原作者:Discord用户gszabi99
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若有错误,欢迎批评斧正。
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全是文本改动,不看也行
2.39.0.103 -> 2.40.0.30 Part 10 (2024-10-25)
新文本
新控制文本:
"Haptic Feedback"
"Switch fuze mode"
新主界面文本:
"Statistics"
"Chance of each of {amount} items to drop:{percentStr}"
"Season ends in {time}"
"Are you sure you want to delete the preset {name}?"
"Delete selected preset"
新防护类型文本:"Ballistic protection(Aramid)"
新命中分析文本:
"Hit analysis"
"Shooter"
"Hits"
"Simulate a shot"
"My hits"
"Enemy hits"
"There is no information about hits in the replay"
"Save to blk"
"Hit"
"Effective hit"
"No penetration"
"Pierced through with no damage"
"Unsinkability lost!"
"Open hit file"
"Replay shot"
新活动文本:
"To unlock this mode, you must fulfil the following condition:"
"To unlock this mode, you must fulfill the following conditions:"
"Destroy at lest {reqCount} {unitName} (destroyed:{currentCount}) in {eventName}"
新设置文本:
"Controls the quality of water effects, such as splashing (from bullets, bombs, etc...), boat trails and water ripples. At lower values, these effects will be less detailed and more pixelated."
"Controls the quality of the mirrors in the cockpit and the X-ray simulation quality. At the lowest settings, no images will appear in the cockpit mirrors. At higher settings, the resolution and detailedness of the mirrors will be increased."
"Controls the strength of all motion blur."
"Toggles whether camera movement should have motion blur as well. If disabled, but motion blur strength is not 0, then moving with the vehicle will still cause motion blur, however moving the player camera will not."
"Controls the global illumination model.
Low:Global Illumination is mimicked by directional lighting only.
Medium:Global illumination is turned on with one light bounce and uses brightness only in transmitted light.
High:Global illumination uses continuous bounces, as well as colour and brightness in transmitted light."
(for Performance Metrics:)
"Off:No performance metrics will be displayed
FPS:Graphics API and FPS will be displayed
Compact:A compacted version of FPS and Display Latency will be displayed
Full:The full version of Graphics API, FPS and Display Latency will be displayed"
"Toggles VR mode"
"Controls whether the display will mirror the left eye, right eye or both eyes."
"Graphics API"
"Select between the available graphics APIs. Client restart is required."
"Auto"
"Direct3D 11"
"Direct3D 12"
"Vulkan"
"Metal"
"Anti-aliasing method"
"The method of anti-aliasing used. AMD FidelityFX™ Super Resolution and Intel® Arc™- Xe Super Sampling can only be used if the DX12 API is selected. When old videocard support is selected, no anti-aliasing method can be used."
"Off"
"SSAA (Super sampling anti-aliasing)"
"FXAA LQ (Fast approximate anti-aliasing)"
"FXAA HQ (Fast approximate anti-aliasing)"
"TAA (Temporal anti-aliasing)"
"DLSS (Deep learning super sampling)"
"XeSS (Intel® Arc™- Xe Super Sampling)"
"FSR (AMD FidelityFX™ Super Resolution)"
"TSR (Temporal super resolution)"
"Upscaling mode"
"If the selected anti-aliasing mode supports upscaling, you can select the quality of the upscaling. Native means no upscaling, only anti-aliasing, while going for more performant presets results in rendering the game at a lower resolution, improving performance."
"Quality"
"Native"
"Ultra quality"
"Balanced"
"Performance"
"Ultra performance"
"Image sharpening"
"If the selected anti-aliasing mode supports sharpening, you can set the amount of sharpening. It’s not about image quality, it’s about your preference for image sharpness."
"Ray tracing"
"Enables the use of ray tracing effects. It is recommended to use an upscaling anti-aliasing method (like DLSS, FSR, XeSS or TSR) and choose an upscaling quality suitable for your GPU, as this option puts a heavy load on both the CPU and the GPU. To enable it, the use of the Direct3D 12 or Vulkan graphics API and a ray tracing capable graphics card are required."
