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1.1的README文件

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发表于 2005-2-22 10:24:16 | 显示全部楼层 |阅读模式
<P>刚在ED论坛上看到,转过来看看,有时间翻译大致内容。</P>
<P><FONT size=1><B><FONT size=3>LOCK ON: Flaming Cliffs
Version 1.1
</FONT></B></FONT><FONT size=1><B><FONT size=3>
Attention!</FONT></B><FONT size=3>
</FONT>
Version 1.1 is not multiplayer compatible with previous versions of Lock On. All players must be using the same version of version 1.1.

Track files recorded in versions prior to 1.1 may play improperly in version 1.1.

We recommend that you avoid switching between Lock On and other applications by using Alt-Tab while in full-screen mode. This may cause memory allocation errors in the operating system and lead to graphical artifacts. If you wish to switch between Lock On and other applications, please deselect full screen mode in your graphics options.

It is strongly recommended that you familiarize yourself with keyboard layout changes; please see the key command list in Doc\KeyCommands.doc. All changed and amended keyboard commands are displayed in red.

<B><FONT size=2>Corrected bugs and added features</FONT></B>

The Su-27 and MiG-29 aircraft HUDs have been revised. Angular dimensions are now accurate; realistic symbology has been included; and new, more realistic fonts have been added.

The laser range-finder / target-designator may now overheat with overuse. Cooling time is approximately equal to its time of continuous use. Cool-down time can vary according to altitude and air temperature.

Accurate radar azimuth settings have been included for Russian aircraft. These include discrete left, central, and right zones.

The vertical radar scan zone has been adjusted for Russian Fighters. You may manually adjust the azimuth scanning zone as before using the designated axis and key commands, or by inputting the range-angle to target.

The PPS-ZPS-AUTO switch was introduced that enables optimal detection based on the target’s aspect angle. Hence, Pulse Repetition Frequency (PRF) in manually selectable: PPS – high PRF, ZPS – medium PRF, and AUTO – interleaved (alternating high and medium PRF).

Track While Scan (TWS) mode has been implemented for Russian fighters. This mode allows automated lock-on of designated targets within .85 percent of the selected weapon’s maximum range.

Home on Jam mode was implemented for Russian fighters using R-27R/ER missiles.

Missiles operating in HOJ mode (AIM-120, AIM-7, and R-27R/ER) switch to Single Target Track (STT) mode when jamming is defeated or ceases. If jamming resumes, missile guidance will fail.

The Weapons Control System (WCS) panel of the Su-25 and Su-25T is now animated. The WCS allows the player to select weapon release quantity, interval and select gun pods.

The angular dimensions of the F-15C HUD have been made more accurate.

Chaff and flares quantities have been adjusted for the Su-27.

The vertical speed scale has been introduced to the А-10A HUD when in navigation mode.

Angle-of-attack and acceleration indicators have been adjusted.

The logic for the F-15C steering dot on the HUD and VSD has been adjusted. The steering dot now indicates direction to target intercept.

The Russian “ECRAN” failure indication system is now reset when the aircraft is repaired after landing.

HUD fonts have been improved to be more legible at greater view angles and distances.

TV targeting systems can now be affected by light level and fog.

The gun sighting system for Russian fighters was corrected.

Players can set the default HUD color for each aircraft. This can be done by editing the Cockpit.lua file.

Explosions are now visible on infrared sensors.

Destroyed threats being detected by the SPO-15 "Berioza" has been corrected.

The landing gear indicator has been adjusted for extension and retraction.

The “Sukhogruz” infrared counter measure system has been added to the Su-25T.

Gun funnel placement on Russian HUDs has been adjusted, and it is now possible to manually set target base size.

In “Vertical” close air combat mode, the target can be locked on automatically now.

“Fi0” mode was redesigned to conform to the authentic system.

Roll speeds for the Su-27 and Su-33 were adjusted. At high angle of attacks, roll action can be reversed.

Operational characteristic of aircraft at high angle of attacks has been improved.

A new, more complex pilot blackout was introduced. Black-out and red out times are now based on G-loading, time-length of G-loading, and accumulated fatigue of the pilot.

New damage modeling effects have been introduced that include the aircraft exploding after severe damage or a catastrophic engine fire.

Manual control is now required when aerial refueling from a Russian aircraft. The automated system has been removed.

Realistic Circular Error Probable (CEP) characteristics have been implemented for air to ground munitions.

