What is a smart view circle. Mod for displaying the view radius on the minimap for XVM. How often and when to look at the minimap

In battle, it is important to correctly assess the mutual disposition of allies and opponents in order to make the right tactical decisions - to support the weakened direction, help the allies in the encirclement, crush the flank thrown by the opponents, etc. The locastan minicap is an indispensable tool for such an assessment.

In the default configuration, the minimap from locastan has the following functions:

  • Square of maximum visibility of allied and enemy tanks (marked in red in the screenshots)
  • Maximum possible detection range circle (blue dotted line)
  • Your tank's vision circle (orange dotted line, passport value is used, excluding crew perks)
  • The traverse angles of your gun (orange lines, absent for vehicles with a rotating turret)
  • The direction of the barrel of your tank (white line)
  • View sector (green lines)
  • For artillery, the field of view has been made more visible
  • Markers of enemy and allied vehicles with signatures of tank models
  • The points of the last spotting of opponents or contact with allies (if the range of the radio station is not enough) are indicated by darkened icons

This minimap completely duplicates the functions of the minimap from the complex XVM and, at the same time, loads the computer much less.

Minimum map size

Setting up

The locastan minimap is configured by editing the Mmap.xml file By default, the minimap is already configured to suit almost any player, but if you wish, you can customize the minimap using the hints in the file.

Installation

  • Download the archive with the minimap option you need - with maps in high resolution or in standard
  • Unpack to any folder
  • Copy the res_mods folder from the archive to the root directory of the game, confirm the merging of the folders
  • The config is installed over the installed mod. To install, copy the hdminimap.xml file to res_modsconfigshdminimap confirming the replacement.

If you need to customize the minimap:

  • Edit the Mmap.xml file in the res_mods folder, in the root directory of the game

Minimap only:

Patch 1.4.0.1 was released on February 12, 2019. Now mods need to be installed in the "mods \\ 1.4.0.1 \\" and "res_mods \\ 1.4.0.1 \\" folders. If after the update the mod stopped working for you, then simply transfer it from the "1.4.0.0" folder to the "1.4.0.1" folder. Some mods and mod builds may not work or work with bugs. In the very near future, all non-working mods and assemblies will be updated. Please be patient and stay tuned. If after updating the mod / assembly your client freezes or crashes for no reason, download the script for clearing the game cache and run it, the problem should be resolved.

4 years and 9 months ago Comments: 17


I have been preparing this article for a long time, since patch 0.9.0, there was no time to finish it. And then, after reading the news from the developers regarding plans to change the minimap (more on this later), it was decided to finish writing this story.

So the minimap. It lurks on your screen in the lower right corner. No? It happens. We press on the keyboard (in the case of a standard layout) the English "M" (in the same place the Russian "b") and the minimap is again on your screen in the lower right corner, where it should be.

Standard hotkeys for minimap control:
M - hide / show the minimap;
"-" "+" - use to change the size of the minimap;
"Ctrl + left bear button" - while holding Ctrl, you can click on the minimap to point to the squares of interest (the action is accompanied by a sound signal).


It would also be appropriate to remember about "clickers". There are such strange citizens that the whole battle stands at the base and makes 2-3 clicks per second on the map, turning the battle chat into a sewer, and the soundtrack in the allies' headphones to a continuous ringing. This either provokes an ally to kill the clicker or writing about the clicker, his relatives, sexual preferences and other heresies, distracted from the battle. In fact, there is an extremely simple and effective solution - add a clicker list to the ignore list in battle. And enjoy the silence.
The map has already been displayed. You can customize the display size to suit your needs. But at a minimum, you must distinguish between tank markers on the minimap. And they are as follows:


In addition, we see rhombuses (in the form of squares rotated 90 degrees) with the number "1" inside - these are the places of the initial location of the teams, and we also see circles with flags - these are the bases of each of the teams according to the color: green is the color of your base and allies on the minimap, and red is the color of opponents. Your location on the map is marked in the form of the beginning of a white arrow, where the direction of the arrow coincides with the direction of your tank, and two green stripes indicate your sector of view (that is, what you see on your screen, and whether you aim this time or not , although the viewing angle will change significantly).

