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What do the circles on the minimap mean in wot. Automatic drawing of circles on the minimap. How often and when to look at the minimap

4 years and 9 months ago Comments: 17


I’ve been preparing this article for a long time, since patch 0.9.0, but I still haven’t had time to finish it. And then, after reading news from the developers regarding plans to change the minimap (more on this later), it was decided to complete this story.

So here's the minimap. She is hiding on your screen in the lower right corner. No? Happens. We press on the keyboard (in the case of a standard layout) the English “M” (there is also the Russian “b”) and the minimap is again on your screen in the lower right corner, where it should be.

Standard hotkeys for controlling the minimap:
M - hide/show 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 you are interested in (the action is accompanied by a sound signal).


It would also be appropriate to remember “clickers”. There are such strange citizens that they stand at the base throughout the battle and make 2-3 clicks per second on the map, turning the battle chat into a sewer, and the sound in the allies’ headphones is a continuous ringing. This either provokes an ally to kill the clicker or write 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 during battle. And enjoy the silence.
The map has already been displayed. You can customize the display size to suit you. But at a minimum, you should be able to distinguish tank markers on the minimap. And they are as follows:


In addition, we see rhombuses (in the form of squares rotated by 90 degrees) with the number “1” inside - these are the initial locations of the teams, and we also see circles with flags - these are the bases of each team according to color: green is the color of your base and allies on the minimap, and red is the color of the 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 field of view (that is, what you see on your screen, and it does not take into account whether you are aiming at this time or not , although the viewing angle will change significantly).

That's basically 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 mods for displaying the minimap, 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 a minimap from XVM.

What additional information do we see on the right side:

  • all tanks are signed - we know exactly where each tank is on the map;
  • At the top left we see “800m” - this is the length of one side of the map;
  • a dash-dotted line has appeared between the two green stripes of the viewing sector, indicating the direction of the barrel of your gun;
  • yellow ring - inside this ring is your circle of vision;
  • the turquoise ring is the maximum range of destruction of the enemy;
  • 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 signature of the names of the tanks - this is how the place where the enemy tank disappeared from the light is displayed.

Let's look at two screenshots again after the stereo tube is triggered and we will comment in more detail point by point.


There are no changes on the left side. And on the right side, pay attention to the increase in the yellow ring. The stereo tube became active and the view of the tank increased.

What's the result?

If all tanks are signed– then this allows you to analyze the movement of tanks according to the minimap, rather than spin around in battle using a standard minimap, in order to understand exactly which tanks and where they 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 come the rings. They are often confused, and they do not understand which ring represents what. In addition, the modders themselves make these rings different colors at their own discretion, which introduces even greater confusion among the players. In our case, we have the following rings: yellow, turquoise and light gray.

Yellow ring displays your viewing circle 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 has discovered them.
Further,
turquoise ring displaying damage range enemy. Let me explain: any projectile in the game has a range of destruction of the enemy (except self-propelled guns) and the absolute maximum is 720 meters. Beyond this distance, no tank except self-propelled guns can hit the target. The projectile simply disappears after traveling this distance. This distance does not depend on the level of technology. At a distance of 720 meters, both the Tiger I and the Leichttraktor, which uses a cannon rather than a machine gun, can hit targets. Some small-caliber guns and machine guns are limited in their range of destruction of the enemy. It is in this case that it is useful to know which enemy will be out of reach for causing damage, and the ring displaying the range of damage will help with 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 you if you are detected by another enemy tank. Next is the vertical line of the drawing square. What it is? The fact is that in the game they draw 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 (with the exception of the self-propelled gun screen). But you can attack the enemy outside this square! The main thing is that he is closer to the striking range! We point the dot-dot pointer at the enemy according to the minimap, guess on the screen where he might be and fire a shot. The accuracy of such shots is of course insignificant, but the chance to hit the target is very significant and should not be neglected.

