War Thunder What is a custom sight?

Hey there, welcome to this post, In this guide, we will tell you all about War Thunder What is a custom sight? Following this guide each steps.

This guide will explain what you need to know in order to create your own custom sight using.txt editing.

What is a custom-sight and what can it accomplish?

A custom sight can be used to replace your tank’s stock sights. They won’t alter your zoom level and are just “skins” for your sight. However, they may be useful for tasks the stock sight cannot do.

The main reasons why people use a customized sight are:


-correcting sight parallax error at short range;

Dedicated markers provide a distance of approximately 2 miles from the target;

-Getting a more precise distance reading.

The first is obvious. I’m looking to you, anime girls sights.

This guide is meant as a starting point. While aesthetic works are beyond what I will explain later, there are online tools that can convert a drawing to a sight image.

The second is only helpful if your eye is in the correct position. It will also show you the distance your shell will hit relative to your aiming target.

The third is designed to show you how far away you are from the enemy by comparing your target’s geometry with yours.

Take, for instance, a T-34-85, as your target, and then measure its distance at 200m. Next, align your horizontal crosshair lines with the bottom of the tracks and draw a line at the top. You can see the T-34-85 at 200m. If it fits between the horizontal line and the notch you know it’s at 200m. You can also do this at 400m 600m and 800m. This will reduce the range to 200m for targets similar in size to your target. Repeat this process for any distance.

The fourth is straightforward for most tanks. You will need to adjust your sight file.

How to install custom sights and where to look

First, UserSight: It’s located in:

SteamLibrary-> steamapps-> common-> War Thunder

Steam makes it easy to access this folder. Start by opening War Thunder’s Library page. Click on the gear symbol to the right. If it’s missing, you can make it.

This folder contains all the vehicle-related folders and user sights. If you put a sight into one of these folders it will only be available to the relative vehicle. For sights located outside of these folders all tanks can “see” the sight.

Write in the hashtag field the vehicle for which you want sights. You’ll download a file (or a folder) that contains the sights. These files can be placed in the appropriate place (as explained previously) and you can restart your game if they are open.

Finally, you can select a customized sight from the options menu. Click on the second line when you’re in the test drive or hangar. This will bring up the dropdown menu that lists all the custom sights for that vehicle. Select the one that interests you and it will replace your previous sight.

Sight creation and general settings

You can add a grid sight entry to the sight selection area in the hangar by going to the section indicated in the previous section. Clicking it will open a new sight. It is usually called “sight_1”. The file’s extension is.blk. It can be opened with any text editor. I recommend Notepad++ though, as it can be set so that curled brackets “”, are collapsed, which will reduce clutter for advanced sight editing.

You will find:

-A block of general settings which can be used for the sight

-A crosshair_distances block

-A crosshair_hor_ranges block

-A tiny block called “drawLines”.

This section is meant for you to make sense the first block. The next sections in this guide will explain how to make sense the next blocks. I will add two slashes (//) before their line to distinguish lines not appearing in the autogenerated site.

Most lines can be safely removed. If they’re missing, the game defaults to the “standard” setting.

crosshairHorVertSize:p2=3, 2 

This determined the length of horizontal crosshair line lines. For main and interlinear lines, (for autogenerated sights, the main lines are each 200m, and the inbetween ones are each 100 – ).

//applyCorrectionToGun:b = yes/no

If “yes”, this will tie the elevation notches’ movement to the gun position. If “no”, it will cause the gun to not respond to the zeroing movements. The default setting for the reticle is “no”.

rangefinderProgressBarColor1:c=0, 255, 0, 64 
rangefinderProgressBarColor2:c=255, 255, 255, 64 

These determine the color the rangefinder’s bar will be. The first number is for the bar (default green) while the second one is for the background (default white). These four numbers, which range from 0 – 255, represent red green, blue, opacity and respectively.


This is the text’s “measuring Range” text.


These determine the position for the rangefinder bar.

I would suggest either leaving this as-is or setting the first word as “yes”, then adjusting its position.

