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	<updated>2026-06-04T17:21:57Z</updated>
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	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User_talk:Dovahkitty&amp;diff=34237</id>
		<title>User talk:Dovahkitty</title>
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		<updated>2022-03-24T20:42:50Z</updated>

		<summary type="html">&lt;p&gt;Dovahkitty: /* Template:RecursiveChem/Hull Repair Juice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= other stuff =&lt;/div&gt;</summary>
		<author><name>Dovahkitty</name></author>
	</entry>
	<entry>
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		<title>Template:RecursiveChem/Hull Repair Juice</title>
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		<updated>2022-03-24T20:42:43Z</updated>

		<summary type="html">&lt;p&gt;Dovahkitty: Created page with &amp;quot;1 part {{Tooltip|Stabilizing Agent|{{RecursiveChem/Stabilizing Agent}}}}&amp;lt;br&amp;gt; 1 part Iron&amp;lt;br&amp;gt; 1 part Carbon&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1 part {{Tooltip|[[#Stabilizing Agent|Stabilizing Agent]]|{{RecursiveChem/Stabilizing Agent}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Iron&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Carbon&lt;/div&gt;</summary>
		<author><name>Dovahkitty</name></author>
	</entry>
	<entry>
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		<title>User talk:Dovahkitty</title>
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		<updated>2022-03-24T20:31:12Z</updated>

		<summary type="html">&lt;p&gt;Dovahkitty: /* Template:RecursiveChem/Hull Repair Juice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= other stuff =&lt;br /&gt;
&lt;br /&gt;
== Template:RecursiveChem/Hull Repair Juice ==&lt;br /&gt;
&lt;br /&gt;
1 part {{Tooltip|[[#Stabilizing Agent|Stabilizing Agent]]|{{RecursiveChem/Stabilizing Agent}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Iron&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Carbon&lt;/div&gt;</summary>
		<author><name>Dovahkitty</name></author>
	</entry>
	<entry>
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		<title>User talk:Dovahkitty</title>
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		<updated>2022-03-24T20:21:14Z</updated>

		<summary type="html">&lt;p&gt;Dovahkitty: /* Template:RecursiveChem/Hull Repair Juice */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= other stuff =&lt;br /&gt;
&lt;br /&gt;
== Template:RecursiveChem/Hull Repair Juice ==&lt;br /&gt;
&lt;br /&gt;
1 part {{Tooltip|[[#Stabilizing Agent|Stabilizing Agent]]|{{RecursiveChem/Stabilizing agent}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Iron&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Carbon&lt;/div&gt;</summary>
		<author><name>Dovahkitty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User_talk:Dovahkitty&amp;diff=34231</id>
		<title>User talk:Dovahkitty</title>
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		<updated>2022-03-24T19:18:41Z</updated>

		<summary type="html">&lt;p&gt;Dovahkitty: Replaced content with &amp;quot; = other stuff =&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= other stuff =&lt;/div&gt;</summary>
		<author><name>Dovahkitty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User_talk:Dovahkitty&amp;diff=34230</id>
		<title>User talk:Dovahkitty</title>
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		<updated>2022-03-23T20:53:51Z</updated>

		<summary type="html">&lt;p&gt;Dovahkitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do you long for new experiences? Are you comfortable working under pressure? Do you do well when working with explosives? Like making things go boom? If so, this is the guide for you! If you follow these simple instructions you will be prepared to load and maintain all of the weapons on your assigned vessel and qualified to call yourself a professional Munitions Technician. Be wary though, much like the goalie on a professional soccer team, you're the first one to blame if things go sour in combat, second only to the command staff, but if you can't handle the heat - stay out of the munitions bay.&lt;br /&gt;
