安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題






What I think is the crucial difference in Cat's mod:
Cat's mod turns off trailer damage, so your trailer is immune to damage. Because there is no trailer damage the mod does not try to self-repair the trailer.
This mod allows trailer damage from collisions, and self-repairs both truck and trailer. When I first investigated the desync problem I found that this mod would work fine if trailer damage was 0%, but if trailer damage increased above 0% the game would desync within a short distance. So in WoT events (and maybe now in any External Contract job, I will have to test this sometime) if you have a collision that damages your trailer, or if you have pre-existing trailer damage and load this mod, you can suffer desync at the first moment when the mod tries to repair the trailer.
I looked up "Cat's Damage Tweaks" and it edits the same file as this mod, so these two mods conflict with each other and you should choose one or the other. You will not get a combination of the two mods, you will get the mod that is higher priority and the lower priority mod will be ignored.
I spend a bit of off time looking through those .sii files, but I don't think I recall seeing anywhere that would indicate if a load is a WoT load or not. I feel if that existed, a solution would be much easier to formulate.
Removing it from my list has stopped the crashes