If the first option indicates “no”, it is inconsistent for the other two lines. For instance, 0 (or 0) would place the bar’s left-side’s middle in the center of the crosshair. The vertical offset drastically changes the bar’s position by +-0.1 while the horizontal offset seems to move it by a few pixels, or even one, with a change of +-1.

For consistency, I’d recommend setting the relative options to “yes”, so that “thousandths”, can be used across all features of the sight.

//thousandth:t = “ussr”

There are three types of “thousandths” that can be found in game. They are called “real”,nato, or “ussr”, and each have slightly different dimensions. Default is real.

//detectAllyOffset:p2=4, 0.05 

These two lines have never caused any harm to me, but they are safe to be removed.


These make all text, numbers included, and lines larger by the specified factors. The default is 1.


These determine whether the basic crosshairs lines will be drawn. You can replace them with your lines later.


I’m not certain what this does. It doesn’t seem any different from the autogenerated view I was testing these products on.

crosshairColor:c=0, 0, 0, 0 
crosshairLightColor:c=0, 0, 0, 0 

These determine the color of the crosshair in normal and lit conditions.

Crosshairs are usually illuminated in red. Unlit crosshairs can be black.

War Thunder What is a custom sight? - Sight creation and general sight settings - 6278B3E

crosshairDistHorSizeMain:p2=0.03, 0.02
crosshairDistHorSizeAdditional:p2=0.005, 0.003

These are used to change the “lengths of distance lines (first number is for principal ranges; second for intermediates) on either the graduated crosshair line (in the white rectangle or vertical crosshair line, respectively). I believe there is a function to delete them, but you can set their dimension as 0 to functionally eliminate them.

//distancePos:p2 = X,Y

Determines the position of the numbers and the elevation lines. If X=0, this column will be in central position on the vertical crosshair. If Y’s value is not 0, the lines may not match the relative elevations.

distanceCorrectionPos:p2=-0.26, -0.05

These determine the location of the “Distance.xyz” text when zeroing in your vision, and if this text appears at all.

textAlign:i = A
textPos:p2 = x, y
textShift:r = B

These have an effect upon the elevation markings numbers: the first moves the line by its position, the next extends the line to the side (moving them accordingly), the third works as detailed in the section about the text (default is 1)

In the picture is a comparison with textShift set as 0, 1 and 2.

War Thunder What is a custom sight? - Sight creation and general sight settings - F01253E

Crosshairs elevations, ranging lines

Now that the settings of the sight setup have been explained, let’s get to the part of the sight that generates the actual aiming notches.

The autogenerated sight section for elevation notes looks like the following:

 distance:p3=200, 0, 0
 distance:p3=400, 4, 0
 distance:p3=600, 0, 0
 distance:p3=800, 8, 0
 distance:p3=1000, 0, 0
 distance:p3=1200, 12, 0
 distance:p3=1400, 0, 0
 distance:p3=1600, 16, 0
 distance:p3=1800, 0, 0
 distance:p3=2000, 20, 0
 distance:p3=2200, 0, 0
 distance:p3=2400, 24, 0
 distance:p3=2600, 0, 0
 distance:p3=2800, 28, 0
 distance:p3=3000, 0, 0
 distance:p3=3200, 32, 0
 distance:p3=3400, 0, 0
 distance:p3=3600, 36, 0
 distance:p3=3800, 0, 0
 distance:p3=4000, 40, 0
 distance:p3=4200, 0, 0
 distance:p3=4400, 44, 0
 distance:p3=4600, 0, 0
 distance:p3=4800, 48, 0
 distance:p3=5000, 0, 0
 distance:p3=5200, 52, 0
 distance:p3=5400, 0, 0
 distance:p3=5600, 56, 0
 distance:p3=5800, 0, 0
 distance:p3=6000, 60, 0

This section generates aiming notch based on the trajectory and current loaded shell. However some vehicles cannot be generated by the game. You’ll need to manually calibrate your sight and make it visible in those cases. This will be explained later.

