Thứ Sáu, 6 tháng 4, 2018

Youtube daily vehicle Apr 6 2018

Hey everyone Sam here also known as MrStainless and today we're taking a look at vehicles

in State of Decay 2 and what we know about them so far.

Now, State of Decay 1 vehicles were slightly overpowered when it came to dealing with the

zombie hordes, if you lined it up right you could hop into a SUV and just mow down an

entire zombie horde with ease.

Well in State of Decay 2, Undead Labs have taken steps to make sure that players don't

have vehicles as their preferred weapon.

So the first major change that's been introduced to vehicles is fuel, no longer can you drive

your car for eternity…or until a juggernaut completely destroys it.

Now you're going to have to keep an eye on your fuel gauge and carry an extra jerry

can of fuel with you if you want to make it home from a long journey.

Equally the developers did say that every vehicle would consume fuel at a different

rate; want to drive a fast sports car?

It's going to guzzle fuel.

Want to take it easy behind the wheel of a slow but steady truck?

It'll likely consume fuel at a lower rate.

Equally I believe the developers did say that if you mow down undead in your vehicle it'll

equally cost you some fuel but don't quote me on that.

On top of all this they've now introduced a variety of vehicles that will give you different

perks or abilities as you drive them.

For instance we've now got an ambulance and a police car which we turn the sirens

on to lure zombies away from an area, and from what we saw in the IGN First Dev Stream

recently there's a mapping car that will increase your scouting distance while driving

it.

I'm sure there will be a good deal of other vehicles as well that we can choose from that

will equally come with their own perks and abilities, we'll just have to wait and see.

One thing that was quite terrifying in the first game was when you were trying to escape

a horde that was chasing you and then your car broke down after taking too much damage.

There was a way to fix your vehicles of course, if you had upgraded your parking slots at

your base you could park your vehicles there and over time they'd be repaired.

Well now if your survivor has engineering or mechanical ability and they have a toolkit

on them, they can now fix up your vehicles on the spot which is incredibly useful.

Don't worry though if none of your survivors are mechanics, you can always try and find

a skill book out in the world and train one of your survivors.

Next I want to chat a little bit about vehicle customisation, in the gameplay that we've

seen so far there are examples of some pretty heavily armoured vehicles kitted up with armour,

metal grids on the windows and more.

Now the developers were asked on stream if it was possible to customise your vehicle

in-game and unfortunately the answer is no, but it is possible to upgrade your vehicle,

and there is a slight difference there.

So basically you won't be able to change the colour of your vehicle or implement specific

customisations to the tuning like you could in game like GTA Online BUT if you have a

survivor with the necessary abilities and you have the necessary upgrades to your base

you can upgrade your vehicles to kit them out with armour.

Again I'm not sure if you'll be able to do this to every vehicle, we'll have to

wait and see but part of me would equally expect that if you kit out your vehicles with

all that armour they're going to be a lot heavier and consume more fuel..who knows.

But folks that is all I know about vehicles so far in State of Decay 2, we'll have to

see what mechanical monsters the team allows us to get our hands on when the game releases

next month but in the meantime if you want to be kept up to date with all of your State

of Decay 2 news, hit the subscribe button down below and ring the bell to be kept notified.

Until next time though folks have a great week and I'll speak to you all soon.

For more infomation >> Vehicle Customization & More Info // State of Decay 2 (MrStainles001) - Duration: 3:48.

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ISRO'S Small Satellite Launch Vehicle SSLV Launch By 2018 End - Duration: 2:33.

ISRO's SSLV (Small Satellite Launch Vehicle) is a planned small class launch vehicle which

would serve the market below the PSLV family of LVs.

ISRO has started working on the idea of building this small rocket keeping in mind the emerging

market of micro or nano satellites.

It could also tremendously cut the launch cost that customers would have to pay.

Which is what all space agencies aim at: low-cost access to space, as they call it.

The SSLV consists of three solid fuel stages and a bi-propellant RCS/Velocity trimming

module.

It has a principal diameter of 2 m and a length of 34 m with a lift-off mass of ~116 t.

ISRO has designed the vehicle using the rocket technology that it already has.

Its design will enable a handful of engineers to assemble it within a week.

And the launcher should be able to put satellites of up to 500 to 600 kg in orbits close to

the Earth.

The development cost would be kept low at a few crore as the new launcher's requirement

of advanced electronics is considerably lower.

Today, it takes 300 plus engineers and about 40 days to assemble a PSLV.

A small launcher that can be got up perhaps in three days by a small team would make a

big difference in the market as well as to the launch provider.