Rockets and missiles now rotate around their longitudinal axis when in flight.

Dual-barrel guns were added to the Su-17M4, Mirage-2000-5, Tornado and F-5E.

The AIM-120 is now properly released from the F-15C when launched from a fuselage weapon stations.

Delay time of weapon release from a multiple ejector rack (MER) was corrected.

A delay for release of sub-munitions from the KMGU dispenser was introduced.

PTAB-2.5KO anti-tank sub-munitions for the KMGU-2-96 dispenser were introduced.

Cockpit camera shake was implemented when firing a gun, taking damage, or crashing.

Colored smoke generators (red, green, blue, white, yellow, and orange) can be manually loaded on an aircraft from the Payload screen. Smoke generator trail duration has been extended as well.

More visually natural bomb release characteristics have been introduced.

The weight of numerous weapons has been adjusted.

The Tu-95 and Tu-142 tail gunner position has been corrected.

Tail gunners have been added to Tu-22M3 and Il-76MD. The weapon contains 1,200 rounds and has a range of 1,800 meters.

Over 60 buildings that can be inserted as static objects were added to the mission editor.

Six, new static objects were added to the mission editor: command center, weapon bunker, pill box, bunker, and road block.

ZSU-23 lock on range has been reduced from 12 to 5 km.

Weapon employment zones for medium- and long-range air defense systems have been significantly increased. These include: S-300PS (SA-10), Buk (SA-11), Kub (SA-6), Patriot, I-Hawk, &laquo;Moskva&raquo; (Slava-class), Ticonderoga-class, and Perry-class.

Improved flight trajectories for surface to air missiles have been introduced.

Long-range air-to-air missile launches now use a more efficient lofting trajectory.

The AI uses unguided air-to-ground rockets more effectively now.

AI aircraft will turn off their radar when between 5 and 2 km of their target. They will use non-slaved, infrared-guided missiles when in this range. When under 2 km, the AI will use their radar to allow a more accurate gun attack. However, the MiG-29 and Su-27 will use their IRST to maintain radar silence.

The AI will not waste Kh-29 or Kh-31 heavy missiles against small, mobile targets.

When attacking assigned ground targets, the AI will not attack non-assigned air defenses until its objective is complete.

Antiradar task has been renamed SEAD.

Mi-8 and Mi-24 helicopters will not crash at low speeds.

AI aircraft are now visible to other AI aircraft if they start from a parking apron.

SAMs and AAA now operate correctly from a delayed start time.

Ground and air units now take wind-speed and direction into account when calculating their aim point.

Ground units now take the maximum elevation angle of their weapon into account before attacking.

AI aircraft set to Average skill level will attack ground targets with less accuracy now.

AI aircraft will take into account wind direction when choosing which direction to attack a ground target.

Random events have been introduced; the same mission can be played multiple times with very different results. You can turn off the randomizer in the LUA script line: RandomMissionEvents = false in the file Config\World\World.lua

For cockpit designers, the ability to set the HUD-only as default was been added. See parameters in the file Config/View/Cockpit.lua

Cockpit snap views can be configured with Config/View/SnapViews.lua as Snap[plane][11] (Left) Snap[plane][12] (Right). The user can save these views as custom quick views on the Key Pad.
Cockpit view angles can be adjusted in the file Config/View/SnapViews.lua view Snap[plane][13].

Cockpit field of view (FOV) angles can be adjusted in the file Config/View/Cockpit.lua

The ejection process has been improved with the inclusion of an ejection seat rocket motor.

A dust trail or “rooster tail” now appears behind your aircraft when flying above the ground at less than 15 meters.

Player’s radio command voice was added (WINGMAN 1 folder).

When the player’s pilot dies, the camera switches to the external (F2) view.

Limit adjustments were made to mouse control.

The mouse is inoperative until the [S] key is pressed at the start of a mission.

Pressing the Backspace key with F2, F6, F8, F9 and F12 now inverts the camera direction. Previously, this moved the camera in front of the object.

In F2, F6, F8, F9 and F12 camera views, pressing [Shift –Esc] allows camera rotation around the axis modifier. The camera will always be positioned in its absolute coordinates.

All object cameras will remember their positions.

Video files recorded in AVI formats may be viewed through the 1.1 media-player.

Several problems with camera track position when rendering an AVI were corrected.