==Operating the guns==&lt;br /&gt;
{{Important|Image=Warningsign.png|Title=No smoking!|Note=Missiles, gunpowder bags and artillery shells blow up very easily, even from the smallest spark. Don't smoke, use welders, etc. in the weapons bay.}}&lt;br /&gt;
As a Munitions Technician, munitions assigned squad member, or Master At Arms, your job is to supply and control the various weapons on the ship to make sure they continue firing. This includes 50 Cal. Cannons, Railguns, Artillery cannons, Torpedo tubes, Gauss turrets, and the Automated Missile System (AMS). The faster you can load and prepare these weapons, the faster they can open fire on enemy ships. Do note that not all of the weapons listed here may be on your assigned vessel, so be certain to take inventory at the beginning of a shift and prepare accordingly for each weapon's needs.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TCArtRoom.png|right|thumb|An example of an Artillery bay configuration.]]&lt;br /&gt;
===Point Defense Cannons===&lt;br /&gt;
Point Defense cannons (PDCs) are the lifeblood of short ranged combat, serving as a rapid-fire weapon that is effective at taking down enemy fighters that other weapons may miss and destroying incoming missiles and torpedoes.&lt;br /&gt;
&lt;br /&gt;
Luckily for you, loading these cannons is as easy as firing them. Just go to the loading rack, and insert the new boxes&lt;br /&gt;
===Artillery Cannon (Deck Gun)===&lt;br /&gt;
The deck guns are massive cannons that, when operated correctly, can obliterate any enemy in an instant. They fire heavy projectiles which need to be primed before loading and are fueled with gunpowder which is used to propel the ammunition.&amp;lt;br&amp;gt;&lt;br /&gt;
Loading Naval Artillery goes like this:&lt;br /&gt;
# Acquire a projectile, and arm it with a multitool.&lt;br /&gt;
# Drag it onto the Payload Loading Gate.&lt;br /&gt;
# Acquire the propellant of choice (either gunpowder or plasma-based accelerant), and load it into the Payload Loading Gate.&lt;br /&gt;
# Go to the console and hit &amp;quot;Pack from loader&amp;quot;. &lt;br /&gt;
# Repeat these steps many times if you want a faster shot. You will generally load 6 bags of normal gunpowder.&lt;br /&gt;
# Go back to the Console, and hit &amp;quot;Feed Shell&amp;quot;.&lt;br /&gt;
# Voila! The shell is ready to fire. After the gun has fired - you will hear that anywhere on the ship - repeat these steps&lt;br /&gt;
It's important to note that '''there is no limit to how much gunpowder can be loaded at one time''', meaning you can insert only 1 or even 20 bags of powder. Most of the time you'll want to put in a fair amount (about 5 bags or more) of powder as the cannon round travels very slowly without it, but it's best to get in contact with the ship's tactical systems operator (one of the bridge staff) about this if possible. If you let them know how much powder you're going to load they'll be able to maximize damage output.&lt;br /&gt;
&lt;br /&gt;
To see how much power is behind each shot, look on the console. It will tell you how much propellant is packed in, in units called dT. Unpacked shells start out with 25% dT, 1 bag of gunpowder adds 25% dT, and one unit of plasma-based accelerant adds 50% dT.&lt;br /&gt;
===[[File:AMSComp.gif]] Autonomous Missile System (AMS)===&lt;br /&gt;
