[情報] WOWS-艦艇模組工作原理
看板Wargaming (戰艦世界 - WOT)作者hsinhanchu (hsinhanchu)時間12年前 (2013/12/08 13:29)推噓23(23推 0噓 22→)留言45則, 17人參與討論串1/2 (看更多)
最近在看Osprey的書,Mark Stille對IJN的船艦結論都很相似...
「即使日本人努力的改善船艦的對空搜索與防空火力,隨著美國在太平洋戰區的空中優勢
不斷成長,聯合艦隊在密集的空襲下顯得越發脆弱。」
除了大鳳/秋月等少數特例外,基本上IJN在WW2做的主要改裝就是在船上到處亂插25mm機砲
Andrey Gashkov, general producer.
Military machines are quite complex, whether in real life or a game. In real
life, every machine (be they ships, tanks or planes) consists of numerous
modules, and cannot operate normally without them. Though our game doesn’t
need us to model the functions of every last screw, we still have to do our
best to reconstruct the main elements. Each of those elements is called a
module. A module fulfills only one, certain function: shooting, rotating, or
moving. And sometimes exploding.
軍事機器無論在遊戲中或在現實世界都相當複雜。在真實世界中,無論是戰車、戰機或是
戰艦都包含無數的模組/部件,若沒有它們,機械本身就無法正常運作。即使我們的遊戲並
不需要實際模擬到每顆螺絲,我們依然盡力重建(這些機械)主要的功能,而我們稱負責每
個功能的元素為模組。模組負責的是某個單一特定的功能:射擊、旋轉、移動,偶爾會
爆炸。
Tanks and planes are relatively simple objects, featuring a
smaller, on average, amount of such modules. For instance, here is general
list of modules in World of Tanks: cannon, turret, engine, tracks, and radio.
Here, you may also add such important devices as binoculars, fuel tank and
ammo rack. A plane is even simpler: engine, fuselage and armament.
Additionally, the wings, tail and fuel tanks are computed in battle.
戰車與飛機相對來說是比較簡單的物體,平均來說擁有的模組數較少。舉個例子,WOT裡面
戰車的模組有:主砲、砲塔、引擎、履帶和無線電。另外也有觀測裝置、油箱和彈藥架。
戰機更為簡單:引擎、機身、武裝。此外主翼、尾翼和油箱也列入戰鬥計算中。
Warships are a bit more difficult subject. One auxiliary caliber turret with
two barrels may have a weight equal to a tank, and the complexity of
reconstruction is also comparable, but keep in mind that every ship may carry
up to 10 such turrets. By the way, there may be 3-4 more complex main battery
turrets and AA gun sites (their number may exceed even 100 units) and torpedo
launchers. OK, that covers the armament part. If we add engine units (a dozen
boilers, several turbines, 2-4 marine screws) and sight devices (radars,
etc.), the overall picture becomes even more complex. And, we haven’t even
mentioned naval aviation, with all the inherent catapults, hangars and deck
lifts, making this list even more extensive.
戰艦是較為困難的主題。一座雙聯裝的副砲塔可能和一輛戰車同重,而建模所需要的複雜
程度也可以和戰車相比擬,但是一艘戰艦上可能有多達十座砲塔,此外還可能有三到四座
主砲塔、防空砲位(數量可能破百...指的應該就是大和上面那些四處亂插的九六式)和魚雷
管。這僅僅是武裝部分,我們如果考慮引擎部分(一堆鍋爐、幾具主機、2-4具推進軸)、
觀測裝置(雷達之類的),全貌會變得越來越複雜。而且我們還沒提到水上機、彈射器、機
庫、回收吊臂這些和航空相關的裝置,這使得清單越來越長。
In other words, ships bear several hundreds of modules compared to tanks and
planes. Just imagine a player who has grinded through to a more sophisticated
module, and consequently has to change 30 AA sites manually. Sounds… not
good, right? That’s why we introduced “functional components” instead of
the commonly known modules. It actually resembled an old well-known scheme
from World of Tanks and World of Warplanes, differing just by the amount of
modules represented by a single component. Initially, we figured out 10
functional components: main caliber, auxiliary caliber, torpedoes, AA sites,
aviation armament, engines, sighting systems, fire control systems, ship
damage control systems, and radio. Additionally, we should outline the ship’
s hull where all those modules are situated. As time passed, we decided to
avoid radio modules (assessing that all samples present in game would cover
all battle areas) and unified the main battery turret with fight control and
detection systems. The ship damage control system was wired with the hull. In
total, we came to 8 general components: main caliber, low caliber, torpedoes,
AA guns, aviation, engines, detection system/fight control system and hull.
換言之,戰艦(與戰機或戰車相比)上有數百個模組。想想看有個玩家點了個新的裝備,然
後要手動把船上的30個防空砲位全部換成新砲,聽起來頗慘對吧?這就是我們以「功能
部件」取代一般認知上的模組的原因。其實這和WOT/WOP的概念是一樣的,只是一個遊戲
模組在現實世界代表了更多東西(譯者:例如WOT的「引擎」其實代表現實世界的引擎、
變速箱、動力傳動裝置和相應的車體空間修改,WOS同理)。我們原本設定十個功能部件:
主砲、副砲、魚雷、防空、機載武裝、引擎、觀測、火控、損管和通訊。此外還有容納
這些組件的艦體。但是後來我們放棄通訊(推斷遊戲中的所有艦艇都可以觀測戰場全局)
,並且把主砲和火控系統、觀測系統整合;損管和艦體連結。所以現在只有八個部件:
主砲、副砲、魚雷、防空、航空、引擎、觀測/火控、艦體。
=這是續集=
Every component consists of a large number of game modules. For instance, the
“Main caliber” component includes all relevant cannons, aiming mechanisms,
ammunition rooms, elevators for shells and charges, etc. But this component
will be provided to players only in unified form, without the need to control
every screw pitch. After research, it will be sufficient just to replace the
former component “Main caliber 356mm” with, say, the new “Main caliber
406mm” – that will automatically cause all updated modules get to their
places instead of the old ones.
