【Developer Q&A 】2014/09/26

Source:http://ftr.wot-news.com/2014/09/26/26-9-2014/
来源↗

– the loss of penetration depends on actual distance the shell travels in the game. If you are aiming at a vehicle 500 meters from you and another tanks drives in your line of fire less than 100 meters from you and you hit him, the shell will use the 100 meter penetration for the check.
穿深的损失适合游戏中炮弹飞行的距离有关系的。如果你瞄准了一辆500m开外的坦克,但是另一辆坦克在距离不到100m的位置正好开过了你的弹道并被打中的话,炮弹就只会损失100m的穿深

– crew “memory” (keeping the training for the tanks the crew was trained for before) is not planned
乘员的“记忆”(能记住自己曾经被训练过的车型)暂时没有计划要搞

– since 0.8.6 (its introduction), the accuracy mechanism was not changed
自从0.8.6(的导入)以来,精准度机制没再改过

– Yurko2F on shell flight velocity: “The shell velocity is calculated along the trajectory line from the start to the impact point. Nothing is calculated in advance.”
Yurko2F对于弹药速度的说法:“炮弹的速度是在炮弹起始点到冲击点之间的抛物线上一直计算的,并没有提前进行计算。”

– Yuri Pasholok states that some models (specifically the SU-100, ISU-152) have some historically small incorrect features (like some features that appeared only in 50′s during the modernization) – really small stuff, but it makes the models slightly unhistorical
Yuri Pasholok表示部分模型(尤其是SU-100,ISU-152)有一些史实方面的小问题(例如只有在50年代的时候进行现代化改造的时候才会出现的机能)—真的是小事,但是让模型出现了轻微的不符合史实的情况

– Storm states that the HD models look much better than the old ones (SS: some player was whining that the HD tanks look terrible)
Storm表示高清模型比旧的看上去好多了(SS:部分玩家抱怨说高清模型看起来很垃圾)

– apparently, there is a bug on RU server where CW players can use (under certain circumstances) frozen vehicles in battle, Storm will investigate
毛服的领土战有个bug,玩家可以(在一定情况下)使用被冻结的车辆进入战斗,Storm会去调查这个问题

– one player reported extremely long battle loading time in WoT, Storm replied it’s due to disk fragmentation
有一名玩家报告说WOT的读图时间特别长,Storm回复说这是由硬盘碎片引起的

– Storm about future LT buff: “We will add viewrange. Or, to be more specific, we will nerf it on other tanks.”
Storm关于未来的轻坦Buff:“我们会给它们加视野。或者换种说法,会砍掉其他车的视野。”

– fire in both WoT and WoWs is rendered through the use of sprites. There are no 3D models of fire, there are simply sets of particles and each particle is a small sprite
WOT和WOWS中的火焰渲染都是通过sprites来渲染的(译注:记得好像是UNITY的一个什么什么玩意来着) 。并没有火焰的3D模型,这只是一堆粒子而已,而每个粒子都是一个sprite
译注2:这里我不确定他是不是在婊人,因为sprite还可以说成……小精灵…………我不太清楚渲染方面的东西,劳请业内人士指出……谢谢 

【Developer Q&A 】2014/09/26》上有3个想法

  1. sprite是术语,在游戏引擎里指那些可以自由运动,旋转,缩放的最小单位对象。
    他这里的意思是说粒子效果中的每一个粒子都是单独的sprite,而不是整体建模出来的。

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