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Тема: Похоже ReadMe из PF

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  1. #2
    Smile for the camera… Аватар для Bogun
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    29.03.2003
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    Suffolk, USA
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    Ответ: Похоже ReadMe из PF

    Speedbar Units: You can use the Toggle Speedbar key (definable in the Controls section) to toggle the speedbar between metric units, and imperial units with speed in knots or miles per hour. The speedbar will toggle through measurement units in this order: Metric -> Imperial / Knots -> Imperial / Miles.


    Craters: When bombs and artillery shells hit the ground, the crater they create will actually affect any objects running over it. This most importantly affects craters placed on runway surfaces. If an aircraft runs over the crater its gear may be damaged and it may crash. These craters however are not permanent, and will disappear over time. The lifespan of the crater will depend on the size of the bomb or shell that created it, and may vary from 1 minute 20 seconds to 10 minutes.


    Time Skip: This feature allows players to quickly transfer between mission waypoints in cases when flying normally would take too long. When using this feature the 3D render is completely turned off, and only the in-game clock is shown in the bottom left corner of your screen. During time skip the game does fully model all normal AI aspects, such as fuel consumption, pathfinding, etc. In other words, all game processes run as usual, only in accelerated time.
    Please note that this feature heavily relies on your machine's processing power, and its general speed will depend on your hardware specs and the number of AI aircraft and other objects in the mission.
    No key is assigned to this feature by default. You will need to bind one in the Controls section of the game.

    3d models of humans

    PF includes 3d models of human gunners manning most of our guns on ground and sea objects, such as ship and land-based flak and artillery guns, drivers and other troops inside trucks and amphibious assault vehicles, etc. However these objects cause a decrease in game's frames per second when shown, especially when related to large ships such as aircraft carrier which can have a hundred or more of these gunners in close proximity.

    Therefore we've made this feature turned off by default.

    If you wish to turn it on, you'll need to open the conf.ini file inside your game's root directory with notepad, locate the
    [game]
    section, and insert the following line there:
    3dgunners=1
    If the line already exists and you wish to turn the feature off, replace the 1 with a 0, i.e
    3dgunners=0



    Icon Color

    Please note that in Pacific Fighters Axis units are given blue color icons on maps, and Allied are given red. While the opposite was true historically for the Pacific Theater, we kept these colors since we needed to keep PF compatible with Forgotten Battles and AEP, and that color combination is correct for the Russian front. Changing the icon color would of course affect all areas modeled in the game, and as different colors were used in different theaters, it would invariably end up being wrong for some of the areas.
    Thus we simply decided to keep the icon color unchanged.

    Radio Calls and Measurement Units
    Please note that all radio calls in Pacific Fighters use one common system, regardless of nation or specific language. Due to compatibility requirements all voice instructions from your flight leader will always be in the metric system. However speech subtitles will give you both metric units and their approximate imperial equivalents where appropriate.
    For example, voice command of "Altitude 05. Vector 0-3-0" will have a subtitle of "Height 05 (1,500). Vector 030". This means your intended altitude is 500 meters, which is approximately 1,500 feet; and your flight heading is zero-three-zero degrees.

    How to land on an aircraft carrier

    First and foremost, come in from the stern (i.e. from behind).
    In order to make it easier to learn, we’ve included a non-historical helper feature that may be useful for people who otherwise find it difficult to land on the carrier.
    If you turn off the 3D cockpit (Shift-F1 by default, with “No Cockpit” set to On in the Difficulty section), you will see an extra reticle floating around the virtual cockpit. When landing, try to keep decreasing your airspeed, and keep the reticle on the centerline of the carrier deck, at about 1/5th of the total length away from the stern. In other words, this reticle shows you the direction of your speed vector, and the landing angle should be about twice as shallow as when landing on a land strip.
    Also, remember that a three-point landing is a requirement, not an option when it comes to aircraft carriers. First of all, it’s virtually unavoidable when you land at an appropriately low airspeed. Secondly, most arrestor hooks are simply not long enough to snag a wire if you land with your tailwheel high above the deck. Finally, a two-point landing is likely to cause a rather strong bounce, that can be especially disastrous if you did snag a wire. As your landing airspeed increases, so do the chances of catastrophic failure.
    We very highly recommend practicing this a lot before going into combat, especially online. There you will encounter carriers moving at greatly varying speeds in greatly varying weather conditions. Start with a fast-moving carrier in clear weather first, as this allows you higher approach speeds and a stationary carrier deck.



