<?xml version="1.0" encoding="utf-8"?>
<root>
  <!-- 
    Microsoft ResX Schema 
    
    Version 2.0
    
    The primary goals of this format is to allow a simple XML format 
    that is mostly human readable. The generation and parsing of the 
    various data types are done through the TypeConverter classes 
    associated with the data types.
    
    Example:
    
    ... ado.net/XML headers & schema ...
    <resheader name="resmimetype">text/microsoft-resx</resheader>
    <resheader name="version">2.0</resheader>
    <resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
    <resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
    <data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
    <data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
    <data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
        <value>[base64 mime encoded serialized .NET Framework object]</value>
    </data>
    <data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
        <value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
        <comment>This is a comment</comment>
    </data>
                
    There are any number of "resheader" rows that contain simple 
    name/value pairs.
    
    Each data row contains a name, and value. The row also contains a 
    type or mimetype. Type corresponds to a .NET class that support 
    text/value conversion through the TypeConverter architecture. 
    Classes that don't support this are serialized and stored with the 
    mimetype set.
    
    The mimetype is used for serialized objects, and tells the 
    ResXResourceReader how to depersist the object. This is currently not 
    extensible. For a given mimetype the value must be set accordingly:
    
    Note - application/x-microsoft.net.object.binary.base64 is the format 
    that the ResXResourceWriter will generate, however the reader can 
    read any of the formats listed below.
    
    mimetype: application/x-microsoft.net.object.binary.base64
    value   : The object must be serialized with 
            : System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
            : and then encoded with base64 encoding.
    
    mimetype: application/x-microsoft.net.object.soap.base64
    value   : The object must be serialized with 
            : System.Runtime.Serialization.Formatters.Soap.SoapFormatter
            : and then encoded with base64 encoding.

    mimetype: application/x-microsoft.net.object.bytearray.base64
    value   : The object must be serialized into a byte array 
            : using a System.ComponentModel.TypeConverter
            : and then encoded with base64 encoding.
    -->
  <xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
    <xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
    <xsd:element name="root" msdata:IsDataSet="true">
      <xsd:complexType>
        <xsd:choice maxOccurs="unbounded">
          <xsd:element name="metadata">
            <xsd:complexType>
              <xsd:sequence>
                <xsd:element name="value" type="xsd:string" minOccurs="0" />
              </xsd:sequence>
              <xsd:attribute name="name" use="required" type="xsd:string" />
              <xsd:attribute name="type" type="xsd:string" />
              <xsd:attribute name="mimetype" type="xsd:string" />
              <xsd:attribute ref="xml:space" />
            </xsd:complexType>
          </xsd:element>
          <xsd:element name="assembly">
            <xsd:complexType>
              <xsd:attribute name="alias" type="xsd:string" />
              <xsd:attribute name="name" type="xsd:string" />
            </xsd:complexType>
          </xsd:element>
          <xsd:element name="data">
            <xsd:complexType>
              <xsd:sequence>
                <xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
                <xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
              </xsd:sequence>
              <xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
              <xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
              <xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
              <xsd:attribute ref="xml:space" />
            </xsd:complexType>
          </xsd:element>
          <xsd:element name="resheader">
            <xsd:complexType>
              <xsd:sequence>
                <xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
              </xsd:sequence>
              <xsd:attribute name="name" type="xsd:string" use="required" />
            </xsd:complexType>
          </xsd:element>
        </xsd:choice>
      </xsd:complexType>
    </xsd:element>
  </xsd:schema>
  <resheader name="resmimetype">
    <value>text/microsoft-resx</value>
  </resheader>
  <resheader name="version">
    <value>2.0</value>
  </resheader>
  <resheader name="reader">
    <value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
  </resheader>
  <resheader name="writer">
    <value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
  </resheader>
  <data name="Delete_Custom_CarSettings" xml:space="preserve">
    <value>🗑 删除</value>
  </data>
  <data name="Delete_Custom_CarSettings_Confirmation" xml:space="preserve">
    <value>{0} - 从 "我的赛车 "列表中删除此赛车的个性化设置（不删除汽车模型、涂装和摄像头位置）？</value>
  </data>
  <data name="Delete_Custom_CarSettings_Tooltip" xml:space="preserve">
    <value>删除当前选定的自定义汽车设置</value>
  </data>
  <data name="FFB_Sens_Override_Tooltip" xml:space="preserve">
    <value>覆盖该车辆的力反馈灵敏度

