A first tour of the editor: default units, mouse controls, the room editor, tile offsets, L-shaped and angled rooms, blocks, groups and cloning.
This video is a first tour of setting up a raised floor room in the editor. It covers views, units, mouse controls and the basic room and object tools.
What the video shows
- Views: split 2D and 3D, single view, and dual monitors. The program remembers the last view.
- Units: under edit options, choose custom, international or imperial units. Units can also be changed inside each dialog.
- Mouse: the left button rotates and the right button translates. Double-click an object to open its editor. Every object has one.
- The room editor: change the room to raised or non-raised floor, add a ceiling plenum, and set the size. The editor applies changes as you type, so enter numbers quickly or turn off keep editor synchronized.
- Tile offset: set it under geometry if the tiles do not line up with the room corner. The origin is the upper left corner, with X to the right, Z down the screen and Y up.
- Non-rectangular rooms: block out the unwanted corner for an L shape. For an angled wall, use a polygon block and edit its vertices.
- Cable trays: add underfloor or overhead cable trays as blocks, since they obstruct air.
- Copy and paste, group, and clone (n copies at a set offset).
- Set the altitude so air density is correct. An adjacent room tab sets the neighboring temperature.
Tips
- Drag blocks slightly out of the room and let them snap back, so there is no small gap against a wall. Small gaps raise the cell count and the solve time.