    Specific plane features

    NOTE: These features are only available at high realism setting.

    A-20G:
    Switch supercharger speeds at 2,200 meters (7,200 feet)
    Maximum traverse speed for the electric top turret is 60 deg / sec

    B-25J:
    Switch supercharger speeds at 2,700 meters (8,850 feet)
    Maximum traverse speed for the electric top turret is 60 deg / sec

    F4F, FM-2 Wildcat Variants
    Switch supercharger speeds at 2,500 meters (8,200 feet) and 4,800 meters (15,750 feet)
    Flaps are automatically retracted at 250 km/h (155 mph)
    Gear can only be operated manually; you have to manually assign keys for it in the Controls section.

    F4U Variants
    Switch supercharger speeds at 2,600 meters (8,500 feet) and 8,200 meters (26,900 feet)
    The aircraft are also equipped with speed brakes that utilize a part of the gear mechanism. Please do not use this function during take-offs and landing, as in this way the gear isn’t supported by additional hydraulic pump and may very well break off under the stress.

    F6F Variants
    Switch supercharger speeds at 2,500 meters (8,200 feet) and 8,100 meters (26,570 feet)

    A6M3-A6M7 and intermediate variants:
    Switch supercharger speeds at 3,300 meters (10,800 feet)
    Note: A6M5c is modeled with the Sakae 31a engine with methanol injection, instead of the Sakae 21. The cockpit has a gauge showing the quantity of the methanol mix. Unfortunately we were not able to find any detailed photos showing this gauge, and it is based on a diagram that may not adequately represent the historical gauge.
    A6M7 model 62 also uses the Sakae 31a, however A6M7 model 63 reverts to Sakae 21 because of historical shortage of newer engines.

    G4M:
    Switch supercharger speeds at 3,000 meters (9,840 feet)

    Ki-84:
    Switch supercharger speeds at 2,500 meters (8,200 feet)


    NOTE: Most other new aircraft modeled in PF use automatic or single-step superchargers that do not require manual control.


    Attention:
    We simply ran out of space on our 2 CDs and had to remove some cockpits for
    several flyable aircraft. Free add-on containing these aircraft will be made
    available at www.pacific-fighters.com for a free download.



    Influencing the War in Dynamic Campaign



    In Pacific Fighters dynamic campaigns the player's actions influence the outcome of individual operations as well as the whole war. The system works by assigning a static number of points to each target destroyed, and calculating a total number of points for each side. If your side destroys enemy targets, points are added to your side's tally. If your side's targets are destroyed by the enemy, the points are subtracted from your side's tally.

    The following point values are used:
    Carrier = 100 points
    Other ship = 20 points
    Plane = 5 points
    Tank = 3 points
    All other targets = 1 point

    The tallies are recalculated after each mission, and they're checked at the end of each operation. Each side is assigned a predetermined number of points which in each operation means a historical outcome (victory or defeat). If the operation's tally does not match the historical outcome, an alternative briefing is triggered which may mean a defeat for the side that historically won, or vice versa.

    The grand total tally of multiple campaigns can also lead to an alternate outcome of the whole war.

    Default value for an operation outcome is 100 points (added if it's a victory, subtracted if it's a defeat). War outcome's value is 1,000 points.

    You can change these values by adding and modifying the following lines in the conf.ini file located in your root game folder:

    OperationVictory=100
    OperationDefeat=-100
    WarVictory=1000
    WarDefeat=-1000

    These are default values. You can change the numbers to your liking. For example, if you want mission outcome to always be historical, you can set the parameters to unachievable high values, such as

    OperationVictory=3000
    OperationDefeat=-3000
    WarVictory=30000
    WarDefeat=-30000

    By reducing the numbers you can make your contributions matter much more in the overall war effort.
    Starting on Aircraft Carrier in Co-op and Online Campaigns

    In order to maintain better online synchronization we had to turn off client-side collision for parked planes that are using chocks. In all other cases collision works as usual.
    Крайний раз редактировалось Bogun; 13.10.2004 в 20:30.
    А ведь волк остался бы в живых, если бы не заговорил в темном лесу с незнакомой девочкой в красной шапочке.

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