How to enable chances to win in xvm. World of Tanks Win Rate: Wargaming Conspiracy

Changes:

  • Updated again, updated HP mod, VN8 and HVM mod. The fight should not hang. IMPORTANT! Bet on a clean client and then roll out mods.

Description:

Deer Measuring is the most popular mod for many tankers. According to statistics from the XVM website, it is used daily by more than three and a half million players around the world. Its popularity is due to the fact that it allows you to see the following information:

  • player efficiency rating when loading a battle and in the battle itself
  • their win percentage
  • number of fights
  • estimated chance of winning the battle taking into account all the indicators above

All displayed information can be configured in configuration files and displayed, for example, not the overall percentage of a player’s victories for all tanks, but only for a specific one, and so on. All this made Deer Measuring highly customizable and a very popular mod.

It is made on the basis of XVM for World of Tanks 1.6.0.0, which is also a very popular modification, because it allows the player to completely change the game interface and add the following improvements to it, without which a modern tanker simply cannot play:

  • damage log
  • smart mini-map with all the necessary data and indicators
  • tank light indicator in ears
  • base capture indicator, showing how many invaders are on the base and how soon it will be captured
  • modified markers above the equipment
  • ping in the hangar and on the login screen

And this is only the main part of the functionality of the mod. It still hides a lot of tricks and jokes that you can learn over time by using it. This page presents the deer meter for World of Tanks 1.6.0.0, also called the user meter, in the latest version and with the most detailed instructions for setting up and installing each of its components.

In order for you to install and configure the deer meter as comfortably as possible, our website team has done the following for you:

  • manual installation as an archive
  • automatic installation using a convenient and thoughtful installer

But remember one truth, once you install the deer meter for WOT 1.6.0.0, you set yourself up for further torment and burning of chairs. After all, you will actually find out how many crayfish live in the World of Tanks universe.

Based on numerous requests from visitors to our portal, it was decided to make two options for installing the deer meter, because not everyone has good PCs, and for some XVM functions to work, additional resources are needed, which, unfortunately, are not available on a weak PC. Therefore, both in manual and automatic installation mode, two options will be available:

  1. Deer gauge Full
  2. Deer gauge Light

The Full version will include all the mods that can be included in XVM, the Light version will only have the deer meter and hit log. So if you are the owner of a weak PC, we advise you to install “Deer Measuring Light”. To configure additional XVM features, open the "Add-ons for Reindeer Measuring" folder and there you will find a settings file for:

  • informative carousel in 2 or 3 rows,
  • installation of standard vehicle markers
  • different types of damage log
  • manual switching of ratings

In our deer meter build, we use a tool for switching ratings right in the hangar, which was developed by the famous ProTanki player. In order to change the rating displayed in the deer meter, you just need to click F6 and after that you will see the following message.

With this modification you can change the rating to one of the following:

  • eff - four-digit efficiency rating (PE);
  • xeff - two-digit efficiency rating (PE);
  • wn6 - four-digit WN6 (Wot-news);
  • xwn6 - two-digit WN6 (Wot-news);
  • wn8 - four-digit WN8;
  • xwn8 - two-digit WN8;
  • wgr - four-digit rating from WG;
  • xwgr - two-digit rating from WG;
  • xte - two-digit rating taking into account average damage and number of frags;
  • r - rating configurable on the official website (more details below);

After updating XVM to version 6+, it became possible to switch deer hunter ratings directly on the official website of the modxvm mod, in your account settings.

In the latest update, we added this feature to our ratings switching mod. In order to change the displayed rating on the site, you first need to enable this feature in the hangar by pressing the key F6 and switching the rating to "r" (look at the picture below).

After that, follow these steps:

  1. Go to modxvm.com;
  2. Log in to your personal account;
  3. Go to Settings;
  4. Select to display your preferred rating.

Deer gauge from the site.

