欢迎光临散文网 会员登陆 & 注册

钢铁雄心4开发日志 | 8/3 飞机设计器

2022-09-04 01:37 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


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,欢迎阅读即将到来的唯有浴血By Blood Alone以及同时发行的1.12版本号的另一篇开发日志!开发组已经放完暑假回来啦,现在我们正在回来修Bug,并调整新特性和新国策的平衡性。


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.

今天我们要来看一看飞机设计器Plane Designer。与往常一样,你在这篇开发日志里即将看到的任何数值都有可能会变动。


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.

几乎是在我们宣布绝不后退No Step Back拓展包里会有坦克设计器的同时,飞机设计器也成为了制作组和玩家社群中的讨论热点。我们觉得飞机设计器可以很好地和意大利国策树重制相互配合,这主要是因为意大利航空产业非常发达,而且曾经生产了战争中一些非常优秀的战斗机——但却被意大利时常遭遇的产能不足问题拖了后腿。


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.

我们也觉得飞机设计器可以帮我们填补现存可用飞机阵容中的缺口。过去这些年里,不少玩家都留言说,很多国家都曾改造它们的战斗机以让它们可以挂上炸弹,或者让战术轰炸机挂上鱼雷。而飞机设计器的其中一大目标就是为这种多用途战机创造存在空间。


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.

与此同时,我们不想把这种多用途战机做得太强。作为替代,为单一任务特化的飞机设计应该仍比多用途飞机更为有效。而多用途飞机比较灵活,最优化设计则拥有最好的性能,如果你造得起的话。


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.

对于那些熟悉舰船或是坦克设计器的人而言,飞机设计器的基本元素应该也不出各位意料。主要部分被称为机体Airframe,大约等同于舰船设计器和坦克设计器中的船体和底盘。机体有一系列模块的槽位,你可以在里面填入模块以设计飞机的最终性能。游戏中有三种不同大小级别的机体:小型、中型和大型。小型飞机机体还有对应的舰载变体。


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.

飞机设计器的模块槽位类别与坦克设计器稍有不同。飞机设计器实际上只有三种槽位: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).

引擎模块大概是三者当中最好理解的。与槽位决定使用哪种引擎并有独立数值来决定速度的坦克不同,飞机设计器中的引擎模块将会决定装在飞机上的引擎数量及动力。这些引擎模块会产生一个名为推力Thrust的新数值,而其它模块则带有另一个新数值重量Weight。这两项数值实际上都是限制你在飞机上能放哪些和多少模块的因素(有些人可能会指出,那些推力/重量比能达到1或者更理想的飞机,在现实中都是现代的高性能战斗喷气机,不过为了便利这里统一将其无视)。


Any excess Thrust is converted into extra speed, which is intended to provide a reason not to fill every module slot.

而为了制造一个不填满所有槽位的理由,所有溢出的推力都会被转换为额外的速度。


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.

值得注意的是喷气引擎(以及火箭引擎)都是引擎槽位的一部分,这表示它们对所有类型的飞机都可用。这也自然意味着喷气战斗机和其它喷气飞机不再会单独分类了——它们现在都只不过是拥有喷气引擎的战斗机了。故此,喷气战斗机将会增员到常规战斗机中队里,同时你也可以用飞机设计器来造出喷气舰载机、喷气近距离支持机、喷气重型战斗机等等等等了。


Or Rocket Naval Bombers, one supposes, if you really hate your pilots on a personal level.

或者火箭海军轰炸机,大概。如果你和驾驶员有深仇大恨的话。


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.

武器模块也相当不言自明。不过武器模块除了提供攻击属性如对空攻击之外,还可以做到其它两个主要功能。第一个功能是界定一个设计最后是哪一种飞机。为此,设计里有一个主武器槽位。在这个位里的模块将会界定最终设计的定位,例如战斗机、近距空中支援机、海军轰炸机等等。


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.

这当然是有关系的,因为武器模组会解锁该飞机设计对应的可执行任务。这代表以前机种与可执行任务之间的严格对应关系再也不存在了。根据所选武器模组不同,你现在可以创造一个可以执行对地支援任务的战斗机,抑或是执行舰队轰炸任务的战略轰炸机。当然了,限制肯定还是有的:譬如战略轰炸机肯定不能安装用于制空任务的模组。


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.