LoGetWorldObjects() function to export objects positions to the external map was added. See details in Config/Export/Export.lua

LoGetMCPState() function to extended commands was added. See details in Config/Export/Export.lua

View new data export functions in Config/Export/Export.lua, including: LoGetTargetInformation() and LoGetLockedTargetInformation() – radar target parameters and IRST, LoGetMagneticYaw() ,LoGetGlideDeviation() ,LoGetSideDeviation() ,LoGetSlipBallPosition() LoGetBasicAtmospherePressure(), LoGetControlPanel_HSI(), LoGetEngineInfo() – new flight parameters in metric system. LoGetRoute() – flight route.

Seasonal settings in the mission editor do not influence the star map and daylight length; a summer day is assumed. This was done because “real” winter daylight hours would be quite short. Accurate star field settings can be created with Config\World\World.lua, in this case, the star map and planets correctly show the date and the daylight hours.

Pressing the [Num Lock] and F11 keys will release the padlock, but it will not return the camera to its initial position.

Simultaneous use of Track-IR and mouse is now possible.

The delay when replaying saved missions was corrected.

Incorrect view angles when viewing a saved mission has been corrected.

Camera shake functions (CameraJiggle and CameraFloat) [Shift-J] were placed in the View.lua file. Users may adjust both coefficients and the function.

It is now possible to place active and static objects on buildings.

Note that having cockpit reflections active in the Su-25 and Su-25T can reduce frame rates by as much as 40%.
</FONT><FONT size=1></FONT><B>
New labels configuration options</B><FONT size=1><B> </B>

Configuration and visibility range of air, ground and sea object labels can be set in the file: LOCKON\Config\View\Labels.lua

For example, label setting for the aircraft are as follows:

AirFormat = {}
AirFormat[100] = ""
AirFormat[10000] = "%N%n%D%n%P"
AirFormat[20000] = "%N%n%D"
AirFormat[30000] = "%D"
AirFormat[50000] = "'"
At a distance of 50 km from the player, the object will appears as an apostrophe mark “’”.
At a distance of 30 km from the player, the apostrophe mark changes to show the distance to object.
At a distance of 20 km from the player, the object-type-name is added below the distance.
At a distance of 10 km from the player, the name of the pilot is added below the type and distance.
At a distance of 100 meters from the player, the label disappears.

All distance values can be edited by the user, but the maximum value cannot exceed 50,000. Labels for all types of aircraft, ground units, ships, weapons may be set.

<B><FONT size=2>Additional information on 1.1 multiplayer</FONT></B>

1.1 multiplayer allows the host to transfer LUA files to clients. These files are described in the configuration file: \Config\Network\config.lua

This mechanism allows the host to enforce settings that include labels, difficulty settings and others. This is designed to protect the game session from cheating, invalid settings, and modifications.

(写不下了,跟贴继续)</FONT></P>
[此贴子已经被作者于2005-2-22 10:34:58编辑过]

 楼主| 发表于 2005-2-22 10:25:31 | 显示全部楼层
<P>(继续)</P>
<P><FONT size=3><b>Su-25 and Su-25T Handling Characteristics

</b></FONT><FONT size=1><FONT size=2><b>Taxiing</b> </FONT>

A small-radius turn when taxiing should be performed at no more than 5-10 kph. Higher speeds may lead to excessive wing-tip and even tire blow-out.

<FONT size=2><b>Take-off
</b></FONT>
Set flaps to take-off configuration. Apply wheel brakes to keep the aircraft motionless and increase RPM to no more than 80%. When your RPM gauges indicate 70-75%, release the wheel brakes and increase throttle setting to 100%. Keep on the centerline of the runway by using small, smooth rudder pedal inputs; be careful not to over-control. After reaching 160-180 kph (200-220 kph if heavily loaded), pull the control stick towards you for about 2/3 of its travel. This should place the pitot tube ends on the horizon. Once at this angle, the aircraft will lift off by itself. Once airborne, you may need to apply forward pressure on the control stick to keep the nose from rising too fast and thereby losing speed too quickly.

At an altitude of 10 meters, retract the landing gear. After reaching a speed of 320-340 kph and an altitude of no less than 150 meters, fully retract the flaps. During this process, the landing gear retraction process will cause a pressure drop in the secondary hydro-systems and the "HYDRO 2" indicator may light.