We present to you the first and currently best deer meter installer for World of Tanks. It was based on the deer meter from ProTanka and this already says a lot. With its help, you can easily install XVM and configure it as you need.

In the installer, you can enable or disable each of its elements, which allows you to customize the mod as finely as possible. You can install only a deer gauge and that’s it, or you can install the maximum package of all add-ons that will help you in the game.

Another feature of the installer is that you can change your XVM configuration as much as you like, reinstalling the mod with different options and knowing that you will always only get what you last selected.

Well, its biggest advantage is the update manager. By installing the deer meter from the site once, you will always be aware of the release of new versions of the mod and can easily update to its latest version by simply running the installer, which will already know which installation items you chose last time and you just have to quickly click Next and Install.

Updating the mod to the latest versions will minimize game crashes and give you the opportunity to always use the most optimized and stable version of the mod.

Installing XVM:

Copy the res_mods folder to the game folder.

Enabling website statistics (statistics activation): - NECESSARILY!

To configure additional XVM services, such as statistics, displaying the chance of winning and others, you need to go and log in to the official website of the mod (modxvm.com) and activate the necessary ones in the “Settings” section in your personal account.

If you receive a message like this when entering the hangar, this is the first sign that you have not activated XVM services.

To enable statistics you need to do the following:

  1. Click on "more details" or on the site link and you will immediately find yourself on the XVM website. (look at the pictures above)
  2. If you are not yet logged in to the site, click "Log in", select your region and enter your account information.
  3. Select the "Settings" tab and select the XVM services you need by checking the box next to the one you need. (look at the pictures above)
  4. Click on the "Add client" button (if it is inactive, click on "Update statistics")
  5. Re-login to the server.

After all these manipulations, you should see the following message in the game:

If it does not appear, try repeating all activation steps again. For the laziest, we have prepared a video that explains and demonstrates in detail each step of activating statistics:

If you are tired of looking at statistics, then you can turn them off on the same official website by simply unchecking the boxes next to “Player statistics in battle” and that’s it.

FAQ:

IN: The display of statistics does not work, the deer meter does not work, it does not show the chances of winning, what should I do?

IN: I get the message "Network error. XVM statistics are not available, try again later."?

ABOUT: The problem is not with your deer tracker or computer, it's all with the XVM statistics server. Please wait and the mod will resume working over time.

ABOUT: Apparently you do not have the necessary fonts installed. If you downloaded the deer meter on our website, install the font that you will find in the downloaded archive.

IN: Am I seeing multiple tank names on the minimap?

ABOUT: After the release of the latest update, a built-in smart mini-map appeared in the game, and in order to remove duplicate inscriptions on the mini-map, you need to disable their display in the settings in the game (look at the picture below).

IN: After installing one reindeer tracker on a clean client, tanks in the hangar disappear (LTB, E-25, etc.).

ABOUT: We go along the path to drive C:/users/name/appData/roaming/wargaming.net/wot/xvm and delete everything in the xvm folder. (you must first enable display of hidden files and folders)

Download:

By default, the deer meter is set to four-digit WN8. But it can be changed to any other right in the hangar (how to do this is written). After installation, do not forget that statistics need to be activated. (read more)

Download the reindeer meter from the website (8.0.0) as a convenient installer from 08/06/2019:

IMPORTANT! Below are ways to solve problems with the game freezing after a battle, when switching between allies after death, and when opening contacts.

1) To remove freezes after battle, you need to disable XMQP (data exchange with allies) in the XVM settings on the modxvm website. Log in there with your account and turn off this option (uncheck the box next to it).

If you don't do this, the game will constantly freeze or take a very long time to hangar when exiting combat.

2) If you see the error “Error loading comments timed out Comments are disabled” in the notification center and there is a freeze when opening contacts, do the following:

Installation using the installer:

Version #1:

To update the mod to the latest version, simply run the installer and reinstall the mod again. He will remember all the items that you chose before.