The automated missile system is a series of missile tubes linked up to a central computer, this allows it to fire missiles and torpedos automatically at targeted enemies, which are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. Loading the missiles is simple, requiring them to be assembled and then dragged onto the tube. Then walk over to the assigned Ordenance Computer, click &amp;quot;Payload Loaded&amp;quot; then &amp;quot;Payload Chambered&amp;quot;. Don't forget to turn off safeties!&lt;br /&gt;
&lt;br /&gt;
Controlling the AMS is fairly simple, as you can do it with the press of a button. Simply walk over to the AMS control console and select one of two firing modes:&lt;br /&gt;
====Anti-ship====&lt;br /&gt;
While using the anti-ship firing mode, the targeting system fires its missiles at enemy ships within its detection radius. It will also fire at enemy ships that have been targeted by fighters.&lt;br /&gt;
====Countermeasure====&lt;br /&gt;
If you select the countermeasure firing mode, the system will prioritize targeting incoming gunfire to avoid the ship getting hit. It also fires at ships within the detection radius if there's no incoming projectiles.&lt;br /&gt;
&lt;br /&gt;
=== Torpedo Tubes ===&lt;br /&gt;
Torpedo tubes are the slower, bulkier counterparts of VLS tubes. Torpedo tubes are slow loading, require maintenance, but are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. They have mostly been replaced by VLS tubes, given their easier maintenance and automation. However, you may still see them on some ships.&lt;br /&gt;
&lt;br /&gt;
To load a torpedo tube, acquire a pre-made torpedo by dragging one onto a trolley (trolleys have a capacity of 5 torpedos) and bringing it over to the tube. Click on the trolley, click a torpedo to detach it, then drag and drop the torpedo into the tube to begin loading it. Afterward, use the adjacent console and press &amp;quot;Load tray&amp;quot;, &amp;quot;Chamber Tray Payload&amp;quot;, and finally &amp;quot;Disengage safeties&amp;quot; to finish loading the Torpedo tube. Remember to re-engage the Torpedo tube safeties whenever reloading to prevent damage&lt;br /&gt;
====Maintenance====&lt;br /&gt;
Torpedo tubes require maintenance when they're used too much. You probably want to perform maintenance between each bout of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: make sure there's nothing in the weapon and that the safeties are on, to prevent unnecessary explosions. &lt;br /&gt;
# Unscrew the maintenance hatch on the primary external casing &lt;br /&gt;
# Unbolt (wrench) the internal maintenance panel &lt;br /&gt;
# Apply 10 units of Oil to the exposed internal machinery, repeat as needed&lt;br /&gt;
# Bolt (wrench) the panel, then fix (screwdriver) the hatch back in place&lt;br /&gt;
===Gauss Guns===&lt;br /&gt;
Gauss guns can be found exclusively on multi-z maps, and fire 300mm Teflon coated tungsten rounds. Unlike other ship weaponry, these are not controlled by [[Bridge Staff]] using the tactical console and are typically manned by Munitions Technicians. Gauss guns require no maintenance.&lt;br /&gt;
&lt;br /&gt;
To man gauss guns, buckle yourself into the gauss gunner chair and you'll rise into the cockpit above. To fire, click on the overmap to fire a powerful short-range burst. Gauss guns eat through ammo quickly, and you'll ideally want someone below deck keeping you loaded at all times. Loading tungsten rounds is as simple as placing them in a crate, click-dragging it to the loading rack, and sending it up for reloading. Additional slugs can be acquired from a nearby Gauss ammunition dispenser that can be upgraded by science to produce slugs at a faster rate.&lt;br /&gt;
=== Superliminal Bluespace Artillery ===&lt;br /&gt;
The Superliminal BSA is a massive machine which can accelerate a bolt of concentrated quark-gluon plasma to superliminal speeds, tearing clean through targets and annihilating everything in its path. It was developed from [[Station Goals|Bluespace Artillery]] cannons acquired in questionably legal way.&lt;br /&gt;
&lt;br /&gt;