"Off"
"Low"
"Medium"
"High"
"Ultra"
"Custom"
"Ray tracing distance"
"Controls how large the area covered by the ray tracing is. Affects the CPU performance and mainly affects the trees farther away from the camera."
"Ray tracing"
"RTAO (Ray traced ambient occlusion)"
"Enables the use of ray traced ambient occlusion (RTAO) instead of screen space ambient occlusion (SSAO).
Low:RTAO is rendered at half resolution and denoised using the performance profile
Medium:RTAO is rendered at full resolution and denoised using the performance profile
High:RTAO is rendered at full resolution and denoised using the quality profile"
"Off"
"Low"
"Medium"
"High"
"RTSM (Ray traced shadows)"
"Enables the use of ray traced shadows (RTSM) instead of traditional shadow maps.
Sun:RTSM is used for the sun only
Sun and dynamic:RTSM is used for the sun and all dynamic lights. Note that this method is very performance intensive!"
"Off"
"Sun"
"Sun and dynamic"
"RTR (Ray traced reflections)"
"Enables the use of ray traced reflections (RTR) instead of screen space reflections (SSR).
Low:No RT shadows in the reflections, use a checkerboard pattern to improve performance, denoise using the performance profile
Medium:Use RT shadows in the reflections, use a checkerboard pattern to improve performance, denoise using the performance profile
High:Use RT shadows in the reflections, denoise using the performance profile
Ultra:Use RT shadows in the reflections, denoise using the quality profile"
"Off"
"Low"
"Medium"
"High"
"Ultra"
"RTR resolution"
"Specify what resolution the ray traced reflections should be rendered in.
Half:Reflections are rendered using half resolution both horizontally and vertically
Full:Reflections are rendered using the same resolution as the game"
"Half"
"Full"
"RTR (Water)"
"Enables the use of ray traced reflections on water."
"RTR (Water) resolution"
"Specify what resolution the ray traced water reflections should be rendered in.
Half:Reflections are rendered using half resolution both horizontally and vertically
Full:Reflections are rendered using the same resolution as the game"
"Half"
"Full"
"RTR (Translucent)"
"Enables ray traced reflections on translucent glass surfaces.
Medium:No RT shadows in the reflections, rendered using half resolution both horizontally and vertically
High:Use RT shadows in the reflections, rendered using half resolution both horizontally and vertically"
"Off"
"Medium"
"High"
"Graphics preset"
"Ray traced"
"Quality"
"Balanced"
"Performance"
"Graphics quality"
"Select from a range of predefined graphics profiles. Movie mode is only recommended for creating clips/screenshots."
"Display"
"VR"
"Location"
"Spawn point"
"Target rank"
新任务提示文本:
通用:
"Press to start boosters"
"To continue this mission, you need to assign a button {shortcut}"
GPS 制导炸弹教程:
"Use of guided bombs with satellite targeting These bombs use a designated marker on the surface for targeting before being dropped Press {shortcut} to continue"
"To better identify the target's location, use the camera zoom {shortcut}"
"If the marker is far from the target, it can be repositioned {shortcut}"
"If the marker is correctly placed, use {shortcut} to release the bomb"
"A satellite-guided bomb is unaffected by weather conditions, smoke interference, or time of day However, this type of weapon cannot be adjusted after release Press {shortcut} to continue"
"This makes it ineffective against moving targets Keep this in mind and choose the predicted enemy location in advance, then release the bomb at the right moment"
侦查无人机教程:
"Information on Modification Press {shortcut} to continue"
"Press {shortcut} to activate the UCAV"
"The UCAV is very fast and agile, it requires careful handling. Fly to the point"
"The UCAV has a "circle flight" mode that allows flight control to be handed over to AI, so that you can focus on enemy detection or target designation Press {shortcut} to enable "circle flight""
"Press {shortcut} to mark the enemy"
"Allies received a message that the UCAV operator (you) has spotted a target and seen a marker on the map. They can now respond to your information"
"To turn off "circle flight" mode, press {shortcut}"
"The UCAV also allows you to survey the area near your vehicle to understand where the enemy is located and where threats are coming from, enabling you to plot a safe route, call artillery strikes, or make other decisionsPress {shortcut} to continue"
"Fly to your tank"
"An enemy is hiding behind the building from you and is controlling the passage to the capture point. Look at where they are aiming Press {shortcut} to continue"
"An enemy is hiding behind the building from you and is controlling the passage to the capture point. Look at where they are aiming"
"When you understand where the enemy is looking, press "circle flight" again to hand over flight control to AI, and switch back to your tank Press {shortcut} to switch to your tank"
"Get behind the spotted enemy and destroy them"
"Ammunition and Vitality"
"Show the player that carrying a full ammunition load reduces vitality and encourage them to find the optimal ammunition load size for each vehicle, rather than carrying an excessive amount."