Important! Avast users are experiencing false positives from their antivirus. There are no viruses in the mod, as proof, we provide you with a link to the results of the installer check on Virustotal.

What should I do if something doesn’t work for me or crashes?

If your game crashed due to a mod, before writing this in a comment, please download the python.log file (located in the game folder) to Yandex, email or Google drive and paste the link into your comment. This is the only way we can catch all the bugs and make the mod better.

Having spent about 31,000 battles in World of Tanks over two and a half years, I have formed my own opinion about one of the most controversial topics in the game, which I will try to convey to you.

So: I am sure that the Wargaming conspiracy does not exist. Doesn't exist at all - from the word "absolutely".

A player's winning percentage is influenced by two things: psychology and mathematics. There are simply no others.

Factor number one: PSYCHOLOGY.

The game of all players without exception is influenced solely by psychology, or more precisely, by the emotional state of each specific player in each specific battle. Let me explain.

The entire audience of players can be divided into two groups: the so-called “shkolota” (I’m not trying to offend anyone, I’m not trying to convey a negative meaning - I’m just using a common term) and “fathers of families.”

1. First group- these are people from ..... years old (I even met 6-year-olds) to 18-22 years old. I base my conclusions about observations of this group on the example of the play of my 12-year-old son and his friends. They are not interested in winning percentage as such. They have heard about him, they even sometimes look at him - but, in general, they don’t give a damn about him. They have a specific small goal - to get to Y tank....kill Z car.....install a new gun.... They enter the battle only to gain experience - and it doesn’t matter how much exactly. They are not interested in the strategic result, they do not count on a few steps forward - THEY NEED THAT TANK URGENTLY! The main thing is that sooner or later they will get it - that's it! They don't have the psychology of a winner - they have the psychology of a recipient. Moreover, they are ready to get it at any cost. If you try to explain to them that playing to win will bring more, they understand, they themselves are even ready to give examples from their own practice of successful battles - but..... "I'll go ride a tank, gain experience"... That's it! This is not their problem - it is the problem of us, the elders, that we have missed a generation: the psychology of winning fighters has been replaced by the psychology of user-consumers. They just want the final product (without setting grandiose goals, the immediate result is enough for them), and do not think about the effectiveness of the effort/time/etc. But this is too deep a question to discuss here.

2. Second group- more complicated. People over 20 years old. Imagine that someone comes home from work. Tired. He has that winning mentality, he has strategic thinking - but he fought all day and he is tired. Just physically tired. He wants to relax - and he found his version of relaxation in the game. He disconnected from the world - and went into the hangar.... He remembers the goal that he set for himself a week/month/year ago. He values ​​his time and energy - but he is tired! Or drunk (which does not exclude fatigue). Or he had a fight with his wife and takes out his irritation here. Or too relaxed after a stormy date. Or... yes, a million such “or”! All this in one way or another affects his physiological state - reaction, speed of thinking, perception of colors on the screen, speed of decision-making in the game, etc.

And now this hellish mixture spills out into the vastness of the random area. Someone is hunting for a specific tank (because the goal is “Expert”); someone is gaining experience on a device that they are not passionate about; someone gave their girlfriend/brother/neighbor/mother-in-law a ride; someone is talking on the phone; someone is irritated beyond measure, and someone is absolutely happy.... there are a billion options! But don’t forget - everyone is in their own individual psychophysical state. Everyone has different goals in this fight - and often these goals directly contradict each other.

And what do you want in this mess? It’s simpler in the Civil Code: everyone has one, common goal. In addition, people know each other - and it is possible to predict with a high degree of confidence which of the clan members will behave how they behave. And the very preparation for the battle at the main battle forces everyone to tune in, if not to one, then to several parallel emotions. None of this will happen in random.

There is only one conclusion from all this: the team with more people with similar emotions will win. And the balance of equipment has nothing to do with it - now this parameter in the game is configured, in general, quite competently, and teams are selected approximately equal in terms of performance characteristics.

