventually. The armor angles in the MeltyMapProtractorSetting.xml are in desperate need of updating. apparently, Ruinberg on Fire will get some brighter lighting, Kharkov is brighter than Ruinberg on Fire mods\configs\ElementArmorPanelSettings.xml. Storm states he can’t say exactly which tanks were the gun sounds recorded from, it was some sort of BMP and T-72 and some others Change-log for MathMod-11.1 () 1) Support of graphing functions with complex numbers Zu+iv in 3D and 4D spaces (demo scripts: 'Complex3Dxx' and 'Complex4DSaddle') 2) Added support for HSV (hue, saturation, brightness) coloring model (script: 'ComplexDomainColoring') 3) Texture definitions (RGB and HSV) for parametric surfaces can. a player was complaining that he can’t now recognize a difference between a sound 300 meters away and 600 meters away, Storm counters that he personally can easily the sound of turret turning is there for all tanks, in sniper mode it’s not an option to have two sound sets (historical one and “Hollywood” one), the work would immediately double by that MeltyElement Effective Armor Calculator & Crosshair Protractor Mod Many of us remember the effective armor calculator from the MeltyMap s MathMod. regarding historical sounds, Storm adds that War Thunder also has historical sounds of guns, yet everyone likes it there Storm states that in the “historical realism gun sounds mod”, the quality of samples was not very good and the sounds were collected from all over the place, Wargaming will not cooperate with Gnomefather, Storm personally doesn’t like the sound mod very much apparently (“When it comes to me personally, this mod stresses me sometimes by its ‘forced sound’” SS: as in, too much intensive sounds – Storm adds that atmosphere is good but he can’t play with it for long) regarding the missing sound echo (you were used to from old sounds): devs added “echo zones” so for example in closed areas the sound will echo same goes for buying previously purchased tanks for half (selling) price re: v9.15.16 (12-06-2016): - added MeltyMap's MathMod with effective armor calc beta version (by elementofprgress) I updated mod pack and am using this and very happy with the performance on the armor calc. crew “not forgetting previous tank training” (SS: as in, would stay trained for tank A even when retrained for tank B) option will not be implemented, it’s not economically profitable for WG developers are working on more optimization it’s not yet sure whether the aforementioned arcade/sniper mode lag fix will be there in 9.1 release
