鋼鐵雄心4開發(fā)日志 | 8/3 飛機設計器

牧游社?牧有漢化翻譯
Heart of Iron 4 Developer Diary | Plane Designer
Archangel85, Paradox staff
Hello, and welcome back to another Dev Diary for the upcoming By Blood Alone DLC and accompanying Patch 1.12! The team has returned from the summer vacation, and we are now back fixing bugs and tweaking the balancing of the new features and focus trees.
大家吼,歡迎閱讀即將到來的唯有浴血By Blood Alone以及同時發(fā)行的1.12版本號的另一篇開發(fā)日志!開發(fā)組已經(jīng)放完暑假回來啦,現(xiàn)在我們正在回來修Bug,并調整新特性和新國策的平衡性。
Today, we are taking a look at the Plane Designer. As always, any number value that you are going to see in this DD is subject to change.
今天我們要來看一看飛機設計器Plane Designer。與往常一樣,你在這篇開發(fā)日志里即將看到的任何數(shù)值都有可能會變動。
The Plane Designer became a subject of discussion, both inside the team and in the community, almost as soon as we announced that No Step Back would feature a Tank Designer. We felt that it would mesh well with the rework of the Italian focus tree, not least because the Italian aviation industry was very well developed and produced some of the best combat airplanes of the war - hampered mostly, as Italy so often was, by lacking production capacity.
幾乎是在我們宣布絕不后退No Step Back拓展包里會有坦克設計器的同時,飛機設計器也成為了制作組和玩家社群中的討論熱點。我們覺得飛機設計器可以很好地和意大利國策樹重制相互配合,這主要是因為意大利航空產業(yè)非常發(fā)達,而且曾經(jīng)生產了戰(zhàn)爭中一些非常優(yōu)秀的戰(zhàn)斗機——但卻被意大利時常遭遇的產能不足問題拖了后腿。
We also felt that a Plane Designer would help plug some gaps in the lineup of available aircraft. Over the years, many players have commented on the fact that many nations modified their fighters to also be able to carry bombs, or their tactical bombers to also carry torpedoes. One of the big goals of the Plane Designer was to allow for these types of multi-role aircraft.
我們也覺得飛機設計器可以幫我們填補現(xiàn)存可用飛機陣容中的缺口。過去這些年里,不少玩家都留言說,很多國家都曾改造它們的戰(zhàn)斗機以讓它們可以掛上炸彈,或者讓戰(zhàn)術轟炸機掛上魚雷。而飛機設計器的其中一大目標就是為這種多用途戰(zhàn)機創(chuàng)造存在空間。
At the same time, we didn't want to make these multi-role planes too powerful. Instead, a plane design optimized for a single mission should still be more effective than a multi-role plane. Where multi-role planes offer flexibility, optimized designs offer top performance, if you can afford them.
與此同時,我們不想把這種多用途戰(zhàn)機做得太強。作為替代,為單一任務特化的飛機設計應該仍比多用途飛機更為有效。而多用途飛機比較靈活,最優(yōu)化設計則擁有最好的性能,如果你造得起的話。
The basics of the Plane Designer are probably not a surprise for anyone who is familiar with the Ship or Tank Designers. The base is called an airframe, which roughly corresponds to the hulls and the chassis of the ship and tank designers. The Airframes have a number of module slots, where you can put the modules that give the final design its actual stats. There are three different size classes of airframes: Small, Medium, and Large. Small planes also come in a carrier-capable variant of the airframe.
對于那些熟悉艦船或是坦克設計器的人而言,飛機設計器的基本元素應該也不出各位意料。主要部分被稱為機體Airframe,大約等同于艦船設計器和坦克設計器中的船體和底盤。機體有一系列模塊的槽位,你可以在里面填入模塊以設計飛機的最終性能。游戲中有三種不同大小級別的機體:小型、中型和大型。小型飛機機體還有對應的艦載變體。
The types of module slots in the Plane Designer are slightly different from the Tank Designer. There are effectively only three types of slots: Engines, Weapons, and Special modules.
飛機設計器的模塊槽位類別與坦克設計器稍有不同。飛機設計器實際上只有三種槽位:引擎、武器以及特殊部件。
Engine modules are perhaps the most straightforward of them. Unlike tanks, where this slot dictates what type of engine the tank uses and a separate stat determines what its speed is, engine modules in the plane designer determine the number and power of the engines mounted on the aircraft. These engine modules produce a new stat called Thrust, while all other modules have another new stat called Weight. These two stats are effectively the limiting factor of what and how many modules you can put on the plane. A design is only legal if Weight does not exceed Thrust (some people might point out that the only planes with a Thrust/Weight ratio of 1 or better in reality are modern, high-performance fighter jets, but these people will be summarily ignored).
引擎模塊大概是三者當中最好理解的。與槽位決定使用哪種引擎并有獨立數(shù)值來決定速度的坦克不同,飛機設計器中的引擎模塊將會決定裝在飛機上的引擎數(shù)量及動力。這些引擎模塊會產生一個名為推力Thrust的新數(shù)值,而其它模塊則帶有另一個新數(shù)值重量Weight。這兩項數(shù)值實際上都是限制你在飛機上能放哪些和多少模塊的因素(有些人可能會指出,那些推力/重量比能達到1或者更理想的飛機,在現(xiàn)實中都是現(xiàn)代的高性能戰(zhàn)斗噴氣機,不過為了便利這里統(tǒng)一將其無視)。
Any excess Thrust is converted into extra speed, which is intended to provide a reason not to fill every module slot.
而為了制造一個不填滿所有槽位的理由,所有溢出的推力都會被轉換為額外的速度。
One thing to note here is that jet engines (and rocket engines, for that matter) are part of these engine slots, which means that they are available for all types of planes. This, by necessity, means that Jet Fighters and other jet-powered airplanes are no longer their own unit type - they are now simply fighters with jet engines. Jet fighters will therefore reinforce regular fighter wings, and also that you can now effectively make jet carrier planes, jet CAS, jet heavy fighters etc.with the plane designer.
值得注意的是噴氣引擎(以及火箭引擎)都是引擎槽位的一部分,這表示它們對所有類型的飛機都可用。這也自然意味著噴氣戰(zhàn)斗機和其它噴氣飛機不再會單獨分類了——它們現(xiàn)在都只不過是擁有噴氣引擎的戰(zhàn)斗機了。故此,噴氣戰(zhàn)斗機將會增員到常規(guī)戰(zhàn)斗機中隊里,同時你也可以用飛機設計器來造出噴氣艦載機、噴氣近距離支持機、噴氣重型戰(zhàn)斗機等等等等了。