<b><FONT size=2>Crosswind Take-off</FONT></b>

The Su-25/25T is a peculiarity narrow and short-wheel-based aircraft. This makes take-off and landings in a crosswind rather difficult. Nevertheless, on a dry runway it is possible to safely get the aircraft airborne in a 11-14 m/sec cross wind. When taxiing, the aircraft will tend to bank into the wind; this is why it is important to counter with control stick inputs into the wind direction. Due to the crosswind effect, the aircraft will try to turn its nose into the wind like a weathervane, which is countered by smooth rudder pedal deflection.

<b><FONT size=2>Landing</FONT></b>

When in your landing approach, extend your landing gear at no more then 400 kph. After extending flaps to landing configuration, the aircraft will feel rather "heavy" and will "wallow" around. If in the process of lowering flaps you notice considerable longitudinal asymmetric forces, it probably indicates and that the flaps were not extended properly. If so, you are to retract the flaps and land in flight configuration with no flaps. Thus, your approach and touch down speed will increase by 40-60 kph.

A safe landing is only possible if you maintain the correct landing approach speed. On-glide-slope take-off / landing configuration speed starts at 290-310 kph and decreases to 260-280 kph at the inner beacon marker. The flare should start approaching the runway threshold and you will be 5-8 meters above the ground and at a speed of 250-270 kph. When 1 meter above the runway, reduce the throttles to idle and gradually reduce the angle of attack- the pitot tubes ends should be on the horizon. At main wheel touchdown, the aircraft should be traveling at 220-240 kph. Push gently forward on the control stick to lower the nose wheel; deploy the braking chute; and apply the wheel brakes. Landing run-out should be done with small, smooth rudder inputs; be careful not to over-control. If the aircraft begins to slide, release the brakes, straighten the aircraft down the runway, and reapply brakes. If you run off the runway at more than 50 kph, retract the landing gear, open the canopy, and turn off power systems.
</FONT><FONT size=1>Crosswind Landing
</FONT><FONT size=1>When performing a landing approach in a crosswind, you will find that your aircraft heading is actually different than the heading of the landing runway, which is called a crab. When over the runway threshold, you must eliminate that difference by using the rudder to align the aircraft’s longitudinal axis with that of the runway’s. You should also move the control stick in the direction of the wind to counter the aircraft rolling in the wind direction. If done properly, you will land with minimal side-slip while touching down on the upwind main gear first. When both the main wheels come in contact with the runway, place the rudder in a neutral position and lower the nose wheel carefully. With all wheels down and running down the center of the runway, apply the wheel brakes carefully. If the cross wind is over 4-5 m/sec, do not release the braking chute as it will be difficult to keep the aircraft on the runway. If during wheel braking the aircraft shows any yawing tendencies, release the brakes, straighten the aircraft, and reapply brakes. Remember, just as in a crosswind take-off, the aircraft will want to weathervane into the wind during the landing roll out.
</FONT><FONT size=1>Common Landing Mistakes</FONT><FONT size=1>

Overshoot. This occurs when the approach speed is too high or the aircraft is flared too late. If excessive, you are to go around for a second landing attempt.

Undershoot. This occurs if the aircraft is at too low a speed before flaring or the flare is begun too early. To correct such a mistake, increase engine thrust to reach the correct approach speed.

High leveling. This is the result of flaring at too high an altitude or flaring with too great a pitch angle. To prevent such a mistake, begin your flare when you are only 5-8 meters above the runway and bring the pitot tube ends to the horizon during the flare. If you do flare too high, too much, or deploy the braking chutes too early, the aircraft will land with considerable vertical speed and possibly damage or destroy the aircraft.

</FONT><FONT size=1><b><FONT size=2>Stalls and spins</FONT></b>

Even at very low speeds in level flight, the aircraft is not very susceptible to spin; however, control response in roll and lateral stability will suffer. A rapid control input with the stick during a maneuver will also degrade roll and lateral control response and may even result in a wing drop. To regain better control, push the control stick forward.

To place the aircraft into a spin, you must do so on purpose. If you do enter a spin, you must place the control stick in its neutral position. To hasten spin recovery, use the standard spin recovery method: idle throttle, deflect rudders against the spin rotation direction and push the control stick forward.

When in a take-off or landing configuration, entering a spin is possible if you exceed the maximum angle of attack, especially when the center of gravity has shifted (if the internal gun has deleted its ammunition, the center of gravity will move towards the rear of the aircraft). In such a case, spin recovery is nearly impossible.