(Of course, the age limits are given purely conditionally - it is impossible to determine them absolutely precisely. As well as the division of players into two groups was made only in the interests of this article, to clarify the idea).

Section 2: MATHEMATICS.

There is a strong belief in the game that it all comes down to an average of 49% wins, the same number of losses, and 2% draws. This opinion is supported, among other things, by the developers (or formed by them - it doesn’t matter here) and is generally accepted, so let’s take the numbers as truth.

All the players studied (or are studying) at school, therefore, anyone can understand and double-check the calculations.

At the first stage of his presence in the game, a person, by definition, cannot play well (of course, there are all sorts of unique ones, but their number is insignificant). (I personally consider the first stage to be 4-4.5 thousand battles. Around this time, he acquires the first “top” and begins to understand at least something about the game). There are a lot of explanations for this - lack of knowledge of maps, tactics, technical characteristics, lack of experience in reacting with lightning speed to situations in battle, etc. In the end, his thoughts are focused on getting the coveted IS-7, and statistics worry him very little - he is in a hurry to jump out of the battle and go to a new one. Based on all the above figures, we get the following picture:

Fights - 4500
Victories (49%) - 2205
Draws (2%) - 90
Losses (49%) - 2205

Here he thought about his own statistics, and decided to raise them. From the point of view of players, a person with a 53% win rate or higher is considered good. With 2% draws, his losses will be 45%. Interest is a good thing, but let's calculate it in absolute numbers. If he immediately achieved a 53% win rate, the picture would look like this:

Fights - 4500
Victories (53%) - 2385
Draws (2%) - 90
Losses (49%) - 2205
Difference - Wins +180 (8.16%), Draws 0, Losses (45%) -180 (8.16%)

But in this case there is one more figure in absolute terms: the difference between victories and defeats. In the example given, it will be 2385 - 2025 = 360 battles. If the player maintains this difference, then by 10,000 battles conducted it will amount to a completely dismal figure for him ((((10,000 - 10,000*2%) - 180)/2 + 180) / 10,000) = 49.9% victories

Therefore, to achieve a result of 53% (including 10,000 fights), he will need to achieve a win/loss difference of 800 fights. For 5,500 upcoming battles, he will have to win ((((5,500 - 5,500*2%)-800)/2) + 800) = 3,095 battles. Or 56.27% of upcoming contractions.

Over time, the player’s ability to play World of Tanks (the so-called “skill”) grows, even if he does not strive for this. He remembers cards, gets used to a particular tank and its behavior, studies successful moves, penetration zones are memorized, etc. Some have more skill, some less, but it is there. It's like a muscle - you can pump it up in the gym with the help of hardware, or you can accompany your wife to the store every day and carry full bags; In both cases, the muscle tissue will be strengthened, the only question is the degree of its development.

However, as in the example with muscles, skill itself cannot grow in leaps and bounds. It just doesn’t happen that way - this is not the price of Gazprom’s securities on the stock exchange. The process is progressive, with a slight increase. But I really want to raise the numbers in the statistics... And what does the player do if this desire prevails? Looking for options, one of which is playing together with companies. As practice shows, this is a fairly effective way to increase the percentage of wins (but in the realities of World of Tanks it is often not related to the growth of personal skill), which is illustrated by the data in the information about the accounts of “extras”. (Here we will not touch on the topic of the so-called “twinks”, since the process of developing such a character initially starts with more favorable conditions in the form of high skill and existing gaming experience). The most interesting thing is that when analyzing the reasons for the success of increasing statistics in companies, we will come to the issue of psychology, i.e. section 1.