"The amount of ammunition carried determines a vehicle's combat capabilities in battle — how long it can keep firing and how many targets it can engage. However, in real game situations, the actual ammunition load is excessive for the majority of vehicles, and it can also be replenished at capture points. On the other hand, the ammo compartment is a highly vulnerable and critical component. A hit in it can cause an explosion or fire, resulting in the destruction of the vehicle. Thus, the smaller the ammunition load carried, the higher the vehicle's vitality, but at the same time, its combat effectiveness decreases. The balance between these two factors is unique for each vehicle and player — find the optimal ratio for a comfortable gameplay experience."
新HUD文本
"1500ЛГ" (1500 kg KAB-1500LG)
"ZT3" (ZT3A2 Ingwe)
"ZT35" (ZT3A2 Ingwe)
为新的载具、改装件、武器和传感器添加了文本
新装饰文本:"Three-barreled experimental assault rifle"
新涂装文本:
PLZ05:
"Digital camouflage"
"Experimental digital camouflage of the Chinese Armed Forces"
USA:
"Bicolor winter camouflage"
"Bicolor winter deforming camouflage pattern"
DEU:
"Winter deforming camouflage"
"Winter deforming camouflage pattern"
FRA:
"Winter deforming camouflage"
"Winter deforming camouflage pattern"
NLD:
"Winter deforming camouflage"
"Winter deforming camouflage pattern"
"Desert deforming camouflage"
"Desert deforming camouflage pattern"
新对局成就文本:
"One minute to midnight"
"Completed the mission with a nuclear weapon carrier without the nuke detonating."
"The end is near"
"Shot down a nuclear weapon carrier after they dropped the nuclear bomb."
文本改动
设置文本改动:
"Resolution." -> "Select the resolution of display. Match the resolution of the targeted display area (if Window) or the display resolution (if Fullscreen)."
"Mode." -> "Select the display mode (Window / Fullscreen window / Fullscreen)."
"Vertical Synchronization." -> "Allows vertical synchronization. Will cap the FPS to the screen refresh rate."
"Anisotropy. It is recommended disabling this option for obsolete graphics cards." -> "Controls anisotropic filtering on textures. Changing this to higher values will improve texture sampling, especially in the distance. We recommend disabling this setting for older video cards."
"Texture quality. It is recommended that you decrease this setting if the game is running slowly." -> "Changes the resolution of textures. At a lower quality, smaller versions of the textures will be used."
"Terrain quality, its volume and texture. Increasing quality requires a significant amount of video RAM." -> "Controls the quality of the landscape.
0:At the lowest value, the ground is just a texture with surface details.
1:On 1-3 settings, the ground will have a normal map, causing it to interact with light much more accurately, thus cracks will have textures, etc…
2:Terrain will have parallax effects in GROUND VEHICLES.
3:Terrain will have parallax effects in ALL VEHICLES."