<b><FONT size=2>Joystick setting for Su-25 and Su-25T</FONT></b>

When setting the joystick response pitch curve for aircraft with Advanced Flight Model (Su-25 and Su-25T), it is recommended that you remove any joystick insensitivity near the neutral / centering area (the so-called “dead zone”). You should also have a linear response curve; meaning that the joystick pitch setting curve should be a straight line from corner to corner of the response field. This is recommended because any nonlinearity will distort the correct balancing of the aircraft. This AFM balancing consists of angle of attack, G-loading, and control stick longitudinal diversion. A dead zone would create a “flat” response area (local control insensitivity zone) when balancing the dependencies in the mid-angle of attack range (5 - 10°). This would make angle of attack and G-loading control difficult.

For aircraft with AFM, it is also recommended that you reduce nonlinearity of the yaw response curve. This is because the nose wheel turning mechanism of Su-25 and Su-25T possesses a differential mechanism that nonlinearly turns the nose wheel according to the amount of pedal deflection. Hence, the yaw response curve nonlinearity will cause a significant increase of nose wheel turning angle. Such nonlinearity when giving rudder inputs will make it difficult to hold the aircraft on the runway during taxi, take offs and landings.

</FONT><FONT size=1><b>To learn more about the aircraft, weapons and systems of Flaming cliffs, please read the “Pilot Manual” (LOMAC_manual_1.1.pdf), which can be found in the DOC folder in your Lock On folder.</b></FONT></P>
[此贴子已经被作者于2005-2-22 10:36:56编辑过]

发表于 2005-2-22 10:53:46 | 显示全部楼层
<P>302动作真快,我正在翻译,你就先发出来了。</P>
<P>先帖一截出来吧,看来许多改变令人兴奋哦!</P>




<P>1.1版本新特性的说明:</P>
<P>1.1版并不兼容以前的LOCKON多人联网平台,也就是说,所有联入1.1主机者都必须使用1.1版本</P>
<P>以前版本记录的TRACK(录相)文件在1.1中播放可能会不正常。</P>
<P>画面处于全屏状态时,不建议使用ALT+TAB组合键进行应用程序切换,可能会导致内存分配出错或画面异常,如需要经常切换者,请尽量选用窗口模式而非全屏模式</P>
<P>强烈建议先熟悉新的键位表,了解键位变化,新的键位表为DOC目录中的Keycommands.doc文件,新增及改换的键位已用红色标出</P>
<P>SU27和MIG29的HUD进行了修正,机舱角度及大小更接近真实,且采用了更多的真实标记及新的字型[em17]</P>
<P>激光测距仪/目标跟踪仪长时间使用会过热,冷却时间大约相当于它们的持续使用时间,并根据飞机高度及环境温度的不同而不同。</P>
<P>修正了俄机雷达方位设置并使之更接近真实,包括非连续性的左、中、右区域扫描。</P>
<P>俄歼击机的雷达垂直扫描方式进行了修正,现在可以使用旋钮或按键手动进行调整。</P>
<P>增加了PPS-ZPS-AUTO选择开关,可根据与目标夹角关系进行更适当的选择,PPS:高PRF状态,ZPS:中PRF状态,AUTO:高/中PRF交错状态 [注 PRF:脉冲重复频率]</P>
<P>俄歼击机加入了TWS(边扫描边跟踪)模式,该模式允许在所选武器最大射程的85%范围内自动锁定所指示目标。[em17]
</P>
<P>在HOJ模式中发射导弹后,如果中途敌机电子干扰关闭或烧穿,将自动切换至单一目标跟踪(STT)模式,如未出现以上情况,导弹指导将失效。</P>
<P>SU25、SU25T将使用动态武器控制系统(WCS)面板,WCS准许操作者选择不同的武器发射数量、间距和弹巢。</P>
<P>修正了F15C的座舱视角及大小使之更真实。[em17]</P>
<P>调整了SU27的干扰弹数量[em17]</P>
<P>A10A在处于导航模式时,HUD上采用刻度方式显示垂直速度。[em17]</P>
<P>调整了攻角及加速度指示标记。</P>
<P>F15C上的HUD及VSD上的指引点(Steering dot)被调整,现在它可以指示出目标的前进方向。[em17]</P>
<P>俄机受损后,如果在降落后修复,其ECRAN故障报告系统将被重置。[em17]</P>
<P>改良了HUD上的显示字体,使之在较远和较偏的视角下也能更容易识别。[em17]</P>
<P>电视制导系统被进行了调整,使之开始感受到光线强度和雾的影响。</P>
<P>俄机机炮准星误差现已被修正。[em17]</P>
<P>玩家现在可以在COCKPIT.LUA文件中设定默认的HUD显示颜色[em17][em17]</P>
<P>
红外设备上爆炸变为可视</P>
<P>修正了SPO-15威胁告警器上的内容,已被摧毁的威胁将不再被显示出来。[em17]</P>
<P>调整了起落架指示器使之能显示其放下和收起状态</P>
<P>SU25T增加了“SUKHOGRUZ”红外防御系统。</P>
<P>俄机HUD上的机炮漏斗线被调整,现在可以手动改变基线宽度使之与目标宽度相匹配。[em17]</P>
<P>在近距空战的垂直模式中,目标可以被自动锁定。[em17]</P>
<P>按照真实系统重新设计了“FI0”模式[em17]</P>
<P>调整了SU33、SU27的翻滚速度,在高攻角状态下,翻滚操作可能被颠倒。</P>
<P>改良了飞机在高攻角状态下的操作特性。</P>
<P>引入了一个更新、更复杂的飞行员身体状态系统,红视和黑视的时间将会受到G力、G力持续时间长度和累积疲劳程度的影响。[em17][em06]</P>
<P>引入了新的损坏模型效果,包括飞机在遭受剧烈损伤和引擎严重火灾时导致的爆炸[em17]</P>
<P>俄机空中加油时采用了全手动控制,自动驾驶系统将会被屏蔽。[em17][em06][em06]</P>
<P>空对地武器采用了更真实的分布率误差特性[em17]</P>
<P>导弹和火箭在发射后将沿着其纵向轴进行旋转,视觉效果更真实。[em17][em17][em17]</P>
<P>SU17M4、幻影2000-5、旋风式战斗机和F5E将加入双管式机炮。</P>
[此贴子已经被作者于2005-2-22 12:25:31编辑过]