That's all that can be seen on the standard minimap in the game. But the game has the ability to additionally display some permitted information on the minimap. There are several minimap display mods, but we will compare our minimap with the minimap from XVM (eXtended Visualization Mod - modification of the combat interface for World of Tanks). This modification of the combat interface is included in most modpacks and you can choose the most convenient one for yourself. Further on the screenshots on the left side we will have a standard minimap, and on the right side we will have a minimap from XVM.

What additional information can we see on the right side:

  • all tanks are signed - we know exactly where which tank is on the map;
  • at the top left we see "800m" - this is the length of one side of the map;
  • a dash-and-dot line has appeared between the two green lines of the field of view, indicating the direction of the barrel of your gun;
  • yellow ring - the circle of your vision inside this ring;
  • turquoise ring - this is the maximum range of enemy destruction;
  • the light gray ring is your maximum detection range;
  • the vertical line on the right side of the minimap along line "0" is the outline of a square with an edge of 1 km around your position on the map;
  • pay attention to squares G1 and J3 on the left minimap there is nothing there, but on the right we see gray dots with the names of the tanks - this is how the place where the enemy tank disappeared from the light is displayed.

Once again, let's look at two screens after the stereoscopic triggering and we will comment in more detail on the points.


There are no changes on the left side. And on the right side, notice the enlargement of the yellow ring. The stereo tube became active and the view of the tank increased.

What is the bottom line.

If a all tanks are signed - this allows you to analyze the movement of tanks according to the minimap, and not turn around in battle, using the standard minimap, in order to understand which and where the tanks went, both your own and others.
Dash-dotted line, indicating the direction of the barrel of your gun, makes it easier and better for you to aim at the enemy.
Card size information in the left corner is not critical, and we will not dwell on this point.

Next are the rings. They are often confused, and they do not understand which ring that displays. In addition, the modders themselves make different colors of these rings at their discretion, which introduces even more confusion in the ranks of the players. In our case, we have the following rings: yellow, turquoise and light gray.

Yellow ring displays the circle of your vision inside, but this does not mean that you will see any tank in this circle. This is an opportunity for you to detect an enemy tank inside the circle, if the detection rules for this tank are followed. All enemy tanks outside the yellow ring cannot be detected by your tank. But the enemy can be seen and attacked if your ally detects them.
Further,
turquoise ring displaying range of defeat enemy. I explain: any projectile in the game has a range of destruction of the enemy (except for self-propelled guns) and the absolute maximum is 720 meters. Beyond this distance, except for the self-propelled guns, no tank can hit the target. The projectile simply disappears after passing this distance. This distance does not depend on the state of the art. At a distance of 720 meters, both Tiger I and Leichttraktor using a cannon, not a machine gun, can hit targets. Some small-caliber guns and machine guns have a limitation in the range of destruction of the enemy. It is in this case that it is useful to know which enemy will be inaccessible for inflicting damage, and the ring displaying the range of defeat will help in this.
Last thing,
light gray ring displays your maximum detection range. An enemy tank outside this ring cannot detect you, but can see and attack if you are detected by another enemy tank. Next is the vertical line of the drawing square. What it is? The fact is that the game draws a picture on your screen along an information square with a side length of 1 km with your location in the center. Any enemy equipment located outside this square will not be drawn on the screen (except for the SPG screen). But you can attack the enemy outside this square! The main thing is that it is closer to the range of destruction! We aim, according to the minimap, a dash-dotted pointer at the enemy, on the screen we assume the place where he can be and make a shot. The accuracy of such shots is of course negligible, but the chance of hitting the target is very significant and should not be neglected.