Operating it is simple, maintaining it is harder. It requires a massive amount of power just to fire even once. To input this power, simply go to it's console, set a desired amount of incoming power, and enamble charging.&lt;br /&gt;
&lt;br /&gt;
'''Ensure that it has a clear firing path to space.'''&lt;br /&gt;
=== Flak cannons ===&lt;br /&gt;
Flak cannons fire a large amount of proximity-detonated ammunition at incoming torpedos and missiles. They excel at defending against these forms of weaponry, but they have very limited range.&lt;br /&gt;
&lt;br /&gt;
Operating them is as simple as inputting a new box of ammo into the rack on the wall.&lt;br /&gt;
==Acquiring ammunition==&lt;br /&gt;
This is inevitable, the ship will consume ammo at a rapid rate. If you are out of ammo outside of combat, the following list will instruct you on how to acquire more. If you are out of ammo mid-combat &amp;lt;s&amp;gt; you're fucked &amp;lt;/s&amp;gt;, communicate this with CIC and the rest of your team and use what you have left for the other weapons while coordinating with cargo.&lt;br /&gt;
===PDC/Flak/Deck gun===&lt;br /&gt;
These are the easiest ammunition types to acquire. All of these can be bought in crates through cargo for varying amounts of credits. The gunpowder for the deck guns can also be acquired this way.&amp;lt;br&amp;gt;Deck guns do have one exception, if the research has been done it is possible to print new types of gunpowder and bullets using the munitions techfab.&lt;br /&gt;
===Torpedoes and Missiles===&lt;br /&gt;
Torpedoes and missiles, unfortunately, cannot be ordered fully assembled and must be built by your own oil-covered hands. You need multiple things from cargo - components, casings, and warheads. Standard and armor piercing warheads can be ordered from cargo, but the other types must be researched by science before they can be made in the protolathe. Once you have all of these, turn on that conveyor belt and get this party started!&lt;br /&gt;
&lt;br /&gt;
These are the steps you need to construct a missile or torpedo:&lt;br /&gt;
# Get a casing, either made from metal or ordered from cargo.&lt;br /&gt;
# Add the propulsion system.&lt;br /&gt;
# Wrench the propulsion into place.&lt;br /&gt;
# Add the guidance system.&lt;br /&gt;
# Screwdriver the guidance system in place.&lt;br /&gt;
# Add the IFF card.&lt;br /&gt;
# Screwdriver the card in place.&lt;br /&gt;
# Add the warhead.&lt;br /&gt;
# Wrench the warhead in place.&lt;br /&gt;
# Wire it.&lt;br /&gt;
# Wrench once more.&lt;br /&gt;
# Weld it all together.&lt;br /&gt;
There are a total of six different types of torpedoes you can make. Each serves a different purpose.&lt;br /&gt;
* Standard torpedoes are your stock standard torps. They carry an explosive payload that does a fair amount of damage to ships and fighters alike. &lt;br /&gt;
* Armor piercing torpedoes are able to do heavy damage to armored targets. Good against large ships. &lt;br /&gt;
* Nuclear torpedoes are the most powerful of the explosive torpedoes. They deal devastating damage to anything they hit, but are slower and more expensive than the other torpedo types. Use them wisely, as you won't be able to make more until science researches them. &lt;br /&gt;
* Decoy torpedoes don't carry an explosive payload, but can be used to distract an enemy's defensive weapons, giving you a clear shot for your more powerful weapons. &lt;br /&gt;
* Freight torpedoes are essentially cargo pods. Load them up and fire them at another ship to deliver the goods. &lt;br /&gt;
* Probes are torpedoes strapped with an array of scientific sensors. Firing one of these at an anomaly will generate research for science, and potentially unlock new technology nodes. Don't miss.&lt;br /&gt;
Unfortunately it's only possible to construct one type of missile right now.&lt;br /&gt;
