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				<updated>2021-04-06T10:53:57Z</updated>
		
		<summary type="html">&lt;p&gt;U100138: Replaced content with &amp;quot;(*´・ω・)/`&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(*´・ω・)/`&lt;/div&gt;</summary>
		<author><name>U100138</name></author>	</entry>

	<entry>
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		<title>User:U100138</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U100138&amp;diff=100021"/>
				<updated>2021-04-06T10:51:06Z</updated>
		
		<summary type="html">&lt;p&gt;U100138: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The default sighting reticle for ground vehicles in War Thunder can be replaced with a custom one, for example if you want to recreate a historical representation of the sight.&lt;br /&gt;
&lt;br /&gt;
Custom sights will be created by changing settings in the reticle file rather than in any graphic editor. &lt;br /&gt;
&lt;br /&gt;
{{Notice&lt;br /&gt;
|Note! The custom sight does not guarantee the accuracy or correct aiming if it has been created by an author without taking into account all the recommendations in this article.&lt;br /&gt;
|!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The ability to create user-made sight grid designs for ground vehicles was added in update [[Update_1.73_&amp;quot;Vive_la_France&amp;quot;|1.73 &amp;quot;Vive la France&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== How to setup a user-made sight ==&lt;br /&gt;
&lt;br /&gt;
* Place and select the ground vehicle for which you want to replace the sighting reticle into the hangar.&lt;br /&gt;
* Open &amp;lt;code&amp;gt;game settings → Main parameters → Common battle settings&amp;lt;/code&amp;gt; and for the parameter “Use alternative sight grid” select “Add grid sight”.&lt;br /&gt;
* Two sub folders will be created In the UserSights folder which is located in the game directory:&lt;br /&gt;
** A folder with the name of the selected vehicle containing the file ‘sight_1.blk’ (this is a template for the default sight)&lt;br /&gt;
** A folder with the name “all_tanks”&lt;br /&gt;
* Without closing the game client, copy the custom reticle into the created vehicle name folder if you want to apply the new reticle only to it. Or if the reticle is suitable for several vehicles, copy the file to the “all_tanks” folder.&lt;br /&gt;
* Return to the game, press Alt + F9 to update game data and select the uploaded reticle..&lt;br /&gt;
&lt;br /&gt;
The number of different sight reticles per vehicle is not limited. So you can create any number of different reticles in one folder and be able to switch between them.&lt;br /&gt;
&lt;br /&gt;
== How to create a user-made sight ==&lt;br /&gt;
The sighting reticle is a block of settings of elements: scales, lines, moving parts and text. The settings are set as one .blk file that can be edited using any text editor.&lt;br /&gt;
&lt;br /&gt;
=== Creating a reticle template for a single vehicle ===&lt;br /&gt;
&lt;br /&gt;
* Place the ground vehicle for which you want to replace the sighting reticle into the hangar.&lt;br /&gt;
* Open &amp;lt;code&amp;gt;game settings → Main parameters → Common battle settings&amp;lt;/code&amp;gt; and for the parameter “Use alternative sight grid” select “Add grid sight”.&lt;br /&gt;
* Two sub folders will be created In the UserSights folder which is located in the game directory:&lt;br /&gt;
** A folder with the name of the selected vehicle containing the file ‘sight_1.blk’ (this is a template for the default sight)&lt;br /&gt;
** A folder with the name “all_tanks”&lt;br /&gt;
* Edit this particular .blk fily using any text editor. The result can be viewed in real time by taking the vehicle to a test drive and by pressing Alt + F9 to update game data.&lt;br /&gt;
&lt;br /&gt;
=== Creating a reticle template for multiple vehicles ===&lt;br /&gt;
&lt;br /&gt;
Complete the first 3 steps described in the instruction &amp;quot;Creating a reticle template for a single vehicle&amp;quot;. Then copy the sight_1 file to the folder “all_tanks”. Now you just need to specify which vehicles have the available sight.&lt;br /&gt;
&lt;br /&gt;
Open the .blk file of the sighting reticle using any text editor and add the following block to it:&lt;br /&gt;
 matchExpClass {&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
You can specify the classes of vehicles for which the sight will be allowed for use or the specific list of vehicles inside this block.&lt;br /&gt;
&lt;br /&gt;
=== Vehicle classes ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 20%;&amp;quot; |Option&lt;br /&gt;
! style=&amp;quot;width: 80%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
| exp_tank&lt;br /&gt;
| light and medium tanks&lt;br /&gt;
|-&lt;br /&gt;
| exp_heavy_tank&lt;br /&gt;
| heavy tanks&lt;br /&gt;
|-&lt;br /&gt;
| exp_tank_destroyer&lt;br /&gt;
| tank destroyers, ATGM carriers&lt;br /&gt;
|-&lt;br /&gt;
| exp_SPAA&lt;br /&gt;
| SPAA and SAM&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Inside the block you can specify several vehicle classes and even combine them with specific vehicles. For example:&lt;br /&gt;
  matchExpClass {&lt;br /&gt;
  exp_heavy_tank:b = yes&lt;br /&gt;
  ussr_object_120:b = yes&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
This sight will be available for all heavy tanks and the [[Object 120]].&lt;br /&gt;
&lt;br /&gt;
The ID of the particular tank can be found by clicking &amp;quot;Edit source&amp;quot; in its article in the Wiki. The ID can be found inside the block &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Specs-Card&amp;lt;/nowiki&amp;gt;|code='''ussr_pr_206'''}}&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The ID will also be specified in the name of the catalogue which is created when creating the custom sight.&lt;br /&gt;
&lt;br /&gt;
{{Notice&lt;br /&gt;
|In order to maintain full functionality for the universal sight for vehicle classes, it is not recommended limiting it to specific cannons and ammunition. Their ballistic reticle will simply not be displayed if the vehicle doesn't have the shells which are specified in the “ballistics” block. &lt;br /&gt;
&lt;br /&gt;
When creating historical sights it is always better to use the ID of the specific vehicle for which it is suitable.&lt;br /&gt;
|!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Editing the .blk file of the sighting reticle ===&lt;br /&gt;
&lt;br /&gt;
The content of the reticle file is as follows:&lt;br /&gt;
 block_name {&lt;br /&gt;
   param_name: type = value&lt;br /&gt;
  &lt;br /&gt;
   block_name {&lt;br /&gt;
     param_name: type = value&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
* '''block_name''' - the name of the block, it must start with a Latin letter or underscore and consist of Latin letters, numbers or underscores.&lt;br /&gt;
* '''param_name''' - the name of the parameter, it must start with a Latin letter or underscore and consist of Latin letters, numbers or underscores. &lt;br /&gt;
* '''type'''- parameter type, must be necessarily, can be one of:&lt;br /&gt;
** '''t''' - a text (the value of the parameter must be enclosed in quotation marks &amp;quot;&amp;quot;)&lt;br /&gt;
** '''r''' - a number&lt;br /&gt;
** '''i''' - an integer&lt;br /&gt;
** '''b''' - a boolean value in the form of yes / no on / off true / false or 1/0&lt;br /&gt;
** '''p2''' - a range of data from 2 values ​​(p3 of three, p4 of four)&lt;br /&gt;
&lt;br /&gt;
If an invalid variable type is specified, for example, instead of an integer textAlign: i = 1, you specify textAlign: i = 1,5 the game will not be able to read such a file and you will not see the changes you specified.&lt;br /&gt;
&lt;br /&gt;
