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楼主: BLACKWASP

高级操作翻译事宜,请诸位进......

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发表于 2008-1-15 17:56:59 | 显示全部楼层 |阅读模式
Techniques For Weapons Delivery In SFP1
http://www.simhq.com/_air/air_055a.html

A2A Weapons Delivery In Strike Fighters
http://www.simhq.com/_air/air_061a.html

这两篇文章,对高难模拟状态下的操作做了很好的指导,现在需要诸位进行文字翻译工作,我则来编辑成PDF,如何?
Erwin Hans和Fallout3,你们两个是英文最好的,应该必须参加。
其他有能力的飞友也请大力协助。
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 楼主| 发表于 2008-1-15 17:59:00 | 显示全部楼层
附上已经翻译的部分:
Introduction
介绍
This article will cover weapons delivery procedures and techniques for employing radar guided missiles, infrared guided missiles, and the gun in the Strike Fighters, Project One (SFP1) simulation. The idea for this article came from questions that were posted on our SFP1 forum. As such, the tips and techniques here are intended for application with that sim only…however, you may find some of the info has applicability to other sims. Like in any simulation that attempts to model real life to some degree, you will find that operating the radar and firing the weapons in the sim is only partially “realistic”. In the article, I’ll point out where the sim “reality” departs from the real world. SFP1 is not intended to be as “hardcore” as some other sims…but the game can be played as a pretty good simulation of what it was like to work with the relatively simple avionics and weapons of this era of air combat.
这篇文章将涵盖Strike Fighters, Project One (SFP1)中的武器发射过程、雷达制导导弹、红外制导导弹以及机炮的使用。本文的灵感来源于我们SFP1论坛中的一些问题。和其它文章一样,这里提供的技巧和技术只适用于这个模拟游戏,当然你可能会发现也同样适用于其他模拟游戏。像其它尽力仿真的游戏一样,这个游戏中操作雷达和发射武器只是部分“真实的”。在文章中,我会指出它们在游戏中和现实中的差别。SFP1不像一些游戏那样追求绝对的真实,但这不妨碍它成为展现这个用相对简单的航电和武器进行空战的时代的好游戏。

Before we get into the nuts and bolts of the subject, let’s cover a couple of things that will set the stage for your understanding of A2A avionics and weapons in the game. First, we are dealing with aircraft, avionics, and weapons that span a considerable period of rapid growth and development of air combat systems. In the basic game, you have two late 1950s jets, the A-4 and the F-100, that have very limited A2A systems. Rounding this out are two 1960s era fighters, the F-104 and the F-4, that have systems that increase the complexity of target acquisition and targeting. Because of this, you will find that certain weapons are available only in certain aircraft and only in the time period that is consistent with the aircraft’s usage during the years covered by the sim.
在深入研究之前,先来了解一些基本信息,以便更好的理解游戏中空对空的航电及武器系统。首先,我们所涉及的飞机、航电以及武器,跨越了相当长一段时期内空战系统的发展和演变。在原始的游戏中,你可以操控2架20世纪50年代末,只有有限空对空作战系统的喷气战斗机——A-4和F-100,以及2架20世纪60年代,在目标捕获及瞄准系统方面相对复杂的喷气战斗机——F-104和F-4。因此,你会发现特定的武器系统依据游戏所模拟时代的真实情况,只能在特定的时期装备在特定的飞机上。
Second, SFP1 is a game that is enjoying a wide range of player modification in aircraft and weapons. While this certainly enhances gameplay, it also presents the problem of avionics and weapons delivery realism with regard to these add-on systems. Not every add-on aircraft will have correct avionics, nor will every add-on weapon be true to life. In most cases, these add-on features will draw heavily upon systems and characteristics programmed into the original. When this is the case, do not be surprised if you are not able to operate the add-on aircraft or weapon exactly as may have been the case in real life.
其次,SFP1提供给玩家巨大的自由空间来修改机体及武器。这在增加游戏性的同时,也带来了在航电及武器系统拟真度方面的问题。并不是每一架附加飞机的航电和每一件附加武器都和真实的一样。绝大多数情况下,它们都会尽力在系统及特性上忠于原型,但当你发现这些附加的机型和武器的操作和现实中的不同时,不要感到惊讶。
In this first article, I’m going to deal only with what it takes to make the game “work”. I may mention real world info from time to time, but if I do, it will only be to make the point of what to do in the game…not what to do in reality. My point in saying this is that there are many techniques, tips, rules of thumb, etc that were used in real life to improve weapons performance, reliability, and accuracy. I have no reason to believe that any these can be credibly used in SFP1…some may have applicability, others may not. The end result is that all techniques and tips in this article are based on what I have observed to be effective in the game.
在这第一篇文章里,我将只涉及如何正常进行游戏。我会提及现实中的情况,但这只是为了了解在游戏中该怎么做,而不是在现实中。我这么做是由于现实中有很多技巧,技术以及经验等等可以用来改进武器的性能,可靠度和准确性。但我不保证所有的这些在SFP1都有效……有些可能有用,但有些未必。因此这篇文章中所提及的方法和技巧都是我认为在游戏中有效的。
I’ll begin by discussing how to operate the radar and then will move on to explaining the radar scope, HUD, and monitor screen displays. Following that, I’ll discuss the operational limitations, strengths, and weaknesses of the individual missile systems (the AIM-7 Sparrow, AIM-9 Sidewinder and the AIM-4D Falcon). I’ll finish with a discussion of the gunsights in SFP1…both the fixed sight in the A-4 and F-4C and the LCOS systems in the F-100, F-104, and F-4D and E.
首先说明的是如何操作雷达,然后会了解一下雷达显示屏,HUD和屏幕信息。接着会讲解每个导弹系统的操作限制、强项以及弱项(AIM-7麻雀,AIM-9响尾蛇和AIM-4D猎鹰)。最后是SFP1中的准星,包括A-4和F-4C的固定准星以及F-100、F-104和F-4D/E的前置运算光学准星(LCOS)系统。
SFP1 Radar Operating Concepts, HUD Displays, and Targeting Symbology
SFP1的基本雷达操作,HUD显示和目标指示
Using the radar does two things for you in this game. One is to provide range information to you. The other is to provide targeting info to the missile and gun weapons computers. One thing that the radar in the game does not do well is provide steering information. In real life, both the F-104 and F-4 radars provided visual cues that allowed the pilot to fly a pursuit course to the target. In the F-4, running the attack radar was one of the primary duties of the F-4 Weapon System Operator (WSO), the “backseater’ or “GIB” (Guy In Back”). For the most part, these steering cues are absent from the game in all levels of play. While the radar does provide an indication of target bearing, this is only in the general sense and is not adequate for flying a precise intercept.