发表于 2005-2-22 13:06:50 | 显示全部楼层
发表于 2005-2-22 13:52:38 | 显示全部楼层
<P>不知道DEMO版和正式版之间会有多大的差别</P>
 楼主| 发表于 2005-2-22 15:18:53 | 显示全部楼层
384辛苦了,翻译得很准确!
发表于 2005-2-22 15:40:29 | 显示全部楼层
<P>嘿嘿,专业术语较多,我是连蒙带猜的,实在不行就自己进游戏验证,错误之处肯定还是有的,希望有高手帮忙指出,以避免误导别人。谢谢了!</P>
<P>下面继续:</P>
<P>当AIM120处于F15C机身挂架时,发射后不会下落的错误被修正。[em17]</P>
<P>多发装载型武器MER(例如火箭弹巢)的发射延迟时间错误被修正。</P>
<P>加入了KMGU-2-96子母型炸弹中的子炸弹的延迟释放效果[em17]</P>
<P>在KMGU-2-96子母型炸弹中可使用PTAB-2.5KO反坦克炸弹作为子炸弹</P>
<P>当飞机开炮、受损和撞击时加入了座舱震动效果[em17][em17]</P>
<P>在武器装载菜单界面里可以人工选择装载不同颜色的彩色发烟弹,色彩包括红、绿、蓝、白、黄和橙黄色,并延长了空中彩烟消散时间。[em17][em17][em17][em17]</P>
<P>炸弹被投掷后的飞行过程中加入了更多的真实视觉效果特性[em17]</P>
<P>调整了多项武器的重量。</P>
<P>修正了TU95和TU142的尾炮位置</P>
<P>TU22M3和IL76MD中加入了尾炮手,武器包括1200发炮弹,射程1800米。</P>
<P>增加了超过60个以上的建筑物在编辑任务时可以被作为静止目标。[em17]</P>
<P>增加了几种新的地面任务静止目标,包括指挥中心、武器库、弹药箱、碉堡工事及路障。[em17]</P>
<P>ZSU-23自行高炮的目标锁定距离从12公里减小到5公里。</P>
<P>增加了中长距防空武器的有效区域,其中包括:SA10、SA11、SA6、爱国者式、霍克式防空导弹和莫斯科号(光荣级)、提康德罗加级、佩里级军舰。</P>
<P>增加并改良了一些舰对空导弹的弹道飞行轨迹。[em17]</P>
<P>长距空对空导弹在发射后将采用更有效的飞行弹道轨迹。[em17]</P>
<P>提高了AI机型使用无制导型空对地火箭的有效率。[em17]</P>
<P>当于目标处于2-5公里范围内时,AI飞机将关闭雷达使用红外制导武器,发于目标距离小于2公里时,它们会使用雷达来进行更准确的机炮攻击。但MIG29和SU27仍会使用红外系统来保持雷达静默。[em17]</P>
<P>当攻击小型的、活动的地面目标时,AI机型将不会再使用KH29、KH31等重型导弹。[em17]</P>
<P>如果预先设计了地面目标,AI机型将不会攻击非预定目标,除非预定任务已完成。</P>
<P>反雷达任务将改名为SEAD。</P>
<P>MI8和MI24直升机低速飞行时将不会再坠毁。</P>
<P>地面和空中作战单位在计算瞄准点时将加入对风速及风向影响地考虑。[em17]</P>
<P>地面作战单位在攻击之前将运用所载武器的最大升降角度来对准目标。</P>
<P>被设置为“Average”(普通)级别的AI飞机在执行地面攻击时将减少命中率</P>
<P>AI飞机攻击地面目标时将会根据风向调整自己的发射角度。</P>
<P>加入随机性事件;多次执行相同任务时很可能会出现不同的结果。(如果想关闭此随机性发生器,请在Config\World\World.lua文件里设置RandomMissionEvents = false)[em17][em17]</P>
<P>可以把单纯HUD画面作为默认的座舱画面,请在Config/View/Cockpit.lua文件里设置相关参数</P>
<P>在弹射跳伞过程中加入了弹射座椅的火箭发动机喷射效果。[em17]</P>
<P>飞机在陆地超低空飞行时,如果距地面高度小于15米,将会出现地面尘雾尾迹效果[em17]</P>
<P>玩家可以自行增加无线通讯语音(保存于\Sounds\EnglishVersion\RF\Wingman1或\Sounds\EnglishVersion\USA\Wingman1目录中)[em17]</P>
<P>如果玩家操纵的飞行员死亡,画面会自动切换到外部视角(F2视角)[em17]</P>
<P>增加了对鼠标控制的限制。</P>
<P>进入一个任务后,在按S键开始之前鼠标的任何操作都将无效。[em17]</P>
<P>在F2、F6、F8、F9和F12视角中按下BACKSPACE键(后退键)将会反转视野移动方向。</P>
<P>在F2、F6、F8、F9和F12视角中按下SHIFT+ESC组合键将允许视野沿本身的轴线旋转移动,而摄像机本身的座标位置保持不变。</P>
<P>所有的目标摄像机将自动记忆所在位置。</P>
<P>用AVI格式记录的视频文件可以使用1.1版内附带的媒体播放器观看。</P>
<P>渲染AVI文件时与摄像机移动轨迹位置有关的几个问题被修正。</P>
<P>任务编辑时所选择的季节设置将不会影响星空图象和昼夜长度。默认星空和昼夜长度仍采用夏季。可以通过修改Config\World\World.lua文件中的日期项目来表现正确的星象图和昼夜长度。[em17]</P>
<P>按NUM LOCK和工F11键都将取消目视锁定,但视野不会回到初始位置。</P>
<P>解决了鼠标与TRACK-IR不能同时使用的问题。</P>
<P>解决了重放SAVE(存盘任务)型文件时画面固定的问题。[em17]</P>
<P>修正了观看SAVE(已存盘任务)任务时视角不正确的问题。[em17]</P>
<P>使用者可以通过修改View.lua文件中相关参数来调整摄像机摇摆效果(SHIFT+J)中的晃动和漂移程度。[em17][em17]</P>
<P>可以在建筑物上安置固定和活动物体。[em17]</P>
<P>注意:打开SU-25、SU25T的座舱盖反射效果可能会导致游戏帧率(FPS)下降40%。</P>
<P>新的标签设置项目:在LOCKON\Config\View\Labels.lua文件中可以设置空中、地面目标的标签出现距离。(具体设置说明略去)</P>
[此贴子已经被作者于2005-2-22 17:54:25编辑过]

