RPM,
I've spent way too many years researching gunsight reticles from WW2 because of this game. Mostly they are range determination devices with some number of rings and tick marks that hopefully you can use to estimate lead and elevation. Estimate is the oprative condition for everyone equaly in the game. In the end analysis experience shooting and jaboing in the game brings you to a point that you eventualy only need a single dot.
We deceive ourselves into believing some combination of circles, lines, ticks and dots will be the magic combination that finesses the game and makes us a dead eye point and click human aimbot. Usualy thats experience and superior ACM which keeps you 200 and closer to your opponent.
I could give you a long winded, detailed writeup on how to make gunsights for the game. The technical reasons for the structures in the reticle related to the real world and 2pixel = 1MIl. But, in the end it all comes down to the more shooting time the better you get at hitting things in the game. Regardless if you use a dot or one of the more exotic answers to gyroscopic precession ray vectors I've come up with in the past few years.
I have collections of gunsights from different players and my own starting from back in 2002. Hundreds of gunsights that all attempt to solve the puzzle of shooting in the game and turn you into a point and click human aimbot. No matter how they are constructed the structure describes the same basic principles of ww2 gunnery and ground attack.
1. - Center point of your guns harmonization at (x) distance.
2. - Lead shooting hold off markers for 5, 10, 20 sometimes 30 degrees line of travel. Everything from rings, dots, hash marks, stars, seductive sheep, blueberries, bent over girls, bent over winking pigs, female orafices, to psychedelic color scapes.
3. - Dive Bombing and rocket marks. Universaly one mark at 25Mil and another at 50Mil down from center. Hash marks, tiny rings, tiny boxes, female body parts, sheep body parts, bisymmetrical curves, and adfinitum.
4. - Vector lines to pull lead along. 20, 22.5, 30, 45, 60, 66, 70 and 90 degree lines vectored from the center dot.
5. - Bullet drop compensation lines and marks. Your center pipper already compensates for drop by being harmonised at a specific distance. What players are realy compensating for is relative forward momentum of the con to where it will be in .12 to 1.6 seconds from now at 250-400 mph ta. Generaly that line is about 12-14Mil below center in level 1G flight. Experience teaches you that pulling G's makes your bullets hit behind your target as it's turning to evade you. ACM teaches you to set him up to turn in your favor.
The point of all this BS. HTC is not a file hosting company with unlimited storage. My gunsight bitmap collection is about 2Gbyte. Most of the pre 2009 ones are modifications of modifications of original WB or AH or someone's favorite mudflap girl wiggling her posterior seductively or borrowed from their favorite FPS shooter game. It all comes down to a ring, a dot, and your experience. If HTC suddenly chose a player's gunsights to make availble to the community. There would be a hue and cry of foul play and favoritism. Everyone who makes gunsights for this game believes their's should be the chosen one. Seductive female parts, star wars tie fighter, psychedelic blue berries and all.
Now there was that one someone sepiad from a centerfold and reduced to a line drawing in honor of his Jug. My wife made me delete all copies of it. It was kind of distracting on long flights.