It would seem like a vicious circle? No, ladies and gentlemen - I would call it a closed system in which two equivalent factors organically complement each other: mathematics and psychology. And there is no conspiracy of Bloody Wargaming regarding the players - there is not a single objective reason that would force the company to do this. And there is no mechanism that can, in a matter of seconds passing between pressing the “Battle!” and the beginning of the countdown, collect and analyze the psychophysiological state of hundreds of thousands of players ready for battle; but then you also need to distribute them so that they are in conflict with each other, taking into account the skill and balance of equipment... This is simply NOT needed for any Wargaming.

So calm down - all your statistics depend solely on you and your actions in World of Tanks.

Good luck on the battlefields, tankers!

Hi all. Today I would like to talk about the most popular mod in World of Tanks, the XVM mod. Namely, about its “chances of winning” function, which are displayed when loading a battle. I advise everyone to disable this functionality, let's figure out why?

First reason. Cards.

“Reindeer Meter” does not take into account which map you are on. For example, you got to Khimki and you have a 60% chance of winning, hurray, now we’ll tear everyone apart, only one problem, the extra on your team, because of whom you have such a percentage, plays on art. Naturally, its effectiveness on this map drops significantly and the chances of winning are far from what they depicted for you. Or you got to “Prokhorovka” with 3 artillery pieces, and your “Skillovich” is on a heavy tank, will his tank be of much use?

The second reason. Setup.

XVM does not take into account command setups. You again have a large percentage of winning, but a skill player plays on a level 8 tank (farms on prem, pumps up the branch) in a battle where there are a lot of 10k, of course he will most likely play well on his tank, but if your 10k loses, then there is no skill will help drag out the fight, in most cases.

Third reason. Platoon.

As you know, the balancer in the game tries to throw platoons against platoons, now let’s imagine the situation. You and your friends entered the battle at the top, you are “green”, your chances of winning show 40%, but you win easily. But the simple fact is that the top platoon of “crawfish” was unbalanced against you, and the “purple benders”, who generated a percentage of the victory, played solo and not in the top.

Fourth reason. Twinkies.

Of course, most twinks play well, but there are also downright weak ones. And a weak twink can only affect the “chance of winning” indicator, but not the result of the battle.

Fifth reason. "Fagboys."

"Pidobir" is a player who plays a lot of fights at low levels.

You went into battle, found yourself on a good map, with a good setup, you have a “bender” in the top, the chances of winning are high. The start of the battle and our “bend over” goes crazy and goes into the hangar, you lose to the skating rink. In the post-match statistics, you look for this “statue”, go to his profile and see there that our “beast” of his 35 thousand fights spent 25 thousand at low levels, and at the top he has 47% victories. Do you think such a comrade is useful on the battlefields of 10 levels?

Sixth reason. Experience.

This is my case and that of many other players. When I started playing tanks, I didn’t care about statistics (I didn’t even know that they existed), I didn’t care about the percentage of victories and, of course, the stats were wildly squandered. And lifting it from the bottom is another task, but I lift it without starting twinks. Therefore, many “yellow” and “green” players play much stronger than XVM displays, because they have gained experience, or, on the contrary, the player once gained a good stat for himself, but then gave up on the game and did not play for a long time, naturally the game changed over time (traveling, positions, technique, etc.) and his experience became irrelevant in the new realities (I have a friend, an extra, who once taught me to play, then left the game, now that he’s back, I teach him and I think of such stories a lot of). The “reindeer measurer”, of course, cannot take all these factors into account.

Seventh reason. Morality.

Here I would also like to give an example from life. I have a friend who has this “chance of winning” function turned on (I tell him to turn it off, I give the arguments described above, he doesn’t listen, maybe he’ll read this article and then he’ll understand). So, we are losing a series of battles, where our chances were 60+%, and he begins to freak out, shoot at his own people, go to merge, drown himself and do so on. nonsense. It’s just that a person has zero morals, because the chances are great and we are losing, and he doesn’t want to see other reasons for defeat.