"Destruction quality." -> "Controls the quality of physics during the destruction of objects. The lower the setting the less accurate the simulation is, including destroyed parts clipping through objects, moving and rotating too quickly, etc…"
"Particle density." -> "Controls the density of particles in after effects, such as explosions and splashes. The higher the value the more particles there are."
"Grass rendering distance." -> "Controls the distance from which grass will be rendered and the level of density. At lower settings, barley any grass will be rendered. At higher values, grass will be rendered at a larger and larger distance, and in proximity of the player the grass will be denser and denser."
"SSAO (Screen Space Ambient Occlusion) quality significantly affects performance. The better quality the more performance required. A minimal value means that SSAO is switched off. It is not recommended to set this parameter at a rate higher than step one." -> "Controls the SSAO (Screen Space Ambient Occlusion) quality, which means how detailed the self-shadows are on objects.
0:SSAO is off, meaning that areas of objects that should receive less light will be brighter then they are supposed to.
1:Uses standard SSAO.
2:Uses GTAO, which is much more accurate but more demanding performance-wise."
"Reflection quality. Requires enabled SSAO parameter. It is not recommended to set this parameter above the minimum, if your graphics card is not high performance." -> "SSAO must be turned on if this setting is enabled. If set to the lowest value, SSR is turned off. If turned on, it improves all reflections, with increased quality based on the setting, against increased performance impact."
"Water quality." -> "Controls the quality of water, including water surface geometry, water reflections and water foaming details. At lower values, the water surface will have less details:waves will not have heights and will be more pixelated, reflections will be less accurate (more blocky for terrain) and will include much less details."
"Advanced shore. Waves at the boundary between water and land." -> "Improves the quality of the shore texture and adds waves with foams on the shores."
"Heat haze." -> "Toggles whether to render a blurring distortion effect of hot air, for instance at the exhaust of a tank or aircraft engine, on top of fires, etc..."
"Far terrain details." -> "Improves the detailedness of terrain at far distances, extending clipmap quality from 4096 to 8192."
"Lens flare" -> "Toggles the lens flare effect. The lens flare effect mimics a real light phenomenon, when looking at bright lights you will see dim patterns on the "lens" of the in-game camera."
"Shadow Quality." -> "Controls the quality of shadows, including shadows of the terrain, moving objects, particle effects and self-shadowing. At lower values the shadow will be rendered at a lower resolution and it will be less accurate and it will have less detailed boundaries. Additionally, lesser important objects (such as fences, for example) will not form shadows at low settings."
"Cloud Quality. Significantly affects performance." -> "Controls the quality of clouds while flying an AIRCRAFT. This includes the light scattering and transmitting accuracy, cloud blurriness and self-shadowing. At lower settings, the clouds will feel less natural due to inaccurate scattering, will be blurrier and will have much less details."
"Cloud Quality. Significantly affects performance." -> "Controls the quality of clouds while operating GROUND or NAVAL vehicles. It controls the resolution of the panorama view from the ground."
"Small object shadows." -> "Controls the shadow quality on small details and objects. The higher the value the smaller and smaller details can cast shadows. It requires SSAO to be on."
"Terrain displacement quality." -> "Controls the quality of terrain displacement by explosions, bullets, etc… The higher the setting the more detailed the height differences of the craters and bullet holes will be on the terrain."
"Quality of terrain deformation. This setting only affects the visual effect." -> "Controls the resolution of the displacements on earth from bombs, tracks, etc… The main difference between this setting and "Terrain displacement quality" is that this settings controls the resolution of the texture, while "Terrain displacement quality" controls the quality of the height differences and shadows."
"Effects resolution" -> "Controls the resolution of effects, including all kinds of smokes, explosions, earth splashes, flares, etc… At lower values, these effects will be rendered with a lower resolution, causing them to be more pixelated and blurred."
载具名称改动:"Pr.123K (A-11)" -> "Pr.123K (A-10bis)"
改装件文本改动:
"9M123" -> "9M123M"
"Allows the installation of 9M123 missiles." -> "Allows the installation of 9M123M missiles."