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Posts posted by It's_Matra

  1. 5 hours ago, EasilyOdd said:

    Is that a statement of you shutting down your mod pack?  It worked fairly well for 9.18 and I was just wondering if I need to start going elsewhere for 9.19.

    Liked your pack a lot for its ease of customizing and useful mods.

    I'll probably discontinue the reload announcer/safe shot mod as I have remapped some keys on my keyboard and no longer have a use for that (unless there is huge demand for me to revive it)

    The rest will still work with 9.19 and will be updated for as long as I play tanks, you just need to install XVM first from their website, then apply my files. This saves me a lot of time and effort with each update :)

  2. Support is slowly being reduced as most mods are being incorporated into the game. Now the download does NOT include the actual XVM mod itself, only a configuration for it. A new online documentation will be written for the new format at some point in the near future - but I'm afk all next week so it won't be for a while yet.

    Some of the extra mods (utilities and zoom out etc) may still work on 9.18, haven't had time/chance to test - if they don't, let me know and I will update them on my return.

  3. 5 hours ago, MissNurki said:

    After the SH changes with better rewards etc, we're changing course a tiny bit and building a more teamplay based clan- which will ONLY boil down to SH/Advances and the odd campaign. With the SH bonuses and benefits, we can all equally benefit when a good cred bonus/xp bonus is on, which is coolio. 


    To ensure high activity, every month, all BRAH clan members can earn themselves tickets in the "Tier 8 Premium Tank Lottery". 

    The 1st of every month, one random active SH-player in BRAH will be rewarded with a tank of his/her choice.

    We also have random competitions relatively often, where you can win gold and premium time by playing randoms. 



    We will play the upcoming tier 8 campaign, and we are open to having groups or single players come play with us during the campaign. Contact one of our Officers or Recruiters. 

    Your sig though...

  4. On 24/03/2017 at 4:46 PM, 8_Hussars said:

    vbaddict and the ADU provides a session summary (can update game by game) to gauge progress and determine how good or poorly a session is going.

    Many mod packs include the YasenKrasen "session stat" mod, the minute game to game variances of play are interesting.

    Aslain's mod pack also contains a custom xvm config (or mod?) for the vanilla damage panel to display your damage done figured coloured wrt to some wn8 schema for in game feedback.          

    Session stats mods are usually horrendously out of date with regards to WN8 data.

    The latest 'live' data (that is used by XVM) can be found here: http://stat.modxvm.com/wn8.json

    You can always download it and use it to update your session stats mods too. Session stats are the fastest way into the pitfalls of reliance on data as to your performance, you can't use it alone to improve. It can however be a rough (and I mean rough) metric to validate any improvements... but because of the pitfalls of WN8 it should only be accounted for on a tank by tank basis, rather than an 'overall'.

  5. The remaining HP Bars are only on the 'short' players panel which is accessible by holding Alt in-game or ctrl+clicking on the top left to select the shot panel.

    Use one of the 'medium panels' or remove

    ${"barBg"}, ${"bar"}, ${"hp"}

    from BOTH the extraFieldsLeft and extraFieldsRight for the "short" panel


    Two things to note:

    If the spotted indicators are 'lightbulbs' then you have a broken config, ensure you have the latest available release as there was a config error during refactoring or possible you downloaded a 'live version' (as I can live edit).

    The spotted config should be small inconspicuous dots next to the tank icon if all is working well. If you have the latest version and the wrong spotted indicators then send me a snapshot of your battle loading screen

  6. I THINK I have finally got to the bottom of the Google Drive Sync issue so now all bits should be up to date.

    I got inspired to do some more tweaking to make it even more lightweight so the full list of 'recent' changes are below:

    • Removed XVM Hitlog - the in game version is more than suitable, doing this enabled me to have a drag drop config for enabling team HP pools - which brings me to:
    • Config added for team HP pool
    • Removed dependency on sounds.xc
    • Increased code efficiency (doesn't look pretty anymore but that's not required as it's designed for people who don't know what they are doing anyway and the 'more advanced' people will still be able to customise heavily anyway).
    • Added option to use XVM or your own custom markers (the bits above the tanks)
  7. So there were a couple of config issues causing the in-game damagelog not to work, these have now been fixed and updated the modpack and xvm config.