Everything I wrote about above is based on playing at high levels, where there are many more extras, and as a rule, skilled guys can play well on any vehicle and on any map. What cannot be said about the average levels of battles, where the “green” player on the team is often the most skillful, there these reasons have an even greater impact on the “Chances of Winning” function. And if the “reindeer measurer” itself can be useful in battle (see which of the allies can be helped, which of the enemies can be easily dismantled and which will have to be tinkered with, etc.), then the “chance of winning” functionality is absolutely useless and in some cases even harmful.

P.S. I would like to give the guys with XVM an idea, I don’t know whether it’s feasible or not. But it would be good if the mod showed not general statistics for the account, but statistics separately for tanks and based on this calculated the “chances of winning”. This would be more true, since the player plays each type of technology differently, he can play one, but not the other. Although this will not solve all the problems of this function, it will bring it a little closer to real indicators.

That's all. Happy fighting and adios everyone!!!

Participation in World Of Tanks tank battles is exciting, plunging you headlong into the atmosphere of heated battles. Over time, questions begin to arise:

  • How do I know how well I'm playing?
  • What numbers can tell about my achievements?

Then the time comes and the player learns about the existence efficiency statistics, simultaneously studying formulas and ways to improve it.

How to find out efficiency in World of Tanks

You need to enter your game nickname in the form below and the efficiency calculator will calculate everything for you!

Player statistics
DescriptionMeaning
Number of fights:
Number of tanks:
Destroyed during the battle:0
Damage per battle:0
Discovered during the battle:0
Base defense points per battle:0
Base capture points per battle:0
Average tank level:0
Win percentage:0
Efficiency Rating:0


Formula used when calculating efficiency

When calculating efficiency, the Efficiency Rating formula is used, because it is one of the most popular:
Where:
  • R is efficiency and it depends on six player parameters:
  • K – average number of tanks destroyed;
  • L – average level of the player’s tank;
  • D dmg – average damage dealt;
  • S – average number of detected tanks;
  • D def – average number of base defense points;
  • C – average number of base capture points.

How it works?

User efficiency is remembered. Thus, you can monitor the dynamics of changes in the Efficiency Rating (ER). In order to see changes in RE, you need to play several battles and re-enter your nickname.

Change the efficiency plus or minus. The countdown starts from the last OM check:

It is also possible to view the entire history of changes in efficiency in the form of a graph:



Helpful information


Count it yourself? Well, I do not!


Calculate every time, add new data to the formula? - This is not required. In order to determine your efficiency, you need to enter your game nickname in the form (above), start the data download process and wait for the result. There they will explain to you in detail what and how you need to do to increase the value of this indicator. There are honest and not so honest ways. Although open cheating is punishable by a (permanent) ban.
There are many varieties of this program. World of tanks efficiency calculator can show not only your coefficient, but also calculate how many fights are left until the required percentage of victories. And not victorious battles, but games in the style inherent to you.

A look into the future or a funny named device.


You always want to predict what the fight will be like. Who will be your opponent - a seasoned tank ace or a “green” player with stock equipment. To do this, you need to install a special mod “”, with which you can find out the efficiency without leaving the battle.

For those who have already played, the name “deer meter” speaks for itself. It should be explained to the uninitiated that in the game, “deer” are players who do not shine with success. At the very beginning, when the loading table appears, several numbers appear next to each player. They show: the percentage of victories, the value of efficiency, the total number of battles fought. During the download, you can choose potential “victims” for yourself, and remember who you want to stay away from. General data on the chances of winning are also given based on the analysis of the players and comparison of the equipment participating in the battle.

Don't get hung up on numbers

I would like to immediately note that these indicators are relative. World of tanks player efficiency may be artificially high. Or vice versa, it does not reflect the player’s real fighting qualities. How can it be? You can improve your coefficient well and bring zero benefit to the team (break into the enemy’s “rep”, “light up” everyone and die courageously). The allies did not have time to do anything at this time. The “heavies” had just begun to move into position, and the “art” had not even “reduced” to this square. The situation is the other way around. Huge benefit for the team in battle. He shot down the enemy's harp, restrained the advance of an entire group, preventing the enemy from deploying his battle formation. Transmitted the coordinates of the self-propelled guns. Based on the results of the battle - low efficiency.