''To edit such files it is more convenient to use different programs for editors, for example, free Visual Studio Code for which there are already extensions that are familiar with the syntax of blk files (Blk and BlkTool they can be found in the extensions panel of the program by searching for blk).''&lt;br /&gt;
&lt;br /&gt;
=== The following parameters can currently be changed in the code ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 30%;&amp;quot; |Parameter&lt;br /&gt;
! style=&amp;quot;width: 70%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
| thousandth:t = “ussr”&lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;The choice for the type of the thousandth for the whole sight&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Possible values for ussr (1/6000), nato (1/6400), real (1/6283)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| crosshairHorVertSize:p2 = 4, 2 &lt;br /&gt;
| The size of the notches on the horizontal range-adjustment scale. The first value is the size of the notches with a denomination in thousands, the second is with no denomination (intermediate notches)&lt;br /&gt;
|-&lt;br /&gt;
| rangefinderProgressBarColor1:c = 0, 255, 0, 64&lt;br /&gt;
| Color of the rangefinder progress bar in the format RGB plus alpha channel&lt;br /&gt;
|-&lt;br /&gt;
| rangefinderProgressBarColor2:c = 255, 255, 255, 64&lt;br /&gt;
| Color of the rangefinder progress bar background&lt;br /&gt;
|-&lt;br /&gt;
| rangefinderTextScale:r = 0.7&lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;rangefinder text size&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note: ''Does not change the size of the estimated distance output text.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rangefinderUseThousandth:b = es&lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;Sets rangefinder offsets to thousands&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Attention: ''this is a new line added with 1.79, and without it the rangefinder in Custom Sights will NOT work! For old sights you'll probably have to add this line...''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rangefinderVerticalOffset:r = 15&lt;br /&gt;
| Rangefinder vertical offset relative to center of screen (positive direction is up)&lt;br /&gt;
|-&lt;br /&gt;
| rangefinderHorizontalOffset:r = 5&lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;Rangefinder horizontal offset relative to center of screen (positive direction is right)&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note: ''The &amp;quot;rangefinder&amp;quot; is actually by default the green bar that takes a few seconds to fill and will output an approximate distance, affected by crew training''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| fontSizeMult:r = 1&lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;Line thickness&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note: ''Large fonts may prevent certain text from rendering if too close to each other (e.g. default Panther D sight)''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| lineSizeMult:r = 1&lt;br /&gt;
| Thickness of lines drawn using the &amp;lt;code&amp;gt;line&amp;lt;/code&amp;gt; function&lt;br /&gt;
|-&lt;br /&gt;
| drawCentralLineVert:b = yes&lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;Display vertical sight line (yes/no)&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note: ''The default vertical crosshair line.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| drawCentralLineHorz:b = yes&lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;Display horizontal sight line (yes/no)&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note: ''The default horizontal crosshair line. The horizontal line is in line with the default ballistics range indicator.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| crosshairDistHorSizeMain:p2 = 0.03, 0.02&lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;Length of the default lines along the default ballistics range indicator&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note: ''These lines link up with the range indicators (on the default sights, 4, 8, 12, 16 etc.) The second value gets added to the first value along the major indicators (e.g. numbers 4, 8, 12, 16, 20 etc. on the default sight are extra long).''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| crosshairDistHorSizeAdditional:p2 = 0.005, 0.003&lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;Length of the default ballistics range indicator lines along the central vertical aiming axis&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note: ''Parameter definitions are similar to the ones above (Length, Additional_length_for_major_lines)''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| distanceCorrectionPos:p2 = -0.1, -0.05&lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;Field offset of the entered range correction value&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note: ''First number – horizontal offset (+ to right of center, - to left of center), second number – vertical offset (+ up from center, - down from center) )''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| drawDistanceCorrection:b = yes&lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;Draw or don’t draw text for entered range correction&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note: ''The number drawn is typically rounded up to the closest 50 meters, between 200 and the upper limit of the listed distances specified in &amp;lt;code&amp;gt;crosshair_distances{}&amp;lt;/code&amp;gt;''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| crosshairColor:c = 31, 239, 31, 255&lt;br /&gt;
| Color of the crosshair (all lines) in the format RGB and its alpha channel&lt;br /&gt;
|-&lt;br /&gt;
| crosshairLightColor:c = 255, 30, 30, 255&lt;br /&gt;
| Color after enabling the crosshair lighting&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Parameters for controlling the radial moving of lines, texts, circles ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 30%;&amp;quot; |Parameter&lt;br /&gt;
! style=&amp;quot;width: 70%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
| radialCenter:p2 = 0.0, 0.0&lt;br /&gt;
| The point relative to which rotation occurs&lt;br /&gt;
|-&lt;br /&gt;
| radialAngle:r = 180.0&lt;br /&gt;
| The initial angular displacement from zero in degrees&lt;br /&gt;
|-&lt;br /&gt;
| adialMoveSpeed:r = 6.04&lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;Rotation speed multiplier&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note: ''Paired with radial stretch, allows objects to rotate at the same speed as the extended scale''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| moveRadial:b=yes&lt;br /&gt;
| Angular moving resolution&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery perrow=2 widths=&amp;quot;460px&amp;quot; heights=&amp;quot;260px&amp;quot;&amp;gt;&lt;br /&gt;
File:1_Sighting grid IT-1.jpg| A simple example of the thickness of notches and font size of an IT-1 sight after editing lineSizeMult:r = 2.0 and fontSizeMult:r = 2.0.&lt;br /&gt;
File:2_Sighting grid IT-1 with a changed thickness of scratches and font size.jpg| Apart from these settings, the standard sight contains the block crosshair_distances, which determines how regularly the range correction notches will be placed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Main parameters====&lt;br /&gt;
&lt;br /&gt;
A simple example of the thickness of notches and font size of an IT-1 sight after editing '''lineSizeMult:r = 2.0''' and '''fontSizeMult:r = 2.0'''.&lt;br /&gt;
Apart from these settings, the standard sight contains the block crosshair_distances, which determines how regularly the range correction notches will be placed.&lt;br /&gt;
