顺带贴个qa
2016-02-18 ~ SEBASTIANUL
– the term “hand brake” caught on, despite it being a “hand track blocker”;
虽然“手刹”实际是手动锁履带,但“手刹”的说法却很流行
– the center of mass of a tank was lowered for it not to tip over easily;
坦克的重心调低了,免得动不动就翻车
– new physics partially influenced ramming, now it’s possible to tip an enemy over;
新物理效果会影响撞击,现在可以把敌人撞翻
– FoV has a high impact on speed perception, a high value produces a high percieved speed, but also influences FPS;
FoV设置对“速度感知”有较大影响,高FoV值会产生高感知速度,也影响帧数
– the concrete “teeth” on “Siegfired Line” can be jumped over on fast tanks, that’s a feature;
齐格飞防线的混凝土反坦克“龙牙”现在可以被速度较快的坦克飞跃过去,这也是新引擎下的新效果
– new places which are available due to new physics are few;
新引擎下能去的地方没比之前多多少
– regarding sound: those who have single-core CPU’s won’t notice an impact;
有关声音:单核CPU不会注意到影响
– new physics are completely server-side;
新物理效果完全是服务器端计算
– currently, the gun sound does not depend on surroundings (e.g. city, forest etc.);
现在主炮的声音不取决于环境(在城里还是在森林什么的)
– 4 shell types, 6 calibers and 3 damage severity types give 460 sound variations overall;
4种弹种、6种口径、3种伤害程度类型一共构成460种不同的炮声
– the possibility of hearing enemy SPG fire is being considered;
听到敌方火炮开火声音的可能性在考虑之中
– the higher the mass of the tank, the higher the inertia (TN: duh, physics 101…);
坦克质量越大,惯性越大
– if players could choose between old and new sound system, this would inflate the game’s content by factor 2, and two sound engines cannot be supported at once;
如果给玩家设置自选新旧声音系统的话,游戏内容又得翻一倍,而且两种声音引擎也没法同时支持(所以新声音系统出来后旧声音就废了)
– the players need time to get accustomed to the new sound system;
玩家熟悉新声音系统可能要花点时间
– the problem with getting on one map often is being worked on, currently it’s just advised to change the server;
反复进同一张图的问题正在解决,现在只能建议换服务器
– the frontal armor thickness of the MS-1 is a bug in characteristics, it will be fixed;
MS-1的前装甲厚度数据有bug,会修复的
– the IS-3 stock turret was modelled using old information, as soon as the Kirovets is in the game, it will be replaced;
IS-3白板炮塔之前是用旧数据建模的,当金币车IS-3原型车加入时,旧白板炮塔就会被替换