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Acea

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Everything posted by Acea

  1. I guess that's an issue with KJR, since I don't use KJR myself and with stock auto-strut it's totally okay. Can you try that and see if it works? 另外如果是国人直接跟我说中文也行,比较好解决问题。
  2. 这个是翻译阶段性问题,我们已经提交了相应的修正。其实就是“紧急逃生” (Abort) 动作组。
  3. 英文不行咱个人还是建议不要干这事了,为了务求准确,建议学学再来 另外看了一下,你回的那个mod已经有人做中文了,这故事真悲伤……
  4. I guess what he meant is that he actually got a penalty of 25% in orbit in game, not theoretically. To be honest I'm confused too, so I guess it'd take some time to get solved.
  5. I don't really like a TweakScale support for NAS to be honest, but that'd be easy. @PART[NAS_*]:HAS[!MODULE[TweakScale]] { MODULE { name = TweakScale type = free } } Create a blank Module Manager cfg file and paste this in, then it would work. If it doesn't just delete the MM cache files.
  6. Messing around with this mod and NAS weapons recently, and built some cool stuff
  7. All languages completed, waiting for new parts. We actually have a new part in progress, but that would be next time. Updatelog 0.6.5.2 (FIX) - "Crossroads" * Special thanks to forum user Next_Star_Industries ,for his help with Russian localization! Tweaked size of torpedo/DC settings UI. Significantly optimized gun and torpedo sound effects (which caused slightly larger file sizes). Rechecked existing localization files and corrected a few spelling mistakes. Added localization support to Russian.
  8. 直接跟他说让人家决定吧,要不按当前进度一人一部分也行
  9. Chinese localization contacting thread here. Chinese section is not as active as like Russian and Spanish here, but we're trying to promote this in our own community,
  10. 如今KSP已经支持官方多语言本地化,于是我们的modder们也在试图让他们的mod也变成多语言版本。 本主题旨在帮助更多社区的modder快速完成相关的本地化工作,也为了让更多的中文文化圈玩家能更快地得到母语版的mod以此来消除违和感和治疗强迫症。 如何帮助他们 步骤: 1. 查看需要翻译而且你也感兴趣的mod; 2. 联系相关作者; 3. 得到反馈。 可能会有mod作者在这里发送他们的求助翻译信息,也可以去看看你自己感兴趣的mod有没有在自己的发布帖里提及。 请遵循以下步骤: (1) 仔细阅读求助信息;(2) 然后按照mod作者指定的方式与其联系。可以直接给对方发私信,或者在其指定的开发贴里回复。 你也可以直接和原作者联系,或者在原帖里(用英语!)说明你能帮忙做什么。 等你和作者联系完,(3)在本帖中留下原作者的答复,我就会把你标记为翻译者,其他人就可以知道该mod的翻译状态了。 正在求助需要中文翻译的mod Surface Experiment Pack - 1398 Lines; 17549 Words Tarsier Space Tech Deep Freeze JSI Advanced Transparent Pods Explodium Breathing Engines Ship Manifest Contracts Window + (外加两个相关mod One; Two) - 66 Lines; 190 Words Connected Living Space Kerbal Planetary Base Systems Critical Temperature Gauge PicoPort Action Group Manager Continued Galileo's Planet Pack - 613 Lines Community Tech Tree - approx 1300 words, 153 lines Near Future Propulsion - approx 2500 words, 238 lines Near Future Electrical - approx 2800 words, 170 lines Near Future Construction - approx 2200 words, 160 lines Near Future Solar - approx 1400 words, 120 lines Near Future Spacecraft - approx 1200 words, 144 lines Stockalike Station Parts Expansion - approx 1000 words, 84 lines Cryo Engines - approx 250 words, 25 lines Cryo Tanks - approx 800 words, 90 lines Kerbal Atomics - approx 900 words Heat Control - approx 700 words, 59 lines 正在被翻译成中文的mod 已提供中文翻译的mod SCANsat - dev version Precise Maneuver Editor Auto Actions Astrogator Airlock Plus Naval Artillery System Feline Utility Rovers Near Future Solar Toolbar Continued KSP Interstellar Extended (6月22日更新) 相关链接 各mod的具体翻译进度和求助内容,见下方链接:
  11. That's all right there would be like a week before an update comes out, so feel free to check them again. I'd put meanings of those words/phrases in comments of that Google Docs file, which may help a bit.