发表于 2005-2-22 16:22:58 | 显示全部楼层
<P>感觉ED小组确实是在踏踏实实地做事,对自己的作品在尽最大努力做到精益求精。仔细看了看新版本的改变,许多修正都是为了使之更接近于真实,而并非是更花哨,尤其是航电、气动、AI方面的修正,连最挑剔的人也不得不佩服,可以预见在不久之后,又会出现一批精彩的视频,不仅在画面上接近真实的影片,在细节上也更象真实的飞行和战斗。许多地方我以前根本没注意到,也并不影响飞行和空战(比如那个AIM120发射的画面错误,我是看了README后再进1.02里观察才发现的),但他们还是一丝不苟地修正了,确实不容易。</P><P>但是,由于软件的巨大和内容的极其复杂,新版本里仍然还存在着一些问题,也许有的问题与我们运行的是DEMO版有关,但可以想象,里面加入了这么多的物理和图像特性,对CPU和GPU的运算能力要求肯定会有所提高,目前一个很主要的问题就是经常会出现资源占用程度过高,估计视野角度和大小变化中出现的死循环就是由此所致,希望在1.1正式版中不会再出现这个现象。</P>
发表于 2005-2-22 17:50:15 | 显示全部楼层
<P><B><FONT size=2>Additional information on 1.1 multiplayer</FONT></B><FONT size=1>