&lt;br /&gt;
 crosshair_distances{&lt;br /&gt;
   distance:p3 =200, 0, 0&lt;br /&gt;
   distance:p3 =400, 4, 0&lt;br /&gt;
   distance:p3 =600, 0, 0&lt;br /&gt;
   distance:p3 =800, 8, 0&lt;br /&gt;
   distance:p3 =1000, 0, 0&lt;br /&gt;
   distance:p3 =1200, 12, 0&lt;br /&gt;
   distance:p3 =1400, 0, 0&lt;br /&gt;
   distance:p3 =1600, 16, 0&lt;br /&gt;
   distance:p3 =1800, 0, 0&lt;br /&gt;
   distance:p3 =2000, 20, 0&lt;br /&gt;
   distance:p3 =2200, 0, 0&lt;br /&gt;
   distance:p3 =2400, 24, 0&lt;br /&gt;
   distance:p3 =2600, 0, 0&lt;br /&gt;
   distance:p3 =2800, 28, 0&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
crosshair_distances can be set in three ways (important as: the methods cannot be mixed):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 30%;&amp;quot; |Parameter&lt;br /&gt;
! style=&amp;quot;width: 70%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
| distance:p2 =2800, 28&lt;br /&gt;
| The 2800 value is the distance to the target at which the notch will be drawn; 28 is which text will be placed by the notch (0 means display nothing)&lt;br /&gt;
|-&lt;br /&gt;
| distance:p3 =2800, 28, 0.01&lt;br /&gt;
| The 0.01 value is how much to increase the length of the notch from the left (-0.01 means extend it from the right)&lt;br /&gt;
|-&lt;br /&gt;
| distance { textPos:p2 = 0.042, 0; distance:p3 = 1000, 10, 0.01; }&lt;br /&gt;
| The textPos is an additional offset of the notch text (textPos:p2 = 0, 0 by default)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 crosshair_hor_ranges{&lt;br /&gt;
   range:p2 =-32, 32&lt;br /&gt;
   range:p2 =-28, 0&lt;br /&gt;
   range:p2 =-24, 24&lt;br /&gt;
   range:p2 =-20, 0&lt;br /&gt;
   range:p2 =-16, 16&lt;br /&gt;
   range:p2 =-12, 0&lt;br /&gt;
   range:p2 =-8, 8&lt;br /&gt;
   range:p2 =-4, 0&lt;br /&gt;
   range:p2 =4, 0&lt;br /&gt;
   range:p2 =8, 8&lt;br /&gt;
   range:p2 =12, 0&lt;br /&gt;
   range:p2 =16, 16&lt;br /&gt;
   range:p2 =20, 0&lt;br /&gt;
   range:p2 =24, 24&lt;br /&gt;
   range:p2 =28, 0&lt;br /&gt;
   range:p2 =32, 32&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
These are the parameters of the standard sight. Apart from these elements, the sight can also contain a few more blocks that provide new options.&lt;br /&gt;
 &lt;br /&gt;
==== Shell ballistics block ====&lt;br /&gt;
 &lt;br /&gt;
The standard sight automatically draws a target reticule on the basis of the ballistic data of the selected shell type. However, with the help of this block, you can create a sight that will permanently display several lines for various types of shells, and their ballistics will correspond to the in-game values.&lt;br /&gt;
To display these lines, you must add the ballistics block, including the required number of bullet blocks, each of which has its own settings that are responsible for drawing and placing lines. &lt;br /&gt;
&lt;br /&gt;
The shell ballistic data, which the game automatically recalculates into the distance between the line notches, are provided by the parameters:&lt;br /&gt;
* '''bulletType:t = &amp;quot;apcbc_tank&amp;quot;''' – ID of the ammunition type for which a line needs to be created (see the table of correspondence of shell types in the game localization).&lt;br /&gt;
* '''speed:r = 624.0''' – initial shell speed, which can be seen in the shell’s card along with the name of the shell type.&lt;br /&gt;
 &lt;br /&gt;
'''Important!''' The lines are linked with ammunition loading. If the tank’s ammunition complement doesn’t have a specific shell type, then the line for that shell type will not be displayed.&lt;br /&gt;
 &lt;br /&gt;
An example ballistics block for the T-55A tank and three shell types, APFSD ZBM25, KS-ZBK17 and composite armor-piercing BR-412D:&lt;br /&gt;
 ballistics {&lt;br /&gt;
 bullet {&lt;br /&gt;
   bulletType:t = &amp;quot;apds_fs_tungsten_small_core_tank&amp;quot;&lt;br /&gt;
   speed:r = 1430.0&lt;br /&gt;
   drawAdditionalLines:b = no&lt;br /&gt;
   drawDistanceCorrection:b = yes&lt;br /&gt;
   distanceCorrectionPos:p2 = -0.15, -0.15&lt;br /&gt;
   drawUpward:b = yes // option to draw the displayed line upwards, as in the Soviet sights, for example TSh2B-41.&lt;br /&gt;
   distancePos:p2 = 0.03, 0.0 // line offset relative to center.&lt;br /&gt;
   textAlign:i = 1&lt;br /&gt;
   textPos:p2 = -0.012, 0.0&lt;br /&gt;
   textShift:r = 0.0&lt;br /&gt;
   crosshairDistHorSizeMain:p2 = 0.0075, 0.0075&lt;br /&gt;
   crosshairDistHorSizeAdditional:p2 = 0.005, 0.003&lt;br /&gt;
   crosshair_distances {&lt;br /&gt;
     distance:p3 = 200, 0, 0 // + and - notches&lt;br /&gt;
     distance:p3 = 400, 0, 0&lt;br /&gt;
     distance:p3 = 600, 0, 0&lt;br /&gt;
     distance:p3 = 800, 0, 0&lt;br /&gt;
     distance:p3 = 1000, 10, 0.01&lt;br /&gt;
     distance:p3 = 1200, 0, 0&lt;br /&gt;
     distance:p3 = 1400, 0, 0&lt;br /&gt;
     distance:p3 = 1600, 0, 0&lt;br /&gt;
     distance:p3 = 1800, 0, 0&lt;br /&gt;
     distance:p3 = 2000, 20, 0.01&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
 bullet {&lt;br /&gt;
   bulletType:t = &amp;quot;heat_fs_tank&amp;quot;&lt;br /&gt;
   speed:r = 1085.0&lt;br /&gt;
   drawAdditionalLines:b = no // draw notches on the central line&lt;br /&gt;
   drawDistanceCorrection:b = no&lt;br /&gt;
   distanceCorrectionPos:p2 = -0.09, -0.05&lt;br /&gt;
   distancePos:p2 = -0.02, 0.0 //line offset&lt;br /&gt;
   textPos:p2 = 0.02, 0.0&lt;br /&gt;
   textShift:r = 0.0 //text offset&lt;br /&gt;
   textAlign:i = 2 //text position relative to notches&lt;br /&gt;
   crosshairDistHorSizeMain:p2 = 0.0075, 0.0075&lt;br /&gt;
   crosshairDistHorSizeAdditional:p2 = 0.005, 0.003&lt;br /&gt;
   crosshair_distances {&lt;br /&gt;
     distance:p3 = 200, 0, 0&lt;br /&gt;
     distance:p3 = 300, 0, 0&lt;br /&gt;
     distance:p3 = 400, 0, 0&lt;br /&gt;
     distance:p3 = 500, 5, -0.01&lt;br /&gt;
     distance:p3 = 600, 0, 0&lt;br /&gt;
     distance:p3 = 700, 0, 0&lt;br /&gt;
     distance:p3 = 800, 0, 0&lt;br /&gt;
     distance:p3 = 900, 0, 0&lt;br /&gt;
     distance:p3 = 1000, 10, -0.01&lt;br /&gt;
     distance:p3 = 1100, 0, 0&lt;br /&gt;
     distance:p3 = 1200, 0, 0&lt;br /&gt;
     distance:p3 = 1300, 0, 0&lt;br /&gt;
     distance:p3 = 1400, 0, 0&lt;br /&gt;
     distance:p3 = 1500, 15, -0.01&lt;br /&gt;
     distance:p3 = 1600, 0, 0&lt;br /&gt;
     distance:p3 = 1700, 0, 0&lt;br /&gt;
     distance:p3 = 1800, 0, 0&lt;br /&gt;
     distance:p3 = 1900, 0, 0&lt;br /&gt;
     distance:p3 = 2000, 20, 0&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
 bullet {&lt;br /&gt;
   bulletType:t = &amp;quot;apcbc_tank&amp;quot;&lt;br /&gt;
   speed:r = 887.0&lt;br /&gt;
   drawAdditionalLines:b = no // draw notches on the central line&lt;br /&gt;
   drawDistanceCorrection:b = no&lt;br /&gt;
   distanceCorrectionPos:p2 = -0.09, -0.05&lt;br /&gt;
   distancePos:p2 = -0.07, 0.0 //line offset&lt;br /&gt;
   textPos:p2 = 0.02, 0.0&lt;br /&gt;
   textShift:r = 0.0 //text offset&lt;br /&gt;
   textAlign:i = 2 //text position relative to notches&lt;br /&gt;
   crosshairDistHorSizeMain:p2 = 0.0075, 0.0075&lt;br /&gt;
   crosshairDistHorSizeAdditional:p2 = 0.005, 0.003&lt;br /&gt;
   crosshair_distances {&lt;br /&gt;
     distance:p3 = 200, 0, 0&lt;br /&gt;
     distance:p3 = 300, 0, 0&lt;br /&gt;
     distance:p3 = 400, 0, 0&lt;br /&gt;
     distance:p3 = 500, 5, -0.01&lt;br /&gt;
     distance:p3 = 600, 0, 0&lt;br /&gt;
     distance:p3 = 700, 0, 0&lt;br /&gt;
     distance:p3 = 800, 0, 0&lt;br /&gt;
     distance:p3 = 900, 0, 0&lt;br /&gt;
     distance:p3 = 1000, 10, -0.01&lt;br /&gt;
     distance:p3 = 1100, 0, 0&lt;br /&gt;
     distance:p3 = 1200, 0, 0&lt;br /&gt;
     distance:p3 = 1300, 0, 0&lt;br /&gt;