游戏中,雷达会做2件事。一是为你提供距离信息,二是为火控系统提供目标信息。在游戏中雷达无法很好的提供导航信息,而在现实世界中,F-104和F-4的雷达都能提供信息,使得飞行员能够沿着路径追踪目标。在F-4上,操作火控雷达是F-4的武器系统操作员(Weapon System Operator, WSO/the \"backseater\"/\"GIB\", Guy In Back)的主要职责。各个难度下的游戏在大多数时候都不会提供导航信息。虽然雷达提供了目标的方位,但这只是基本的信息,远无法完成精确的拦截任务。
Lock-on procedures and radar scope presentations vary with the level of difficulty selected. Use the Options page to select one of three levels of difficulty…Easy, Normal, or Hard. In addition, you may affect radar operation by individually selecting levels of difficulty using the customization feature.
目标锁定以及雷达显示屏的显示会由于难度的选择不同而各异。你可以在选项(Options)页中选择Easy, Normal, Hard这3个难度中的一个。此外,你还可以在自定义(customization)功能中单独改变雷达的操作难度。
Note: Unless specifically mentioned, assume that you are in the Search Mode. Boresight procedures and techniques will be discussed separately.
注意:除非特别指出,一般假设你处于搜索模式(Search Mode)。孔径模式(Boresight)下的内容将会单独讨论。
General Radar Operating Features
雷达基本操作
Unless specifically mentioned, all references in this section refer to the F-4E. F-4C and D and F-104 differences will be discussed as necessary.
除非特别指出,这一章节的所有内容所谈论的是F-4E机载雷达。F-4C/D,F-104的不同处将在需要时提及。
Your radar scope display will depend on the selected level of difficulty. In Easy mode, you are provided a 360-degree coverage around your aircraft. In Normal and Hard modes, the radar is limited to a “pie” shaped area centered off the jet’s nose. The radar “scans” two ways. One is in the horizontal plane (called “azimuth”) …this is the typical side-to-side sweep as seen on the scope...and the other is the search pattern in the vertical plane (called “elevation”). In this game, regardless of level of difficulty, the elevation search pattern is approximated by the position of the gunsight reticle.
雷达显示屏显示的内容取决于游戏难度的选择。在Easy模式中,雷达将会显示飞机周围360度的情况。在Normal和Hard模式中,雷达将被限定显示机头前方的扇形区域。雷达以2种方式扫描,一是水平方向,也称为方位角(azimuth)。正如在雷达屏幕上看到的那样,这是典型的左右扫描。二是垂直方向,也称为俯仰角(elevation)。在游戏中,无论选择何种难度,雷达的俯仰角扫描都被限定在准星的十字线范围内。
Regardless of level of difficulty, you will operate the F-104 and F-4 radars by use of the Page Up, Page Down, Home, and Insert keys. Note: I realize many of you may have reprogrammed your keyboard functions to a HOTAS. In this article, I’ll stick with the default settings for ease of discussion.
无论何种难度,你都将会用Page Up, Page Down, Home和Insert键来操作F-104和F-4的机载雷达。注意:我注意到很多人重新定义了键位,在文章中我将仍然使用默认设置。
The Page Up key allows you to select the radar mode. There are four modes, but only the Search and Boresight modes apply to A2A employment. Begin your intercept or attack by selecting either Search or Boresight. Search mode is basically a BVR (Beyond Visual Range) mode, while Boresight is primarily intended for WVR (Within Visual Range) operations. For techniques for using these modes, see the later sections of this article.
Page Up键用于选择4种雷达模式,其中只有搜索(Search)和孔径(Boresight)模式用于空对空作战。务必选择搜索或者孔径模式来执行空中拦截或攻击任务。搜索模式简单来说就是一种超视距(BVR, Beyond Visual Range)模式。孔径模式主要是在视距内(WVR, Within Visual Range)使用,具体的使用方法将在稍后的章节中谈论到。
The Page Down key selects the radar range. You have four choices of search ranges in the F-4…200nm, 100nm, 50nm, 25nm, and 10nm…but the maximum lock-on range is 50nm. In the F-104, you may search out to 40nm, but lock-ons are limited to a maximum of 20nm. Radar range selection is not automatic. You must manually select a lower range if desired. When you select a new range, a message will appear on the bottom of your monitor screen…but it fades out in a second or two. Once that happens, you have no indication of what range you are in other than the relative size of the min/max range markers (F-4 only).
Page Down键用于选择雷达探测距离。在F-4中你有4种距离可选:200nm,100nm,50nm和10nm,但是最大目标锁定距离是50nm。在F-104中,你可以搜索40nm外的目标,但只能锁定20nm内的目标。雷达探测距离不是自动设定的,需要的话你必须手动选择一个。当你选择了一个新的探测距离,一条提示信息会在屏幕下方一闪而过。此后,除了最小/最大射程标志的相对距离(只有在 F-4中)外,你无法获知当前的雷达探测距离。
The Home key initiates the lock-on procedure when in Search mode. You must have a target on the scope and it must be at a range of 50nm or less in the F-4 (20nm in the F-104). Once the Home key is pressed, the acquisition symbol will move to “bracket” the target return. If you want to acquire a different target and if using the Default keyboard settings, use the Shift-Home combination to command the acquisition symbol to move to another target.
Home键用于启动搜索模式下的锁定程序。只有当F-4的雷达屏幕上显示有一个距离小于50nm(F-104则是20nm)的目标时才能启动锁定程序。按下Home键后,目标捕获框将“捕获”目标回波。如果你想选择其他目标,可以按Shift-Home组合键使捕获框移向其它目标。
The Insert key completes the lock-on. Once locked on, the scope display will change to the attack presentation, and this will vary with difficulty settings. When multiple targets are present, you may find that the radar will attempt to lock a target other than your visual target. When this is the case, use the Shift-Insert combination to command the radar to change its lock to your visual target. Do this before you command the initial lock-on.
