Important controls / keys
- Rudder (Aileron input is transferred to the rudder for convenience.) At low speed the rudder is automatically augmented by a tail mounted side thruster controlled by the flight control system.
Engines and thrust vectoring
The Zeppelin NT has a non-standard set of engine controls. The engines' throttles are controlled by govenors - the throttle levers select the desired RPM.
- PgUp/PgDown - Increase/decrease selected engine RPM.
- M/m - Leaner/richer mixture.
- [/] - Swivel side engines up/down. 0 - 120 degrees.
- G/g - Swivel aft engine down/up. -90/0 degrees.
- N/n - Decrease/increase thrust (i.e. propeller blade angle).
Take off/Landing: max RPM, use thrust levers for control.
Cruise: thrust levers for max thust, use engine RPM select for control.
Gas and Envelope
- F/f - Open/close the gas valve.
- Q/q - Inflate/deflate fore ballonet.
- A/a - Inflate/deflate aft ballonet.
The Zeppelin NT has no ballast approved for inflight adjustment. Use on ground only.
- w - Show current on-ground weight. Only works when on the ground.
- W - Weigh off to 700lbs heavy by adding/removing ballast. Takes about 10 seconds and is only applicable when on the ground.
- D/d - Drop ballast in 1%/0.1% decrements.
Ground crew / Mooring mast
- Y - Release mooring mast connection or wire.
- U - Attach mooring wire. Only possible when close to a mooring mast.
- y/u - Play out/winch in mooring wire.
- Alt + click on terrain - Place the mooring mast.
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.
The mooring mast is visible over the multiplayer network.
Note: 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). This can be done in preferences.xml by modifying the line
Cockpit and instruments
Multiplayer dual control
This aircraft equipped for dual control over the FlightGear multiplayer network.
To use this feature the pilot sets the property /sim/remote/pilot-callsign to the callsign of the prospective copilot. This property can be set in the property browser, on the command line or in fgrun. Command line example:
fgfs --aircraft=ZLT-NT --prop:/sim/remote/pilot-callsign="someone"
The copilot uses the copilot "aircraft" ZLT-NT-copilot and sets the property /sim/remote/pilot-callsign to the callsign of the pilot. Command line example:
fgfs --aircraft=ZLT-NT-copilot --prop:/sim/remote/pilot-callsign="anybody"
1. If the pilot sets /sim/remote/pilot-callsign at runtime the copilot needs to join MP after the pilot set /sim/remote/pilot-callsign or things won't work. This will be improved in a future version.
2. Using the ZLT-NT-copilot it is possible to hitch a ride with any ZLT-NT on MP. However, unless you are the pilot "approved" copilot you will only be an observer (and will not, if there is no approved copilot, receive the full aircraft state from the pilot).
- The mooring force calculations are sensitive to long frame times (i.e. very low fps), which can cause FlightGear to crash during startup or make the airship start in a bad state.
Workaround: Set /sim/max-simtime-per-frame to 0.1 seconds or less. This can be done in preferences.xml by modifying the line
- Unfortunately the pressure alarm will sound at startup since the envelope isn't initialized in a pressurized state. The ballonet inflation levers are preset to maximum inflation so the operating pressure is usually reached within 60 seconds.
- With the current FlightGear/CVS the radio displays are broken for the copilot, although the frequency settings are shared correctly.
- Obsolete copies of mp_broadcast.nas (e.g. from the WildFire or Air racing add-ons) in $FG_ROOT/Nasal or ~/.fgfs/Nasal are likely to cause problems. Currently the up to date version resides in Aircraft/Submarine_Scout/Models/mp_broadcast.nas and Aircraft/ZLT-NT/Systems/mp_broadcast.nas. Remove the others (or if replace them with the up to date version if you want to keep Air racing functional).
- Download page with other lighter-than-air aircraft for FlightGear. Requires the LTA support available in FlightGear/CVS since 2008-07-10.