[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"forum-post:uWkfQMCohMw4CkTbddtT":3},{"post":4,"notFound":24,"comments":26,"commentPages":19},{"id":5,"title":6,"blocksByLocale":8,"availableLocales":13,"gameId":15,"category":16,"authorId":17,"authorName":18,"commentCount":19,"viewCount":20,"reactionCounts":21,"totalReactionCount":19,"myReaction":22,"pinScope":23,"isLocked":24,"isBookmarked":24,"createdAt":25,"updatedAt":25,"lastActivityAt":25},"uWkfQMCohMw4CkTbddtT",{"zh-CN":7},"建议",{"zh-CN":9},[10],{"type":11,"content":12},"text","针对试车场功能，有几点小建议：\n\n1. 在试车场编辑模式下生成空军载具（直升机或固定翼）时：\n   · 点击地面，则在地面生成，状态与大厅车库一致，即发动机熄火、起落架放下，并可通过坐标轴移动或旋转；\n   · 点击空中，则在空中生成，并交由AI接管。\n2. 同样在编辑模式下，步兵生成后也应能通过坐标轴移动或旋转；另外，进入编辑模式后，玩家当前控制的步兵不要自行乱跑。\n3. 使用坐标轴移动或旋转载具时，建议加入数字精确控制功能，类似坦克工坊或地图工坊中通过坐标位置和旋转角度精确控制组件位置的方式。\n4. 对于在试车场编辑模式下生成的载具，建议可以控制其动画开关，例如雷达收放、裙板装卸等，并且在玩家载具视角下也能看到这些动画效果。\n\n此外，也希望官方能把阵营战的循环模式加回来。",[14],"zh-CN","panzer-war","general","68de5041c65284001fd1bad0","扣一发红箭",0,77,{"like":19,"love":19,"laugh":19,"wow":19,"sad":19},null,"none",false,"2026-10-08T14:02:05.220Z",[]]