Insert键用来完成锁定。一旦锁定,雷达显示屏将会改为攻击模式,并且由于难度不同而显示不同。当有多个目标时,雷达可能会锁定与你目视相异的目标,按Shift-Insert键使雷达锁定你所选择的目标。
Easy Mode
Easy模式
Scope Display. In Search mode, the radar scans a 360-degree view around your plane. Your position is at the center of this circle. Targets will be displayed all the time regardless of the position of the revolving sweep of the radar beam. This radar display is relatively unaffected by the position of your nose in the vertical plane…you should not have any difficulty with radar elevation affecting the production of target returns.
雷达屏幕:在搜索模式中,雷达扫描周围360度空间。你的位置在屏幕的中央。目标将会一直显示在雷达屏幕上,而无论雷达波束扫描到何处。雷达屏幕的显示不会受机头在垂直面上位置的影响,因此雷达的俯仰角不会影响目标回波在雷达屏幕上的显示。
Lock-on Procedure. Any target regardless of position may be locked, but the max lock range must be observed. Use the Home and Insert keys to command a lock-on. After the lock-on, the beam will continue rotating and a second strobe line will be placed over the target return. To cycle between multiple targets, press the Home key to break your original lock, and then press the Insert key to lock another target. Use this cycling technique to move your lock-on to the target that you are visually locked on to.
锁定程序:任何位置的目标都会被锁定,但必须注意最大锁定距离。按Home和Insert键执行锁定。当锁定目标后,雷达将继续扫描,同时在目标回波上出现第2根雷达示波。要在多个目标之间切换,先按Home键解锁,然后按Insert键锁定另一个目标。你可以用这个方法统一目视目标和雷达锁定目标。   
HUD/Screen Display. After lock-on, a yellow diamond will surround the target. A red square will surround your selected visual target. If your visual target is the same as the locked target, it will have both the yellow and red symbols around it. These symbols will be present in both internal and external views. A red “pointing cone” will be displayed in the direction of the target anytime that the target is not in your forward view. A secondary radar scope is displayed in the top right of your screen.
HUD/屏幕信息:锁定后,目标周围将会出现一个黄色菱形框。而你目视目标周围将会出现一个红色方框。如果目视目标和雷达锁定目标一致,目标周围就同时存在黄色和红色框。内部和外部视角都会显示这些标记。当目标不在你前方时,一个红色指向箭头将会一直指向目标方向。屏幕右上角将会出现一个辅助雷达显示屏。
Data boxes will be displayed in the lower corners of your monitor. The left box contains flight data for your plane, and the right box contains data on your currently selected target. Note: the target data is for your visual target. Make sure you transfer your visual lock to your radar lock-on target (or vice versa), otherwise you may think you are seeing the correct data when you aren’t.
屏幕的下方会出现2个数据框。左下角显示本机的飞行数据,右下角显示当前选定目标的数据。注意:目标数据是你当前目视目标。确保你已将目视目标转换为雷达锁定目标(或者相反),否则你得到的将是错误的数据。
Normal Mode
Normal模式
Scope Display. In Search mode, the scope displays a pie shaped sector of airspace around your plane. This area covers approximately +/- 120 degrees off your nose. Targets are only visible when the radar trace (called the “B sweep”) passes over them and the radar beam is directed at the correct target elevation. An “el strobe” (elevation marker) is present on the right side of the scope showing the elevation of the search pattern. The gunsight position on the HUD is an approximation of this scan pattern in elevation. This elevation pattern is fixed, so to raise or lower the search pattern, you must raise or lower the nose of the jet.
雷达屏幕:搜索模式下,雷达屏幕将显示飞机周围的一片扇形区域,大致是机头+/-120度区域。只有当雷达扫描波束(称为“B sweep”)经过目标,并且正好指向目标高度时,目标才会在屏幕上显示。一个“俯仰角标记”(el strobe)会显示在雷达显示屏右侧,用来标示雷达的俯仰角扫描。HUD上的准星大致就是俯仰角扫描的范围。游戏中俯仰角扫描是固定的,因此要扫描较高或较低空域时,你必须相应的拉高或压低机头。
You may notice the el strobe shifting up and down. This up-down movement is called a “raster scan”…in our case, since the el strobe moves twice, the elevation search pattern is called a “two bar raster scan”. In game play, this feature adds realism to the appearance of the display, but adds little to gameplay.
你会发现俯仰角标记会忽上忽下,这种上下移动称为“光栅扫描”。在这里,俯仰角标记的2次移动称为2线光栅扫描。游戏中,这样的显示增加了游戏的真实性,但对游戏本身毫无帮助。
The following figures show the +/- 120-degree coverage of the radar scan relative to your nose. The radar beam sweeps back and forth from your 8 o’clock to your 4 o’clock position.
下图标明了雷达在机头+/-120度扫描的覆盖范围。雷达波束在8点和4点之间来回扫描。  
Lock-on Procedure. Same as for the Easy mode. As long as the target is within the lock-on limit, it may be locked-on in any position on the scope (the target does not have to be at your 12 o’clock). Lock-on constraints are relatively relaxed, so you can expect to achieve a lock-on with minimal difficulty. Once locked, the B sweep will stop over the target return and the max/min range markers will be displayed as small dashes, one or two, depending on the type of missile selected. If you change scope range, these max/min markers will remain displayed in their correct relationship to target range.
锁定程序:和Easy模式类似。只要目标进入有效锁定距离内,你就可以在雷达屏幕的任何地方锁定它(目标不需要保持在12点位置)。由于锁定条件的宽松,锁定目标是相当简单的。一旦锁定,B Sweep会停止在目标回波上,当前选择导弹的最大/最小射程标记会以短划线标示出来。最大/最小射程标记会依雷达探测距离相应地标示在雷达显示屏上。
Locking targets that are near the sides of the scope can be misleading. Remember that the azimuth scan in Normal mode is 120 degrees…as a result, a lock-on that is close to the maximum azimuth may well be a target that is on your beam or behind you!
