安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
Asset is a rather vague term in this game. Usually, when people say 'Asset' they mean the main assets that are shown in Content Manager. In reality, however, there are additional types of assets, namely sub-buildings, vehicle trailers, road elevations, and prop variations.
The Custom Assets Loaded count includes all assets. That makes sense because the count is used to reflect loading speed and memory usage. All assets take time to load and occupy space in memory.
In the reports, however, sub-buildings, trailers, elevations and variations are hidden as much as possible*. That makes sense because the secondary assets are not that interesting from a player view point. As an example, this asset contains a main vehicle and 33 trailers. Reporting 34 lines for one 'Asset' would clutter the report.
* Missing assets are a complication here. Let's say the mod notices two missing vehicles, both from the same subscription. These are reported as what they seem, two missing vehicles. After the user subscribes to the vehicles, the mod notices that the second one is actually just a trailer and reports just the main vehicle. But the assets loaded count is still two for them.
thank you so much for your quick reply and for your enlightenment!
I never thought about sub-buildings etc. But this makes totally sense... I knew I was missing something out!
Thanks again and keep up your amazing work!
Cheers,
Aris