     distance:p3 = 1400, 0, 0&lt;br /&gt;
     distance:p3 = 1500, 15, -0.01&lt;br /&gt;
     distance:p3 = 1600, 0, 0&lt;br /&gt;
     distance:p3 = 1700, 0, 0&lt;br /&gt;
     distance:p3 = 1800, 0, 0&lt;br /&gt;
     distance:p3 = 1900, 0, 0&lt;br /&gt;
     distance:p3 = 2000, 20, 0&lt;br /&gt;
   }&lt;br /&gt;
  }&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;gallery perrow=1 widths=&amp;quot;460px&amp;quot; heights=&amp;quot;260px&amp;quot;&amp;gt;&lt;br /&gt;
3_Sighting_grid_Т-55А.jpg| T-55A&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Parameters within bullet block'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 30%;&amp;quot; |Parameter&lt;br /&gt;
! style=&amp;quot;width: 70%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
| bulletType:t = &amp;quot;apds_fs_tungsten_small_core_tank&amp;quot;&lt;br /&gt;
| Shell type&lt;br /&gt;
|-&lt;br /&gt;
| speed:r = 1430.0&lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;Muzzle velocity&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note: ''A twin machine gun line can also be set in a bullet block. To do this, enter the following parameters:''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| triggerGroup:t = &amp;quot;coaxial&amp;quot;&lt;br /&gt;
| Weapon type (mandatory)&lt;br /&gt;
|-&lt;br /&gt;
| speed:r = 815.0 &lt;br /&gt;
| Shell velocity&lt;br /&gt;
|-&lt;br /&gt;
| drawAdditionalLines:b = no&lt;br /&gt;
| Sets whether the line for this shell should be duplicated (yes/no)&lt;br /&gt;
|-&lt;br /&gt;
| drawDistanceCorrection:b = yes&lt;br /&gt;
| Sets whether to display a field in which the numerical value of the range correction will be shown (yes/no)&lt;br /&gt;
|-&lt;br /&gt;
| distanceCorrectionPos:p2 = -0.15, -0.15&lt;br /&gt;
| Range correction field offset&lt;br /&gt;
|-&lt;br /&gt;
| distancePos:p2 = 0.03, 0.0&lt;br /&gt;
| Line offset relative to center&lt;br /&gt;
|-&lt;br /&gt;
| textAlign:i = 1&lt;br /&gt;
| Numerical marker offset on the line relative to notches (-1, 0 or 1)&lt;br /&gt;
|-&lt;br /&gt;
| textPos:p2 = -0.012, 0.0&lt;br /&gt;
| Correction offset relative to notches&lt;br /&gt;
|-&lt;br /&gt;
| textShift:r = 0.0&lt;br /&gt;
| Text correction offset and downsizing of line notches&lt;br /&gt;
|-&lt;br /&gt;
| crosshairDistHorSizeMain:p2 = 0.0075, 0.0075&lt;br /&gt;
| Size and position of notches&lt;br /&gt;
|-&lt;br /&gt;
| crosshairDistHorSizeAdditional:p2 = 0.005, 0.003&lt;br /&gt;
| Size and position of additional notches (on vertical sight axis)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
 crosshair_distances { &lt;br /&gt;
  distance:p3 = 200, 0, 0&lt;br /&gt;
  distance:p3 = 400, 0, 0&lt;br /&gt;
  distance:p3 = 600, 0, 0&lt;br /&gt;
  distance:p3 = 800, 0, 0&lt;br /&gt;
  distance:p3 = 1000, 10, 0.01&lt;br /&gt;
  distance:p3 = 1200, 0, 0&lt;br /&gt;
  distance:p3 = 1400, 0, 0&lt;br /&gt;
  distance:p3 = 1600, 0, 0&lt;br /&gt;
  distance:p3 = 1800, 0, 0&lt;br /&gt;
  distance:p3 = 2000, 20, 0.01&lt;br /&gt;
 }&lt;br /&gt;
| First value - range&amp;lt;br&amp;gt;second value – number&amp;lt;br&amp;gt;third value – notch size&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ID of shell types and their localization in the game ==&lt;br /&gt;
'''Cannons'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;apcr_tank&amp;quot; || &amp;quot;Armor-piercing composite rigid shell&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;apds_tank&amp;quot; || &amp;quot;Armor-piercing discarding sabot shell&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;apds_fs_long_tank&amp;quot; || &amp;quot;Armor-piercing fin-stabilized discarding-sabot shell&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;apds_fs_full_body_steel_tank&amp;quot; || &amp;quot;Armor-piercing fin-stabilized discarding-sabot shell&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;apds_fs_tungsten_small_core_tank&amp;quot; || &amp;quot;Armor-piercing fin-stabilized discarding-sabot shell (steel))&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;apds_fs_tungsten_l10_l15_tank&amp;quot; || &amp;quot;Armor-piercing fin-stabilized discarding-sabot shell&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;apbc_tank&amp;quot; || &amp;quot;Armor-piercing blunt-nosed shell&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;ap_large_caliber_tank&amp;quot; || &amp;quot;Armor-piercing blunt-nosed shell&amp;quot; (Used on the AP shell of the T34/M103)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;apc_tank&amp;quot; || &amp;quot;Armor-piercing sharp-nosed shell (with armor-piercing tip))&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;aphe_tank&amp;quot; || &amp;quot;Armor-piercing sharp-nosed high-explosive shell&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;aphebc_tank&amp;quot; || &amp;quot;Armor-piercing blunt-nosed high-explosive shell&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;apcbc_tank&amp;quot; || &amp;quot;Armor-piercing shell with armor-piercing tip and ballistic cap&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;ap_tank&amp;quot; || &amp;quot;Armor-piercing sharp-nosed solid shell&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;heat_tank&amp;quot; || &amp;quot;High-explosive hollow charge shell&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;heat_grenade_tank&amp;quot; || &amp;quot;Anti-tank grenade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;heat_fs_tank&amp;quot; || &amp;quot;High-explosive non-rotating shell&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;hesh_tank&amp;quot; || &amp;quot;Armor-piercing incendiary shell&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;he_grenade_tank&amp;quot; || &amp;quot;High-explosive grenade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;he_frag_tank&amp;quot; || &amp;quot;High-explosive shell&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;he_frag_fs_tank&amp;quot; || &amp;quot;High-explosive shell&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;shrapnel_tank&amp;quot; || &amp;quot;Shrapnel&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;atgm_tank&amp;quot; || &amp;quot;Anti-tank guided rocket&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;rocket_tank&amp;quot; || &amp;quot;Unguided rocket&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;smoke_tank&amp;quot; || &amp;quot;Smoke shell&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Machine guns'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Machine gun !! Velocity !! Bullet type&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;7_7mm_Type_97_user_machinegun&amp;quot; || 730 || ap_ball&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;7_7mm_Vikkers_user_machinegun&amp;quot; || 920 || i_t_ball&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;7_62mm_DT_user_machinegun&amp;quot; || 815 || ap_i_ball&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;7_62mm_M37_user_machinegun&amp;quot; || 853 || ap_ball&lt;br /&gt;
|-&lt;br /&gt;
| 7_62mm_M73_user_machinegun || 853 || ap_ball&lt;br /&gt;
|-&lt;br /&gt;
| 7_62mm_M1919A4_user_machinegun || 853 || ap_ball&lt;br /&gt;
|-&lt;br /&gt;
| 7_62mm_PKT_user_machinegun || 815 || ap_i_ball&lt;br /&gt;
|-&lt;br /&gt;
| 7_62mm_SGMT_user_machinegun || 815 || ap_i_ball&lt;br /&gt;
|-&lt;br /&gt;
| 7_62mm_Type74_user_machinegun || 853 || ap_ball&lt;br /&gt;
|-&lt;br /&gt;
| 7_92mm_BESA_user_machinegun || 880 || ap_i_ball&lt;br /&gt;
|-&lt;br /&gt;
| 7_92mm_MG3_user_machinegun || 853 || ap_ball&lt;br /&gt;
|-&lt;br /&gt;
| 7_92mm_MG34_user_machinegun || 880 || ap_i_ball&lt;br /&gt;
|-&lt;br /&gt;
| 7_92mm_MG42_user_machinegun || 880 || ap_i_ball&lt;br /&gt;
|-&lt;br /&gt;
| 8mm_Breda_Mod38_user_machinegun || 790 || ap_i_t_ball&lt;br /&gt;
