5.4 机库出入口(中英对照)

来自Infinitipedia
跳到导航 跳到搜索
上一页
下一页

a) Location

a) 位置

Hangar entrances / doors can be placed anywhere, but try to keep it logic. For example, don't put an entrance just behind a thruster, or too close to a bridge/deck, or near large window bays.. Doors are mandatory: each hangar entrance must be close-able by one or many doors, all doors must cover the whole entrance. If possible, keep the entrances on the sides ( not on the top, bottom, front or back of the ship ).

机库出入口和舱门可以在飞船的任何地方,但是出入口和舱门的设计必需科学、严谨。例如:机库出入口不能位于飞船推进器的后方,不能太靠近舰桥或驾驶舱,出入口旁边也不能有巨大的窗户(考虑到舱门受力问题)。每个机库出入口必需有一个或多个舱门,而且舱门必需可以把出入口完全封闭(可以想象如果杨立伟在太空中没有把舱门关紧会发生什么事)如果可能,请把机库出入口都设在飞船的两边(最好不要处于飞船的顶部、底部、前面和后面)。

b) Count

b) 数量

Design your S/S based on how frequent and how complex the traffic inside the hangar will be. A carrier or a station for example, will contain maybe tens of smaller ships. If there's a single entrance to the hangar, you are risking to create a bottleneck. While it's no problem for a medium-sized frigate that is designed to transport 2 or 3 fighters, it wouldn't be logical to only use one entrance for a carrier. Medium-sized ships can contain 1 or 2 entrances, larger S/S designed to transport a lot of ships can use up to 2-8 hangar entrances.

当你设计飞船/空间站时必需考虑到你准备为飞船的机库设计多大的吞吐能力。以航空母舰或空间站为例:航空母舰可以容纳数十艘的小型飞船。如果飞船的机库只有一个出入口的话,中型的护卫舰(护卫舰可以携带两三架战斗机)出入机库可能引起吞吐瓶颈(可能无法通过)所以航空母舰只有一个机库出入口是不合理的。中型的飞船可以有1个或两个机库出入口,但是巨型的飞船/空间站的设计目标是可以容纳、运输大量的飞船,所以它最好有2-8个机库出入口。

c) States / animations

c) 场景/运动(画面表现情况)

Hangar doors are in three possible states: closed, in transition or opened. The traffic is only allowed to pass when doors are opened. Animations must be relatively simple ( combination of keyframe translations / rotations for each object of the door ). The closed state, coupled with the separation of the hangar into its own object, allows to avoid rendering the hangar when the camera is outside the ship.

机库舱门有3种显示状态:关闭状态、打开状态、正在关闭或打开的变化状态只有飞船的舱门处于打开状态时,机库才允许出入。当舱门关闭时画面表现比较简单(舱门框架的平移、组合\每个舱门的旋转等),从舱门进入机库时必需可以真实的表现出机库的内部情况。当视角处在飞船的外部时飞船机库内部不允许透视。

d) Design

d) 设计

– Entrance shape: usually rectangular or circular. Avoid complex shapes. Concav shapes are anyway forbidden. Note: this is the global shape only. Minor details, chamfering, etc.. are possible ( and welcome, to break the too geometrical shapes ).

  • 出入口形状:出入口通常是四方形的或者圆形的,尽量避免出现复杂的形状,严禁把出入口设计成不规则形状。注意:这只是大体上的设计规则,次要细节、棱角的修改还是允许的(我们也很欢迎其他新颖的、打破常规但是科学的设计)

– Entrance dimensions: must be large enough to let at least two ships of the maximum garage class pass close by – assuming the ships will be moving forward ( in their main axis length ). Ex.: if the hangar's largest garage is of class C, ships of up to 38m x 50m x 20m can dock in those garages. Exclude the length axis ( +Y, 50m ). Multiply by 2.5 to be safe: the entranceshould be at least 95m x 50m.

  • 出入口大小:必须大到足够让机库内最大泊位型号的2艘飞船同时飞出。——假定飞船以长轴行驶。

例如:机库中最大的泊位型号是C型,这种泊位可以停放最大型号为38m x 50m x 20m的飞船。排除飞船的长度(50m)把宽、高都乘以2.5。那么可以得出机库的出入口最小必须为:95m x 50m。

– Doors aspect: doors must be physical ( no energetic doors, see the forcefields section ), usually made of metal. They can have a complex mechanism for their animation.

  • 舱门表面:舱门必须是实体的(本游戏不存在能量型的舱门),通常由金属构成。为了视觉效果,舱门可以有复杂的机械构造。

– Number of objects in doors: depends on the size of the door – don't use more than 2 doors for the entrance of small frigate / cruisers hangars. On massive ships like carriers, you can use up to ten objects per entrance.

  • 舱门门扇(运动对象)数目:根据机库出入通道的大小来决定每个舱门的门扇数目。小型护卫舰和巡洋舰的出入口不要设计成2个以上的门扇。但是对于巨型船只 ,例如航空母舰,你可以把它的机库出入口设计成具有10个对象的舱门。

– Remember to let enough space behind the entrance to make ships pass;also, make sure to not touch the hull of the ship, the hangar interior, or any other ship system ( like thrusters ) when the door is opened.

  • 记得在飞船舱门后面留下足够大的空间,使得当舱门打开时飞船可以顺利通过;你必须确保飞船不会碰到飞船的船壳、机库内部设施或者飞船的其他设备(例如飞船引擎)

– Opening direction: does the door open on the inside ( hangar ), or the outside ( space ) of the ship ? Or does it roll back “inside” the hull ? If so, make sure it has enough room inside the mesh, and does not intersect other parts of the ship / hangar.

  • 舱门打开方式:舱门有3种打开方式,舱门向外打开、舱门向内打开或者舱门顺着飞船船体,以滑动的方式打开。但不管你的设计方式是什么,你必须确保飞船有足够的内部空间,使舱门不会和船体或者机库内的其他设施发生碰撞。

e) Forcefield

e) 力场

Each hangar entrance will be protected by a forcefield. The forcefield should not be modeled or textured, you can safely ignore it while designing / modeling the ship. It will be added later in-engine with special transparent polygons and shader effects. The forcefield is used to prevent the air molecules from escaping in space, but offers no protection for physical objects, which is why physical hangar doors are mandatory.

飞船的每个出入口都被力场所保护,力场无形无色、不可触摸(类似磁场)。你在设计飞船时可以完全不必考虑它。游戏引擎会为每艘飞船加上多边形效果力场,可以产生任何形状具有稍微光影效果的力场,它可以使飞船在宇宙中打开舱门而不会使空气外溢。但是实体不受力场的影响,这也是为什么要求你要设计一个实体舱门的原因。

上一页
下一页