锁定在显示屏边上的目标经常会使人出错。记住在Normal模式下,雷达扫描方位角是+/-120度。因此一个目标显示靠近最大方位角时,他可能在你的前方,也可能在你背后!
Once the target is locked, the B sweep will move sideways on the scope if the target moves away from it original lock-on azimuth. Unlike Easy Mode, there are azimuth limits in this mode. If the target moves more than 120 degrees away from your 12 o’clock, the radar will break lock.
当目标锁定后,雷达扫描波束会随着目标在雷达显示屏上的移动而移动。和Easy模式下不同的是,雷达方位角在这里是有限制的,如果目标移动至你12点的120度位置后方,雷达就会脱锁。
To cycle targets after locking one up, first press the Shift-Page Up keys to break the original lock. The scope will remain in the Search Mode, and the acquisition symbol (bracket) should remain close to the target grouping. Press the Home key to move the acquisition bracket to a different target. Then press the Insert key to initiate a lock-on of that target. You may also use this technique to align your locked target with your visual target.
要切换目标,首先按Shift-Page Up键解锁。雷达显示屏将会返回搜索模式,同时目标捕获框依然在目标群周围。按Home键移动捕获框到需要锁定的目标上,按Insert键执行锁定。你也可以以此来校准目视目标和锁定目标。
The lock-on scope display was changed by the first patch. The game manual refers to a lock-on display that includes a relative velocity circle on the scope. After applying the patch, this circle is no longer displayed.
游戏的第一个补丁稍稍改变了锁定时的雷达屏幕上的内容。游戏手册中称雷达屏幕上的锁定显示包括一个相对速度环,但在打上补丁后,这个环就不存在了。
HUD/Screen Display. Same as for Easy mode, but if the target goes behind your 4 or 8 o’clock position, the radar will break lock, and the yellow lock-on symbol will disappear. A red “pointing cone” will be displayed in the direction of the target anytime that the target is not in your forward view. Flight data boxes will be displayed as in Easy Mode. A secondary radar scope is displayed in the upper right corner of the screen for use when you are not using the forward view.
HUD/屏幕信息:和Easy模式下一样。但当目标移动至你4点或8点方向后时,雷达会脱锁,黄色的雷达锁定标识消失。红色目标指示箭头仍会在目标不在你前方时标示出目标的位置。飞行数据栏与Easy模式下一样。当你不是forward view时,一个辅助雷达显示屏会出现在屏幕右上角。
In the next screenshot, it appears that the F-4E is locked on to the MiG…but this is not the case. The target data in the red box is for the MiG near the pipper…but look at the analog bar on the sight. It’s showing max range…that doesn’t make sense. The MiG is too close. Now look left to the weapon selection light. It shows that the AIM-7 is the selected weapon. The radar is locked on all right…but not on that MiG! Now we see the problem…if the MiG had been the radar target as well as the visual target, it would have a yellow diamond around it.
在下面的截图中,F-4E看似锁定了一架Mig……这不是关键问题。红色目标数据栏里的数据是准星附近那架Mig机的……但注意距离环,显示最大距离……还没反应过来。Mig机离得太近了。左侧武器选择指示灯显示AIM-7是当前武器,雷达锁定了目标……但不是那架Mig机!现在我们发现了问题……如果这架Mig机是雷达锁定的目标,那它的周围应该有个黄色菱形框。
The F-4E gunsight will show a range analog bar that at maximum range extends from the 12:30 o’clock position around clockwise to 6 o’clock. The movement of this bar is a function of the weapon selected (radar/IR missile or gun), target range, and the rate of closure. This analog bar shows actual range only…it does not say anything about being “in range”. It is not a firing cue…it only is a readout of range in feet. Here are the reticle display markings:
F-4E的准星将会显示一个模拟的距离环,最大距离是从12:30位置沿顺时针方向延伸到6点位置。距离环用来标明当前选择武器(雷达/红外制导导弹或者机炮),目标距离或者接近率。这个距离环只是以“英尺”来标示目标确切的距离,并不是说明目标在射程之内或是开火提示。这里就是准星十字线的图示:
In missile mode, either radar or heat, the range value is three times that of when gun is selected. In missile mode, 1:00 equals 18,000’ (3nm), 3:00 equals 12,000’ (2nm), and 5:00 equals 6000’ (1nm). In gun mode, 1:00 equals 6000’, 3:00 equals 4000’, and 6:00 equals 1000’, as is shown in this figure:
在导弹模式下,包括雷达制导和红外制导,距离值是机炮模式下的3倍。在导弹模式下,1点位置表示18,000英尺 (3海里),3点位置表示12,000英尺 (2海里),5点位置表示6000英尺 (1海里)。在机炮模式下,1点位置表示6000英尺,3点位置表示4000英尺,6点位置表示1000英尺。如下图所示:
Hard Mode
Hard模式
Scope Display. This mode is the most realistic mode. The search sector is reduced to +/- 60 degrees, otherwise the display functions the same as in Normal Mode.
雷达屏幕:Hard模式是最接近真实的模式。搜索扇区减小为+/-60度,其余和Normal模式下相同。
Lock-On Procedure. Lock-on difficulty is increased in this mode, and you can expect that the lock-on may take up to six seconds or more to occur. Target size, range, and ground clutter interference are programmed factors that will cause your lock-on attempt to fail at times. You may reasonably expect to acquire and lock bomber-sized targets out to 50nm, but fighter-sized targets may well not detected until they are considerably closer. Because of the narrowing of the scope azimuth limits, maintaining the lock-on will require you to keep the target between your 2 and 10 o’clock positions. This in turn may require you to maneuver more aggressively to keep the target inside of your azimuth limits.
锁定程序:在Hard模式下锁定的难度有所增加,锁定一个目标可能需要6秒甚至更多时间。目标的大小,距离以及地面杂波干扰都将时常会使锁定目标失败。有时你可以在50海里的距离上锁定轰炸机大小的目标,而当战斗机大小的目标离你非常近的时候才能发现它。由于有限的雷达扫描方位角,只有把目标保持在你2点和10点之间才能锁定它,这将促使你主动地采取机动动作来保持目标在雷达的扫描范围内。
To cycle targets, you will have to repeat the full lock procedure…Shift-Page Up to break lock, Home to move the acquisition brackets, and Insert to lock the new target.