|-&lt;br /&gt;
| 12_7mm_M2_HB_user_machinegun || 887 || ap_i_t_ball_M20&lt;br /&gt;
|-&lt;br /&gt;
| 14_5mm_KPVT_user_machinegun || 1000 || ap_i_t_ball&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Radial scales and elements (block ballistics/bullet)'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 30%;&amp;quot; |Parameter&lt;br /&gt;
! style=&amp;quot;width: 70%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
| radial:b = no&lt;br /&gt;
| Choice of the scale type&lt;br /&gt;
|-&lt;br /&gt;
| circleMode:b = no&lt;br /&gt;
| Draw circles instead of lines on the scale (like on German Tzf9 sights)&lt;br /&gt;
|-&lt;br /&gt;
| move:b = yes&lt;br /&gt;
| Move or not with the introduction of correction&lt;br /&gt;
|-&lt;br /&gt;
| radialStretch:r = 1.0&lt;br /&gt;
| Radial scale extension factor (If the points are too close to each other)&lt;br /&gt;
|-&lt;br /&gt;
| radialAngle:r = 0.0&lt;br /&gt;
| The initial angular displacement of the scale in degrees&lt;br /&gt;
|-&lt;br /&gt;
| radialRadius:p2 = 0, 0&lt;br /&gt;
| Radius. x - radius; y - 0 or 1, where 1 means that the radius in the thousandth&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In case with the radial scale the parameter crosshairDistHorSizeMain has the following meaning:'''&lt;br /&gt;
* x - circumference thickness&lt;br /&gt;
* y - radius of a circle&lt;br /&gt;
&lt;br /&gt;
In case with the radial scale the parameter crosshair_distances/distance.z means the radius of a circle.&lt;br /&gt;
&lt;br /&gt;
* '''drawUpward:b = yes''' - changes the scale displaying to a mirror one.&lt;br /&gt;
&lt;br /&gt;
For maximum sight customization, you can use the drawLines and drawTexts blocks, with the help of which you can draw elements from the cutoffs and text, indicating their coordinates:&lt;br /&gt;
&lt;br /&gt;
 drawLines {&lt;br /&gt;
  line { line:p4 = 0, -1.0, 0, -0.018; move:b = false; }&lt;br /&gt;
  line { line:p4 = -50, 30, -50, 40; thousandth:b = true; }&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
To draw one line, you have to enter 4 coordinates – the offset in fractions of the screen of its start and end.&lt;br /&gt;
&amp;lt;br&amp;gt;'''line { line:p4 = 0.25, -0.25, 0, -0.0; move:b = false; }''' – this block draws one line which begins in the upper right quarter of the screen and ends in the center of the screen. It is static and does not move when a range is entered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery perrow=1 widths=&amp;quot;460px&amp;quot; heights=&amp;quot;260px&amp;quot;&amp;gt;&lt;br /&gt;
File:THS1.jpg|Example of drawing one line&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
For convenience when creating historical reticules, thousandth can be set to true to represent editing units in mils by indicating the coordinate offset for the start and end of the line in thousands too. When thousandth is set to false, one mil is approximately to 0.04 units.&lt;br /&gt;
&lt;br /&gt;
For example, &amp;lt;code&amp;gt;line { line:p4 = -32, -32, 0, 0; thousandth:b = true; }&amp;lt;/code&amp;gt; will show a diagonal line extending 32 mils to the left:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery perrow=1 widths=&amp;quot;460px&amp;quot; heights=&amp;quot;260px&amp;quot;&amp;gt;&lt;br /&gt;
File:THS2.jpg|Example of drawing one line with coordinates in the thousands&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Drawing Text:&lt;br /&gt;
   drawTexts {&lt;br /&gt;
     text {&lt;br /&gt;
       text:t = &amp;quot;X&amp;quot; // desired symbol&lt;br /&gt;
       align:i = 0 // offset relative to its indicated position&lt;br /&gt;
       pos:p2 = 32, 0 // coordinates of the X and Y symbol positions in fractions of the screen&lt;br /&gt;
       move:b = no // whether the text will move when a range is entered&lt;br /&gt;
       thousandth:b = yes // or in thousands&lt;br /&gt;
       size:r = 1.7 // text size&lt;br /&gt;
     }&lt;br /&gt;
   }&lt;br /&gt;
&lt;br /&gt;
 Drawing Circles:&lt;br /&gt;
   drawCircles {&lt;br /&gt;
     circle {&lt;br /&gt;
       segment:p2 = 0.0, 360.0; // Sector of a circle&lt;br /&gt;
       pos:p2 = 0.0, 90.0; // Position&lt;br /&gt;
       diameter:r = 3.0; // Diameter. If thousandth=yes, then in thousandths&lt;br /&gt;
       size:r = 2.0; // Line Thickness&lt;br /&gt;
       move:b = no;&lt;br /&gt;
       thousandth:b = yes;&lt;br /&gt;
     }&lt;br /&gt;
   }&lt;br /&gt;
&lt;br /&gt;
Drawing painted figures on the basis of a quadrangle. With its help you can draw different types of figures that have 4 vertices and figures of arbitrary shape with 3 (triangle) or 2 (line) vertices.&lt;br /&gt;
   drawQuads {&lt;br /&gt;
     quad {  // Simple fixed quadrangle&lt;br /&gt;
       tl:p2 = -10, -10; // Top left top&lt;br /&gt;
       tr:p2 = 10, -10; // Top right top&lt;br /&gt;
       br:p2 = 10, 10; // Top right bottom&lt;br /&gt;
       bl:p2 = -10, 10; // Top left bottom&lt;br /&gt;
       thousandth:b = true;&lt;br /&gt;
     }&lt;br /&gt;
      quad {  // Object that can be moved along the radius&lt;br /&gt;
       tl:p2 = -10, -140;&lt;br /&gt;
       tr:p2 = 10, -140;&lt;br /&gt;
       br:p2 = 0, -96;&lt;br /&gt;
       bl:p2 = 0, -96;&lt;br /&gt;
       center:p2 = 0, -90; // The center of the figure is needed for correct rotation. By default the geometric center of a shape.&lt;br /&gt;
       radialCenter:p2 = 0.0, 0.0;&lt;br /&gt;
       radialAngle:r = 0;&lt;br /&gt;
       radialMoveSpeed:r = 6.04;&lt;br /&gt;
       moveRadial:b = yes;&lt;br /&gt;
       thousandth:b = true;&lt;br /&gt;
     }&lt;br /&gt;
   }&lt;br /&gt;
&lt;br /&gt;
== Example of implementing a historical sight reticule ==&lt;br /&gt;
&lt;br /&gt;
Using the entire spectrum of possibilities for creating user-made sight reticules, one can create sight reticules that will be as close as possible to the historical versions.&lt;br /&gt;
 &lt;br /&gt;
As an example, here is the sight skin of the Italian P40 tank:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
&amp;lt;gallery perrow=2 widths=&amp;quot;460px&amp;quot; heights=&amp;quot;260px&amp;quot;&amp;gt;&lt;br /&gt;
File:P40HS1.jpg| Photo of the real P40 sight. &lt;br /&gt;
File:P40HS2.jpg| Example implementation of the P40 sight in the game. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
And the settings block that can be used to create this sight:&lt;br /&gt;
&lt;br /&gt;
 it_san_giorgio_x4 {&lt;br /&gt;
   crosshairHorVertSize:p2 = 0, 0&lt;br /&gt;
   rangefinderProgressBarColor1:c = 0, 255, 0, 64&lt;br /&gt;
   rangefinderProgressBarColor2:c = 255, 255, 255, 64&lt;br /&gt;
   rangefinderTextScale:r = 0.7&lt;br /&gt;
   rangefinderVerticalOffset:r = 15&lt;br /&gt;
   rangefinderHorizontalOffset:r = 5&lt;br /&gt;
   fontSizeMult:r = 1.25&lt;br /&gt;
   lineSizeMult:r = 1.5&lt;br /&gt;
   drawCentralLineVert:b = no&lt;br /&gt;
   drawCentralLineHorz:b = no&lt;br /&gt;
   crosshairDistHorSizeMain:p2 = 0.03, 0.02&lt;br /&gt;
   crosshairDistHorSizeAdditional:p2 = 0.005, 0.003&lt;br /&gt;
   distanceCorrectionPos:p2 = -0.2, -0.05&lt;br /&gt;
   drawDistanceCorrection:b = yes&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
  ballistics {&lt;br /&gt;
   bullet {&lt;br /&gt;
    bulletType:t = &amp;quot;apcbc_tank&amp;quot;&lt;br /&gt;
    speed:r = 624.0&lt;br /&gt;
 &lt;br /&gt;
    drawAdditionalLines:b = no&lt;br /&gt;
    drawDistanceCorrection:b = yes&lt;br /&gt;
    distanceCorrectionPos:p2 = -0.15, -0.15&lt;br /&gt;
 &lt;br /&gt;
    distancePos:p2 = 0.03, 0.0 // line offset relative to center.&lt;br /&gt;
    textAlign:i = 1&lt;br /&gt;
    textPos:p2 = -0.012, 0.0&lt;br /&gt;
    textShift:r = 0.0&lt;br /&gt;
    crosshairDistHorSizeMain:p2 = 0.0075, 0.0075&lt;br /&gt;