I really hope that the game developers will still display illuminated opponents on the map, signatures on vehicles and a gun pointer. This absolutely and completely eliminates the advantage of players using the minimap mod.


It is also worth mentioning that on the minimap you can show the directions of the gun 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 overkill to me. A minimap that is too bulky will firstly consume even more FPS and secondly will be less informative (we can discuss why in the comments).

How often and when to look at the minimap?

If you follow this advice: “Look at the minimap. ALWAYS! FOLLOW! BEHIND THE MAP!” It will look like this:


Ask any good driver, how often does he look at the dashboard? In the side mirrors? In the rear view mirror? It's like a minimap in real life. And any adequate driver will answer that it all depends on the situation. A situational decision is made where and when to look. That is, if there are doubts about the operation of the car, they look at the instrument panel, 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 I think this should be done in the following cases:
  • the beginning of the game, the tanks begin to travel around the map and it is extremely important to understand who went where;
  • Allied tanks have taken up positions and it is important to understand their range of fire;
  • you have taken a position and it is important to understand your sector of fire, as well as who and where you can help, in addition, by standing at the beginning of the battle for 1-3 minutes in some not very dangerous, but “interesting” bushes, you can come up with a plan for the battle ( I thought of calling this time “fishing”);
  • while “fishing”, having converged on the most likely place where the enemy will appear, it is easy to monitor the map, and it is advisable, when new opponents appear, to analyze how many have already appeared and where, to predict possible actions - ideally, every time an enemy appears on the map, you pay attention to this pay attention and this will help you with sound mods or additional large drawing of the marker of new tanks on the map (I don’t use it, in this case it distracts me more than it informs me);
  • Tank markers have appeared in your field of vision - check the minimap for the possibility of attacking the enemy before starting aiming;
  • you decide to take a shot - check what’s 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 leave to reload;
  • you made a shot - check what’s on the minimap;
  • the score has changed - you have to look at the minimap, regardless of who wins and whose equipment is destroyed;
  • you decide to roll back or change position - check what’s on the minimap, where who is illuminated and where who has disappeared from the light, in general, before making any movement, you should at least briefly pay attention to the minimap;
  • decided not to just move, but to highlight it for your allies - analyze on the minimap from which positions your opponents will most likely attack you;
  • In general we can write this:

Almost any action before it begins and after the end of this action should be accompanied by an analysis of the minimap.

Epilogue

At the end of the article, I wanted to bring to your attention a very indicative battle based on the analysis of what was happening on the minimap, where the chances of victory were very slim, although even arriving in a seemingly extremely uncomfortable and hopeless position, you can influence the outcome of the battle.
But the article already turned out to be huge. If anyone is interested, I will add a separate article.
Follow the map and win!
little_boy_acc_green

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 exposure distance, etc. However, there is a drawback: all data (on visibility, firing range, radius of exposure) must be entered yourself, and for each tank separately. In addition, it is impossible to obtain accurate review data with different levels of development of the review crew or when using additional. equipment or equipment. A player under the nickname Omegaice decided that it was time to correct the situation and created a mod for XVM, which also displays various circles on the minimap and takes all the data automatically from the game client.

Mod features.
Mod adds:
- Circles on the minimap indicating the maximum (445m) and minimum (50m) exposure distances in the game;
- A circle on the minimap indicating the overview of the tank;
- A circle on the minimap indicating the maximum firing distance for artillery;
- All circles on the minimap are calculated automatically, and such data as installed optics and/or stereo tube, crew viewing skills, as well as the use of “golden” consumables (additional rations, cola and other chocolates) are taken into account.