</FONT><FONT size=3>1.1 multiplayer allows the host to transfer LUA files to clients. These files are described in the configuration file: \Config\Network\config.lua

This mechanism allows the host to enforce settings that include labels, difficulty settings and others. This is designed to protect the game session from cheating, invalid settings, and modifications. </FONT></P>
<P><FONT color=#ff0000 size=6>这个非常好!!!!!!</FONT></P>[em17][em17][em20][em20][em22][em22][em23][em23]
[此贴子已经被作者于2005-2-22 18:04:27编辑过]

发表于 2005-2-22 18:00:46 | 显示全部楼层
<b><FONT color=#000066>pine同志</FONT></b>
发表于 2005-2-22 18:05:03 | 显示全部楼层
<DIV class=quote><B>以下是引用<I>Mark</I>在2005-2-22 17:50:15的发言:</B>

<P><FONT color=#ff0000 size=6>这个非常好!!!!!!</FONT></P>[em17][em17][em20][em20][em22][em22][em23][em23]</DIV>
<P>呵呵,正要说到这个呢!
<P>  
<P>1.1多人联网模式的附加说明:
<P>1.1多人模式中将允许主机向客户端传输LUA脚本文件,文件将保存于 \Config\Network\config.lua后执行,这一机制将强行设置加入主机的客户端的标签、难度、和其它一些设置,最大程度地保护联网时的公平环境,排除作弊者、非法设置者和游戏修改者对联网对战地干扰。 (嘿嘿,这下子可是堵住了一批喜欢作弊的家伙了)
<P>  
<P>根据以上的机制,如果主机不允许,联网时我们将不能再采用180度座舱视角了。[em04][em06]</P>
发表于 2005-2-22 18:08:32 | 显示全部楼层
总算译完了,感谢FA18加精,也是对俺的最好鼓励!
发表于 2005-2-22 18:15:30 | 显示全部楼层
<DIV class=quote><B>以下是引用<I>pine</I>在2005-2-22 18:05:03的发言:</B>


<P>呵呵,正要说到这个呢!

<P>  

<P>1.1多人联网模式的附加说明:

<P>1.1多人模式中将允许主机向客户端传输LUA脚本文件,文件将保存于 \Config\Network\config.lua后执行,这一机制将强行设置加入主机的客户端的标签、难度、和其它一些设置,最大程度地保护联网时的公平环境,排除作弊者、非法设置者和游戏修改者对联网对战地干扰。 (嘿嘿,这下子可是堵住了一批喜欢作弊的家伙了)

<P>  

<P>根据以上的机制,如果主机不允许,联网时我们将不能再采用180度座舱视角了。[em04][em06]</P></DIV>
<P>
<P>事实上如果别人不用180度座舱视角,或事先未商定用180度座舱视角,你在联网使使用了,就是作弊行为。</P>
发表于 2005-2-22 18:19:29 | 显示全部楼层
<DIV class=quote><B>以下是引用<I>ArTa</I>在2005-2-22 18:15:30的发言:</B>


<P>
<P>事实上如果别人不用180度座舱视角,或事先未商定用180度座舱视角,你在联网使使用了,就是作弊行为。</P>
</DIV>
<P>
<P>哈哈,以后再不用担心我会占你这个便宜了。</P>
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