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又有更新了,苏联打美国关中国什么事? A new mission has been added for Enduring Confrontation which is dedicated to the civil war in China from 1946 to 1949. The following nations will participate in this mission: USSR vs USA. 好像还削了机场防空炮?扩大了出生点间距? Airfields will no longer spawn closer than 12 km from each other. The size of the bombing zone has been reduced by 40% to make it more difficult to bomb across an airfield. The number of possible positions for airfields has been increased. A bug which would cause the “attack the enemy base” radio command to show the undetected base for players that had not yet detected it has been fixed. A new feature has been added. At mission start, a pair of ai controlled aircraft will take off from the airfield and circle until an enemy (human controlled) appears within a specific radius. They will then attack the player/s until they are destroyed and will respawn again within 5 minutes. Each airfield will have its own pair of ai defenders. The chance that ai controlled patrolling aircraft on both teams will be active at the same time has been reduced. The height of AA barrage activation over the battlefield will now depend on the rank of participating vehicles: Rank 1 — 1700-2000 m Rank 2 — 2200-2500 m Rank 3 — 2700-3000 m Rank 4 — 3200-3500 m Rank 5 — 3700-4000 m The altitude of AI bombers will now depend on the rank of participating vehicles: Rank 1 — 1500-1700 m Rank 2 — 2300-2500 m Rank 3 — 3200-3500 m Rank 4 — 4000-4200 m Rank 5 — 5200-5400 m The task for destroying enemy AI bombers will now count as complete if all of the bombers are destroyed (in the past it was counted as complete after less than 4 bombers remained). Also, the task which requires you to cover allied bombers will count as complete when at least one of the bombers leaves the location area having survived. A bug which would cause bombers, after having completed their first task, to lose their formation and fly as a group until the end of the mission has been fixed. A bug which would cause the bombers of the “Axis” team not to appear when bombers of the “Allied” team did has been fixed. A bug which would cause AI aircraft, in various missions, to stop responding to commands and continuously fly in a circle or straight line, has been fixed. A new type of task has been added: escort/destroy attack aircraft. The mission of the attackers is to assault any ongoing ground battles. Enemy hunters will now take into consideration players that are approaching or taking off from a friendly airfield, and will avoid attacking them. The chance that hunters will appear when only a small amount of players are in a team (up to 4 players), has been greatly decreased. To complete the task of destroying the enemy ground vehicles and aircraft, it is necessary to first discover these vehicles. If the player finds and activates the task, their team will be rewarded with victory points (⅕ of the reward for completing the task). If task detection occurs on its own due to the approach of the AI vehicles to the front line, or due to the AI aircraft, detection victory points will not be awarded. The range for task detection is higher for players than it is for AI vehicles. The presence of an active friendly spotter increases the detection range for players and/or AI vehicles. The amount of SPAAGs present in vehicle columns has been reduced. Now, if several targets are present, it is less likely that a single vehicle will be targeted by several AAA. The respawn locations for ground vehicles on the front line have been improved. The probability that vehicles will spawn in buildings or forests has been reduced. The logic of ground battles has been changed. Now after the end of a battle, the winning team’s ground vehicles will not withdraw until at least one more battle begins. A bug which would cause ground battles which had just started to end immediately has been fixed. The visual representation of the front line on the mission map has been redesigned. Now, the front line more accurately displays the real, up to date situation for each grid square, which allows for a reduction in the number of contested situations. The probability that an object is in a friendly area, but due to inaccurate visualization of the front line, is actually displayed in the enemy area, has been reduced. A bug, where movements in the front line would not correctly affect the condition of an airfield, has been fixed. Now, when an airfield falls into enemy territory, it will be permanently destroyed as was originally planned. Bases which were previously considered bombing targets, which then fall behind the front line of the enemy, will now be automatically destroyed. The maximum amount of bases which act as bombing targets for each team has been increased from 1 to 2. The victory-points reward for completing mission tasks has been doubled. Additionally, completing a mission will now require the completion of 30 tasks. A new mission has been added for Enduring Confrontation which is dedicated to the civil war in China from 1946 to 1949. The following nations will participate in this mission: USSR vs USA. All mission types Airfield AAA are now less likely to concentrate their fire on a single target if several targets are available. They are also more likely to switch between targets. A bug which would cause AAA to shoot vertically after they had lost their target up until the end of the game session has been fixed. AAA when choosing a target will take into account if friendly aircraft (to AAA) are engaging and will not choose such a target. In the case of AAA already attacking enemy aircraft and friendly (to AAA) aircraft are approaching the engaged enemy, the AAA will continue to shoot the enemy aircraft for a short time, when they will then switch to another target. When there is only one target (enemy) in AAA range, then the AAA will continue to attack that enemy. Other A bug, which left aircraft controls responding while typing messages in chat or in a personal message has been fixed. A rare bug that prevented a replacement of the vehicle driver has been fixed. A bug, where in some cases the enemy ground vehicle wasn’t displayed at short distance has been fixed. Client stability has been improved. The War Thunder Team
10-01◆〖讨论〗请问前几天的这篇问答有没有人翻译 就是这个,翻过精品区好像没找到 It's time for another round of Questions and Answers! Ground Forces Why does the blast effect of bombs, rockets and HE shells not take into account the armor plate’s angle? The shockwave is a thick air front. Just like any other wave, it flows over streamlined objects or objects set at a high angle with a minimum of resistance. Because of this error, bombs and rockets destroy tanks through the bottom when they hit 10 metres away from them, which is completely impossible since the shockwave should simply skirt around the bottom of the tank. It’s quite a difficult computing challenge to fully simulate the logic of explosive force while accounting for all its characteristics, so we use a simplified calculation. In 1.71, the destructive action of rockets is now calculated using the same rules that are also relevant for bombs. It is calculated more accurately with consideration for the explosive mass and the entire mass of the warhead, so the destructive action of rockets has been significantly reduced. As for bombs, to knock a tank out with a bomb from 10 metres away requires a rather heavier bomb of 500 kg and above. With aircraft in ground AB, right now, you get the ability to take off in an attacker in exchange for two frags. But when you press the button, you can get a dive bomber, a fighter bomber, or even a night fighter with a huge cannon instead of the attacker. Why has it been done this way? It’s preferable to get an attacker when choosing an attacker, since there are special features for fighters and bombers. If fighters and attackers with anti-tank guns do well in tank RB, it doesn’t mean that they’ll do just as well in tank AB. After destroying two enemy tanks, it’s somehow annoying to get a night fighter with a giant cannon instead of an attacker, because a night fighter’s cannon can destroy no ground vehicles. For a greater variety of tactics. Considering that, from patch 1.71, rockets match their real counterparts in terms of destructive force, high-calibre aircraft cannons give skilled players more opportunities because they’re more precise and have higher penetration. Will Japan have premium tanks like the M46 Tiger – for example, the ST-A2B, ST-A3 or ST-A4? There is a chance that it will. Hello! Many ground vehicles have a system installed in which gun rotation and aiming take place in 2 modes, fast and slow. This is most relevant when choosing a vertical lead at firing over long ranges. Will a function like this be implemented in the game? It has already been implemented. Mouse aiming in the game is much simpler than it is in real life, where it was done using the tank’s real control equipment. Previously, with the introduction of thermodynamics for aircraft, there were similar plans for ground vehicles too. Do you still plan to introduce the ability of overheating tank engines, modelling their ‘problems’ when damaged and so on? It would be good to somehow use the existing ability of damaging a radiator in battle. Maybe you already have some details about this? We don’t have any details at the moment, but we haven’t discarded those plans.
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