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报告翻译问题








1: If its power output could be increased, it would better demonstrate the tank's high maneuverability and its ability to effortlessly push through swarms of zombies due to its powerful engine;
2: It is hoped that the original engine sound of the commercial vehicle can be covered and replaced with the various state sounds of the M41 in reality, such as the sounds produced during startup, idling, low-speed engine operation, high-speed engine operation, or when the vehicle is in a standstill state; especially the sounds of sudden braking or the handbrake, it is desired that these sounds can all be covered by the new audio effects.
3: It is possible to add information about the suspension state of the road wheels. If the vehicle encounters something that triggers a health check, such as a zombie, then the five load-bearing wheels in the lower row could display a state of movement up and down. Each time the vehicle encounters something with a volume detection, the road wheels above it could play an animation of up-and-down movement. Sudden stops and rapid backward driving maneuvers could simulate the vehicle's inclination due to inertia, making the tracked vehicle appear more substantial and with a more realistic physical presence.
4: Add a brand-new vehicle driving panel that looks more like the cockpit of an armored vehicle. Include a control panel for the gunner, such as replacing the existing vehicle driving panel with one that displays the gun breech, the state of the gun breech, various ammunition racks, the location information of the shells, the status of the indicator lights, the status of the side-mounted machine guns, the fire control switches, the night vision device switches, the switches for switching weapons, and the ammunition boxes for the machine guns. All these elements should be integrated into the gunner's control panel. Additionally, there should be a new control panel for the commander, which includes the ability to open the telescope, control the periscopes and side-view mirrors around the vehicle, or use the commander's unique telescope to extend the field of view to even greater distances and to positions that other team members cannot see. Each player should have their own control panel to perform their specific tasks. This setup allows for a highly immersive experience of the division of labor and the enjoyment of operating a real armored combat vehicle.
5: Regarding the issue of visibility, the driver's field of view is limited to a small area directly in front, while the sides and rear are covered by black blind spots. The gunner also has limited visibility, restricted to the half-area where the cannon is pointed. The other sides and rear of the turret are blind spots. This situation necessitates the commander to provide instructions on the location of the target. The commander's field of view encompasses the entire body of the tank, but there is still some area that is not visible, requiring the camera to be rotated to observe the situation at the rear of the turret. However, during this process, it becomes impossible to observe the situation in front of the turret. The commander can utilize peripheral vision aids that consume power from the tank's electrical system and are provided by mechanical equipment. Additionally, the use of night vision devices and long-range telescopes requires the consumption of power from the battery;
6: For the tank's accessories, it is recommended to add military-grade batteries specifically designed for armored combat vehicles. These batteries are three times heavier than regular automotive batteries and can only be moved and installed by trained tank crews or veterans. Additionally, a high-power, specialized military charger should be used to charge these batteries. Using a regular automotive charger would result in a slow charging process. Furthermore, the high power output of the military charger makes it unsuitable for charging regular automotive batteries. The M41 requires three military-grade batteries, whereas other armored vehicles might only need one or two. However, the M41, as a tank, requires three batteries, including those for starting the engine and vehicle lights, as well as those supplying power to the turret, the fire control system for the commander, and the telescope. Each of these batteries provides power to the respective devices at each location. If you only intend to drive the tank, a military battery specifically designed for the driver's position is required. Without power for the turret, the gunner would need to manually operate the turret at the slowest possible speed. Without power for the commander's position, the commander would have limited visibility and would not be able to use the telescope to see beyond a certain distance.
7: The maintenance of the engine requires parts from the same type of tank's engine or remnants of military engine parts, rather than using parts that are compatible with those of regular civilian vehicle engines. However, I suggest that the durability of military engines is unlikely to degrade easily;
8: Regarding the operation and maintenance of this tank, there are actually no keys for it, but these military vehicles require thorough familiarity with the manuals detailing each component. Mastery of these specific knowledge and skills is necessary for maintenance. The manuals and notes on the tank's performance are updated on various parts of the armored vehicles, some of which can be found on "zombies" wearing armored soldier uniforms, in file cabinets within isolation zone archives, and in boxes within military camp tents. The driver's manual and access permissions serve as the equivalent of the tank's keys; without access to the operation manual, it is impossible to start or maintain this powerful weapon of war.
9: After all, its actual weight reaches more than 20 tons, so its destructive capabilities need to be highlighted. First and foremost, it would be beneficial to add destruction blocks for the interactions between objects in scenarios involving vehicle collisions. The functionality of buildings, the areas where the tracks can exert pressure, should allow for the rapid destruction of any objects in front of the vehicle that are not part of the vehicle itself, such as fences, barriers, rocks, buildings, trees, and streetlights. It should be able to crush iron fences and barriers, move over rocks, destroy buildings, and knock down trees and streetlights. Its movement should be unhindered, and the penetration module should also include a feature that ignores the destruction of any objects. Additionally, when its tracks come into contact with zombies, it should immediately determine that the zombie is dead. This would align with the intended crushing effect of a vehicle with a track-based armor system weighing several tens of tons.