Our lines are generated by one or more of the “distance.p3=XYYZZ” lines.

where X indicates the distance the line is generated. Y is the number on the other side.

Ranging notches

The next section discusses vertical notches on a horizontal crosshair line.

War Thunder What is a custom sight? - Crosshairs elevation and ranging lines - EF36BC5

 range:p2=-32, 32
 range:p2=-28, 0
 range:p2=-24, 24
 range:p2=-20, 0
 range:p2=-16, 16
 range:p2=-12, 0
 range:p2=-8, 8
 range:p2=-4, 0
 range:p2=4, 0
 range:p2=8, 8
 range:p2=12, 0
 range:p2=16, 16
 range:p2=20, 0
 range:p2=24, 24
 range:p2=28, 0
 range:p2=32, 32

These lines use a similar syntax to the block “range:p2=A” where A is a distance (in millionths) from center of crosshairs. B is the number shown above those line (once again, 0 does not mean any number).

This line is to determine your target’s angular measurement. This information, combined with your enemy tank’s dimensions, can help you range your enemy using the following calculation.

Range (km) = angular dimension (thousandths) / target dimension (m)

Unfortunately, it’s very difficult to run these type of calculations in the middle a battle. This is why this method is very seldom used. However, we have better rangefinding options that we can incorporate in our sights. We’ll see them in a later part of this guide.

Shell-specific elevations

Important to note is that, while the autogenerated sights are the easiest and adapts to each shell in use, it can be used to generate aiming nuches for multiple shells simultaneously (as in this image of the P.40 Leoncello sight).

War Thunder What is a custom sight? - Crosshairs elevation and ranging lines - FA58D96

Here is the section generating the elevation notches to the HEshell:

ballistics {
 bullet {...} (the APCBC goes here, omitted for clarity)
 bullet {
 bulletType:t = "he_frag_tank"
 speed:r = 552.0

 drawAdditionalLines:b = no

 drawDistanceCorrection:b = no
 distanceCorrectionPos:p2 = -0.09, -0.05

 distancePos:p2 = -0.02, 0.0
 textPos:p2 = 0.02, 0.0
 textShift:r = 0.0 
 textAlign:i = 2 
 crosshairDistHorSizeMain:p2 = 0.0075, 0.0075
 crosshairDistHorSizeAdditional:p2 = 0.005, 0.003

 crosshair_distances {
 distance:p3 = 200, 0, 0
 distance:p3 = 300, 0, 0
 distance:p3 = 400, 0, 0
 distance:p3 = 500, 5, -0.01
 distance:p3 = 600, 0, 0
 distance:p3 = 700, 0, 0
 distance:p3 = 800, 0, 0
 distance:p3 = 900, 0, 0
 distance:p3 = 1000, 10, -0.01
 distance:p3 = 1100, 0, 0
 distance:p3 = 1200, 0, 0
 distance:p3 = 1300, 0, 0
 distance:p3 = 1400, 0, 0
 distance:p3 = 1500, 15, -0.01
 distance:p3 = 1600, 0, 0
 distance:p3 = 1700, 0, 0
 distance:p3 = 1800, 0, 0
 distance:p3 = 1900, 0, 0
 distance:p3 = 2000, 20, 0

To put your “bullet …”data in, you will require a new” ballistics …”-block.

The “bullet” section has:

speed:r=(shell muzzle velocity)

Here, “bulletType”, which is the type, is the ammunition. I’ll give a list at the bottom of this guide. While “speed”, which is the shell’s muzzle acceleration, you can find it on the shell’s statcard.

There could be another way.

triggerGroup:t = "coaxial"

This line, according to my knowledge, accepts “coaxial”, but not “primary”, as trigger group. I’m not quite sure what the point of this setting is. However, sights for normal rifles work fine without it.

These settings determine what shell the elevation lines should be made for. If any of these shells are not compatible, the relative altitude lines will not appear.