For one, satellite operators need not wait one or two years to launch their spacecraft.

In shared space rides, satellites going on the same rocket must have compatible sizes

and shapes.

The thinking, he said, is why waste a big vehicle for a small job.

Global space industry consulting firm Euroconsult estimated that during the period 2017 to 2026

the launch market for nano and small satellite would touch a whopping $30 billion — up

from $8.9 billion in the last decade.

The vehicle can launch dedicated payloads or multiple satellites into low earth orbit

or sun-synchronous orbit.

The payload will be 300 kg to Sun Synchronous Orbit (SSO) and 500 kg to Low Earth Orbit

(LEO).

The proposed small launch vehicle is likely to be ready for launch probably by 2018-end

or early-2019.

For more infomation >> ISRO'S Small Satellite Launch Vehicle SSLV Launch By 2018 End - Duration: 2:33.

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Explaining Mechanics: Vehicle Spotting - Duration: 12:26.

Someone is a true born racer.

Someone is a gifted sniper.

Someone soaks up damage like Chuck Norris.

And someone is just… A WINNER IN LIFE!

But you don't need to be that cool to play tanks well.

It's enough to understand the game mechanics,

know how they work, and use this knowledge in battle.

I'll talk about the mechanics, and the rest is up to you.

THE VISIBILITY SYSTEM.

A keystone.

The giant turtle that holds up the Earth.

You may not believe in it,

you may be surprised by it,

you may argue about it.

But whether you like it or not, it works.

And smart tankers have used its features

for their benefit for a long time.

Roughly speaking,

the visibility system in World of Tanks

can be divided into two, though inseparable, components:

concealment and view range.

Today we'll talk about view range.

A little bit of theory to begin.

Our confidential informant will tell you about it.

Every tank in the game

has seven visibility checkpoints and two view range ports.

The latter are needed to spot enemy vehicles.

These ports emit virtual vision rays.

If these rays cross

the visibility checkpoints on the enemy vehicles,

then an enemy is spotted.

To understand the location of these points better,

imagine your favorite vehicle…

And now we'll cover it with a box!

Turret location, gun length,

machine guns, and antennas don't affect the box size.

Only the overall size of the vehicle's physics model

is taken into account.

So, there's a checkpoint right at the center of the box roof.

Two more checkpoints

are located at the front and at the back of the vehicle.

Another two are at the sides.

So that's five.

The sixth point is on the gun mantlet,

and it's aligned with the seventh.

As soon as the turret position changes, one of these points

moves together with the mantlet, and the other stays in place.

The upper checkpoint and the point on the gun mantlet

also function as view range ports.

Hey-hey-hey!

Easy!

Theory is good, but how do you use it in the battle?

Let's see some specific examples.

You're standing behind cover.

Allies are behind you, the enemy is ahead.

Some are asking you to light them up,

others are waiting for free damage.

In a situation like this, don't try to spot the enemy this way

You're exposing your checkpoint,

but your view ports are still behind cover.

You've got yourself spotted, but haven't spotted the enemy.

And you've also taken a lot of damage.

This is how you should do it:

turn your turret and carefully try to spot the enemy

with your view port on the gun mantlet.

Your allies fire off, you save your HP, and receive a bonus for spotting.

Everyone is happy!

Another example: You don't need to rush in

and spot the enemy first, it's pretty risky.

Sure, you'll see them, but you won't last long.

To be a good scout and keep yourself safe,

you can stay on your side of the hill.

You just need to roll up the hill

and point your turret in the right direction.

The view range port in the gun base

will give you all the information, and you almost don't risk anything.

Let's move forward:

Two scouts are hiding in the bushes.

The first is spotting, and the other is…

The other is being spotted!

But, not for long.

That's because it didn't hide its checkpoint.

The first tank exposes its gun, machine gun, antenna,

and even the corners of the hull itself,

but it doesn't matter.

What matters is that all checkpoints are covered.

It provides good spotting and is still intact.

See, that's what knowing the game mechanics can do.

By the way, about the mechanics!

Vision rays are not endless.

The maximum view or spotting range is 445 meters,

and the maximum draw distance is 565 meters.

You need to understand the difference between these terms.

View range is the maximum distance at which you can spot the enemy,

and the draw distance is the maximum distance

at which you can see the vehicles in general.

Both allied vehicles,

and enemy vehicles spotted by your team.

Depending on the distance between vehicles,

the vision rays have different frequencies.

The highest frequency is at a distance of 120 meters.