空白 = 该车辆使用控制设置页面的数值</value>
  </data>
  <data name="Info_Tooltip" xml:space="preserve">
    <value>在任何游戏模式中首次驾驶汽车时，都会在 "我的车辆"中创建该汽车的条目

 "我的车辆"可以更改特定车辆的某些设置
这些更改会在加载阶段时生效</value>
  </data>
  <data name="Mirror_SteeringWheel_Location" xml:space="preserve">
    <value>镜像方向盘的位置</value>
  </data>
  <data name="Mirror_SteeringWheel_Location_Tooltip" xml:space="preserve">
    <value>在该车辆的车内视角上将方向盘位置从左侧改为右侧，反之亦然

如果方向盘显示在你想要的另一侧（特别是在 VR 模式中），可使用此选项更改方向盘的位置</value>
  </data>
  <data name="OpenFolder_CarSettings" xml:space="preserve">
    <value>🗀 打开文件夹</value>
  </data>
  <data name="OpenFolder_CarSettings_Tooltip" xml:space="preserve">
    <value>在文件资源管理器中打开该车辆的文件夹</value>
  </data>
  <data name="Open_TextureFolder_Tooltip" xml:space="preserve">
    <value>单击可在资源管理器中打开该车辆纹理文件夹</value>
  </data>
  <data name="Override_DigidashPosition_2D" xml:space="preserve">
    <value>指定仪表位置 - 2D</value>
  </data>
  <data name="Override_DigidashPosition_2D_Tooltip" xml:space="preserve">
    <value>启用该选项后，这辆车在 2D 模式下使用自己特有的仪表位置

在赛道上使用 CTRL+方向键键可调整这辆车的仪表位置</value>
  </data>
  <data name="Override_DigidashPosition_VR" xml:space="preserve">
    <value>指定仪表位置 - VR</value>
  </data>
  <data name="Override_DigidashPosition_VR_Tooltip" xml:space="preserve">
    <value>启用该选项后，这辆车在 VR 模式下使用自己特有的仪表位置

在赛道上使用 CTRL+方向键键可调整这辆车的仪表位置</value>
  </data>
  <data name="Override_FMOD_volume" xml:space="preserve">
    <value>指定 FMOD 音量</value>
  </data>
  <data name="Override_FMOD_volumeSlider_Tooltip" xml:space="preserve">
    <value>FMOD 引擎音量 0-200%，默认为 100%。每次重新加载赛道时，此处的更改都会生效

使用 RallySimFans页面中的FMOD 调节滑块或 "我的车辆 "页面中每辆车的 FMOD 调节滑块调整 FMOD 引擎音量，不要通过游戏中的音量选项来调整</value>
  </data>
  <data name="Override_FMOD_volume_Tooltip" xml:space="preserve">
    <value>启用该选项后，这辆车将使用自己特有的 FMOD 发动机声音音量

如果禁用此选项，则汽车将使用 RallySimFans 页面中设置的 FMOD 音量</value>
  </data>
  <data name="Refresh_MyCars_List_Tooltip" xml:space="preserve">
    <value>刷新汽车列表以显示新的车辆条目</value>
  </data>
  <data name="SteeringWheel_LockToLock_NGP_Default" xml:space="preserve">
    <value>NGP默认角度</value>
  </data>
  <data name="SteeringWheel_LockToLock_Rotation" xml:space="preserve">
    <value>方向盘旋转角度</value>
  </data>
  <data name="SteeringWheel_LockToLock_Rotation_Tooltip" xml:space="preserve">
    <value>调整该车辆车内方向盘动画的旋转度数，如果启用了 "控制设置 "页面中的 "自动调整方向盘角度"，则可以调整方向盘物理角度</value>
  </data>
  <data name="SteeringWheel_LockToLock_Rotation_Tooltip2" xml:space="preserve">
    <value>调整该车辆车内方向盘动画的旋转度数，如果启用了 "控制设置 "页面中的 "自动调整方向盘角度"，则可以调整方向盘物理角度</value>
  </data>
</root>