Or Rocket Naval Bombers, one supposes, if you really hate your pilots on a personal level.或者火箭海軍轟炸機,大概。如果你和駕駛員有深仇大恨的話。
Weapon modules are also fairly self-explanatory. But beyond providing offensive stats like Air Attack, weapon modules fulfill two other major functions. The first is that the weapons define what type of plane a design ends up being. For this the designer has a Primary Weapon Slot. The module in this slot defines the role of the final design, i.e. Fighter, CAS, Naval Bomber etc.
武器模塊也相當不言自明。不過武器模塊除了提供攻擊屬性如對空攻擊之外,還可以做到其它兩個主要功能。第一個功能是界定一個設計最后是哪一種飛機。為此,設計里有一個主武器槽位。在這個位里的模塊將會界定最終設計的定位,例如戰(zhàn)斗機、近距空中支援機、海軍轟炸機等等。
This is relevant because the weapon modules also unlock what missions a design has available. That means that the strict separation of mission by type of aircraft will be gone. You can now create fighters that can provide ground support, or Strategic Bombers that can do naval strikes, depending on the modules you put on the plane. There are, of course, some restrictions - strat bombers can never mount the modules necessary to unlock air superiority missions, for example.
這當然是有關系的,因為武器模組會解鎖該飛機設計對應的可執(zhí)行任務。這代表以前機種與可執(zhí)行任務之間的嚴格對應關系再也不存在了。根據(jù)所選武器模組不同,你現(xiàn)在可以創(chuàng)造一個可以執(zhí)行對地支援任務的戰(zhàn)斗機,抑或是執(zhí)行艦隊轟炸任務的戰(zhàn)略轟炸機。當然了,限制肯定還是有的:譬如戰(zhàn)略轟炸機肯定不能安裝用于制空任務的模組。
We still wanted to give you an easy way to classify your designs on a high level and it also makes it a lot easier to tell the AI what a design actually is and how it should be used. Without accounting for doctrines, there are no stat differences between, say, a fighter that has a set of 4 Heavy MGs in the Primary Weapon Slot and bombs in a secondary weapon slot, and a CAS that has the bombs in the primary weapon slot and the MGs in the secondary slot - but one goes into Fighter Airwings and the other goes into CAS Airwings.
我們仍然希望給各位玩家一個輕松的方式來歸類各位的飛機設計,并且也讓AI能夠更輕易地設計和使用一種戰(zhàn)機。舉個例子,在不考慮空軍學說的情況下,戰(zhàn)斗機在主武器槽位安裝4x重機槍、副武器槽位安裝炸彈,和近距空中支援機在主武器槽位安裝炸彈、副武器槽位安裝4x重機槍所帶來的數(shù)值效果是一樣的,不過他們還是一個得在戰(zhàn)斗機聯(lián)隊,另一個在近距空中支援機聯(lián)隊。