Next, we have some lines we’ve already seen being used:

 drawAdditionalLines:b = no
 drawDistanceCorrection:b = no
 distanceCorrectionPos:p2 = -0.09, -0.05
 distancePos:p2 = -0.02, 0.0 
 textPos:p2 = 0.02, 0.0
 textShift:r = 0.0 
 textAlign:i = 2 
 crosshairDistHorSizeMain:p2 = 0.0075, 0.0075
 crosshairDistHorSizeAdditional:p2 = 0.005, 0.003

These functions are identical to those we’ve already seen. However, they’re only relative for the shell we’re writing them for.

 textAlign:i = 1
 textPos:p2 = -0.012, 0.0
 textShift:r = 0.0

These same functions are available for their counterparts outside the “ballistics” bloc.

Finally, the “crosshairDistances” section is available. It works exactly the same way as the one that we’ve already described. The only difference between them and the one that we have previously described is that they only apply to our shell.

Placing lines of text and quadrangles

The final section in the auto-generated view is:

 line:p4=0, 0, 0, 0

This section by itself is insignificant. However, this is the most important part of custom sights. Because these lines are the building blocks to most of our additional features/geometries, they are essential.

All lines we’ll add to the drawLines … will go in that section. Their syntax, however, is:

 line:p4 = A, B, C, D
 move:b = (yes/no)
 thousandth:b = (yes/no)
 moveRadial:b = (yes/no)
 radialAngle:r = E
 radialCenter:p2 = x,y
 radialMoveSpeed:r = E

A, C, B, C, C and D are the coordinates at each end our line. Thus, “line” = -0.1, 0.01, 0.2, 0.2,0.2″ will generate an diagonal line that runs through center of screen, going left and up. The portion in lower right quadrant is twice the length as the one in the upper-left. Notice that A, B, C and D move points right if their value increases while B & D move them down if the same circumstances apply.

“move.b=yes/no” indicates if the line moves along with the elevation lines while zeroing in your eye.

“thousandth:b=(yes/no)” just set this to “yes” for safety. Always say yes, thousandths, when in doubt.

If you set “moveRadial” to “yes”, it will allow your line to revolve around coordinates from “radialCenter”. Just like you would move the elevation marks up and/or down, at the speed controlled by “radialMoveSpeed”. The positive is clockwise for increasing zeroed separation, and the initial rotation in “radialAngle”, which is in degrees, is counterclockwise.

Be aware of the mutual exclusion of “moveRadial.b”, and all other radial settings.

Lines are great and all. But do you know what’s more? There are more lines than there are people!

Quadrangles, to put it another way.

Quadrangles offer a viable alternative for lines. Let us look at some of their additional features.

quad { 
 tl:p2 = x, y //top left
 tr:p2 = x, y //top right
 br:p2 = x, y //bottom right
 bl:p2 = x, y //bottom left
 center:p2 = x, y
 radialCenter:p2 = x, y
 radialAngle:r = deg
 radialMoveSpeed:r = n
 moveRadial:b = (yes/no)
 thousandth:b = (yes/no)
 move:b = (yes/no)

tl is a point whose coordinates work in the same way we used them in lines. It is possible create triangles simply by matching the coordinates of two concutive point. Quadrangles have a fill, so they can be used to make lines of any thickness and special markings of complex shapes.

The rest are the same options as the ones for line. The “center” coordinates provide an additional control element for speed. The farther its coordinates are, your quad will spin slower. However, it only rotates around the RadialCenter so we are not sure what the point is. According to the official Wikipedia, if it is removed, the game will a*sign the coordinates at the center of your quad. This is the intended behavior.

Like lines, quads have their own blocks of code called “drawQuads …”,”.