10: Armored vehicles have thick armor; when zombies strike the vehicle's body, it should not produce the sound of hitting thin metal or shattering glass; the sound of zombies hitting the armored steel is almost imperceptible, as any physical entity attempting to attack the armored steel would not produce any sound; additionally, striking objects or experiencing high-speed collisions would only result in a dull thud for a tank weighing several tens of tons;
11: Regarding vehicle updates, I suggest updating them at fixed parking spots within the military zone. A maximum of six drivable tanks should appear on a single map. Additionally, the number of tank wrecks should also be controlled; they should not appear as frequently as in other mods you have created, such as the M543 or M113. Tank wrecks should be generated alongside piles of military vehicle wrecks, and the number of tank wrecks should be minimized to make these vehicles more rare.
12: Only after thoroughly studying the maintenance manual for armored vehicles and achieving a technician level of 6 or higher, can the parts from other burned-out tank remnants be disassembled and utilized, including the removal of ready-made tracks, engine components, portions of armored plates, and more.
13: Based on the above summary, these are just the suggested directions I have provided for you. If you can take into account these detailed and realistic suggestions and incorporate them into the module, you can create a simulated switch within the archive (related to suggestion -5: Vision) that players on future online servers can use. Additionally, having a simulated switch that can be turned off would also make it easier for solo players to enjoy the experience of controlling armored vehicles;
In the end, I will fully support you to make the module more professional and refined.
Thanks for the feedback. You can be sure that I have a very similar view to yours regarding the mod.
1- The vehicle's entire locomotion system is still the same as in the vanilla game, so it's limited when it comes to this kind of thing. Rest assured that I'm also bothered by the lack of power and even the way the vehicle handles turns.
2- Sounds are something I want to try to implement, but it's the same problem as the first topic; the part of the game that handles these things is in Java, and I can't access it with conventional code.
3- This is something I have also attempted to implement, but it was not possible. The way the tracks work limits this type of detection, and the game itself does not provide hooks in the code that allow me to access this.
4- The part about custom panels is something I intend to implement, but not for now; there are few mods that can do that. As for the commander having access to the periscope, it's something I'm studying how to do; it's something I want to implement, but game modifications require a lot of study and tricks to be done.
5- I hadn't thought of that, it would be very interesting in an MP scenario, it would transform it into a true simulator where communication between the group would be fundamental to staying alive. It's an interesting path to follow. You can bet that at least the commander's field of vision being longer because of the periscope is something I'll bring up in the future.
6- The tank still uses a battery and suspension from "Heavy Duty" vehicles. This is something that will be changed in the future. I didn't include a charred and wrecked version of the vehicle because I'm still thinking about the best way to do it. I want that when the tank is hit by armor-piercing ammunition in a specific area, and if it has a loaded Ammunition Storage, it explodes and turns into a charred wreck, killing everyone inside, but this is something that needs to be implemented carefully.
7- As for engine parts, it's vanilla; I have to rewrite a lot of code to make them special parts, but it's something I've already thought about as well.
8- This will be implemented in the future.
9- I always play with a mod that makes fences and stuff easier to break. My only concern is destroying walls and trees, which is something I'd like to add, but it would have to be really well thought out so it doesn't turn the vehicle into a tree-cutting machine like other “bulldozer” mods we have on Steam. It's all about balancing realism with gameplay. I'm thinking of adding damage to sensitive parts like tracks or possibly the cannon, but it's something to think about. The key is to work with the game, not against it.
10- This sound comes from the Java part of the game, which I don't have access to. And it's something that bothers me quite a bit too.
11- There's a really good mod that already does this; I'm going to make a proposal to the original author to create a version for me to include in my mod.
12- That's a great idea.
13- As I said before, I believe we have a very similar vision regarding implementations. But this kind of thing is very laborious and requires a lot of time to implement, but it's a path I try to follow for my mods. Furthermore, thank you for the feedback. Please consider supporting my Ko-Fi, all help is always welcome. I have a big challenge, which is making the mod fully compatible with multiplayer, and all financial support will be used to hire a senior programmer to help me with this task.
I noticed after removing the mods it switched the M113 in the load order after the bulldog. After switching it to load after the M113 the tank spawned in properly with all the bells and whistles. Still not sure what the initial conflict was as there wasn't this issue with the load order when I had the other vehicle mods installed
Thanks for sharing that, I'll look into what might be happening.
After a bit more testing the only way i've been able to recreate the error is to load the M113 after the bulldog. I've now tried it with all the other vehicle mods i've used without issue when the load order is correct. I can only speculate that something wasn't syncing correctly with the load order the first time I tried making me believe I had it in the right order when I didn't
That's curious. Make sure the mod order is correct after starting the server as well if you haven't with Military tool, the M113 then the tank. I had some desync between the mod load sorter when I started the game that caused it to load incorrectly even though the mod order sorter told me differently. Having said that I think it's possible there's an incompatibility conflict causing it though I wasn't able to recreate it yet after the order was corrected on mine. I have summer car, realistic car physics, among a handful of other vehicle mods and it's working now