    Also removed the XVM hitlog as the in-game one is fine and easier to set/customise for non-programmer-type people anyway. Added option to enable team HP pools (because I removed the hitlog which used the same file). Need to update the documentation but that shouldn't take long.

    Thanks to @Griphos for testing out bits that I hadn't/didn't test fully - he helped find some issues that I had no idea existed. 

  8. 18 hours ago, RolloLongjaw said:

    Really? Well I dont know much about that, sounds a bit ominous. But thanks for the tip. I'll just have to wait it out I guess. 

    You've made the fatal beginners flaw and rushed for a tier X without fully understanding the game, it's mechanics and content. You had just over 2k games when you got your first tier X... You have an SU-122-44 to make up for the credit shortfall when playing your E100 too as you don't do a lot of damage in games... Even then you don't even do one shot of damage in the SU-122-44 in every game you play.

    You've made the first step in self improvement by signing up to Wotlabs as there is a tonne of content on here to help beginners like you. I'd also recommend watching some youtube videos/streams of others playing the tanks that YOU like to play - and see how they do it/what they do.

    I know you want to play 'with the big boys' at tier X but there really isn't any rush. If you wanted a premium tank I would highly suggest the Lowe - and again watch some guides on how to play it - that way you can train up a really good heavy crew and make credits at the same time. (Though the Lowe isn't great for SH/CW, but it is for random 'pubbie' matches).

    As your performance is (currently) well below 'average' (statistically) I don't know of any/many clans that run tier X SH/CW who would accept you... but don't let that stop you trying and keep on improving and you'll get there!


    Above all remember that it's just a game and have fun!!

  9. On 14/03/2017 at 3:59 PM, Sergeant_Fgt said:

    still playing the cdc, that's a '4-watt' 

    Training up a french medium crew - that and the Revoloiserie are quite suitable

    Plus people have seemed to stop firing HE at CDCs... which is nice (for me)

    I much prefer the M4A1 to the CDC though


    Who noticed the inverted scoreboard ay?! I prefer seeing how many tanks are alive rather than dead

  10. Well you have a max bloom* and a min bloom*

    This is modified by

    • turret traverse*
    • vehicle traverse (turning)*
    • vehicle movement (backwards/forwards)*
    • aiming time* - the base value for the time taken to go from max to min if the above = 0
    • Crew skills and perks**
    • Equipment

    *differs for each tank based on base values and soft stats

    **also a hard variable to deal with as crew skill (0-100% affects it, well commander and gunner anyway with perks on top of that; smooth driving to help negate when driving back/forth, snap shot for turret rotation etc.)

    I suppose you could calculate the bloom if you had an algorithm that copes with all of this (like WG use) but you'd have to know/create that first!

    DON'T FORGET on top of that you also have the RNG factor when actually firing too which you cannot account for, which does give some validity to the 'accuracy is a meaningless stat' argument.

  11. On 25/02/2017 at 5:11 PM, EasilyOdd said:

    Couple of questions for you.

    I think 9.15 you had health bars in one of the players panels.  Is that XVM config still available for download?  I couldn't figure out how to navigate to it.

    You may be able to tell me if what I want to do is possible.  I'm wanting to see if I could use the detected colors in your player panel as the health bar background color and eliminate the space taken up by the detected indicator.

    Health bars are dealt with entirely differently now than back then.

    Health bars are included by default with my config (press alt). I haven't tried with the new bars using them as spotted indicators too...

    All the info is in playerspanel.xc and you could try replacing 

    "bar": { "x": 87, "y": 7, "bindToIcon": true, "width": "{{hp-ratio:70}}", "height": 12, "bgColor": "{{c:system}}", "alpha": "{{alive?50|0}}" },


    "bar": { "x": 87, "y": 7, "bindToIcon": true, "width": "{{hp-ratio:70}}", "height": 12, "bgColor": "{{c:spotted}}", "alpha": "{{alive?50|0}}" },

    Though you may have to add/create a spotted section in colors.xc as my colours are handled in texts.xc (which whilst more work to update if I change a colour, is actually marginally more efficient code wise).  