要切换目标,你不得不重复所有的锁定动作:Shift-Page Up解锁,Home键移动目标捕获框,然后按Insert键锁定新目标。
HUD/Screen Display. In Hard Mode, many of the previously described target and data cues are no longer displayed. The red “pointing” cone, the target data box, the secondary radar scope, and the yellow diamond and red square targeting symbols are all removed.
HUD/屏幕信息:在Hard模式下,许多之前提供的目标信息将不再提供。红色的目标指向箭头,目标信息栏,辅助雷达显示屏,黄色菱形框以及红色方框都将不复存在。




General Info

As in real life, it helps to have a stable aircraft platform when operating the radar. When we are “heads down” in the scope, we would like the plane to remain in the attitude where we left it. The absence of trim control in SFP1 makes this task more difficult than it should be. This is true of both the Normal and Hard difficulty levels…in the Easy level, trim is not a factor. The aircraft in this game are “trimmed” for an average cruise speed, one that is relatively low when compared to typical combat speeds…for example, the F-4E in Normal mode is “in trim” at about 400KIAS. Go slower than this speed, and you will sense that the stick is “heavy” and you will have to pull back slightly to hold the nose level. At speeds above 400KIAS, you will find that the nose wants to “rise”, and you will have to push forward to keep the nose level. This effect becomes more pronounced as speed increases or decreases from the “trimmed” speed.
在现实中,操作雷达需要一个稳定的平台。当我们低头观察雷达屏幕时,我们总希望能使飞机保持一定的高度,但在SFP1中,缺少配平使得这个任务变得异常艰难。在Normal和Hard难度下尤为如此(Easy模式下无需考虑这个因素)。游戏中飞机都在巡航速度下做了配平,比如F-4E的配平速度在400节左右。低于这个速度,你会发现杆有点重,并且要不时地轻微拉杆保持机头水平。高于配平速度时,你必须轻推杆防止机头抬起。这种效应会随着速度的增加或降低而愈加明显。
This can cause unnecessary difficulty when attempting to get a lock-on. The location of the elevation scan in Easy mode should not be a problem as far as the illumination of the target is concerned. You can allow the nose to point above or below the target by a considerable amount and still be able to see a target return.
这将会增加锁定目标的难度。Easy模式下雷达俯仰角扫描由于目标照射固定而相对简单。当机头高于或低于目标时依然能够获得目标回波。
This is not true of operating the radar in Normal or Hard levels. Here, the elevation position is very important. The radar beam must be pointed at or close to the target in order for you to see a return on the scope. Pointing the gunsight reticle at a visual target is one way to help to keep the radar beam on the target. But what if the target is not visible? Now you have a potential problem. The reason for this will be the tendency of the nose to drop or rise if you are not at the “trimmed” speed. When this happens, and you have your attention on the radar scope, you will find that it is easy to unconsciously allow the nose to change its position…and when this happens the radar beam may well move off the target. If it does, you lose your target return. So, watch your pitch attitude closely when trying to lock up a target and remember how trim can make this more difficult.
但在Normal和Hard模式下情况就完全不同了,雷达的俯仰角变得十分重要。只有当雷达波束直接照射或接近于目标时,屏幕上才会显示目标回波。一种方法是将准星十字线直接指向目视目标,使得雷达能发现目标。那当目标在视线之外呢?这时你的问题来了。由于不在配平速度上,机头会抬起或下沉,当你专注于操作雷达时,机头会在不知不觉中改变方向,雷达波束也因此脱离了目标,从而在雷达屏幕上失去目标回波。所以当你尝试锁定一个目标时,注意配平带来的影响,时刻注意飞机的俯仰姿态。
One technique to use to minimize this is to fly at the “trimmed” speed. In my flying, I have found the “trimmed” speeds to be about 400KIAS for the F104 and F-4. While the A-4 and F-100 do not have attack radars, their “trimmed” speeds are about 300KIAS and 375KIAS, respectively.
一种好的解决方法是保持配平速度。在飞行中,我发现F-104和F-4的配平速度大约在400节左右,相对的,没有攻击雷达的A-4和F-100的配平速度大约分别在300节和375节。
The search beam is about the size of the diameter of the gunsight reticle. If you are searching for a target that is not visible, raise or lower your nose by one to two reticle diameters at a time. Let the beam cycle back and forth at least 1-2 times before you move the nose to position the scan again. Remember the effect of trim and make sure you keep your nose steady. One way to do that is to lower the forward view using the mouse so that you can see the scope and the gunsight together more easily.
雷达波束的的直径相当于准星十字线的大小。当你搜索视距外目标时,每次提高或降低1至2个十字线直径的距离,让雷达扫描至少1至2次后再改变角度。注意配平的影响,保持机头稳定。一种有效的办法是用鼠标稍微降低视角,使得你能方便的同时观察雷达屏幕和准星。
General Weapons Employment Considerations
基本武器使用注意事项
You have three different types of A2A weapons systems to use in SFP1…radar guided missiles, infrared guided missiles (heat seekers) and the gun. The missiles come in a variety of models…which ones you use will depend on the model of aircraft you are flying and the part of the game that you are flying in. For example, if you are flying a F-100, you will be limited to early model AIM-9s because that aircraft represents a non-radar equipped fighter from the 1950s. Fly a F-4E, and you will be able to carry the later model radar and heat-seekers commonly found in the latter part of the 1960s. In the initial segments of campaign play, you will be likewise limited to the older model aircraft and weapons types.
在SFP1中,你有3种不同的空对空武器系统:雷达制导导弹,红外制导(热制导)导弹和机炮。导弹的型号有许多,具体的使用取决于使用的机型和进行的任务。例如,由于20世纪50年代的F-100战斗机没有配备雷达,你只能使用早期型号的AIM-9;20世纪60年代末的F-4E则可以携带较新型号的雷达和红外制导导弹;同样的在战役的开始阶段,你只能选择早期型号的飞机及武器。
In this section, we’ll take a look at the procedures and techniques on how to best use these weapons. Let’s begin some info on how the missiles are modeled in this game. The following chart (from the game’s weaponsdata.ini file) shows comparative values for a number of missile performance parameters. The actual units of these values are not as significant as are the relative numbers. In the following brief discussion of these missiles, I’ll use these values to draw some general conclusions about what kind of performance you can expect in the game.