我们仍然希望给各位玩家一个轻松的方式来归类各位的飞机设计,并且也让AI能够更轻易地设计和使用一种战机。举个例子,在不考虑空军学说的情况下,战斗机在主武器槽位安装4x重机枪、副武器槽位安装炸弹,和近距空中支援机在主武器槽位安装炸弹、副武器槽位安装4x重机枪所带来的数值效果是一样的,不过他们还是一个得在战斗机联队,另一个在近距空中支援机联队。


CAS planes have a large variety of weapons available to them to attack ground targets.

近距空中支援机在攻击地面目标的时候有相当多的武器供他们选择。


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们能解锁的任务,以及在主武器槽位装备该武器后这种战机的分类(因为数值平衡工作仍未完成,武器数值并未列出)。



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)空军科技树解锁,但也有一部分的武器可以在空军科技树外解锁:就跟坦克武器那样在各种科技组里面差不多。我要指出,新的空军科技树的科技总数相较于以前是减少了的。


A view of the Air Tech tree. It has a total of 28 techs, compared to the old tree’s 38 techs.
现在空军科技树的样子。总共28项科技,以前有38项。


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,很多武器模块在某些特定的任务会提供不一样的数值。为了让游戏中的多用途飞机真正发挥作用,我们希望设计出这么一个系统,能确保设计一种能执行混合任务的飞机不会使这种飞机在其中某些任务方面变得无用。挂载航弹确实会让一架飞机不那么敏捷且迅速。但是对于一个能提供近距空战支援的战斗机而言,在抢夺制空这个任务上也不应该变得完全一无是处。因此,重量和灵敏度惩罚只会在这样的战斗机进行近距空中支援任务时才会有效,他们在执行夺取制空任务的时候是没有这个惩罚的。


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.

修正仅在特定任务生效。在这里,斯图卡挂载的航弹让它没那么灵敏。但是俯冲制动器使得它有更好的对空防御。


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,我们还有一个被称为“特殊”模块的槽位。这些实际上是各种不同项目的统称,这有个列表你可以看看:


Armor Plate: Increased Air Defense, reduced range
装甲板:增加对空防御,减少航程

Self-Sealing Fuel Tanks: increased Air Defense, costs Rubber
自动封闭式油箱:增加对空防御,生产需要橡胶

Drop Tanks: increased range (small airframes only)
可抛弃式副油箱:增加航程(仅对小型机身有效)

Extra Fuel Tanks: increased range, reduced air defense
额外油箱:增加航程,减少对空防御

Dive Brakes: increased air defense, increased naval strike hit chance
俯冲制动器:增加对空防御,增加舰队轰炸命中几率

Radio Navigation I: reduced night penalty, increased strat attack、
无线电导航I型:减少夜战惩罚,增加战略轰炸

Radio Navigation II: reduced night penalty, increased strat attack
无线电导航II型:减少夜战惩罚,增加战略轰炸

Air/Ground Radar: reduced night penalty, increased strat attack, increased naval detection
空对地雷达:减少夜战惩罚,增加战略轰炸,增加舰队探测

Air/Ground Radar II: reduced night penalty, increased strat attack, increased naval detection
空对地雷达II型:减少夜战惩罚,增加战略轰炸,增加舰队探测

Air/Air Radar: reduced night penalty when on intercept mission
空对空雷达:在执行拦截任务时减少夜战惩罚

Air/Air Radar II: reduced night penalty when on intercept mission
空对空雷达II型:在执行拦截任务时减少夜战惩罚

Floatplane: increased naval spotting (small airframes only)
水上飞机:增加舰队探测(仅对小型机身有效)


Special Modules are primarily intended to help optimize planes for various missions or give them different niches.

特殊模组主要用于机型任务优化,或提供不同的优势。


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.

牧光锐利的朋友可能已经发现,飞机现在有水面及水下探测的数值了。直至当前为止,在海域活动的飞机只提供对该海域内活动舰队的固定索敌速度加成。如今这也会调整,让飞机有专门的探测数值,以此判定他们在协助海军索敌时的效率。空对地雷达、飞艇船体等模块都能给海上索敌提供加成。


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.