I really hope that the developers of the game will, all the same, make the display on the map of the exposed opponents, the signature on the vehicle and the pointer of the weapon. This completely and completely negates the advantage of players using the minimap mod.


It is also worth mentioning that on the minimap you can show the directions of the barrels of enemy tanks, make additional animation of tank markers with sound, signatures of platoons, clans, individual players - all this is not prohibited, but it seems to me overkill. Too cumbersome minimap, firstly, will consume even more FPS and secondly, it will be less informative (in the comments we can discuss why).

How often and when to look at the minimap?

If you follow this advice: “Look at the minimap. IS ALWAYS! FOLLOW! FOR THE MAP! ". Then it will look like this:


Ask any good driver how often they look at the dashboard? The side mirrors? In the rearview mirror? It's like a minimap in the realities of life. And any adequate driver will answer that everything depends on the situation. Situationally, a decision is made where and when to look. That is, if there are doubts about the operation of the machine, they look at the dashboard, in the case of a left maneuver, they look at the rear view and the left mirror, etc. In World of Tanks, everything is the same. You need to look at the minimap situationally, and it seems to me that this should be done in the following cases:
  • the beginning of the game, the tanks begin their patrol around the map and it is extremely important to understand who and where went;
  • allied tanks are in positions and it is important to understand their sector of fire;
  • you took a position and it is important to understand your firing sector, as well as to whom and where you can help, in addition, it is by standing for 1-3 minutes at the beginning of the battle in some not very dangerous, but "interesting" bushes, you can come up with a plan for the battle ( I thought of calling this time for myself "fishing");
  • during "fishing", converging to the most likely place of the enemy's appearance, it is easy to follow the map, and it is advisable to analyze how many have already appeared and where, when new opponents appear, to predict possible actions - ideally if every time an enemy appears on the map, you draw on it attention, and in this you will be helped by the soundtrack mods or additional large drawing of the marker of new tanks on the map (I do not use it - in this case I am more distracted than informing);
  • tank markers have appeared in your field of view - check the minimap for the ability to attack the enemy before starting aiming;
  • you decide to make a shot - check what is there on the minimap, maybe the enemy is already behind you at a distance of 50 meters, and in this case it is highly undesirable to go to reload;
  • you fired a shot - check what's on the minimap;
  • the score has changed - you need to look at the minimap, regardless of who wins and whose equipment is destroyed;
  • you decide to roll back or change your position - check what is there on the minimap, where who is shining and where who has disappeared from the light, in general, before making any movement, you should at least briefly pay attention to the minimap;
  • made a decision not just to move, but to make a highlight for allies - analyze on the minimap from what positions opponents are most likely to attack you;
  • in general, you can write like this:

Almost any action before and after the action must be accompanied by a minimap analysis.

Epilogue

At the end of the article, I would like to bring to your attention a very indicative battle based on the analysis of what is happening on the minimap, where the chances of victory were very ghostly, although even arriving in a seemingly extremely uncomfortable and hopeless situation, you can influence the outcome of the battle.
But the article was already huge. If at least someone is interested, I will add a separate article.
Follow the map and win!
little_boy_acc_green

As you know, the XVM mod has the ability to draw various circles on the minimap. For art, they can be adjusted to the firing range, for other tanks, you can draw the viewing radius of each vehicle, you can designate the maximum / minimum flash distance, etc. The only drawback: all data for the circles must be entered manually, and separately for each tank. Plus, it was not possible to obtain accurate survey data with varying degrees of skill and skill of the crew for review, and even using additional soldering, for example. O_o However, the European player under the nickname Omegaice decided that "enough to endure this" and created an add-on mod for XVM, which also draws various circles on the minimap, but it takes all the necessary data automatically from the game client.