  12. That's quick and thank you! I'd check paragraphs again and add this in next update, and would you please reply in my thread in Russian forum that it's finished?
  13. Здравствуйте! Мы, разработчики оружейного мода Naval Artillery System (NAS), думаем, что Вам будет интересно увидеть его и на Русском! Но для этого нам нужны добровольцы, желающие помочь с переводом! Требуется перевести описание частей и подобные тексты. Для перевода, перейдите по этой ссылке - но не забудьте указать ваше имя на форуме (или другой псевдоним), если Вы хотите, чтобы мы отметили вас на доске почета! Спасибо! ========= Hello, We're looking for volunteers to help with localization of our mod (BDArmory addon) Naval Artillery System (NAS), and would anyone please help us with translation of part descriptions and other texts? I'd be grateful if anyone would do us a favor. Anyone could edit this file, so please leave ID in the quotes for us to credit his/her contributions. LOCALIZATION FILE LINK Thanks! EDIT: Now it's finished and thanks to @Next_Star_Industries! // с переводом этого текста помог Kerbal101
  14. Updatelog 0.6.5.1 (FIX) - "Crossroads" * Special thanks to forum user fitiales, for his Spanish localization texts! Updated part list. Tweaked overheating rate of 10 cm/65 Type 98 Naval Gun. Tweaked deviation angles of all guns (once which were too accurate) to make them more realistic and still somehow player-friendly, based on following rules: ~ Any medium to large caliber weapon (larger than 75 mm) would have a deviation that would match the average length of the same class ships at the edge of effective range. ~ Side cannons, except 15.5 cm/60 3rd Year Type Naval Gun Triple Turret (cruiser gun), would use a destroyer template, large caliber AA guns use 2/3 of maximum range as effective range. Fixed localization path of 28 cm SK C/28 Twin Turret. Added localization support to Spanish. P.S. We're still seeking for Russian speaking volunteers to help us with localization of NAS. Anyone could edit this, so please leave your ID in the quotes for us to credit your contributions. Русский: DONE ON 2017/06/27
  15. Speaking of this, I've worked out a set of empirical formulas to calculate approximate power of my bombs. It's not that accurate but it works quite well. [P = cannonShellPower ≈ 6 * m^(0.4) (m stands for the shell's TNT equivalent of bursting charge, kg)(Recommending 7.5 * m^(0.4) for 75 to 155 mm guns)] [H = cannonShellHeat ≈ 10.5 * m^(0.4) (Recommending 13.125 * m^(0.4) for 75 to 155 mm guns)] [R = cannonShellRadius ≈ 21 * m^(0.8) (Recommending 4.2 * m^(0.8) or 8.4 * m^(0.8) for medium to large caliber cannons)] [P = 5.75 * m^(1/3) (Bombs & Missiles) (m stands for the shell's TNT equivalent of bursting charge, kg)] [R = K * P (Bombs & Missiles, K ranges from 1.25 to 1.75), H=0.9 * R] Hope that this can be a reference.
  16. Log: Since Spanish localization is completed and we've done some more tweaks about deviation of naval guns, like @SpannerMonkey(smce) mentioned some time ago, they were much too accurate. I've done quite a bunch of calculation and balanced out reasonable deviation angles, now they'd be more realistic. If we can't get a full Russian translation on this weekend we'd reveal Spanish-localized version only, it depends, and hope that any Russian speaker would help us with the work that we definitely cannot deal with alone.
  17. The part translation should take a bit more time, I don't really mind that, just keep your own pace and it'd be neat EDIT: Fixed a missed sentence in KSPedia config
  18. AFAIK it's up to your actual display results, a line break should be okay anywhere.
  19. Added Chinese translations to Github branch, waiting for approval.
  20. Yeah, it would still heat up the part being hit if not penetrated, just without full damage and exploding effects. You can simply use 1.2.2 plugin with the new version parts under 1.2.2, it's totally okay, I've tested that.
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