Storm询问画面问题

Source:http://ftr.wot-news.com/2014/01/08/storm-is-asking-about-physics/
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Source: http://world-of-kwg.livejournal.com/270824.html
真·来源↗

Hello everyone,
大家嚎, 

once again, Storm is asking the players about their opinion, this time about physics. From the discussion:
再一次的,Storm正在询问玩家们他们对于画面的意见。以下是讨论区的东西:

– Storm states that the tank “rocking” when going over rails is realistic – as a proof, he shows this video, where even the Turkish Altay MBT is rocking when going over obstacles
Storm表示坦克在跨越铁轨时出现的“震动”是真实的—作为证据,他出示了一个视频,视频中一辆土耳其的Altay主战坦克在跨越障碍物时的确在抖动

– apparently, the amount of rocking when crossing rails will not be reduced, it’s realistic (Storm adds that the tanks in game don’t have hydrodynamic stabilized suspension)
在跨越铁轨时的晃动不会减少,它是符合现实的(Storm后来说游戏中的坦克是没有液压悬挂的)

– Storm states that the way the suspension is modelled, it has five elastic points (that interact with the ground), that prevent it from behaving like a “ski” (SS: this is probably the reason why independent suspension will not change tank movement – the points, simulating the wheel movement, are already there)
Storm表示悬挂所建模的方式是它有5个弹性的点(与地面相作用),以防止坦克像在地上“滑雪”一样(SS:这就是为什么独立悬挂系统不会改变坦克的移动—这些个模拟轮子移动的点早就已经存在在游戏内了)

– Storm states that with the introduction of ingame physics, special tests were held on maps and they have not shown any significant changes in tank mobility (2-3 percent change)
Storm表示当客户端物理效果被导入时,他们已经在地图上进行了特殊的测试,他们也证明物理效果对坦克的机动性不会有特别显著的影响(大约只有2~3%的差距)

– apparently the current loss of speed when turning the tank is realistic
现在坦克在转弯时速度会下降是符合现实的

– the fact you don’t take damage from ramming other objects than tanks is intentional
你撞在其他除了坦克的物体上不会掉血是有意为之的

– apparently, tanks getting stuck on the anti-tank “dragon teeth” strip on Siegfried Line is sort of mixture of a bug and feature (Storm said that, Veider adds it’s simply a feature, after all the strips were designed to block tanks)
坦克在齐格飞防线的“龙齿”一样的反坦克障碍物中卡住是BUG和机制的结合体(Storm是这么说的,Veider表示这就是一种机制,因为那些东西本来就是设计成要阻止坦克的前进的)

– the fact that you cannot create a one-man training room is there to protect the server from being overloaded by too many “training rooms” (SS: creating one training room takes as many server resources as running a full battle)
你不能创建只有一个人的训练房是为了防止有过多的“训练房”出现在服务器上导致服务器压力过大(SS:创建一个训练房所需要的服务器资源和进行一场常规的15v15的战斗是一样多的)

– the way the braking works in the game (SS: whenever you release the “gas”, the tank immediately stops instead of rolling forward for a while on “neutral”) was specifically and intentionally made to make the gamplay easier
游戏中的刹车的工作方式(SS:当你松开“油门”时,坦克会立即停下,而不是在“空档”中向前继续滑行一段)是有意为之,且是为了让游戏玩起来更加简单。

– the situation where you are crossing a dune (SS: this is very noticable in Sand River), you park your vehicle on the top of it and it swings for a while is not a feature, it’s a bug, there was some solution for this by Wargaming, but in the end it did not work
当你越过一个沙丘时(SS:在沙漠小镇中尤为突出),你把坦克停在沙丘顶上,它会来回的晃几下这个事情并不是机制,而是一个BUG,WG曾经要解决这个问题,但是最后发现并不管用 

And what is YOUR opinion on WoT physics? Write, you can even link screenshots 🙂
你对WOT的画面效果怎么看?评论一下,或者发点截图什么的o(* ̄▽ ̄*)ゞ  

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