SGU Ancient city ship
This is the fleet Ancient city ship inspired by the Atlantis city ship seen in Star Gate Atlantis.
IT IS NOT ATLANTIS. I place it being deployed soon after the Manifest design and it has the capability of carrying a Manifest class ship.
You are expected to have a certain level of ability in Orbiter. If you are new and don't know how to use add-ons or understand were files go then don't download it.
The first thing to remember is that it is inspired by Atlantis but
IT IS NOT ATLANTIS so don't come back with Atlantis had this or that. If you want a dead accurate Atlantis this is not the add-on for you.
Installation:Fairly simple really. I have kept the folder structure intact so just unzip and move the folders to your Orbiter folder and overwrite any files you are asked to.
The included scn file uses the Star Gate. If you don't have it then get it or remove it from the scn file.
You can not see the star gate or attached ships while in cockpit mode.
Keys
Shift and:
3 Select special warp values. Every press cycles to another value.
5 Select landing pad.
Ctrl and:
F11 Spool up or down the warp drive.
F12 Engage warp drive.
Just the key
F8 Toggle on and off the cockpit.
3 Warp value down.
4 Warp value up.
J Launch a ship from selected pad.
G Enable Auto Attach for selected pad.
5 Cycle views. cockpit and three central tower balconies.
K toggle shield on and off.
Refer to figure 1.
This is your landing pad status screen. It is to the right while in cockpit mode.
A red square is your currently selected pad.
(Shift 5 cycles though pads 1-11)A green square means that there is something attached to that pad.
Figure 1.
It currently shows that pad 1 on the tower is selected. The pads are numbered in Ancient. The tower has pads 1-4. The pads on the sides of the big pad are 5-8. The big Manifest pad is 9. 10 and 11 are in the hangar next to the bridge.
How to land a ship on a pad.Select the pad you wish to land on using Shift-5. Press G to enable auto-attach for the pad. A glide slope marker will appear. Just fallow the glide slope down and when your attach point is within 3 meters of the pads attach point you will attach to the pad. There is a small dome light that indicates the location of the attach point on the pad. A large ship like the manifest is very hard to land on a pad. I use the external view most of the time to see where a ship is in relation to the attach point. Attach points for RTF ships are in the middle front to back and side to side and at ground level.
To launch a ship you select the pad and press J. Some ships have built in launch functions and you can press J in them or you can use the RTF launch pop-up that comes with the Flat top ship to launch any ship that is focused.
Known unavoidable things.
You cannot see the beacons, exhaust or attached ships through the shield. You cannot see the beacons, exhaust or attached ships from the internal view modes.
You cannot gate to a landed city. If you do you will be bounced into space. In most cases you can gate from the city to another gate or gate to the city if it is not landed.
Because you cannot see the attached working gate in cockpit mode I have added a non working one that you can see. If you have an attached gate it will function normally but you will not see any animation in cockpit mode.
While landed there is a dark shadow when looking out the bridge. This is the Orbiter shadow of the city.
This is a complex model and when you attach a bunch of other complex models your FPS will be impacted.
Let me know what you think of the RTF city.