Finally, we have the option to add a block of text, called “drawTexts “.

 text {
 text:t = "X"
 align:i = A 
 pos:p2 = x, y 
 move:b = (yes/no) 
 thousandth:b = (yes/no)
 size:r = B
 highlight:b = (yes/no)
 moveRadial:b = (yes/no)
 radialAngle:r = deg
 radialCenter:p2 = x,y
 radialMoveSpeed:r = D

This draws a “text” (X) in the “pos” position with relative font-size B.War Thunder What is a custom sight? - Placing lines, text and quadrangles - F10BEDA. “align” is used to determine the type of “justification” that the text uses. It can be either 0, 1 or 2. The image shows the text AAA with this value set: BBB set to 1, CCC set 2 and AAA set to 0.

Highlight determines whether or not text lights up in conjunction with the reticle when “crosshair lighting” is pressed. If it doesn’t, it will stay its original colour.

The rest work as usual. See the options for lines to get more information.

Radial elevation dials and circles

Place circles within your sight, aside from lines and quadrangles, is possible.

drawCircles {
 circle {
 segment:p2 = A, B; 
 pos:p2 = x, y;
 diameter:r = C; 
 size:r = D; 
 move:b = (yes/no);
 thousandth:b = (yes/no);

Draw a sector from a circle of diameter (not radius), centering around “pos”, that runs from angles (degrees 0 is straight downward and positive angles go clockwise), with thickness D.

It is also possible to create a circular altitude zeroing system by putting


One of the reticles’ options is that it also works in a …” block.

There are several setup differences that can be made if you wish to do so.

move:b = (yes/no)

This determines how much your radial-scale moves.


Set your mind to say “Yes” as always

circleMode:b = (yes/no)

This makes the lines turn into dots if you set it to yes.

distHorSizeMain:p2 = A, B

A and A are the lines’ lengths, just like in a normal site. However if circleMode (yes) is set, B determines what the dimension of each circle and A determines how many lines make up the circle.

War Thunder What is a custom sight? - Circles and radial elevation dials - 053D591

radialStretch:r = A

This determines the distance between your elevation marks. The value for the left eye was 5, while the right eye had it set to 1.

radialAngle:r = deg

The angle at which the scale’s zero position is at its lowest point, in degrees. If the dial is set as 0, the dial’s zero-elevation position will be straight up, as shown in the pictures above. Positive angles work counterclockwise.

distancePos:p2 = x, y

The location of the pivot of the sight.

radialRadius:p2 = A, B

Here, A determines the radius. B decides if it is expressed in thousandths (or not) (1 or 0).

drawUpward:b = (yes/no)

Radial sight turn clockwise when elevating if the setting is “no”. Setting htis at “yes” mirrors and inverts the sight’s movement.

Custom sight rangefinding

In a previous part, we discussed notches on the horizontal crosshairs line. We also discussed how they are not used very often. This section focuses on just that.

One method, called “stadiametric scopefinding”, relies on a fact that distant objects appear smaller to us than those closer. Thus, if we know how large an object, we can determine how far it is simply by looking at its size.

We’ve seen the “thousandths”, so it’s now time to take a closer inspection.

The term “thousandth”, also abbreviated “thousandthofradian”, denotes a unit for measuring angles. It can also called “milliradian”, (or “mil”) A milliradian, which is the angular diameter of an object’s size, is equal to one thousandth of its distance from us. So, for example, a person standing at 1.7m will have an angular diameter of one milliradian.


The most important thing is that, as I mentioned in a previous Chapter:

Distance (km) = target size (m) / angular dimension (mils).

We can draw lines on our sight by simply using mils.

Here’s the table you will need for your convenience:


The Stadiametric Rangefinding method has some advantages over the auto-generated horizontal nodes:

  • Horizontal notches can be used to calculate distances manually, while stadiametric rangefinders will do this for you.
  • Horizontal notches refers to the length and width of the target. However they may be skewed when the enemy tank’s hull is covered or angled. Stadiametric rangefinders, by contrast, are usually based primarily on the target height. This is more resilient against obstructions and is generally independent of target direction.
  • With some clever dial settings, stadiametric Rangefinders can be integrated directly into elevation Notches. This allows rangefinders to rangefind and set the range at once.