* High-velocity missiles are the standard missile type, they explode upon making impact and do a moderate amount of damage. &lt;br /&gt;
====Autonomous Missile Factory====&lt;br /&gt;
[[File:TCMissileRoom.png|right|thumb|The missile factory on the [[Tycoon]]]]&lt;br /&gt;
So you thought you had to wrench, weld and wire each missile individually? Of course not! The future is now! There's a quick and easy way to mass-produce missiles available right in the middle of your munitions bay: The factory line.&lt;br /&gt;
&lt;br /&gt;
The Missile factory consists of three key parts: the conveyor belts, which have usually been slowed down to accommodate for the working speed of the robots. Tool arms, which use specific tools on the casing and are colored grey, and red colored part arms that apply parts such as guidance computers to the missiles.&lt;br /&gt;
The robot arms in the factory always apply their effect in the direction the red arrows on their frame are pointing, but can be loaded with parts from any direction. They also have no part holding limit, so you can fill them up with as many parts as you want. &lt;br /&gt;
&lt;br /&gt;
You can even extend the factory! The parts required for making factory machines can all be printed in the munilathe along with the conveyor belts after their research has been completed.&lt;br /&gt;
==You're ready==&lt;br /&gt;
It may be difficult to swallow all of the information you've read, but don't worry! You'll very rarely be working with all of these weapons at once as you have fellow Munitions Technicians at your side to pick up your slack. Above all, remember to have fun. With a bottle of spray paint, you can do all manner of things - name your torpedo tubes, draw funny faces near the PDC racks, and draw the borderline between the rest of the ship and the newly independent Munitia.&lt;br /&gt;
==More Dakka==&lt;br /&gt;
Is the ships just floating around in friendly space? Are all the guns loaded and you have nothing better to do? Or are those glorified laser pointers simply not enough? Fear not, because now you can even BUILD more guns! From the smallest PDC to the largest Railgun, you can outfit your ship with all the firepower.&lt;br /&gt;
&lt;br /&gt;
'''Disclaimer:''' You can't print new weapon circuit boards. This means that whatever weaponry you had roundstart, you are stuck with those. However, you can still move them.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, here is a tip if you want to arm your ship:&lt;br /&gt;
*Don't overestimate how much ammo you have. Because while making the ship into a giant sniper rifle with 20 NACs might be fun, cargo WILL swiftly run dry of credits trying to supply you with ammo. 30 PDCs WILL destroy all the Torpedoes launched at you, but the crew will easily go deaf from all the pom-pom-pom.&lt;br /&gt;
**For this reason, giving the [[Master_At_Arms|Munitions budget card]] to cargo is highly recommended.&lt;br /&gt;
Here is how you can construct ship weaponry:&lt;br /&gt;
=== PDC loading rack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:PDCrack.png]]&amp;lt;br&amp;gt;PDC loading rack&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal.png|Metal]]x5&amp;lt;br&amp;gt;[[File:CableCoils.png|Cable]]x4&amp;lt;br&amp;gt;[[File:Circuitboard.png|Point Defense Cannon circuit board]]Point Defense Cannon circuit board&amp;lt;br&amp;gt;[[File:Micro Manipulator.png|Micro-mainpulator]]x4&amp;lt;br&amp;gt;[[File:Capacitor.png|Capacitor]]x2&amp;lt;br&amp;gt;[[File:Matter bin.png|Matter bin]]x3&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