Installation:
The mod is an addition to the XVM mod, so it must be installed after it using one of the following options:
1. Place the res_mods folder from the archive in 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 file tankrange.xc accordingly: res_mods\xvm\

After installation, you need to edit 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"),
Under "Any_name" in the config path there is also "@Default" - the default config
Next, you can open the tankrange.xc file with a text editor and edit it like any config file from XVM.
Please note that in the archive there is a config that has Russian comments for almost all parameters, but after the first launch of the client and loading of the hangar, these comments will be deleted - these are the features of the mod, because it was not originally designed for this :). Nearby in the folder is the original config: tankrange_original.xc (just in case :))
An example of the mod's operation 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.

The mini-map allows allies to coordinate their actions, as well as receive up-to-date information about opponents.

The size of the square on the mini-map changes dynamically depending on the size of the game map.

Allied tanks are marked in green, enemy tanks are marked in red (lilac in color blind mode). The vehicle marker on the mini-map corresponds to the accepted symbols:

To make interaction with allies easier, the player can draw their attention to a certain square of the map. To do this you need to hold down the key Ctrl on the keyboard, left-click on the required square on the mini-map. After this, the selected square will be highlighted along the contour, and the message will be displayed in the team chat: “Attention to square D7!”

If you issue a quick command (in the screenshot “Need help”), an indicator of the issued command will be displayed above the vehicle.


To increase/decrease the mini-map, use the keys Increase size / Reduce size(default keys = /). The mini-map can also be hidden (by pressing M).

In update 9.5, the functionality of the minimap was expanded.

Added:

  • camera direction beam;
  • firing sector (only for self-propelled guns);
  • display of tank names;
  • displaying the location of the last “light” of the tank.

How to enable these features


  1. Circle of vision (green) - shows the value of your vehicle’s visibility, taking into account the skills of the crew, as well as the installed equipment.
  2. Maximum visibility (white) - shows the maximum visibility of vehicles in the game. The maximum viewing radius cannot exceed 445 meters.
  3. Drawing circle (yellow) - shows the maximum distance at which allied and enemy vehicles will be displayed.

The tank's field of view displayed on the mini-map depends on any factors affecting the field of view (Coated optics or Stereo tube, the crew's level of proficiency in the main specialty and skills/skills, equipment, crew concussions, etc.) and changes dynamically during battle depending on the circumstances. The circles for maximum visibility and drawing of equipment are static, that is, they do not change.

In the game settings, the ability to disable the display of viewing and drawing circles has been added. To do this, you need to select the view indicators on the mini-map that suit you on the “Game” tab.


As you know, the XVM mod has the ability to draw various circles on the minimap. For artillery, they can be adjusted to the firing range; for other tanks, the viewing radius of each vehicle can be drawn, the maximum/minimum exposure distance can be designated, etc. The only negative: all data for the circles must be entered manually, and for each tank separately. Plus, it was not possible to obtain accurate review data with varying degrees of upgraded crew skills and abilities for review, and even with the use of additional rations, for example. O_o However, a European player under the nickname Omegaice decided that he had “enough to put up with this” and created a mod add-on to 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 indicating the maximum (445m) and minimum (50m) exposure distances in the game

Circle on the minimap indicating the view of the tank

A circle on the minimap indicating the maximum firing range for artillery

All circles on the minimap are calculated automatically, and such data as installed optics and/or stereo tube, crew viewing skills, as well as the use of “golden” consumables (additional rations, colas and other chocolates) are taken into account.

Installation:
The mod is an addition to the XVM mod, so it must be installed after it using one of the following options:
1. Place the res_mods folder from the archive in 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 accordingly: res_mods\xvm\

After installation, you need to edit 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"),
Under "Any_name" in the config path there is also "@Default" - the default config
Next, you can open the tankrange.xc file with a text editor and edit it like any config file from XVM.
Please note that in the archive there is a config that has Russian comments for almost all parameters, but after the first launch of the client and loading of the hangar, these comments will be deleted - these are the features of the mod, because it was not originally designed for this. Nearby in the folder is the original config: tankrange_original.xc (just in case)
An example of how the mod works can be seen in the attached screenshot, where the T-62A was taken as a test subject.