The Tier VIII-XI Japanese heavies and the Type 63 have a second, tighter aiming circle that switches on a few seconds after the gun stops cooling. The client shows you the circle, but nothing tells you when it is about to appear, so you either count in your head or you fire early and eat the wider dispersion.
This mod puts a small ring next to your reticle that answers that at a glance. No digits: the native reload timer already sits in that column.
HOW IT READS
1. The ring fills clockwise as the gun cools, running red to orange to yellow to green, like a loading circle.
2. Two seconds out, the ring is complete and blinks green twice.
3. Double aiming is live: solid green.
The ring sits where the client draws its own siege indicator on vehicles that have one, so the two mechanics read the same way in the same place. It follows the reticle in arcade and third person, and pins to the screen centre in sniper view, where the reticle itself is fixed.
By default it stays hidden while you reload, since there is nothing to time yet, and appears the moment the gun is loaded, filling across the part of the cooling window you can actually act on.
SUPPORTED VEHICLES
Anything whose gun has a dual-accuracy config: the Tier VIII-XI Japanese heavies and the Type 63. On every other tank it renders nothing at all, including siege-mode vehicles like the Strv S1, which use a different mechanic.
ACCURACY
The countdown starts from the crew-modified cooling delay, and the mod also listens to the vehicle’s dual-accuracy state from the server. When the server flips the mechanic on, the ring snaps to ready and the measured interval replaces the estimate for the next cycle, so it corrects itself rather than drifting.
CONFIGURATION
The mod writes its own config the first time it loads, at modsconfigsjp_dual_aim_timerconfig.json. You never have to create it: it arrives with every setting at its default, so the file doubles as the documentation. Your edits survive updating the mod, and any key you remove falls back to its default. Settings are read once at startup, so a change needs a client restart.
The ones worth knowing:
offset_px – where the ring sits relative to the reticle, in pixels at 2560×1440, scaled to your resolution. Negative x mirrors it to the left.
icon_size_px – drawn size. 24 matches the vehicle-state indicator next to it.
hide_while_reloading – set false to show the ring from the shot onward, filling slowly across the whole cooling window instead.
flash_count – how many times the full ring blinks. 0 fills straight into the solid hold.
flash_lead_time – seconds before activation that the blink starts.
debug – writes a [JP_DUAL_AIM_TIMER] trace to game.log.
FAIR PLAY
This shows your own vehicle’s state, the same state the client already draws for you as the second aiming circle. Same category as a reload timer. It reads client-side data only, touches nothing on the server, and reveals nothing about other players.