# Build and the PDC loading rack frame from '''5 metal'''&lt;br /&gt;
# '''Put''' it on a wall&lt;br /&gt;
# '''Wrench''' it on&lt;br /&gt;
# '''Wire''' it&lt;br /&gt;
# Add the '''Circuit board'''&lt;br /&gt;
# Add '''4 micro-manipulators'''&lt;br /&gt;
# Add '''2 capacitors'''&lt;br /&gt;
# Add '''3 matter bins'''&lt;br /&gt;
## You can do this using an RPED&lt;br /&gt;
# Add the '''Firing electronics'''&lt;br /&gt;
## The order of these 4 steps does not matter&lt;br /&gt;
# '''Screwdriver''' it to finish the machine&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# '''Pry''' the parts out&lt;br /&gt;
# '''Cut''' the wiring&lt;br /&gt;
# '''Unwrench''' the frame&lt;br /&gt;
# '''Lift it off''' the wall with your hands&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;[[File:Wirecutters.png|Wirecutter]]&lt;br /&gt;
|}&lt;br /&gt;
=== Torpedo Tube ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:Torptube.png]]&amp;lt;br&amp;gt;Torpedo Tube&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_r.png|Plasteel]]x4&amp;lt;br&amp;gt;[[File:Nanoglass.png|Nanocarbon glass]]x6&amp;lt;br&amp;gt;[[File:FiringBoard.png|Firing Electronics]]x1&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
#  Build Torpedo Tube frame from 4 '''Plasteel Sheets'''&lt;br /&gt;
# '''Wrench''' it into place&lt;br /&gt;
# '''Weld''' it to the floor&lt;br /&gt;
# Add the '''Nanocarbon glass''' for the barrel&lt;br /&gt;
# '''Wrench''' the barrel in&lt;br /&gt;
# '''Wire''' the frame&lt;br /&gt;
# Add the '''Firing Electronics'''&lt;br /&gt;
# '''Screw''' the electronics in&lt;br /&gt;
# Add the '''Nanocarbon glass''' for the door&lt;br /&gt;
# '''Wrench''' the door in place&lt;br /&gt;
# '''Screw''' the maintenance hatch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# '''Wrench''' the inner casing&lt;br /&gt;
## Note: The weapon can now be lubricated&lt;br /&gt;
# '''Pry''' the casing out&lt;br /&gt;
# '''Unscrew''' the door frame&lt;br /&gt;
# '''Wrench''' the door out&lt;br /&gt;
# '''Pry''' the door out of the frame&lt;br /&gt;
# '''Unscrew''' the electronics&lt;br /&gt;
# '''Pry''' the electronics out of their place&lt;br /&gt;
# '''Cut''' the wires away&lt;br /&gt;
# '''Unbolt''' the barrel&lt;br /&gt;
# '''Pry''' the barrel out&lt;br /&gt;
# '''Unweld''' the frame from the floor&lt;br /&gt;
# '''Unbolt''' the frame&lt;br /&gt;
# '''Weld''' the frame apart&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;[[File:Wirecutters.png|Wirecutter]]&lt;br /&gt;
|}&lt;br /&gt;
=== VLS launch tube ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:AMS tube.png]]&amp;lt;br&amp;gt;VLS launch tube&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal.png|Metal]]x35&amp;lt;br&amp;gt;[[File:Titaniumdone.png|Titanium]]x20&amp;lt;br&amp;gt;[[File:Copperdone.png|Copper]]x20&amp;lt;br&amp;gt;[[File:CableCoils.png|Cable]]x10&amp;lt;br&amp;gt;[[File:Circuitboard.png|VLS launch tube board]]VLS launch tube board&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
# Build and wire a Machine Frame from '''5 metal'''&lt;br /&gt;
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.&lt;br /&gt;
# Add the '''Circuit board'''&lt;br /&gt;
# Add '''20 titanium'''&lt;br /&gt;
# Add '''30 metal'''&lt;br /&gt;
# Add '''20 copper'''&lt;br /&gt;
# Add '''10 cable'''&lt;br /&gt;
# '''Screwdriver''' it to finish the machine&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# '''Wrench''' the inner casing&lt;br /&gt;
# '''Pry''' the casing out&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
=== Naval Artillery ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:Deck gun.png]]&amp;lt;br&amp;gt;[[File:Deck gun building.png|160px|A possible arrangement of the Deck Gun's part, with the individual parts highlighted for you]]&amp;lt;br&amp;gt;Naval Artillery&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Titaniumdone.png|Titanium]]x120&amp;lt;br&amp;gt;[[File:Metal_r.png|Plasteel]]x22&amp;lt;br&amp;gt;[[File:Metal.png|Metal]]x35&amp;lt;br&amp;gt;[[File:Copperdone.png|Copper]]x50&amp;lt;br&amp;gt;[[File:Diamonddone.png|Diamond]]x5&amp;lt;br&amp;gt;[[File:Duranium.png|Duranium]]x1&amp;lt;br&amp;gt;[[File:CableCoils.png|Cable]]x34&amp;lt;br&amp;gt;[[File:FiringBoard.png|Firing