在这一部分,会探讨如何完全发挥这些武器作用的规程和技巧。首先来了解一下游戏中导弹的型号。下表(来自于程序中的weaponsdata.ini文件)显示了导弹相对性能参数的比较。准确地参数并不像下表那样,这些只是相对比较。接下来会以这些数据为基础来得出一些导弹在游戏中表现的基本评价。

Missile
导弹 Accuracy
命中率 Max
Turn
Rate
最大转弯速度 Max
Launch
G
最大发射过载 Launch
Reliability
发射可靠度 Seeker
Track
Rate
导引头扫描频率 Min/Max
Launch
最小/最大射程 ECCM
电子抗干扰     
AIM-4D  60  14  2  60  11  1.5/9.6  40     
AIM-9B  60  10  2  75  11  0/4.8  10     
AIM-9E/E-2  75  11  2.5  80  16.5  0/8.0  20     
AIM-9J  85  22  7  90  16.5  0/14.0  40     
AIM-7D  60  10  2.5  75  12  6.0/15.2  10     
AIM-7E  70  10  2.5  85  12  6.0/30.0  20     
AIM-7E-2  80  15  5  85  16  .6/24.0  20   
General Comments On Missile Capability
导弹性能的基本评价
The AIM-4D Falcon. The Falcon is used on the F-4 and is a heat seeker. As it was in real life, the Falcon’s performance in the game is not as impressive as most of the other missiles. When compared to the AIM-9, these parameters are poor: overall accuracy, max launch G, seeker track rate, and minimum range. These numbers reflect a missile that will perform below average in a close-in, turning fight. The missile should be more effective against non-maneuvering targets, such as bombers.
AIM-4D猎鹰:猎鹰是一种装备在F-4上的红外制导导弹。何现实中的一样,游戏中猎鹰的表现不怎么出众。和AIM-9相比,AIM-4D在总体命中率、最大发射过载、导引头扫描频率和最小射程上都稍逊一筹。这表明,AIM-4D在近距离格斗中表现不佳,而更适合用来对付类似于轰炸机一类无机动目标。
One note…the real life Falcon had a short and troubled service in combat. Its firing logic and procedures were more suited to air defense interceptors than tactical fighters. While these firing procedures were cumbersome and difficult to use in a fluid combat environment, none of that is modeled in SFP1.
注意:现实中AIM-4D猎鹰在战斗中的经历短暂并且麻烦不断。它的点火逻辑和程序更适合于空中防御拦截而非战术战斗机。虽然这些发射程序在变化的战斗环境中十分讨厌和麻烦,但在SFP1中并没有体现出来。
The AIM-9 Sidewinder Series. The AIM-9s are used on all the original aircraft in the game. The A-4 and F-100 will likely be armed with the B model, while the F-104 and F-4 models will often use the later model missiles.
AIM-9响尾蛇系列:AIM-9系列可以装备在游戏的所有初始机型上。其中A-4和F-100上装备B型,F-104和F-4上经常装备较新型号。
The AIM-9B is a very poor performer, probably the least effective A2A missile in the game. It’s low accuracy, low launch G, poor turning performance, short range, and susceptibility to flares (ECCM) make it of little value in a turning fight. Like the Falcon, the AIM-9B is best used against non-maneuvering targets.
AIM-9B的表现相当糟糕,可能是游戏中表现最糟糕的空对空导弹。由于命中率低,发射过载小,转向表现糟糕,射程短并且容易受红外干扰弹的影响,AIM-9B不适合格斗。和猎鹰一样,AIM-9B更适合于无机动目标。
The AIM-9E and E-2 are improved over the B model. As the chart shows, the missile’s accuracy, turn performance, longer max range, and better flare rejection capability make it a better performer. However, the E and E-2 models should not be used in aggressive maneuvering engagements as is indicated by its low max launch G. Instead, the missile has an improved launch reliability and has a better max range, particularly at low altitude and high speed.
AIM-9E和E2是B型的改进型。如图表所示,它的命中率,转向,射程以及抗红外干扰的优异性能使得它有更好的表现。然而由于E及E2的最大发射过载较小,它们并不适合高机动对抗。相应地,由于改进了发射可靠度和最大射程,它们特别适合低空高速目标。
The AIM-9J is the clear winner in the Sidewinder series. It is a true “dogfight” missile as its improved turn performance numbers show. The significant increase in max launch G means that you have a reasonable chance of engaging hard turning targets with this missile.
AIM-9J是响尾蛇系列中当之无愧的冠军。改进的转向性能使得它成为真正意义上的近距格斗导弹,显著增大的最大发射过载使你能够对付急速转离你的目标。
The AIM-7 Sparrow Series. In this sim, you will use three types of Sparrow missiles…the D, E, and E-2 models. The D model is the oldest variant and is used on the F-4C and F-4D in earlier mission scenarios. In later missions, you will use the E and E-2, primarily on the F-4E.
AIM-7麻雀:游戏中,你可以使用3种型号的麻雀导弹,D,E和E2。D型是最老的型号,装备在初期任务重的F-4C和F-4D上。在后期的任务中则主要使用装备有E和E2型号的F-4E。
The AIM-7D suffers from relatively low accuracy and launch reliability. Its low launch G and relatively long minimum range limit its usefulness in a close-in turning fight. Use this missile at long range and against non-maneuvering targets.
相对较低的命中率和发射可靠性使得AIM-7D饱受诟病。较低的最大发射过载和相对较大的最小射程使得它在近距离格斗中作用有限。最好用它来对付远距离无机动目标。
The AIM-7E is not much of a step forward. Expect the same limited capability against turning targets. Its expanded maximum range means that you have a better chance against medium to high altitude targets, particularly in the front aspect.
AIM-7E的改进并不明显,面对高机动目标依旧作用有限。由于最大射程的增加,用它来对付中高空的前半球目标相当不错。
On the other hand, the AIM-7E-2 is a considerable improvement over the earlier models. The “dogfight” label that this missile was given is a little misleading. Do not expect “AIM-9J” type performance from the E-2. But you can expect better results in a close-in turning fight. Most important are the improvements in minimum range, accuracy and reliability, and max launch G.
