Zeppelin NT: Difference between revisions

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* Y - Release mooring mast connection or wire.
* Y - Release mooring mast connection or wire.
* U - Attach mooring wire. Only possible when close to the mooring mast.
* U - Attach mooring wire. Only possible when close to a mooring mast.
* y/u - Play out/winch in mooring wire.
* y/u - Play out/winch in mooring wire.
* Alt + click on terrain - Place the mooring mast.
* Alt + click on terrain - Place the mooring mast.
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Landing short of the mast and taxing up to it allows precision control.
Landing short of the mast and taxing up to it allows precision control.
Use the rear thruster to keep the tail wheel in the air while taxing.
Use the rear thruster to keep the tail wheel in the air while taxing.
The mooring mast is visible over the multiplayer network.


<b>Note:</b> The mooring force calculations are sensitive to long frame times (i.e. very low fps). In particular this can cause instability during FlightGear startup. One workaround is to pause the simulation immediately on startup and continue when scenery objects and multiplayers have been loaded. A better option is to reduce /sim/max-simtime-per-frame to a sane number, e.g. 0.1 meaning that each frame is at most 0.1 simulated seconds (so if your fps drops below 10 the simulation will run slower than real-time).
<b>Note:</b> The mooring force calculations are sensitive to long frame times (i.e. very low fps). In particular this can cause instability during FlightGear startup. One workaround is to pause the simulation immediately on startup and continue when scenery objects and multiplayers have been loaded. A better option is to reduce /sim/max-simtime-per-frame to a sane number, e.g. 0.1 meaning that each frame is at most 0.1 simulated seconds (so if your fps drops below 10 the simulation will run slower than real-time).
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