       crosshairDistHorSizeAdditional:p2 = 0.005, 0.003&lt;br /&gt;
 &lt;br /&gt;
    crosshair_distances {&lt;br /&gt;
      distance:p3 = 200, 0, 0 // + and - notches&lt;br /&gt;
      distance:p3 = 400, 0, 0&lt;br /&gt;
      distance:p3 = 600, 0, 0&lt;br /&gt;
      distance:p3 = 800, 0, 0&lt;br /&gt;
      distance:p3 = 1000, 10, 0.01&lt;br /&gt;
      distance:p3 = 1200, 0, 0&lt;br /&gt;
      distance:p3 = 1400, 0, 0&lt;br /&gt;
      distance:p3 = 1600, 0, 0&lt;br /&gt;
      distance:p3 = 1800, 0, 0&lt;br /&gt;
      distance:p3 = 2000, 20, 0.01&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
   t_san_giorgio_x4 {&lt;br /&gt;
      crosshairHorVertSize:p2 = 0, 0&lt;br /&gt;
      rangefinderProgressBarColor1:c = 0, 255, 0, 64&lt;br /&gt;
      rangefinderProgressBarColor2:c = 255, 255, 255, 64&lt;br /&gt;
      rangefinderTextScale:r = 0.7&lt;br /&gt;
      rangefinderVerticalOffset:r = 15&lt;br /&gt;
      rangefinderHorizontalOffset:r = 5&lt;br /&gt;
      fontSizeMult:r = 1.25&lt;br /&gt;
      lineSizeMult:r = 1.5&lt;br /&gt;
      drawCentralLineVert:b = no&lt;br /&gt;
      drawCentralLineHorz:b = no&lt;br /&gt;
      crosshairDistHorSizeMain:p2 = 0.03, 0.02&lt;br /&gt;
      crosshairDistHorSizeAdditional:p2 = 0.005, 0.003&lt;br /&gt;
      distanceCorrectionPos:p2 = -0.2, -0.05&lt;br /&gt;
      drawDistanceCorrection:b = yes&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
    ballistics {&lt;br /&gt;
     bullet {&lt;br /&gt;
       bulletType:t = &amp;quot;apcbc_tank&amp;quot;&lt;br /&gt;
       speed:r = 624.0&lt;br /&gt;
 &lt;br /&gt;
       drawAdditionalLines:b = no&lt;br /&gt;
       drawDistanceCorrection:b = yes&lt;br /&gt;
       distanceCorrectionPos:p2 = -0.15, -0.15&lt;br /&gt;
 &lt;br /&gt;
       distancePos:p2 = 0.03, 0.0 // line offset relative to center.&lt;br /&gt;
       textAlign:i = 1&lt;br /&gt;
       textPos:p2 = -0.012, 0.0&lt;br /&gt;
       textShift:r = 0.0&lt;br /&gt;
       crosshairDistHorSizeMain:p2 = 0.0075, 0.0075&lt;br /&gt;
       crosshairDistHorSizeAdditional:p2 = 0.005, 0.003&lt;br /&gt;
 &lt;br /&gt;
    crosshair_distances {&lt;br /&gt;
      distance:p3 = 200, 0, 0 // + and - notches&lt;br /&gt;
      distance:p3 = 400, 0, 0&lt;br /&gt;
      distance:p3 = 600, 0, 0&lt;br /&gt;
      distance:p3 = 800, 0, 0&lt;br /&gt;
      distance:p3 = 1000, 10, 0.01&lt;br /&gt;
      distance:p3 = 1200, 0, 0&lt;br /&gt;
      distance:p3 = 1400, 0, 0&lt;br /&gt;
      distance:p3 = 1600, 0, 0&lt;br /&gt;
      distance:p3 = 1800, 0, 0&lt;br /&gt;
      distance:p3 = 2000, 20, 0.01&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
 &lt;br /&gt;
   bullet {&lt;br /&gt;
    bulletType:t = &amp;quot;he_frag_tank&amp;quot;&lt;br /&gt;
    speed:r = 552.0&lt;br /&gt;
 &lt;br /&gt;
    drawAdditionalLines:b = no // draw notches on the central line&lt;br /&gt;
 &lt;br /&gt;
    drawDistanceCorrection:b = no&lt;br /&gt;
    distanceCorrectionPos:p2 = -0.09, -0.05&lt;br /&gt;
 &lt;br /&gt;
    distancePos:p2 = -0.02, 0.0 //line offset&lt;br /&gt;
    textPos:p2 = 0.02, 0.0&lt;br /&gt;
    textShift:r = 0.0 //text offset&lt;br /&gt;
    textAlign:i = 2 //text position relative to notches&lt;br /&gt;
    crosshairDistHorSizeMain:p2 = 0.0075, 0.0075&lt;br /&gt;
    crosshairDistHorSizeAdditional:p2 = 0.005, 0.003&lt;br /&gt;
 &lt;br /&gt;
    crosshair_distances {&lt;br /&gt;
      distance:p3 = 200, 0, 0&lt;br /&gt;
      distance:p3 = 300, 0, 0&lt;br /&gt;
      distance:p3 = 400, 0, 0&lt;br /&gt;
      distance:p3 = 500, 5, -0.01&lt;br /&gt;
      distance:p3 = 600, 0, 0&lt;br /&gt;
      distance:p3 = 700, 0, 0&lt;br /&gt;
      distance:p3 = 800, 0, 0&lt;br /&gt;
      distance:p3 = 900, 0, 0&lt;br /&gt;
      distance:p3 = 1000, 10, -0.01&lt;br /&gt;
      distance:p3 = 1100, 0, 0&lt;br /&gt;
      distance:p3 = 1200, 0, 0&lt;br /&gt;
      distance:p3 = 1300, 0, 0&lt;br /&gt;
      distance:p3 = 1400, 0, 0&lt;br /&gt;
      distance:p3 = 1500, 15, -0.01&lt;br /&gt;
      distance:p3 = 1600, 0, 0&lt;br /&gt;
      distance:p3 = 1700, 0, 0&lt;br /&gt;
      distance:p3 = 1800, 0, 0&lt;br /&gt;
      distance:p3 = 1900, 0, 0&lt;br /&gt;
      distance:p3 = 2000, 20, 0&lt;br /&gt;
    }&lt;br /&gt;
   }&lt;br /&gt;
  }&lt;br /&gt;
  &lt;br /&gt;
  crosshair_hor_ranges {&lt;br /&gt;
    range:p2 = -60, 60&lt;br /&gt;
    range:p2 = -50, 0&lt;br /&gt;
    range:p2 = -40, 40&lt;br /&gt;
    range:p2 = -30, 0&lt;br /&gt;
    range:p2 = -20, 20&lt;br /&gt;
    range:p2 = 20, 20&lt;br /&gt;
    range:p2 = 30, 0&lt;br /&gt;
    range:p2 = 40, 40&lt;br /&gt;
    range:p2 = 50, 0&lt;br /&gt;
    range:p2 = 60, 60&lt;br /&gt;
  }&lt;br /&gt;
 &lt;br /&gt;
   drawLines {&lt;br /&gt;
    // Vertical lines&lt;br /&gt;
  line { line:p4 = 0, -1.0, 0, -0.018; move:b = false; }&lt;br /&gt;
  line { line:p4 = 0, 0.018, 0,   1.0; move:b = false; }&lt;br /&gt;
 &lt;br /&gt;
    // Horizontal lines&lt;br /&gt;
  line { line:p4 = -1.0, 0, -0.02, 0; }&lt;br /&gt;
  line { line:p4 = 0.02, 0,  1.0, 0; }&lt;br /&gt;
 &lt;br /&gt;
    //&lt;br /&gt;
  line { line:p4 = -0.002, 0, -0.01, 0.00; move:b = false; }&lt;br /&gt;
  line { line:p4 = 0.002, 0,  0.01, 0.00; move:b = false; }&lt;br /&gt;
 &lt;br /&gt;
  line { line:p4 = 0.0, 0.002, 0.0, 0.01; move:b = false; }&lt;br /&gt;
  line { line:p4 = 0.0, -0.002, 0.0, -0.01; move:b = false; }&lt;br /&gt;
 &lt;br /&gt;
  line { line:p4 = -30, 30, -30, 40; thousandth:b = true; }&lt;br /&gt;
  line { line:p4 = -40, 30, -40, 40; thousandth:b = true; }&lt;br /&gt;
  line { line:p4 = -50, 30, -50, 40; thousandth:b = true; }&lt;br /&gt;
 &lt;br /&gt;
  line { line:p4 = 30, 30, 30, 40; thousandth:b = true; }&lt;br /&gt;
  line { line:p4 = 40, 30, 40, 40; thousandth:b = true; }&lt;br /&gt;
  line { line:p4 = 50, 30, 50, 40; thousandth:b = true; }&lt;br /&gt;
 &lt;br /&gt;
  line { line:p4 = -30, 0, -30, 10; thousandth:b = true; }&lt;br /&gt;
  line { line:p4 = -40, 0, -40, 10; thousandth:b = true; }&lt;br /&gt;
  line { line:p4 = -50, 0, -50, 10; thousandth:b = true; }&lt;br /&gt;
 &lt;br /&gt;
  line { line:p4 = 30, 0, 30, 10; thousandth:b = true; }&lt;br /&gt;
  line { line:p4 = 40, 0, 40, 10; thousandth:b = true; }&lt;br /&gt;
  line { line:p4 = 50, 0, 50, 10; thousandth:b = true; }&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
  line { line:p4 = 20, 0, 20, 3,5; thousandth:b = true; }&lt;br /&gt;
  line { line:p4 = -20, 0, -20, 3,5; thousandth:b = true; }&lt;br /&gt;
  line { line:p4 = 60, 0, 60, 5; thousandth:b = true; }&lt;br /&gt;
  line { line:p4 = -60, 0, -60, 5; thousandth:b = true; }&lt;br /&gt;
 &lt;br /&gt;
  line { line:p4 = 70, 0, 70, 5; thousandth:b = true; }&lt;br /&gt;
  line { line:p4 = -70, 0, -70, 5; thousandth:b = true; }&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Upload, Download and share custom gun sights ==&lt;br /&gt;
* [https://live.warthunder.com/feed/sights/ Click here to upload and download user made gun sights! #Sights] &lt;br /&gt;
* [https://live.warthunder.com/feed/?q=%23sight Click here for even more custom gun sights #Sight]&lt;br /&gt;
* [https://live.warthunder.com/feed/?q=%23crosshair Click here for even more and more gun sights #Crosshair]&lt;br /&gt;
&lt;br /&gt;
[[Category:War Thunder CDK]]&lt;br /&gt;
[[Category:Custom skins]]&lt;/div&gt;</summary>
		<author><name>U100138</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U100138&amp;diff=34921</id>
		<title>User:U100138</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U100138&amp;diff=34921"/>
				<updated>2019-10-25T20:12:41Z</updated>
		
		<summary type="html">&lt;p&gt;U100138: Created page with &amp;quot;(*´・ω・)/`&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(*´・ω・)/`&lt;/div&gt;</summary>
