88 lines
4.8 KiB
Markdown
88 lines
4.8 KiB
Markdown
# Usage
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## Flying the Ship
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The left lever on the center console controls backwards thrust (braking) and the right lever controls forward thrust.
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<nord-table>
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| Interface | Function |
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| `ForwardThrust` | Current forward thrust, maximum of 10,000 units |
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| `Cruise` | Activates cruise control, forward thrust will not reset to zero unless turned down. |
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| `Turtle`, `TurtleRate` | Activates turtle mode which sets forward thrust to a maximum limit of `TurtleRate` (percent) of full thrust. |
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| `Sloth`, `Sensitivity` | Activates sloth mode which sets yaw and pitch thrust to a maximum limit of `Sensitivity` (percent) of full thrust. |
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| `Aim` | Reduces the response time of key presses for pitch and yaw. |
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| `ID` | Toggle for the transponder. |
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| `Distance` & `Range` | Distance for rangefinder. `Range` toggles the rangefinders.|
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| `Scan`, `Material`, & `Credits` | Material scanning controls. See [Scanning Asteroids](#scanning-asteroids). |
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| `Approach` & `Load` | Cargo loading controls. See [Loading Asteroids](#loading-asteroids). |
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</nord-table>
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## Managing Power and Fuel
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<nord-table>
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| Interface | Function |
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| `Propellant` | Total propellant remaining in propellant tanks, maximum of 10,000,000 units. |
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| `Battery` | Shows current battery charge of the batteries, maximum of 10,000 units. |
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| `Generator` | Current generator rate, maximum of 100%. |
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| `Min Generator Rate` & `Min Gen` | Toggle and sets minimum generator rate. See [Managing Power](#managing-power). |
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| `HeatTransferRate` | Current heat transfer rate of the heat sinks, maximum of 100%. |
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| `StoredHeat` | Current stored heat in the heat sinks, maximum of 15,000 units. |
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| `Fuel Rod 1`, `Fuel Rod 2`, `Fuel Rod 3`, `Fuel Rod 4`, `Fuel Rod 5` | Total fuel remaining on fuel rods, maximum of 300,000 units each. |
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| `Shutdown` | Will turn off all fuel chambers thus shutting down generators. |
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</nord-table>
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### Managing Power
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By default the generator will only run and ramp up when the batteries need charging so there is minimum management needed. But you can set a minimum generate rate by setting the `Min Generator Rate` value using the switch for the minimum rate and turning on `Min Gen`.
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## Scanning Asteroids
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`Scan` turns on the material scanner. The beam has a range of 100m.
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Point the beam at an asteroid and `Material` will show the materials in the asteroid along with the volume of each in stacks.
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`Credits` will show the _estimated_ amount of credits you will get for the asteroid if you drop it off at Origin stations.
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The calculation is 158.8% (worked out this with testing) of the cost of ore of the vendor price. **This only has data for safe zone materials.** The total volume of the asteroid in Mv is also shown.
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## Loading Asteroids
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<nord-table>
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| Interface | Function |
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| Cargo `Load` & `Toggle` | Individual cargo loading controls. |
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| `Unload` | Turns off all cargo lock beams. |
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| `StrengthFactor` | Current strength of ship. May fluctuate as ore crates are filled. Anything below 1.0 means ship is damaged. |
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| `DurabilityErrors` | Number of durability errors on the ship. If the asteroids are not position correctly it may cause errors |
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| `Timer` | See [Timer](#timer). |
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</nord-table>
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Approach an asteroid by pointing the center rangefinder at an asteroid and activating `Approach`. This will guide the ship to around 10m of the asteroid.
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To load asteroids, use `Load` on the **specific cargo compartment** to use its beam to load.
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Once the asteroid is in place the cargo lock beam should activate itself and the tractor beam will reset. If it does not activate for any reason, you can use `Toggle` to active the cargo lock beam manually and it will also reset the tractor beam.
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All these can be done the automated `Load` function on **the pilot center console**. Point the rangefinder at the asteroid you wish to load and activate `Load`. This is activate `Approach` and `Scan` as well as smartly activating the `Load` of the right compartment. So you can just use `Load` each time and it will load the asteroids to the right compartment in the right order.
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`Unload` will turn of all cargo lock beams.
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## Other Stuff
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### Timer
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On the pilot left console there is a `Timer` panel which acts as a timer. It will run when the ship is active and show total time in years, weeks, days, hours, minutes and seconds. To reset the timer, use your universal tool (`U` key) and clear the value of the `Timer` field.
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