Here is a sample of stadiametric scopefinder (sorry to the ULQ), calibrated to a 2.5m target.

The T-44 can be found at 600m distance and is 2.45m in height. This allows it to fit perfectly under the 600m limit.

War Thunder What is a custom sight? - Custom sight rangefinding - ECB6FA8

Here is the exact same target, 200m away, and under the 200m mark.

War Thunder What is a custom sight? - Custom sight rangefinding - 5EDE1FC

Another option to find the range is to use a gun; to do this you would need to set up an elevation dial in your vehicle’s computer, adjust the elevation to the bullets hitting, and then you’ll be able to calculate the range.

Manual sight calibration

Unfortunately, some features of a sight cannot be automatically generated or intuitively precalculated. We will discuss how to calibrate these features.

Most of these features have distance-related properties so you must know the distance at which they should be calibrated. Arcade mode allows you to test drive and aim at your target. This will allow you to see the distance in meters between your target and you.

Next, bind a button for firing your gun(s); this allows you to fire without touching the mouse.

Calibrating parallax correction

Take the vehicle you want the sight for and test drive it in Arcade. Be sure to use the historical sight position. Start by getting as close to a target you can, then open the right file you’re going for calibration. Next, place one end of the line in the middle of the sight and the other near the arcade impact indicator. Save the sight and then press Alt+F9 or default to reload it within-game. Now your line should appear on the sight. Save, reload the sighted file and keep going until it’s close enough. Next, move away towards your target until at least 10m. Now, you can repeat the process with the end of that line in the middle. Do this for 20m. Next, make another straight line. Place one end in a similar position to the last point. Repeat the process for as many distances as possible. You should end up creating several lines that show how far the impact point is relative to the center.

Calibrating weapons that can’t generate automatic elevation lines

Start your tank on test drive. After aiming at a specific target feature at an exact distance, elevate your sight until you hit it. It would be best if you didn’t move your Aimpoint once you’ve calibrated the distance you’re working on.

Open your sight files and edit a horizontal crosshair line across your sight. Try to place it exactly in the middle. Save, reload and repeat until you are happy about the precision. Next, repeat the process for all distances you desire. You should have a lot of hand-calibrated height lines that can be used directly or as a reference to calibrate different types of sights (e.g. a bunch quadragnles rotating in the same direction).

Calibrated sight table

Here I will put a few calibrated sights on a table to be updated over the years. Filling one for all vehicles would be extremely time-consuming.

Notch position is given by real thousandths.



Syntax help and cheatsheet

I’ll add some notes regarding syntax and a few prepackaged sight blocks.

You can “hide” or make comments by adding “//” to the area you want the sight-generator script to ignore.

If your sight does NOT appear on the sightlist, make sure that the curly corners “” were properly opened and shut.

You may have noticed most variables come in a syntax that is similar to:


A represents the type and amount of data the variable should store.

Type (A).Accepted inputAdditional information
Binary (b).yes/noBoth true and false work
integer (i)integerIntegers refer to numbers without decimals
Real number (r).NumberAny real number
color (c)red, green, blue, transparencyAll four of these are integers ranging from 0 through 255
Text (t).“text”Remember to use quotation marks
Multiple numbers (p2,p3,…pnn numbersThe number after p is how many numbers the variables will take.

Possible values for “bulletType:t”, by type, alphabetically ordered:

Cannon shells:

“ap_large_caliber_tank”M103-T34 shell for AP
“ap_tank”Solid shot AP
“apbc_tank”Solid shot APBC
“apc_tank”Solid shot APC
“apcbc_tank”Solid shot APCBC
“he_grenade_tank”BMP: He grenade
“heat_grenade_tank”HEAT grenade
“smoke_tank”Smoke a shell

There are many types of bullets available for machineguns. But these are the fastest for their relative belts so you can use them for rangefinding.