		<author><name>U100138</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Talk:War_Thunder_CDK&amp;diff=34920</id>
		<title>Talk:War Thunder CDK</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Talk:War_Thunder_CDK&amp;diff=34920"/>
				<updated>2019-10-25T20:12:15Z</updated>
		
		<summary type="html">&lt;p&gt;U100138: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It seems like quite a lot of pages related to the CDK cannot be edited.&lt;br /&gt;
Is it possible that we can have them open for edit, so that if new pages are created for topics related to the CDK, they can be linked to them?&lt;br /&gt;
&lt;br /&gt;
The topic of Triggers and Actions for example is very vast and simply adding the information to the Mission Editor page will not be sufficient.&lt;br /&gt;
- Avarik&lt;br /&gt;
:*When you went to edit one of these pages, did you just get the message at the top regarding the page protection or did it actually prevent you from making edits?  We have had other regular users who have made edits with no issues. If you are &amp;quot;locked&amp;quot; out of editing the page, you might create your &amp;quot;User&amp;quot; page (changes your name from 'Red' to 'Blue' - though you will have to wait for a moderator to approve before it turns blue.), this may be what the system is looking for as a &amp;quot;registered&amp;quot; user. Try these options out, if you are still having issues we can look into this further. There are a few pages which are locked for all but the administrators to edit, but you won't even get an option to edit (should be read-only and view history as options). --[[User:U64962917|U64962917]] ([[User talk:U64962917|talk]]) 18:36, 21 October 2019 (UTC) (also, when signing a talk page, use four tildes's in a row &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; and this will auto-populate your name and time stamp your message like it did mine here).&lt;br /&gt;
::* I don't have the option to edit [[Instructions_for_Using_the_Mission_Editor|this page]]. The edit buttons are replaced with &amp;quot;View source&amp;quot;, in the same way they are for the main page. --[[User:U13682523|U13682523]] ([[User talk:U13682523|talk]]) 21:17, 21 October 2019 (UTC)&lt;br /&gt;
:::* Yes the page you listed can only be edited by administrators and above, I don't even have access to edit that page. --[[User:U64962917|U64962917]] ([[User talk:U64962917|talk]]) 21:42, 21 October 2019 (UTC)&lt;br /&gt;
::::* I don't have edit permissions for the main page, but [[Instructions_for_Using_the_Mission_Editor|the page Flame2512 listed]] is only protected for administrators and moderators, so you should have access to edit it...? -[[User:U38088265|U38088265]] ([[User talk:U38088265|talk]]) 21:47, 21 October 2019 (UTC)&lt;br /&gt;
:Some of the pages like the triggers page are only semiprotected. I believe those pages become editable after a wait period(the admin should know the exact reason).--[[User:U30585107|U30585107]] ([[User talk:U30585107|talk]]) 18:39, 21 October 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Triggers [[Triggers|already have a very large article]] about them, written by myself and Paradoxorigins. You are welcome to help us finish the details of what each action does, and what each option for that action means. --[[User:U13682523|U13682523]] ([[User talk:U13682523|talk]]) 21:17, 21 October 2019 (UTC)&lt;br /&gt;
::That's the page he was talking about being protected. [https://wiki.warthunder.com/index.php?title=Special%3AProtectedPages&amp;amp;namespace=&amp;amp;type=edit&amp;amp;level=autoconfirmed&amp;amp;sizetype=min&amp;amp;size=| It's semiprotected. ]--[[User:U30585107|U30585107]] ([[User talk:U30585107|talk]]) 00:15, 22 October 2019 (UTC)&lt;br /&gt;
:::*Yes, I'm able to edit the semi-protected pages, but the problem still lies in the main article pages. I can understand they're locked but having some option to modify them will be great, not for me specifically but for anyone within the CDK community. [[User:U100138|U100138]] ([[User talk:U100138|talk]]) 20:12, 25 October 2019 (UTC)&lt;/div&gt;</summary>
		<author><name>U100138</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U3312106&amp;diff=34554</id>
		<title>User:U3312106</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U3312106&amp;diff=34554"/>
				<updated>2019-10-22T09:36:07Z</updated>
		
		<summary type="html">&lt;p&gt;U100138: V:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:V-.png|thumb|V:]]&lt;br /&gt;
Just a test page.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Missions ==&lt;br /&gt;
&lt;br /&gt;
== How to create multiplayer missions ==&lt;br /&gt;
&lt;br /&gt;
:1. Run mission editor (missioned.cmd in WarThunderCDK folder).&lt;br /&gt;
:2. Choose '''Scene view''' tab and load one of game levels (it is location &amp;quot;britain&amp;quot; by default) where you want to create your mission.&lt;br /&gt;
::''Note: Missions can be technically run on an location, choosing location scene is just a preview.''&lt;br /&gt;
:3. Go to tab Mission Editor.&lt;br /&gt;
&lt;br /&gt;
::*Choose the side toolbar '''Mission Settings -&amp;gt; mission'''&lt;br /&gt;
::*Choose a name for your mission in '''name''' tab&lt;br /&gt;
::''Note: You can't use capital letters and there should be no spaces''&lt;br /&gt;
::*Choose a name for your mission that will be displayed for other players in '''locName''' tab (you can use space there and for example write down '''[Multiplayer Mission] Test''')&lt;br /&gt;
::*Choose a description for your mission in '''locDesc''' tab&lt;br /&gt;
::*Set a mission type to '''domination''' in '''type''' tab&lt;br /&gt;
::*Choose a location map in '''level''' tab&lt;br /&gt;
::*Choose time of a day and weather in '''Weather params''' tab&lt;br /&gt;
&lt;br /&gt;
:4. Create a new unit by pressing '''Create unit''' icon and place it somewhere (you can control the map view by pressing '''SPACE''')&lt;br /&gt;
:5. Open it's properties (by for example pressing '''P''')&lt;br /&gt;
&lt;br /&gt;
::*Change the '''Name:''' to '''t1_player01'''&lt;br /&gt;
::*Switch it's '''type''' to '''armada'''&lt;br /&gt;
::*Find a '''dummy''' unit in '''Class''' tab and select it&lt;br /&gt;
&lt;br /&gt;
:6. Copy '''t1_player01''' unit &lt;br /&gt;
::''Note: We will need it to create slots for the mission, so it's preferable to create 16 of them, the game supports up to 32 players per team''&lt;br /&gt;
&lt;br /&gt;
::*Select the unit&lt;br /&gt;
::*Press '''W'''&lt;br /&gt;
::*While holding '''Shift''' select one of displayed arrows and then drag it until a new unit appears&lt;br /&gt;
::*The CDK will show you a new window, in this window change the '''Count of clones:''' amount to the number that you want for your mission&lt;br /&gt;
::*Select '''Auto rename'''&lt;br /&gt;
::*Press '''Ok'''&lt;br /&gt;
::*Now you should see lots of copies of this unit named '''t1_player02, t1_player03, t1_player04 etc.'''&lt;br /&gt;
&lt;br /&gt;
:7. Create the same amount of '''t2_player''' units by copying '''t1_player''' units&lt;br /&gt;
&lt;br /&gt;
::*In Unit copying window change '''Name of clone(s):''' to '''t2_player01'''&lt;br /&gt;
::*Change the '''Count of clones:''' amount to the number that equals amount of '''t1_player''' units&lt;br /&gt;
::*Press '''Ok'''&lt;br /&gt;
::*Now you should see lots of copies of '''t1_player''' units named '''t2_player01, t2_player02, t2_player03 etc.'''&lt;br /&gt;
&lt;br /&gt;
:8. Go back to side toolbar '''Mission Settings''' to add these units to make them usable as slots for players in your multiplayer mission&lt;br /&gt;
&lt;br /&gt;
::*Select '''player_teamA'''&lt;br /&gt;
::*Press '''wing''' to add new slots and add all '''t1_player''' units there one by one there&lt;br /&gt;
::*Select '''player_teamB'''&lt;br /&gt;
