Es:Manual:Advanced flight
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Vuelo Básico | Manual | Velocidad Match |
Contents
Intrucciones de Vuelo Avanzado por el General Dwight Somlen
... empalidece frente al General Dwight Somlen (ret) de la milicia de la Confederación de Mundos Inhabitados...
(Susurro) "... y esos cabezas huecas quieren saber más sobre cómo matarse-" (gritando) "¿Alguien me diría por favor cuando estemos listos?"
"¡Bienvenidos de regreso pilotos! Dado que veo que todos ustedes están aquí, ¿Podría yo decir que todos sobrevivieron a su primera experiencia en vuelo? Bien, entonces a aprender algo más sobre las técnicas avanzadas de vuelo.
Modos de Vuelo
En el curso anterior aprendimos cómo establecer una velocidad. De cualquier forma, para obtener más velocidad que en Modo Combate, usen la tecla . Esta tecla cambia del Modo Combate al Modo Vuelo. El Modo Vuelo Les permitirá incrementar su velocidad establecida cien veces. Entonces, ¿Por qué no volameos todos en este modo? Bueno, hay algunas razones para esto. Primero, puesto que debemos encargarnos de la inercia, su nave seguirá a la deriva en su velocidad anterior un poco antes de retomar el camino que ustedes desean. Si, tal vez, ustedes quieren volar cerca de un carguero y dejar de viajar en esa dirección a alta velocidad... Si, Puedo ver sus seños fruncidos. Segundo, traten de imaginar un combate a esas velocidades. Su oponente se puede colocar fuera de rango en el tiempo que ustedes tardan en alinear sus armas y disparar.
Ahora, todos esos comandos se realizan con un movimiento de inercia. Las naves más pequeñas pueden empujar con 10-20 gravedades (G's) de aceleración o desaceleración, y tener un sistema de vuelo diseñado para controlar la inecia. En velocidades de combate, sus naves no iran lo suficientemente rápido como para que noten los efectos de la inercia. Naves más grandes, así mismo, no son diseñadas con una grandes G's en mente; los efectos de la inercia serán más prominentes. De forma similar, viajar en Modo de vuelo (a alta velocidad) puede resultar en el mismo problema: cambiar de dirección o velocidad requerirá de largos periodos de tiempo.
Shelton slide
Intertial drift, however, can be in some cases a windfall. The following maneuver is called the Shelton slide. Approach your target at high velocity and a little off center (i.e. not head on). When level with your target, quickly turn to face it while reducing your velocity. Your ship will continue in its prior direction until your computerized flight control can compensate for the change in direction. That brief period allows you to strafe the side of your opponent, often hitting the weaker side or rear armor.
A controlled version of this maneuver is available by using the tilde key . This command disengages the ship's flight system from flight control - so your ship will not try and correct velocity or direction. While it doesn't give you six degrees of freedom of movement, you can spin around to face elsewhere while still moving in the your original direction and velocity. This is definitely a handy maneuver in battle.
Now, what we've talked about so far are the settings you would have when flying around a base, station or planet, or when you're in combat - yes, I've heard all of you boasting. We'll just see who turns up for your reunion, right?
SPEC drive
A better way to move around from base to planet to station is to use your SPEC drive. You should read the intrument docs that came with your ship for specifics on how the drive operates. Activate the drive and obtain high velocities - dependant on any nearby gravity wells. That is, the further you are from a gravity well, the faster you move. A SPEC drive allows you to point your ship in the appropriate direction, hit the or + key and activate the drive, enabling you to cross inter-planetary distances in only a short period of time (rather than weeks or months). On approach to a destination, you will normally re-enter a gravity well, thereby reducing your velocity. Use the same key to deactivate the drive. You should also realize that incompatibilities between the technologies used in the SPEC drive and your shields result in shield power drains, reducing combat effectiveness until they regenerate.
Matching velocity
The last point I want to raise is matching velocity. Now this requires knowledge of targeting, so I'll only touch it briefly. Our calculation of velocity in space is calculated relative to a single point in space, usually the local sun. At times, you may want to match velocity with another non-hostile object like a ship. The use of the or keypad keys matches your velocity to your target. Your set velocity becomes zero relative to your target. Using the or keypad key resets velocity against the local sun.
FIXME what about Manual:Match_velocity? Do we keep the (nearly) redundant entries?
Well, that's it. You should also note that your instument documentation has information on other key uses, but they're more specific and outside of the scope of my talk here. I hope at least some of you listened, it may well save your life someday."
(sigh) " Someone give that fool up the back a kick to wake him up."
See also
- See Manual:Keyboard layout for the necessary command keys.
- Instrument documentation on specific flight maneuvers
- Matching your Velocity - Matching velocity with a target.
- Docking Maneuvers - Docking to a Planet or a Capship.
- Interplanetary Travel - Your insystem SPEC drive.
- Interstellar Travel - Interstellar Travel with your jump drive.
Basic Flight | Manual | Match Velocity |