Source:http://ftr.wot-news.com/2014/10/17/insider-talks-south-america-cluster-havok-and-more/
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Hello everyone,
大家嚎,
a bunch of info from the Insider. As usual, it comes from communication with various developers, so take it with a grain of salt. Still… interesting.
许多内部人员来的消息。如往常一样,消息是从与许多开发团队的交流中得来的,所以别全信。但是……还是很有意思。
– developers are considering creating a South American cluster either in Argentina, Mexico or Brazil (Mexico is unlikely, as they have good ping to NA servers), but in order to do that, they want to see further South American player increase. The amount of SA players has been increasing steadily for the last two 3-month cycles.
开发团队在考虑要不要在阿根廷,墨西哥或者巴西设立一个南美的服务器群(墨西哥的可能性很低,因为他们连美服的ping就还好)但是要是这么做的话,他们想要看到南美的玩家数量的上涨。南美玩家数量在过去的两个三个月的周期中有稳定的上涨。
– as confirmed earlier, ISU-130 will be given out to (Russian) staff as a gift tank, but there is also a chance of it appearing on other servers if there is enough interest
如同早些时候说过的一样,ISU-130会作为礼品车发给(毛服的)工作人员,但是如果在玩家对它的兴趣足够的情况下,它有可能会出现在其他服务器上。
– some developers started studying track physics, specifically the element of detracking a tank in order to improve its visual effect using Havok
部分开发团队的成员开始学习履带的物理效果了,尤其是关于断履带的情况,以便于他们使用Havok来增强视觉元素。
– SerB on War Thunder videos: “They make good videos, but we make better games.”
SerB对于WT视频的看法:“他们视频做得好,我们游戏做得好”
– Havok will not look like the IS-4 preview video, where everything on the tank shaked and rocked, when it is released – that’s the final goal, but the equipment falling off from the tank and something called “volumetric damage” (whatever that is) will be released gradually later, when the developers consider it optimized enough
Havok不会像早些时候那个IS-4的预览视频中一样让坦克上所有的东西都晃来晃去的,但是当它发布的时候—这是最终目标,装备会从坦克上掉下来,还会有一个叫“容积伤害”的玩意(这是什么鬼)会在开发团队认为它已经被优化好了之后逐步加入游戏
– developerss found a way to make the server calculate certain physics without clogging servers too much, it won’t be needed to calculate tank “rocking” (hovering over small obstacles, that cause the tank to move its suspension springs, but not the tank itself), this is explained as such:
开发团队找到了可以在不吃服务器资源的情况下对特定物理效果进行计算的办法,以后就不需要计算坦克“摇晃”(悬停在小的障碍物上会导致坦克移动履带的弹簧,但是不是坦克本身),解释如下:
“as long as a plane (area) is at certain elevation, any small obstacles below certain speed that doesn’t make the tank change its Y,X,Z, plane (change its course, jump, fall or rock sideways) is not required to be calculated, this is being tested extensively. Tracks have many more contact points now but this contact points are “dead” until a “terrain check” is activated (this activates when an obstacle is high enough that the suspension can no longer “pass it over”) so a terrain check is activated and the server calculates, how much does the tank “rocks””
“只要一个平面(面积)的仰角一定,那么任何低于一定速度的还不会让坦克的Y,X,Z面有所改动(改变进程,跌落或者是向一侧摇晃)的小障碍物都不需要被计算,这个已经进行过很多的测试了。履带现在有了更多的交互点,但是这些交互点直到“地形检测”被启用之前都是“固定的”(这个会在障碍物足够高,履带没有办法“跨过去”的时候启用),所以地形检测开始,服务器就会开始计算坦克要怎么“晃”才行。”
Basically, how I understand it: anytime you run over an object, that is high enough not to be compensated by the suspension completely, it will initiate a terrain check and at this point, the server decide, how the trajectory (path) of the vehicle changes, the server will also calculate, how much the tank will “rock”.
我的理解大概是这个样子的:你在任何时候碾过了一个无法通过履带来补偿的物体,游戏就会发起一次地形检测,这时服务器端就会决定坦克的路径(路线)会出现什么样的变化,服务器还会计算坦克要“晃”多大
– one developer, commenting on the changes: “whoever whines the terrains are going to be worse, is full of shit, because its the same, all it changed was the way we want to display it”
一名开发团队对于改动的评论:“那些在抱怨说地形会变得更烂的人就是在瞎扯淡,因为还是它还是一样的,我们所改动的只有我们想呈现的方式而已。”