CAS planes have a large variety of weapons available to them to attack ground targets.近距空中支援機在攻擊地面目標的時候有相當多的武器供他們選擇。
There is a full list of weapons, the missions they unlock, and what they classify a plane as if mounted in the primary weapon slot, below (stats omitted because balancing is still ongoing):
以下的表格是所有的武器和它們能解鎖的任務,以及在主武器槽位裝備該武器后這種戰(zhàn)機的分類(因為數(shù)值平衡工作仍未完成,武器數(shù)值并未列出)。

While some of these weapons are unlocked in the (reworked) Air Tech Tree, some of them are also found outside of it, in a similar manner as the tank weapons are found in various trees. I will note that the total number of techs in the Air tech tree has actually decreased.
一部分武器可以由(重制版)空軍科技樹解鎖,但也有一部分的武器可以在空軍科技樹外解鎖:就跟坦克武器那樣在各種科技組里面差不多。我要指出,新的空軍科技樹的科技總數(shù)相較于以前是減少了的。

A view of the Air Tech tree. It has a total of 28 techs, compared to the old tree’s 38 techs.
現(xiàn)在空軍科技樹的樣子??偣?8項科技,以前有38項。
One notable aspect is that a lot of these modules provide different stats only for specific missions. For true multi-role planes to make sense, we wanted to make sure that building a design with a mixed set of missions didn't make the plane useless in some of them. Hanging bombs off a plane should make it less agile and slower, but a fighter that was able to do CAS missions shouldn't be useless in air superiority missions. Thus, the weight and agility penalties only apply to the fighter if it is actually on a CAS mission, not if it is on an air superiority mission.
值得注意的是,很多武器模塊在某些特定的任務會提供不一樣的數(shù)值。為了讓游戲中的多用途飛機真正發(fā)揮作用,我們希望設計出這么一個系統(tǒng),能確保設計一種能執(zhí)行混合任務的飛機不會使這種飛機在其中某些任務方面變得無用。掛載航彈確實會讓一架飛機不那么敏捷且迅速。但是對于一個能提供近距空戰(zhàn)支援的戰(zhàn)斗機而言,在搶奪制空這個任務上也不應該變得完全一無是處。因此,重量和靈敏度懲罰只會在這樣的戰(zhàn)斗機進行近距空中支援任務時才會有效,他們在執(zhí)行奪取制空任務的時候是沒有這個懲罰的。