    If spotted isn't defined in colors.xc then it will use the following values

        "spotted": {
          "neverSeen":      "0x000000",
          "lost":           "0xD9D9D9",
          "spotted":        "0xFFBB00",
          "dead":           "0xFFFFFF",
          "neverSeen_arty": "0x000000",
          "lost_arty":      "0xD9D9D9",
          "spotted_arty":   "0xFFBB00",
          "dead_arty":      "0xFFFFFF"
  12. 44 minutes ago, TohtoriP said:

    59-Patton and FCM are still with wrong points.






    Type 59: 15
    WZ-111: 19 
    112: 22
    T-34-3: 12 
    59-Patton: 2 
    FCM 50 t: 22
    M4A1 Rev.: 28
    AMX M4 49 (Liberté): 22 
    leKpz M41 90mm:  21
    Skorpion G: 23
    Panther 88: 20
    Löwe:  30:  
    Pz. 58 Mutz (Black): 21
    STA-2: 25 
    FV4202 (P): 2
    M46 KR: 21
    T26E5 (Patriot): 25

    IS6  (Black): 7
    KV-5: 20
    T-44-100: 22
    T34: 17 

    T26E4: 19

  13. Type 59: 18: 
    WZ-111: 19 
    112: 22
    T-34-3: 12 
    59-Patton: 5 
    FCM 50 t: 21
    M4A1 Rev.: 26 Lol Alpha with decent enough mobility, gun depression and auto-aim esque shell velocity. Point and click tank to do dmg and great for cleaning up low HP tanks
    AMX M4 49 (Liberté): 22 
    leKpz M41 90mm:  21
    Skorpion G: 23
    Panther 88: 20
    Löwe:  30:  
    Pz. 58 Mutz (Black): 21
    STA-2: 25 
    FV4202 (P): 2
    M46 KR: 21
    T26E5 (Patriot): 25
    IS-6 (Black): 7 At least the T34 has decent pen to punch through some of the super-heavies, this how been a victim of powercreep and nerfed into oblivion because of it
    KV-5: 20
    T-44-100: 22
    T34: 17 

    T26E4: 19

  14. Type 59 - 24
    WZ-111 - 17 
    112 - 20
    T-34-3 - 18  
    59-Patton - 14 
    AMX CDC - 5-3 = 2 Suffers badly against noobs who fire HE as HE always does damage - and it does a LOT against a CDC. 40mm of armour get's overmatched by IS gun and is a HUGE target
    FCM 50 t - 23
    M4A1 Rev. - 22
    AMX M4 49 - 20
    leKpz M41 90mm -  21
    Skorpion - 21
    Panther 88 - 20
    Lowe - 28
    Pz. 58 Mutz - 20
    STA-2 - 22 +1 = 23 A great jack of all trades tank, not great alpha but it feels more mobile with better gun handling than it's STA-1 cousin.  
    FV4202 (P) - 14
    T26E4 - 18
    T34 - 20
    M46 KR - 21
    T26E5 (Patriot) - 22 
    T-54 Mod. 1 - 4
    IS-6 - 18 
    KV-5 - 20
    T-44-100 - 21

  15. 7 hours ago, garryallen said:

    How the heck do you guys scout on paris

    Short answer - you don't really... There is little to no advantage of extending view range as it's such a close quarters map and most tanks that are likely to see Paris have a more than ample view range anyway.

    The North is often a camp fest unless you have a medium advantage and can rush the North (hoping that your team's efforts in town can hold the enemy there - allowing you to flank easier). The middle position between the buildings in the North helps break some camps too but it's easily countered.

    The south becomes much more of a brawl/ambush area, late game I find that the mid-South road provides excellent distraction/side shots/annoyance techniques on any tanks trying to progress to either South-West/South-East.


    If you're in a comparative low-tier light tank then just play an annoyance role - even if you know you won't pen just keep plinking shells off enemies - making them want to turn and shoot at you, which in turn provides a nice easy shot for your team mates.

    Most games that I played on Paris are either won or lost because people don't pay attention to the minimap. If you see the North failing then you know an attack will be behind you soon so you have to push the South to turn it from a West/East fight into a North/South fight.

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