相对的,AIM-7E-2的改进相当显著,但“格斗导弹”的名称有那么一点名不副实。E-2没有AIM-9J那样的表现,但在近距离格斗中相对来说还是不错的。
Specific Employment Tips and Techniques
武器使用的特别技巧和技术
We’ve covered the basics of radar operation, game symbology, and taken a brief look at general missile performance. In this last section, we’ll learn about specific tips and techniques intended to improve your chances of bagging that bandit!
我们已经掌握了基本的雷达操作和游戏中的标示,并且粗略了解了基本的导弹性能。在最后一部分中,我们会探讨一些特别的技巧,帮助增加你成功击落敌机的概率。
In doing that, I’ll focus on two areas of interest…”in the cockpit” things (switchology, radar use, etc) and “out of the cockpit” things (range, angle off, G, etc).
我会从两方面来讨论,从“座舱内”(操作顺序,雷达使用等)和“座舱外”(距离,相对角,过载等)
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发表于 2008-1-15 19:40:37 | 显示全部楼层
看似简单却处处隐藏着学问...简约而不简单啊!

顶了...........
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发表于 2008-1-15 19:40:41 | 显示全部楼层
俺的e文不行,帮你顶。。。
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发表于 2008-1-15 20:48:04 | 显示全部楼层
俺的英文还凑合,可惜不会玩[s:17]
纯顶!
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 楼主| 发表于 2008-1-15 20:54:34 | 显示全部楼层
纯顶的,全部拖出去轮菊花......
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发表于 2008-1-15 22:53:41 | 显示全部楼层
很好~很强大!~~~
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发表于 2008-1-16 10:25:03 | 显示全部楼层
翻译了这么多了?我看我可以帮忙翻译几段,嘿嘿
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发表于 2008-1-16 10:31:10 | 显示全部楼层
貌似第二篇已经翻译完了,我试做第一篇吧……
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发表于 2008-1-16 15:49:43 | 显示全部楼层
Techniques For Weapons Delivery In SFP1
SFP1 武器投放技术
by Andy Bush and Leon \"Badboy\" Smith
In this article, Leon Smith and I will present two techniques for dropping bombs, firing rockets, and strafing with the cannon in SFP1. We are responding to the many posts that we have seen regarding the difficulty that SFP1 players are having in getting their weapons on target.
在这篇文章里,Leon Smith 和我将介绍在SFP1里关于投放和使用炸弹,以及机炮扫射的两种技术。 我们将会对SFP1玩家在武器投放方面遇到的很多难点以及关键技术进行解答。
Introduction
导论
We begin with an introduction that identifies the problem in the sim, and then uses real life weapons delivery academics to explain the things to do and not do in the sim.
我们以在模拟游戏中鉴别问题的导论开始,之后会使用真实的武器投放理论来解释和指导如何使用(并不是完全停留在模拟游戏的高度)。
What Is The Problem?

The problem is quite simple. If the player aims his gunsight aiming symbol at the target and then releases or fires his weapon, he has only a small chance of actually hitting the target.
问题是十分简单的,如果玩家用瞄具套住了目标然后开火,在这种情况下他命中目标的可能性非常低。
Is this pilot error or is the game somehow \"programmed\" incorrectly? The answer is both. The typical pilot is not using the aiming symbol properly…and the sim AI does not award a hit when the symbol is used as in other simulations. And there is the rub…you folks are trying to drop bombs or fire rockets in this sim much as you have in other sims. Why is this an issue?
这是飞行员的错误还是游戏本身编程的失败呢?回答是两者都是。真正的飞行员不会完全相信和使用瞄具上的准心……和其它模拟(游戏)一样,当瞄具上的心被使用时,游戏中的AI也不会开火。问题来了……玩家们就像在其它游戏里一样设法投放炸弹或者发射火箭弹,那我们的说明还有意义吗?
Two reasons. One is that modern jet sims typically model a computer aided weapons delivery system, known as a CCIP (continuously computed impact point) system. When using a CCIP aiming symbol, all the pilot has to do is fly the aiming symbol over the target and release the weapon. Normally, he can expect a hit. The second reason is that folks are used to sims that award a hit using a relatively wide \"hit bubble\"…one that allows the pilot to fly a wide range of delivery parameters and still expect a hit.
两个理由。1:典型的现代喷气式飞机模拟(游戏)具有电脑半自动武器投放系统,像我们知道的CCIP(可以连续计算着弹点)系统。当我们使用CCIP系统的准心进行瞄准时,所有的飞行员只需要将CCPI准心从目标上移过并投放武器。正常情况下,他可以期待着命中目标。2:人们通常会飞过一片相对较宽阔的“打击区域”来投放武器,飞行员们只要能将飞机飞到这个已经计算好了的区域并投弹,同样有可能命中目标。
This is not the case in SFP1. There is no CCIP in SFP1 simply because these aircraft did not have that type of weapons delivery system. Secondly, in SFP1, the weapons impact point is very sensitive to pilot delivery parameters…close in SFP1 won’t hack it!
当然,这不会发生在SFP1里面。第一,SFP1里面没有CCIP因为里面的飞机都没有安装这种武器投放系统。第二,在SFP1里面着弹点非常容易受到飞行员提供的参数的影响。这些是SFP1难以改变的特点。
Instead of a CCIP-type weapons aiming system, SFP1 uses the older \"manual\" system. We’ll begin our discussion with a brief explanation of the manual delivery procedure.
没有了CCIP一类的武器瞄准系统,SFP1只能使用老式的“手动”系统。我们将以对此类手动程序的说明开始我们的讨论。
Manual Weapons Delivery
手动武器投放
I’m not going to present a full discussion of A2G theory in this article…I’ll only refer to things that directly affect how you fly this sim. If you would like more info on the academics of manual weapons delivery, please see the A2G series in SimHQ’s Air Combat Corner.
在这篇文章里我们将不会完全讨论A2G理论,只会提及那些可以马上应用到这款游戏里的内容。如果你想了解更多关于手动武器投放的理论,请登陆Air Combat Corner.