NameGunsMuzzle velocity (m/s).
“ap_ball”Type MG3, Type 774, Type Type 97. American 7.62, French 17.5853, 730, 853, 853, 853
“ap_i_ball”Soviet 7.62, BESA, German 7.92815, 880, 880
“ap_i_t_ball”8mm Breda, 14.5mm KPVT790, 1000
“i_t_ball”7.7 Vickers920

Other (no elevation notches generation):


A few premade blocks, with conflicting blocks marked as comments.

General settings

thousandth:t = "real"
fontSizeMult:r = 1
lineSizeMult:r = 1
applyCorrectionToGun:b = yes
drawCentralLineVert:b = yes
drawCentralLineHorz:b = yes


rangefinderHorizontalOffset:r = 5
rangefinderVerticalOffset:r = 0
rangefinderProgressBarColor1:c = 0,255,0,64
rangefinderProgressBarColor2:c = 255,255,255,64
rangefinderTextScale:r = 0.8
rangefinderUseThousandth:b = yes

Notches for horizontal line

crosshairHorVertSize:p2 = 3,2

crosshair_hor_ranges {
 range:p2 = -18, 18
 range:p2 = -16, 0
 range:p2 = -14, 0
 range:p2 = -12, 12
 range:p2 = -10, 0
 range:p2 = -8, 0
 range:p2 = -6, 6
 range:p2 = -4, 0
 range:p2 = -2, 0
 range:p2 = 2, 0
 range:p2 = 4, 0
 range:p2 = 6, 6
 range:p2 = 8, 0
 range:p2 = 10, 0
 range:p2 = 12, 12
 range:p2 = 14, 0
 range:p2 = 16, 0
 range:p2 = 18, 18

Blockade of Shell ballistics

 bulletType:t = (fill out)
 speed:r = (fill out)
 triggerGroup:t = "PRIMARY"


Elevation lines settings

thousandth:b = yes
drawUpward:b = no
distancePos:p2 = 0.15,0
move:b = yes
crosshairDistHorSizeMain:p2 = 0.03,0.02
textPos:p2 = 0,0
textAlign:i = 1
textShift:r = 0.2
drawAdditionalLines:b = yes
crosshairDistHorSizeAdditional:p2 = 0.005,0.003
drawDistanceCorrection:b = yes
distanceCorrectionPos:p2 = -0.2,-0.05
//radial:b = yes
//radialStretch:r = 1
//radialAngle:r = 90
//radialRadius:p2 = 40,1

Distance notches

crosshair_distances {
 distance { distance:p3 = 0,0,0; textPos:p2 = 0,0; }
 distance { distance:p3 = 200,0,0; textPos:p2 = 0,0; }
 distance { distance:p3 = 400,4,0; textPos:p2 = 0,0; }
 distance { distance:p3 = 600,0,0; textPos:p2 = 0,0; }
 distance { distance:p3 = 800,8,0; textPos:p2 = 0,0; }
 distance { distance:p3 = 1000,0,0; textPos:p2 = 0,0; }
 distance { distance:p3 = 1200,12,0; textPos:p2 = 0,0; }
 distance { distance:p3 = 1400,0,0; textPos:p2 = 0,0; }
 distance { distance:p3 = 1600,16,0; textPos:p2 = 0,0; }
 distance { distance:p3 = 1800,0,0; textPos:p2 = 0,0; }
 distance { distance:p3 = 2000,20,0; textPos:p2 = 0,0; }
 distance { distance:p3 = 2200,0,0; textPos:p2 = 0,0; }
 distance { distance:p3 = 2400,24,0; textPos:p2 = 0,0; }
 distance { distance:p3 = 2600,0,0; textPos:p2 = 0,0; }
 distance { distance:p3 = 2800,28,0; textPos:p2 = 0,0; }
 distance { distance:p3 = 3000,30,0; textPos:p2 = 0,0; }


About this guide

This guide was largely based upon in-game testing with different variables in sight file. I don’t guarantee that all settings are available.

I hope you found this guide useful. Let me know if you have any questions or concerns in the comments.

Towerdefence661 helped me to learn the ropes of sight editing.

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