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21号你问我答 新伪装算法与炮弹飞行教程

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发表于 2013-5-22 13:53:15 | 显示全部楼层 |阅读模式
  - Ruinberg streets will be made more flat in 0.8.6

  话说8.6的鲁别克,街道会变得更平坦

  - Marschig (another WG developer) explains the mechanics of the shell flight: "(SS: when calculating shell trajectory,) the game doesn't take air resistance, Earth surface curvature or rotation and other ballistic details into account. Shells do fly according to the physics schoolbook, chapter "movement of an object, thrown horizontally under an angle". Thus, for calculating the trajectory, you need only speed, elevation angle and gravity freefall acceleration. According to the same schoolbook, on flat surface you get maximum range when using the elevation angle of 45 degrees. The trajectory is symmetrical, eg. the elevation angle equals the impact angle.

  For tank shells, the gravity freefall acceleration is 9,81. For arty shells, it works differently - the initial shell velocity ("speed") and gravity freefall acceleration can be estimated independently. It is based on an abstract artillery vehicle with maximum range of 1000m under the 45 degrees angle and the shell flight time of 4 seconds. If you - when changing the speed/velocity - want to keep the range a constant, you have to change the gravity freefall acceleration.

  In other words: with the unified maximum range, the trajectory of the shell doesn't depend on muzzle velocity and is always the same.

  Marschig(WG工作人员)的完美坦克教室————炮弹飞行机制:(系统在计算飞行弹道的时候),不考虑空气阻力,不过地球曲率,自转等等这些弹道学参数肯定是要考虑在内的。炮弹飞行过程中涉及的一系列物理原理都可以在物理书的“物体的抛射运动”那一章中找到。所以说,要计算弹道,你只要知道速度,射角,还有重力加速度就成了。对了,书上告诉我们的常识————当物体以45度角仰望,哦,不,送上天空时,它的射程是最大的

  对于所有的坦克而言,重力加速度都是9.81.对于火炮而言,游戏机制有些变化,初速度和重力加速度是分别估计的。这是基于火炮在45度角射程最大(或者1KM),得到的。当你改变了炮弹飞行速度,但仍然想保持射程不变,那你就得修改重力加速度

  - based on what Marschig wrote, Storm confirms that in the game, each shell has a gravity freefall acceleration parameter set independently. All tank shells have it as 9,81, with arty it varies.

  听了Marschig的一席话,Storm表示在游戏中,每种炮弹的重力加速度都是分开设定的,所有的坦克都是9.81,但不同的火炮则不同

  - in 0.8.6, maximum range of some weapons will be changed

  话说,8.6有些车子的最大射程要改了

  - in 0.8.6, some sound effects will be changed, notably: increased the difference in impact sounds between AP and HE shells, sound of tank destruction, sound of AP shells hitting hard surfaces, sound of tank getting hit by HEAT shell and sounds of tanks being hit by AP and HE shells in general

  8.6,某些音效也要发生改动,比如:He和Ap的撞击音效就有比较大的区别,坦克被摧毁的声音也会变化,AP打在硬物上的效果,坦克被Heat和Ap,He击中的音效————这些都会变化

  - more info on 0.8.6 changes will come on Wednesday

  周三会有更多8.6的爆料

 楼主| 发表于 2013-5-22 13:54:22 | 显示全部楼层
  - the info on tier 10 reward tanks will come "later"

  啥,想知道更多有关10级“奖(jing)励(bi)坦克”的信息? ——慢慢等,油库里

  - the 5 arty hardcap won't be removed in 0.8.6, because first the developers need to assess the impact of the patch on arty numbers

  8.6,火炮上限依然是5,因为毛子得评估新版本对火炮数量的影响

  - even though SU-26 will lose its 122mm, the XP spent for it won't be reimbursed to players

  虽说Su-26没了122炮,不过,别期待我们会补偿经验

  - patch numbers are selected "according to our internal wishes"

  毛子是怎么设定版本号的?毛子觉得哪个数字顺眼就用哪个

  - in 0.8.6, accuracy will increase both when standing and when driving around

  话说,在8.6,无论是移动射击还是静止射击,精度都变高了

  - the chance for accuracy nerfs of already accurate guns post-0.8.6 is zero

  放心,高精度炮就是高精度炮,不会砍精度的(当然,对于某些被害妄想症患者来说,只要有一炮没中,他就认为是毛子偷偷砍精度)

  - for now, Leopard prototype B will not be implemented into the game (as a premium vehicle), there isn't enough info on it for now

  到目前为止,由于资料的缺乏,豹1原型车B还不能登场

  - even if the 0.8.6 patch doesn't solve the arty flood issue, stricter arty hardcap won't be implemented

  即使8.6没有解决火炮世界的问题,毛子也不会出台更严格的火炮限制

 楼主| 发表于 2013-5-22 13:54:54 | 显示全部楼层
  - the shell velocity is constant throughout the whole time of its flight

  炮弹做匀速运动

  - camo will work the following way from 0.8.6 (simplified):

  新伪装机制:

  Old: Camo = vehiclecamo*(camoskillcalculation)*1,25*1,05 (25 percent camo net, 5 percent bought visual camouflage)

  老版算法:伪装系数=车体系数*技能加成(没有伪装技能就是1)*1.25(网子)*1.005(涂装)

  New: Camo = vehiclecamo*(camoskillcalculation) + 0,25 + 0,05

  新算法:伪装系数=车体系数*技能加成(没有伪装技能就是1)+0.25(网子)+0.05(涂装)

  以隐蔽系数为0.5的车子为例(无技能,有网子,涂装)

  Old: 0,5*1,25*1,05 = 0,65625

  New: 0,5+0,25+0,05 = 0,8 (21 percent increase)

  可见,新伪装值比旧伪装值高了21%

  - 0.8.6 map won't be a city map, it'll be a village map

  8.6的新地图不是城市战地图,而是乡村地图

  - at this moment (before 0.8.6) it's not possible to simply change the XP and cred-earning coefficient for TD's

  在8.6之前,不可能修改TD的经验银币收益系数

  - there will be no compensation for the difference between earlier and post-0.8.6 TD XP income

  啥,你说TD收益变了,要我们把之前吃进去的钱都吐出来??年轻人好好撸炮,不要做白日梦了

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