Let’s start with a definition of manual bombing. It is simply the procedures and techniques that allow the pilot to compute a weapons release point without the aid of any type of computer. In manual weapons delivery, the pilot must use a very limited set of cues to first determine how to initially aim his plane at the target and then determine the actual release point.
开始我们介绍手动投弹的定义,它仅仅是一种需要飞行员不依靠任何计算机的援助去计算着弹点的技术。使用这种技术时,飞行员首先必须利用非常有限的提示来决定飞机以何种姿态瞄准和判断着弹点。
To do this, the pilot uses two sets of cues. The most important is his gunsight aiming reticle, often referred to as the \"pipper\". Next, the pilot has his aircraft instruments from which he reads his conditions of flight….altitude, airspeed, and dive angle are the most important of these.
为了能够完成这些,飞行员使用两种提示。最重要的是飞机瞄准具上的十字刻线,通常会提到一种“PIPPER(环形瞄准具的中心或准心)”。其次,飞行员们可以利用飞机上的各种仪表来判断飞行姿态来投弹,其中高度,空速,俯角最为重要。
To understand manual bombing, the pilot has to understand the basics of weapons ballistics…let’s take a moment to check this out.
想要掌握手动投弹,飞行员必须理解一些弹道学基础,我们有必要花些时间来讲解。
Weapon Ballistics
武器弹道学
Every weapon that is dropped or fired from a plane is affected by gravity. When the weapon is released, it moves both forward and down. Forward due to the velocity of the releasing aircraft and possibly, in the case of rockets and bullets, due to their own propulsion. And then down due to gravity…how much \"down\" is a function of the time from release to impact.
武器被从飞机上投放出来是依靠着地心引力,当武器被投放,它朝着前和下两个方向移动,前进的速率取决于投放飞机的飞行速率;而向下的速率则产生于地心引力,下降得多快取决于从投放到着地的时间有多长。
Here is the significance of this. Let’s imagine a plane in a dive at the ground. If it were to maintain a constant dive angle, we could present its flight path as eventually intersecting the ground at a \"crash point\".
下面是这种技术的重要之处,我们假设一架飞机向地面俯冲。如果我们让飞机保持不变的俯角,我们知道它的飞行轨迹一定会和地面交汇在坠机点。
If a weapon is dropped or fired from that plane, it will move forward along the flight path but will also have a downward vector due to gravity. Because of this, the weapon will never impact where the flight path intersects the ground but will hit somewhere short of that point. This is true of rockets and bullets, as well as bombs.
如果一件武器从那架飞机上投放或者发射,武器会沿着飞机的轨迹的方向向前移动但是同时也会在地心引力的作用下产生向下的矢量。正是因为如此,着弹点绝对不会和坠机点重合,并且会在坠机点后面的某个地方。子弹,火箭甚至包括炸弹都会遵循这个原理。
   
From this observation, we arrive at this conclusion. No weapon will ever hit the point at which the aircraft’s flight path is aimed.
通过观察我们得出结论,没有武器可以准确命中飞机飞行轨迹所瞄准的目标,或者说没有武器可以准确命中飞机所瞄准的某一个点。

And that, folks, is manual A2G in a nutshell. For conventional \"dumb\" weapons, if you aim right at the target, you will never hit it!
而且,简单地说,如果你遇上哑弹,就算你击中目标,你也无法伤害它。

So where do we aim our plane? The answer is that we aim our plane at some point past the target. We use standard clock code to describe this by saying that we aim our plane past the target…or at its 12 o’clock.
那我们应该怎样瞄准呢?正确的方法是我们瞄准比目标远一点的某些点。我们用标准的时钟刻度来描述,瞄准目标的12点方位。
Sounds good…but how exactly do we \"aim\" the plane? You do this by visualizing the aircraft flight path on your forward view. Let’s talk about that for a second.
听起来简单,但我们应该如何正确地瞄准呢?你需要观察(预测)你的飞机在前方会呈现什么样的飞行轨迹。下面我们来讨论。
Estimating Your Aircraft Flight Path
估计你的飞机的飞行轨迹
We know that an aircraft has three axes of motion…pitch, roll, and yaw. When it comes to weapons delivery, the most important of these is the roll axis. Why? Because the main problem in weapons delivery is getting your flight path (ground track) to intersect the target. This is an aircraft heading control problem…flying a heading to achieve the desired ground track…and roll is the control that we use to control heading.
我们都知道飞机通常在3个轴上运动:PITDH(横穿过机翼的轴),ROLL(贯穿机头和机尾的轴),以及YAW(纵向穿过机身的轴)。当投放武器时,最重要的是ROLL轴。为什么?因为空投武器的主要问题就是如何让你的飞行轨迹正好从目标上空掠过。这是一个控制飞机指向的问题,这个轴可以控制你飞机的指向。
We do that by orienting our lift vector in the direction we want to go. Then we use pitch (backpressure) to move our nose in that direction. The hitch here is that we need a reference on the forward view that we can visualize as the \"nose\" of our aircraft. We then roll and pull as needed to get that \"nose\" reference where we want it.
同时我们还要结合PITCH轴,通过滚转和拉杆来调整飞机的姿态。

To roll the plane, we need a reference for the roll axis. As we roll, we can look through the forward view (usually the \"HUD\" area) to estimate that point that we seem to be rotating around. If you were to do a complete 360-degree roll, that point (the roll axis) would be stationary on the \"HUD\" while everything else rotated around it. Note: none of the SFP1 aircraft have \"HUDs\" as such. The correct term is \"combining glass\". Most of us are familiar with the term \"HUD\", so I’ll use it in this article, just to simplify things a bit.
控制飞机滚转,我们需要为ROLL轴寻找一个参照物,当我们滚转时,我们通过观察前方视野(通常在HUD里面的区域)寻找一个围绕旋转的点。如果你要做一个360度滚转,那个点必是须固定在HUD里面,所有的东西都绕它旋转。注意:SFP1里面没有一种飞机有这种HUD。正确的叫法是“COMBINING GLASS”。因为我们大家都熟悉HUD这种叫法,所以我在这篇文章里使用了这个词语,为了通俗易懂。
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