Modifiers only apply to certain missions. Here, the bombs the Stuka carries make it less agile, but the dive brakes give it better air defense.修正僅在特定任務生效。在這里,斯圖卡掛載的航彈讓它沒那么靈敏。但是俯沖制動器使得它有更好的對空防御。
Finally, we have the so-called "Special" module slots. These are effectively a catch-all term of various different items, a list of which you can find below:
最后,我們還有一個被稱為“特殊”模塊的槽位。這些實際上是各種不同項目的統(tǒng)稱,這有個列表你可以看看:
Armor Plate: Increased Air Defense, reduced range
裝甲板:增加對空防御,減少航程
Self-Sealing Fuel Tanks: increased Air Defense, costs Rubber
自動封閉式油箱:增加對空防御,生產需要橡膠
Drop Tanks: increased range (small airframes only)
可拋棄式副油箱:增加航程(僅對小型機身有效)
Extra Fuel Tanks: increased range, reduced air defense
額外油箱:增加航程,減少對空防御
Dive Brakes: increased air defense, increased naval strike hit chance
俯沖制動器:增加對空防御,增加艦隊轟炸命中幾率
Radio Navigation I: reduced night penalty, increased strat attack、
無線電導航I型:減少夜戰(zhàn)懲罰,增加戰(zhàn)略轟炸
Radio Navigation II: reduced night penalty, increased strat attack
無線電導航II型:減少夜戰(zhàn)懲罰,增加戰(zhàn)略轟炸
Air/Ground Radar: reduced night penalty, increased strat attack, increased naval detection
空對地雷達:減少夜戰(zhàn)懲罰,增加戰(zhàn)略轟炸,增加艦隊探測
Air/Ground Radar II: reduced night penalty, increased strat attack, increased naval detection
空對地雷達II型:減少夜戰(zhàn)懲罰,增加戰(zhàn)略轟炸,增加艦隊探測
Air/Air Radar: reduced night penalty when on intercept mission
空對空雷達:在執(zhí)行攔截任務時減少夜戰(zhàn)懲罰
Air/Air Radar II: reduced night penalty when on intercept mission
空對空雷達II型:在執(zhí)行攔截任務時減少夜戰(zhàn)懲罰
Floatplane: increased naval spotting (small airframes only)
水上飛機:增加艦隊探測(僅對小型機身有效)
Special Modules are primarily intended to help optimize planes for various missions or give them different niches.
特殊模組主要用于機型任務優(yōu)化,或提供不同的優(yōu)勢。
The eagle-eyed amongst you have already spotted that planes now have a surface and sub detection stat. Up until now, planes that were active in a sea zone always provided a flat bonus to the spotting speed of any navies active in the seazone. This will now change, with planes having dedicated spotting stats that determine how well they do with helping the navies spot. There are modules, like the Air-Ground Radar and the Flying Boat hull, which give bonuses to naval spotting.
牧光銳利的朋友可能已經(jīng)發(fā)現(xiàn),飛機現(xiàn)在有水面及水下探測的數(shù)值了。直至當前為止,在海域活動的飛機只提供對該海域內活動艦隊的固定索敵速度加成。如今這也會調整,讓飛機有專門的探測數(shù)值,以此判定他們在協(xié)助海軍索敵時的效率。空對地雷達、飛艇船體等模塊都能給海上索敵提供加成。
Vanilla planes have those stats already baked in, with some being better than others - carrier planes are better than their land-based counterparts, naval bombers are better than fighters etc.
原版游戲的飛機已經(jīng)融入了上面這些相關數(shù)值,其中有些飛機比其它飛機更優(yōu)秀——艦載機比陸基飛機兄弟們更適合這種工作,還有海上轟炸機比戰(zhàn)斗機效果更好等。
To further support this, we are adding two more things: Maritime Patrol Planes as a dedicated unit type and a special Naval Patrol mission for planes with the right modules.
為了進一步支持這個特性,我們還加了兩個新內容:特殊任務專精的海上巡邏機,以及僅適用于有對應模塊機型的獨特海上巡邏任務。
Maritime Patrol Planes are built on the Large Airframe, giving them exceptional range. They are able to mount the whole array of naval bomber weapons, but naval strike is really not intended to be their primary role. Maritime Patrol Planes are meant to help with spotting raiders in the deep ocean, where smaller planes with shorter ranges struggle to provide much mission efficiency.
海上巡邏機以大型機體為基礎,因此有了超乎尋常的航程。他們可以裝備整套的海轟武器,但海上攻擊并非它們的主要工作。海上巡邏機的目的是協(xié)助搜索深海里的襲擊者,取代航程短因而執(zhí)行此類任務效率低下的小型機。

