安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








Also, if there is any kind of grass or dirt or thick ground layer, the fragments seem to get absorbed by it and doesn't propagate outwards. Fragmentation should probably have more penetration and spawn more if possible.
Thank you for your feedback! Your opinions are invaluable.
By default, shells fragment into 250 pieces. You may increase or decrease fragmentation amount in the mod's options. As frag is emited in all directions from the shell's position of detonation, any amount of fragmentation may not hit a target (to visualize fragmentation, enable "Debug Mode" under global settings and enable "Debug Mode" under fragmentation settings). Fragments that strike too close to origin are redirected to compensate for times when shells detonate on impenetrable surfaces.
Regarding fragments getting lost/absorbed, I am aware of this issue and working towards a solution.
Once again, thank you for the feedback and have a great day!
Ah, I can see now after enabling the debug mode. What appears to be happening is that the majority of fragmentation is directed upwards into the sky where it hits nothing. Perhaps it the frag pattern could be optimized to be directed outwards to the sides, say out up to a 60 degree angle?
Something this new fragmentation system now enables would be airburst shells, this would be really cool to see.
Hey Titan!
Thanks for bring this to my attention. Could you please Start a Thread with more details on the problem you are having? Once I have more information, I can start working on a fix.
I'm glad to hear that you are enjoying Ordnance! I am not looking to implement a voxel for artillery shells at the moment. My current focus is on building features instead of visual enhancements. When the time comes, I may come to you for assistance!