原版游戏的飞机已经融入了上面这些相关数值,其中有些飞机比其它飞机更优秀——舰载机比陆基飞机兄弟们更适合这种工作,还有海上轰炸机比战斗机效果更好等。


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.

为了进一步支持这个特性,我们还加了两个新内容:特殊任务专精的海上巡逻机,以及仅适用于有对应模块机型的独特海上巡逻任务。


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.

海上巡逻机以大型机体为基础,因此有了超乎寻常的航程。他们可以装备整套的海轰武器,但海上攻击并非它们的主要工作。海上巡逻机的目的是协助搜索深海里的袭击者,取代航程短因而执行此类任务效率低下的小型机。


You can run naval patrol missions with many different types of planes.

你可以派遣各类飞机执行海上巡逻任务。


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.

最后我们来谈谈美工相关内容!虽然我们已经有了一大堆各类飞机的史实图像,但我们还是想给大家能分辨各类设计的更多选项,哪怕只是为了生产菜单里能尽快找到机型。在坦克设计器时,我们通过切割现有图像进行重新组合从而快速生成了一大堆素材。我们很早就发现了飞机设计器没法这么整,因此我们决定先填补现有美术内容中的空缺,并添加了一些试飞了但未能进入量产的原型机。


Here is a partial list of new plane icons coming in BBA. Which one's your favorite?
这里是唯有浴血中的部分新飞机图标。大家最中意哪个?


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!

我们还决定加一些新3D模型。与坦克设计器相同,你可以在设计时选择对应素材。整个DLC大概会有80个新模型,不过详情日后再说!


Here is just a teaser of some of the new assets coming in the DLC:

这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.

本周大概就这样啦。希望大家到时上手飞机设计器时能与我们开发时一样充满乐趣。以我个人感想来给本篇日志收尾:飞机设计器将是我给钢铁雄心4做的最后一点贡献了。我参与项目将近6年了,一直能追溯到共赴胜利早期开发,也是时候离开公司迈向更绿意盎然的田野了。这几年肯定算是多彩多产的了,而且还有很多我很自豪的贡献(还有几个我后悔的,比如本来玩梗加入奥匈帝国,结果发现玩家特喜欢君主制)。参与钢铁雄心系列制作一直是我的梦想,自我开玩钢铁雄心初代以来快有20年了了。很少有人能说自己对游戏的影响能比得游戏对自己的影响的,但最让我骄傲的是我们打造的团队。钢铁雄心正由非常优秀的人员领着,而且还有好多个开发年份当量的内容等待发布。我仍然会满怀期待——这一次是回归玩家身份。


Weird designs that QA came up with:

后附QA组搞出的神奇设计:


This single plane outguns an entire tank platoon, unfortunately it can't ever turn:

这一架飞机火力比整个坦克排都强,可惜它连方向都转不了。



And then we restricted the number of bomb bays you can have on a plane:

自此之后我们决定限制飞机能带的炸弹仓数量了。



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台引擎、8门火炮、4座炮塔,就这生产花费也才比战略轰炸机高50%。不用说,这设计已经不可能再复现了。



When you look at the Spitfire Mark I's armament and wonder: but what if…more guns?

你看喷火M1的武装,有没有想过“如果多来点枪”呢?




翻译:视力不好的胡德 人间面包

校对:zzztotoso 三等文官猹中堂


欢迎关注UP主和主播小牧Phenix

欢迎关注牧游社微信公众号和知乎专栏!微信公众号改版为信息流,欢迎【置顶订阅】不迷路,即时获得推送消息!

B站在关注分组中设置为【特别关注】,将会在私信内及时收到视频和专栏投稿的推送!

欢迎加入牧有汉化,致力于为玩家社群提供优质内容!组员急切募集中!测试群组822400145! 

本作品英文原文著作权属Paradox interactive AB所有,中文译文著作权属牧有汉化所有。 

钢铁雄心4开发日志 | 8/3 飞机设计器的评论 (共 条)

分享到微博请遵守国家法律