Chance to Win

It happens that a team that has no chance of winning (data from the “deer meter”) wins in a matter of minutes. Sometimes the low numbers of the opposing team's players have a relaxing effect. Everyone understands that victory is in your pocket. And they successfully lose.

How to increase efficiency?

Why not use some tricks to your advantage to raise your score and scare others with high numbers.

Increasing factors

The points of shooting down and capturing a base greatly increase the efficiency rating. This means that this must be used in combat. Moreover, if you take on a heavy tank of level 8 or higher, this will greatly improve your efficiency.

Reducing factors

It is not recommended to use artillery:
  • No capture or shoot down points;
  • Not very high damage numbers;
  • Low level of technology.

Combat options to improve efficiency

  1. Act according to the principle “Our shooter managed to get everywhere.” Rush, help your own, kill strangers, inflict maximum damage. Significant efficiency figure, lots of fun.
  2. Modestly “squeeze sideways” to the enemy’s base and stand for capture. As a result, we get a large amount of efficiency, a well-played game and victory over the enemy. But provided that you survived and almost single-handedly captured someone else's base.

A new World Of Tanks patch has been released, or you are reinstalling the XVM mod separately or as part of a modpack, or all the statistics have simply disappeared, what can you do? After all, if you start using this glorious mod once, then you won’t even want to play without it, but here’s the problem - the reindeer meter doesn’t work. How to enable the display of statistics?

The XVM mod, also known as the reindeer measurer, is a very useful mod. Those who don’t understand its full importance are constantly whining that it’s a useless mod, it wastes fps, etc. Of course, there is practically no benefit from showing the supposed chance of winning, it’s just a show off for school kids, who often, seeing a high percentage, write in the chat something like “You’re finished”, “We’ll beat you all down” and the like, who has the brains enough. BUT. For experienced fighters, this statistic will tell you a lot. Take the same bot breeders for example, seeing the statistics of a person with 12k-14k battles behind us, and efficiency below the baseboard ( 100 -300 ) you can immediately draw conclusions about his playing style. Or a person enters into battle MS-1 With 30k battles and efficiency in the area 1700-1900 , the difference is obvious. Well, okay, let's leave the debate about the importance and necessity of the XVM mod to other people. If you came to this site, then you probably have

Reindeer meter doesn't work

The XVM (deer meter) mod may not work for several reasons.

1. The mod version is outdated.

2. The mod is not activated.

3. Statistics are not activated.

Let's start in order:

The installed version of the mod can be viewed in the configuration file. Let's go along the way :your drive:\Games\WorldOfTanks\res_mods\client version\xvm\configs and open in our usual and favorite notepad++ file xvm.xc and look for lines "modMinVersion": "5.4.2"(for me this is line 69). We remember and go to the XVM mod website to compare your version and the latest version. If they are different, then we go to reinstall the deer gauge.

If the versions are the same, then most likely the mod is simply not activated or the activation time has expired and needs to be activated again. Again, go to the official website of the XVM mod, log in with your account and activate the services. How to do this step by step is described in detail in

Well, the last probable reason why the deer meter does not work is that XVM services are not enabled. Well, again, go to the official website of the XVM mod, log into your account and check the boxes for XVM services:

Most likely, all the methods listed here will help you restore the display of game statistics in the World Of Tanks game. And if you have tried all this and the statistics are still not displayed, you can try reinstalling the XVM mod on a clean client (without any mods). Perhaps it conflicts with some mod installed previously. Well, if this didn’t help, then most likely there is a problem on the server side; the mod and reindeer-measuring services are temporarily unavailable (and yes, this does happen). Here you just need to wait a couple of hours until the mod is updated on the official website.