Description of features:

So the mod adds:

Circles on the minimap denoting the maximum (445m) and minimum (50m) flash distances in the game

A circle on the minimap indicating the tank's view

Minimap circle representing the maximum range of fire for artillery

All circles on the minimap are calculated automatically, taking into account such data as the installed optics and / or stereo tube, the skills and abilities of the crew for review, as well as the use of "gold" consumables (extra rations, cola and other chocolates)

Installation:
The mod is an add-on to the XVM mod, so it must be installed after it with one of the options:
1. Place the res_mods folder from the archive into the root folder of the WoT game;
2. Copy the currentvehicle.pyc file yourself to the address: res_mods \\ 0.8.9 \\ scripts \\ client \\, and the tankrange.xc file, respectively: res_mods \\ xvm \\

After installation, you need to correct the minimap.xc file so that it takes data on the circles from the mod: if you use the XVM config, which is located in the res_mods \\ xvm \\ configs \\ Any_name \\ folder, then in the minimap.xc file, in the section
// Minimap circles.
// Circles on the minimap.
"circles": $ ("minimapCircles.xc": "circles"),
fix to:
"circles": $ ("../../ tankrange.xc": "circles"),
"@Default" - the default config also falls under "Any_name" in the config path
Next, you can open the tankrange.xc file with a text editor and edit it like any XVM config file.
I draw your attention to the fact that the archive contains a config that has Russian comments to almost all parameters, but after the first launch of the client and loading the hangar, these comments will be deleted - these are the features of the mod, because it was not originally designed for this. Next to the folder is the original config: tankrange_original.xc (for every fireman)
An example of how the mod works can be seen in the attached screenshot, where the T-62A was taken as a test subject.

In the well-known XVM mod, it is possible to display additional lines and circles on the minimap. For artillery, you can specify the firing range, for other tanks, you can display the viewing radius, you can specify the maximum or minimum flash distance, etc. However, there is a drawback: all data (on the view, firing range, coverage radius) must be entered by yourself, and for each tank separately. In addition, it is impossible to obtain accurate survey data at different levels of crew development for the survey or when using add. equipment or gear. The player under the nickname Omegaice decided that it was time to rectify the situation and created a mod for XVM, which also displays various circles on the minimap and at the same time takes all the data automatically from the game client.

Mod capabilities.
Mod adds:
- Circles on the minimap, denoting the maximum (445m) and minimum (50m) lighting distances in the game;
- A circle on the minimap indicating the view of the tank;
- Minimap circle indicating the maximum firing distance for artillery;
- All circles on the minimap are calculated automatically, taking into account such data as the installed optics and / or stereo tube, the skills and abilities of the crew to review, as well as the use of "gold" consumables (extra rations, colas and other chocolates).

Installation:
The mod is an add-on to the XVM mod, so it must be installed after it with one of the options:
1. Place the res_mods folder from the archive into the root folder of the WoT game;
2. Copy the currentvehicle.pyc file yourself to the address: res_mods \\ 0.8.9 \\ scripts \\ client \\ , and the tankrange.xc file, respectively: res_mods \\ xvm \\

After installation, you need to correct the minimap.xc file so that it takes data on circles from the mod: if you use the XVM-config, which is located in the res_mods \\ xvm \\ configs \\ Any_name \\ folder, then in the minimap.xc file, in the section
// Minimap circles.
// Circles on the minimap.
"circles": $ ("minimapCircles.xc": "circles"),
fix to:
"circles": $ ("../../ tankrange.xc": "circles"),
"@Default" - the default config also falls under "Any_name" in the config path
Next, you can open the tankrange.xc file with a text editor and edit it like any XVM config file.
I draw your attention to the fact that the archive contains a config that has Russian comments on almost all parameters, but after the first launch of the client and loading the hangar, these comments will be deleted - these are the features of the mod, because it was not originally designed for this :). Next to the folder is the original config: tankrange_original.xc (just for every fireman :))
An example of how the mod works can be seen in the attached screenshot, where the T-62A was taken as a test subject.

Skin information:
Client version: 0.8.9
Author / Author.