每個部件都包含很多遊戲中的模組。例如「主砲」部件包含所有相關的火砲、瞄準機制
、彈藥艙、揚彈機之類的。即使包含這麼多東西,玩家也不必手動操作一切,在研究出部
件後,玩家只需要把原本的「356公厘主砲」換成「406公厘主砲」,所有的模組都會同時
升級。
During battles, all components and inherent modules will work approximately
the same way as in World of Tanks. So, this will basically mean that hitting
the main caliber battery turret may set it on fire and inflict damage
(including critical) — if the shell managed to pierce the armor. This is
quite hard to do, I admit; historically, these elements have the thickest
armor. The Yamato battleship was renowned for her 650mm thick armor plates on
the main caliber battery turret. Piercing 410mm armor and covering ammo rooms
wasn’t an easy goal either. But in the rare cases this occurred, the unlucky
ship was close to immediate destruction, conditioned by the stored ammo’s
mass detonation. Actually, this is what happened to the British cruiser “Hood
” when she got hit by “Bismark” cannons.
在戰鬥中,所有的組件/相關模組的工作原理和WOT會大致相同。也就是說,基本上只要
主砲塔被打穿,會造成傷害(也可能破壞部件),而且也有可能起火。我必須承認這並不
容易,在歷史上砲塔是全艦裝甲最厚重處。大和級以650公厘的主砲塔正面裝甲而聞名,
而想打穿保護彈藥艙的410公厘裝甲也不容易。不過當這種罕見狀況確實發生時,這艘不
幸的艦艇距離主彈藥艙引爆沉沒也不遠了。事實上,英國戰巡胡德號就是因為被俾斯麥
號主砲擊中彈藥艙而沉沒的。
(真的要說爆彈藥的話,1916/5/31日德蘭海戰才是大精彩,皇家海軍連續炸了Queen Mary
, Incincible, Indefegitable三艘戰巡,Lion要不是砲長傷重戰死前下令彈藥庫注水,
也很可能跟著炸下去)
A damaged turret will traverse at lower speeds, and the rate of fire will
also reduce. This will happen simultaneously, by the way. The same effect
will take place in the case of damage to ammo rooms (of course, only in the
case that the player is lucky enough to survive it). Players will be allowed
to repair the damaged turrets right in the heat of the battle – they just
require relevant consumables in their possession.
受損的砲塔迴轉速度會減慢,同時開火速率也會下降,順帶一提,這兩個會同時中獎。
彈藥艙中彈也會減低射速(前提是沒有整艘船變煙火)。玩家可以在激戰中修復受損組件
,需要的是相關的消耗品。
Nevertheless, unlike World of Tanks, a destroyed main caliber turret won’t
be subject to any repairs before the battle ends. But, of course, you may
easily fix it in your dock afterwards. So it will be reasonably possible for
skilled players to disarm their enemies with their first blow, even
destroying the whole ship by a single hit. To do this, you need to aim at a
turret and hull. You should also keep in mind that cruisers and battleships
suffer the most from AP shells, whereas destroyers may be easily handled by
HE rounds. Though such tricks usually demand close distances: the dispersion
ellipse radius at a >20 km range usually exceeds that of most ships.
然而被擊毀的主砲塔無法在戰鬥中以任何方式修復,一定要回船塢才行。也就是說,老手
很可能在第一輪砲擊中拆掉敵手的砲塔,甚至第一輪就把敵艦打沉。為了達成這個目標,
玩家需要瞄準砲塔/艦體。但是這種打法要拉近距離,一般來說,20公里以上的砲彈散佈
距離比大多數的船艦還大。
同時也要記得巡洋艦/戰列艦主要會被穿甲彈擊傷,而驅逐艦可以用高爆彈處理掉。
(譯註:例如日本海軍的203砲在24km的散佈距離是681m,引入時差擊發裝置後縮到540m
左右,差不多就是個拿152砲打ELC的概念。實戰來說,203砲的命中率略低於6%,1942年
的幾場海戰中日軍重巡戰隊開火總數常常破千發,命中的通常不到三十發。)
Fire within a main caliber battery turret is surely not something you want to
happen to your vessel. Whereas such turrets surely will not be able to shoot,
there will always remain a chance that the fire will ultimately enter
ammunition rooms, bringing you to a bitter end. From that point, the whole
process is quite realistic – smoke rising upwards, coupled by random flame
bursts. Obviously, such fires should be extinguished as soon as possible.
主砲塔著火是玩家絕對不想遇上的慘況。除了主砲理所當然無法使用外,火勢還有機會
蔓延到彈藥艙,接著就放煙火了。以此觀之,整個程序還挺真實的─濃煙上飄,同時還會
有火舌冒出。很明顯,火勢越早撲滅越好。
All remaining components and game modules present in World of Warships will
work in a pretty similar manner. So, damaging engines will cause the speed
decrease or even completely stop your ship. Hitting radars will shorten your
sight radius. Damaged catapults cannot be used by reconnaissance planes to
take off. To get an idea of how every group of modules works, you may just
look through history books or relevant technical documentation. Or, simply
wait for our upcoming stories, where we will cover all the “white meat.”
在WOS中其他的部件都會以類似的方式運作。輪機艙中彈會減速甚至讓整艘船失去動力;
雷達中彈會減低視距;受損的彈射器無法讓水上機起飛。想知道每個組件如何運作,
可以去看相關的歷史著作或是技術文件,或著是等我們更新。
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