::*Press '''wing''' to add new slots and add all '''t2_player''' units there one by one there&lt;br /&gt;
&lt;br /&gt;
:9. Create respawn zones for players&lt;br /&gt;
&lt;br /&gt;
::*Choose the side toolbar '''Triggers / Missions Obj. Navigation'''&lt;br /&gt;
::*Press the '''Trigger''' button to create a new trigger&lt;br /&gt;
::*Press the '''Properties and Trigger/MissionObj info''' icon which you can find on top toolbar to show the tab with trigger properties&lt;br /&gt;
::*Select your new trigger and change it's '''Name''' to for example '''respawn'''&lt;br /&gt;
::*Make sure that '''Enabled''' is switched on&lt;br /&gt;
::*In lower part of this toolbar select '''periodicEvent {time=1.00}''' in the '''Elements:''' window, then select '''Elements''' button on the bottom and press '''periodicEvent''' (if nothing happens then select one of folders in the '''Elements:''' window and then switch back to '''periodicEvent {time=1.00}''')&lt;br /&gt;
::*A new window should appear, select '''initMission''' there and press '''Ok''' or double click on '''initMission'''&lt;br /&gt;
::*Press the '''Action''' button and below '''Filter:''' type '''missionMarkAsRespawnPoint''' and press '''Ok''' or double click on '''missionMarkAsRespawnPoint'''&lt;br /&gt;
::*Now you need to create a zone on the place where you want to players to spawn, you can do that by pressing one of icons on the top toolbar and then pressing the ground on the map view if you selected the first icon and pressing and dragging (you change it's size buy doing that) it if you selected other icons (sphere, cylinder or box)&lt;br /&gt;
::*In the '''Object Properties''' window you can change it's '''Name:''', '''Zone type''', '''Position''' or size ('''Radius''', '''Height''', '''Box size''' - depending on which zone type did you select), you should preferably	call it '''t1_spawnarea_01''' and make at least 10 of them, then copy all these areas and call them '''t2_spawnarea_01''', '''t2_spawnarea_01''', '''t2_spawnarea_01''' etc. because you need them for both teams&lt;br /&gt;
::''Note: If those spawns are meant to be for airplanes then place them in the air, if for tanks then place them on the ground, if for ships then place them on the sea level''&lt;br /&gt;
::*Go back to the side toolbar '''Triggers / Missions Obj. Navigation''' and select '''missionMarkAsRespawnPoint''' action in '''Elements:''' window, then assing all existing t1_spawnarea areas to the tab next to '''target''', you can create more of them by just pressing a wide '''target''' tab below. When you do that you can choose the '''loc_name''' (name of that spawn zone which will be visible in game, you can use spaces and capital letters), below it you should see lots of options which can be able or disabled, for now leave them in current state, then press a wide '''team''' tab, a new selectable tab should appear, then press it and select '''A'''. On the bottom of available option you should see a wide '''tags''' tab, by pressing it you will create and expandable window with tabs of all unit types available in the game, select those that you want to use in your mission ('''air''' for airplanes, '''tank''' for ground units, '''ship''' for boats and ships) &lt;br /&gt;
::*When you are done look below the '''Elements:''' window, there should be a '''copy''' tab, select '''missionMarkAsRespawnPoint''' action and then press this '''copy''' tab, then press '''Paste ...''' tab, a new window should appear. Select '''missionMarkAsRespawnPoint''' action there and press ok, now you should see two the same actions in the '''Elements:''' window, select the second one. Now you need to change all '''target''' areas to those that are meant to be for the second team (B / T2). When you do that scroll down and in the '''team''' tab switch '''A''' to '''B''' &lt;br /&gt;
::''Note: You can speed up changing '''target'&amp;lt;nowiki/&amp;gt;'''''&amp;lt;nowiki/&amp;gt;'''s by creating an '''area_squad''' unit and then putting all t2_spawnarea areas there, then selecting this squad in the ''missionMarkAsRespawnPoint'''''&amp;lt;nowiki/&amp;gt;'' action propeties''&lt;br /&gt;
:10. Save your mission&lt;br /&gt;
&lt;br /&gt;
That's all, now all you need is to upload your mission somewhere (any hosting service will do as long as it's link will end as '''.blk''' and don't forget to delete '''https://''' part of that link, otherwise the game won't be able to read it unless it's a live.warthunder.com link) or live.warthunder.com site, but don't forget to add a proper image and description for your mission. More details you will find [[How to launch a custom mission in the game|here]].&lt;/div&gt;</summary>
		<author><name>U100138</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:V-.png&amp;diff=34553</id>
		<title>File:V-.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:V-.png&amp;diff=34553"/>
				<updated>2019-10-22T09:34:04Z</updated>
		
		<summary type="html">&lt;p&gt;U100138: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;V:&lt;/div&gt;</summary>
		<author><name>U100138</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Talk:War_Thunder_CDK&amp;diff=34459</id>
		<title>Talk:War Thunder CDK</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Talk:War_Thunder_CDK&amp;diff=34459"/>
				<updated>2019-10-21T17:53:01Z</updated>
		
		<summary type="html">&lt;p&gt;U100138: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It seems like quite a lot of pages related to the CDK cannot be edited.&lt;br /&gt;
Is it possible that we can have them open for edit, so that if new pages are created for topics related to the CDK, they can be linked to them?&lt;br /&gt;
&lt;br /&gt;
The topic of Triggers and Actions for example is very vast and simply adding the information to the Mission Editor page will not be sufficient.&lt;br /&gt;
- Avarik&lt;/div&gt;</summary>
		<author><name>U100138</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Talk:War_Thunder_CDK&amp;diff=34457</id>
		<title>Talk:War Thunder CDK</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Talk:War_Thunder_CDK&amp;diff=34457"/>
				<updated>2019-10-21T17:44:49Z</updated>
		
		<summary type="html">&lt;p&gt;U100138: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It seems like quite a lot of pages related to the CDK cannot be edited.&lt;br /&gt;
&lt;br /&gt;
Is it possible that we can have them open for edit, or perhaps have the option to crew new pages and add them as extensions to the CDK?&lt;br /&gt;
The topic of Triggers and Actions for example is very vast and simply adding the information to the Mission Editor page will not be sufficient.&lt;br /&gt;
- Avarik&lt;/div&gt;</summary>
		<author><name>U100138</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Talk:War_Thunder_CDK&amp;diff=34456</id>
		<title>Talk:War Thunder CDK</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Talk:War_Thunder_CDK&amp;diff=34456"/>
				<updated>2019-10-21T17:43:11Z</updated>
		
		<summary type="html">&lt;p&gt;U100138: Created page with &amp;quot;It seems like quite a lot of pages related to the CDK cannot be edited.  Is it possible that we can have them open for edit, or perhaps have the option to crew new pages and a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It seems like quite a lot of pages related to the CDK cannot be edited.&lt;br /&gt;
&lt;br /&gt;
Is it possible that we can have them open for edit, or perhaps have the option to crew new pages and add them as extensions to the CDK?&lt;br /&gt;
The topic of Triggers and Actions for example is very vast and simply adding the information to the Mission Editor page will not be sufficient.&lt;/div&gt;</summary>
		<author><name>U100138</name></author>	</entry>

	</feed>