Source:http://ftr.wot-news.com/2014/07/15/storm-announces-spotting-changes/
来源↗
Source: http://world-of-kwg.livejournal.com/299430.html
真·来源↗
Hello everyone,
大家嚎,
in a recent comment, Storm explains upcoming plans and changes in visibility/spotting system
在最近的一次评论中,Storm解释了说未来的计划,以及在视野/点亮系统中的改动
The following lines require at least general knowledge of how the spotting check system works – if you don’t know that, please read it on WoTwiki (it’s quite complicated).
以下内容需要对点亮机制的最基本的理解—如果不知道,请阅读WOT的百科(还是挺复杂的)
– the most important thing is that the developers are reworking the Bigworld spotting check rays tracing system on the server, the plan is that this will increase the performance of the system a lot, which will in turn allow the server to make the visibility checks every “tick” (cycle) at all distances and it will allow the developers to increase the amount of spotting check points on a tank (SS: this means that tanks at longer distances will no longer have the “between spotting checks” advantage, it means spotting at longer distances will become easier)
最重要的一点是开发团队在重制服务器端的Bigword点亮检查光线追踪器。他们的计划是将系统能力大幅度提升,这样可以允许服务器在每个距离上都同时进行一次点亮检测(现在随着距离不同,频率也不同),这样开发团队就可以增加坦克上的点亮侦测点的数量了(SS:这就意味着远距离的坦克就再也没有“在点亮检测之间”的优势了,同时意味着在长距离点亮上会更加简单)
– the “tanks disappearing in the middle of a field” effect will be removed. The increased camouflage coefficients after stopping shooting and stopping the vehicle (SS: as in, the tank is harder to spot when it doesn’t shoot or when it stops) will be removed in cases where the tank is in your view range and is not covered by obstacles (SS: as in, when you get spotted while driving in the open field and stop the vehicle, the reduced camouflage factor (moving reduces your camo) changes to “camo when standing” (unreduced) and the tank can “disappear” if it stops in the zone where the moving camo allows it to be spotted but the standing camo doesn’t – this will not happen anymore)
“坦克在平原中间消失”这个效果会被移除。在开炮后以及停车时所增加的隐蔽系数(SS:也就是在不开炮以及静止的情况下更难被点亮)会在坦克处于你视野中且不被障碍物阻挡时被移除(SS:当你在平地上被点亮后停车时,你被减少的那个隐蔽系数(也就是移动中的,因为移动会降低隐蔽系数)会暂时成为你的“静止隐蔽系数”(也就是未经降低的)。坦克如果停在移动时隐蔽系数允许被点亮而静止隐蔽系数不被点亮的区域中会导致消失的情况——再也不会发生了。)
– a spotting check point for spots after shooting will be made at the end of the gun barrel, which means that you will have to hide barrels that are sticking out of the bushes when firing
在射击后的点亮检测的检测点是炮管的末端,这就意味着你以后要把伸在草丛外面的炮管给藏好
– draw distance will be changed from 1000*1000 square to a 565 meter radius circle
描绘距离会从1000*1000的正方形改成一个半径为565m的圆
The ETA on these changes is, as usual, “when it’s done it’s done”, Storm adds that the circle viewrange is the closest of all these changes.
当然了,这些改动的实装时间一如既往, “when it’s done it’s done”。Storm表示圆圈视野那个改动离实装最近。
以后单草黑枪得藏好炮管了,T25/2以及超长75和超长88的车你们还好吗。
消灭原地灭点不要带来很多bug就好,比如消点了以后隐蔽系数不正确重置之类的
– draw distance will be changed from 1000*1000 square to a 565 meter radius circle
渲染距离会从1000*1000的正方形改成一个半径为565m的圆
为什么我没看懂?
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明显是炮管末端
平地灭点的情况会消失么,反而是让点亮机制变得更复杂的感觉。炮管末端增加的这个检测点倒是更合理了,不过草后15m该怎么算?炮管末端距草15m还是炮根?