Zeppelin NT: Difference between revisions

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→‎Important controls / keys: Formatted the images.
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m (→‎Important controls / keys: Formatted the images.)
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The levers in the cockpit can also be controlled via the mouse pointer, either by clicking on a lever (left mouse button increases / middle mouse button decreases) or pointing at it and rotating the scroll wheel.
The levers in the cockpit can also be controlled via the mouse pointer, either by clicking on a lever (left mouse button increases / middle mouse button decreases) or pointing at it and rotating the scroll wheel.


[[Image:Zeppelin_NT_center_console.jpg]]
[[Image:Zeppelin_NT_center_console.jpg|thumb|600px|center|The engine and propeller controls on the center console.]]


===Gas and Envelope===
===Gas and Envelope===
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The mooring mast is visible over the multiplayer network. It is also possible for other pilots using Zeppelin NT to dock with your mast.
The mooring mast is visible over the multiplayer network. It is also possible for other pilots using Zeppelin NT to dock with your mast.


[[Image:Zeppelin_NT_landing.jpg]]
[[Image:Zeppelin_NT_landing.jpg|thumb|600px|center|Approaching the mooring mast for landing.]]


<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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