The greater the distance between vehicles is,

the lower the frequency of rays will be.

And now let's get some practice in!

There are three circles on your minimap.

The big circle shows the draw area,

the middle circle shows the maximum view range area,

and the small circle shows the current view range of your vehicle.

These are not JUST circles.

These are important game tools, and you need to use them!

Every time you shoot at the enemy

within the maximum view range circle,

you risk being spotted.

With all enraging consequences.

To shoot with impunity,

roll back out of the maximum view range circle.

The enemy won't be able to spot you even theoretically.

But you can do some damage and save your HP.

But that's not all.

If the enemy vehicle is so far away

that you can see it only on the minimap,

it doesn't mean you're out of play.

You can guestimate the direction of fire on the minimap.

To do so, use the pointer.

When the sector is defined,

you look through your sight at the most probable enemy location.

Fire… And bingo!

Isn't that beautiful?

Of course, you won't land a hit with every shot,

but I love Tanks for the moments like this one.

Also, remember one simple thing.

No tank in the game has a maxed out view range to begin with.

To be a really cool scout, you need to upgrade your ride.

This is down to you alone.

You choose for yourself

what to equip your vehicle with and how to train your crew.

DON'T SCREW IT UP!

Documentation shows the initial vehicle characteristics,

assuming that it's manned

with a 100% trained crew without any additional skills and perks,

and there's no equipment or consumables on the vehicle.

To improve your view range fully, you first need to equip your vehicle

with Coated Optics or Binocular Telescope.

In some cases, you can mount both.

But keep in mind,

bonuses from these pieces of equipment are not totaled.

When stationary, you get an additional 25% to your view range,

in motion—10%.

Secondly, you need to train your crew,

Especially, your Commander.

Every additional 1 percent

of the Commander's major qualification

improves the vehicle view range by 0.43%.

To enhance the main qualification,

you need to equip your vehicle with Ventilation,

the national food or drink consumable,

and train your crew with the Brothers-in-Arms perk.

Also, it would be good

to train the Commander with the Recon skill,

and the Radio Operator with the Situational Awareness skill.

And don't forget about Sixth Sense.

This is one of your main allies in the battle.

If the enemy spots your vehicle,

you'll receive the alert about it in 3 seconds.

Ignoring it will make your trip to the Garage arrive sooner.

This is all well and good,

but sometimes three seconds is too long!

And you also have your brain, not just the light bulb!

So use it!

If you feel you might have been spotted,

don't wait for the light bulb,

roll back to a safe place beforehand!

Your crew won't exactly say "thank you",

but their gratitude will certainly show itself later on.

Remember that if your Commander is injured,

their Sixth Sense doesn't work,

and your vision range drops by half.

In this case, any enemy will "out-scout" you,

so don't even try to spot them, the result is pretty obvious.

When the tank is equipped

with all the necessary equipment and consumables,

when the crew is trained, the numbers say

that the vehicle view range can exceed 500 meters!

But the maximum view range in the game is…445.

So why do you need all those skills, equipment, and consumables?

It seems that you can just raise it to the maximum and stop.

But things aren't that simple.

Let's do a small experiment:

Let's take two scouts, identical at first glance.

But the view range of the first one is 445 meters,

and the second scout has a view range of 507 m.

There are several enemy vehicles behind the hill.

The first scout rolls out and shows us four tanks.

Well, not bad.

Now let's see how many vehicles the second scout will spot?

Wow, it's just amazing!

It lit them up like a Christmas tree!

Ten!

TEN VEHICLES!

And it's not a bug or an accident!

That's the tank's improved view range!

Every extra meter of the view range is very useful.

It sees straight through the enemy's camouflage.

To reinforce its importance, let's do another experiment.

Let's take the same scouts and put them on the Airfield map.

The crew isn't trained with Camouflage,

and there's no camo on the tank either.

So, neither have any advantage in concealment,

everything depends purely on their view range.

Now let the tanks move towards each other,

and we'll see what distance they get each other in their sights.

The RU 251, with a view range of 507 meters,

spots the enemy at 427 meters.

And its opponent hasn't seen anyone yet.

And only now, after the precious seconds are gone,

it's finally spotted.

The rangefinder shows 375 meters.

But why is that?

Shouldn't it be 445?

That's because every vehicle in the game

also has concealment parameters, not just a view range.

The vehicle's concealment is affected by the vehicle type,

size, and presence of special equipment and consumables.

Vehicle concealment gets worse when firing and on the move.

But we'll tell you about that in the next episode.

And that's all for today.

Use these mechanics and win more!

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