You can run naval patrol missions with many different types of planes.你可以派遣各類飛機執(zhí)行海上巡邏任務。
Finally, let's talk a bit about art! While we already have a large amount of historical art for various plane types, we also wanted to give you more options to visually distinguish your designs, even if it is just to find the plane design more easily in the production menu. For the tank designer, we split up the existing art and recombined it into various combinations to quickly generate a large number of assets. We realized early on that this wouldn’t work for the plane designer. So instead, we decided to fill in some gaps in the existing art as well as add some art for a number of prototypes that flew but were historically passed over for mass-production.
最后我們來談談美工相關內容!雖然我們已經(jīng)有了一大堆各類飛機的史實圖像,但我們還是想給大家能分辨各類設計的更多選項,哪怕只是為了生產菜單里能盡快找到機型。在坦克設計器時,我們通過切割現(xiàn)有圖像進行重新組合從而快速生成了一大堆素材。我們很早就發(fā)現(xiàn)了飛機設計器沒法這么整,因此我們決定先填補現(xiàn)有美術內容中的空缺,并添加了一些試飛了但未能進入量產的原型機。

Here is a partial list of new plane icons coming in BBA. Which one's your favorite?
這里是唯有浴血中的部分新飛機圖標。大家最中意哪個?
We also decided that we wanted to add more 3d art. Much like the tank designer, you can select these assets when you design the plane. We are adding about 80 new 3d models for planes to the DLC, but more on that in the future!
我們還決定加一些新3D模型。與坦克設計器相同,你可以在設計時選擇對應素材。整個DLC大概會有80個新模型,不過詳情日后再說!

Here is just a teaser of some of the new assets coming in the DLC:這里稍微展示一下拓展包中新素材的前瞻。
That is about it for this week. We hope that you will enjoy playing with the Plane Designer as much as we enjoyed making it. To end this DevDiary on a personal note: The Plane Designer will be my final contribution to Hearts of Iron 4. After close to 6 years on the project, all the way from the early days on Together for Victory, the time has come for me to leave the company and move on to greener pastures. It has certainly been an eventful and productive couple of years, and there are many things that I am very proud of (and a few that I regret - like adding Austria-Hungary as a joke and then finding out that people love monarchism). Working on the Hearts of Iron series has always been a dream for me, since the day I launched Hearts of Iron 1, almost 20 years ago now. Few people can say that they had an impact on a piece of entertainment that has had a similar impact on themselves. But the thing I am most proud of is the team we have built. Hearts of Iron is in very good hands, and there are years of content still to be released. I’m looking forward to it - but, once again, as a player.
本周大概就這樣啦。希望大家到時上手飛機設計器時能與我們開發(fā)時一樣充滿樂趣。以我個人感想來給本篇日志收尾:飛機設計器將是我給鋼鐵雄心4做的最后一點貢獻了。我參與項目將近6年了,一直能追溯到共赴勝利早期開發(fā),也是時候離開公司邁向更綠意盎然的田野了。這幾年肯定算是多彩多產的了,而且還有很多我很自豪的貢獻(還有幾個我后悔的,比如本來玩梗加入奧匈帝國,結果發(fā)現(xiàn)玩家特喜歡君主制)。參與鋼鐵雄心系列制作一直是我的夢想,自我開玩鋼鐵雄心初代以來快有20年了了。很少有人能說自己對游戲的影響能比得游戲對自己的影響的,但最讓我驕傲的是我們打造的團隊。鋼鐵雄心正由非常優(yōu)秀的人員領著,而且還有好多個開發(fā)年份當量的內容等待發(fā)布。我仍然會滿懷期待——這一次是回歸玩家身份。
Weird designs that QA came up with:
后附QA組搞出的神奇設計:
This single plane outguns an entire tank platoon, unfortunately it can't ever turn:
這一架飛機火力比整個坦克排都強,可惜它連方向都轉不了。

And then we restricted the number of bomb bays you can have on a plane:
自此之后我們決定限制飛機能帶的炸彈倉數(shù)量了。

6 engines, 8 cannons, 4 cannons in turrets, and a production cost 50% higher than a strategic bomber. Needless to say, this combo is no longer possible:
6臺引擎、8門火炮、4座炮塔,就這生產花費也才比戰(zhàn)略轟炸機高50%。不用說,這設計已經(jīng)不可能再復現(xiàn)了。

When you look at the Spitfire Mark I's armament and wonder: but what if…more guns?
你看噴火M1的武裝,有沒有想過“如果多來點槍”呢?

翻譯:視力不好的胡德 人間面包
校對:zzztotoso 三等文官猹中堂
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