Electronics]]x1&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun core board]]Deck gun core board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun payload gate board]]Deck gun payload gate board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun powder gate board]]Deck gun powder gate board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun auto elevator board]]Deck gun auto elevator board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun loading computer board]]Deck loading computer board&amp;lt;br&amp;gt;[[File:Igniter.png|Igniter]]x1&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
# Designate a '''3 x 3''' space with a '''free tile on the floor above it''' for your gun&lt;br /&gt;
==== Building the indoors, multitile part ====&lt;br /&gt;
# Build and wire a Machine Frame from '''5 metal''' in the middle for your Core&lt;br /&gt;
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.&lt;br /&gt;
# Build and wire ''at least three'' Machine Frames and a Computer frame from '''20 metal''' around your Core, these will be the other parts of your Deck Gun&lt;br /&gt;
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.&lt;br /&gt;
## Note: Which machine frame will become which machine does not matter, only that they are next to the core&lt;br /&gt;
# Add the '''Deck gun core board''' to the machine frame in the ''middle''&lt;br /&gt;
## Marked on the picture with ''Red''&lt;br /&gt;
# Add '''20 titanium''' and '''5 cable'''&lt;br /&gt;
# '''Screwdriver''' to finish the core&lt;br /&gt;
# Add the '''Deck gun payload gate board'''&lt;br /&gt;
## Marked on the picture with ''Blue''&lt;br /&gt;
# Add '''40 titanium''', '''10 cable''' and '''10 copper'''&lt;br /&gt;
# Add a '''Railgun rail'''&lt;br /&gt;
## Note: Can be made from 1 duranium&lt;br /&gt;
# Add the '''Loading tray'''&lt;br /&gt;
## Note: It's made from 10 metal&lt;br /&gt;
# '''Screwdriver''' to finish the payload gate&lt;br /&gt;
# Add the '''Deck gun powder gate board'''&lt;br /&gt;
## Marked on the picture with ''Purple''&lt;br /&gt;
## Building more of these machines does not increase the number of gunpowder that can be inserted, as you can insert multiple from just one gate&lt;br /&gt;
# Add '''20 titanium''', '''5 cable''' and '''20 copper'''&lt;br /&gt;
# '''Screwdriver''' to finish the gate&lt;br /&gt;
# Add the '''Deck gun auto elevator board'''&lt;br /&gt;
## Marked on the picture with ''Yellow''&lt;br /&gt;
# Add '''40 titanium''', '''10 cable''', '''20 copper''' and '''5 diamonds'''&lt;br /&gt;
# '''Screwdriver''' to finish the elevator&lt;br /&gt;
# Build a '''chair''' from any material&lt;br /&gt;
## Marked on the picture with ''White''&lt;br /&gt;
## ANY chair will do&lt;br /&gt;
# Add the '''Deck gun loading computer board''' to the Computer frame&lt;br /&gt;
## Marked on the picture with ''Green''&lt;br /&gt;
# Finish the construction '''[[Guide_to_construction#Computers|like usual]]'''&lt;br /&gt;
# If all machines are done, hit the Core with a '''Multitool''' to have it scan for nearby machines&lt;br /&gt;
==== Building the outdoors part ====&lt;br /&gt;
# Go to the deck '''above you''', on the '''same spot as your Core'''&lt;br /&gt;
## Use a GPS&lt;br /&gt;
# Build a Deck gun frame from '''20 plasteel'''&lt;br /&gt;
# '''Wrench''' it to the ground&lt;br /&gt;
# '''Weld''' it down&lt;br /&gt;
# Add the '''firing electronics'''&lt;br /&gt;
# '''Screw''' the electronics in&lt;br /&gt;
# Add an '''Igniter'''&lt;br /&gt;
## Alternatively, you can add a ''Triple Barrel Upgrade'' (currently Admin only)&lt;br /&gt;
## ''Screw'' the upgrade in&lt;br /&gt;
## Add 3 ''igniters''&lt;br /&gt;
# '''Screw''' the Igniters in&lt;br /&gt;
# '''Wire''' the Igniters&lt;br /&gt;
# '''Weld''' the wiring down&lt;br /&gt;
# Add 2 '''plasteel'''&lt;br /&gt;
# Add a '''MAC barrel'''&lt;br /&gt;
## Can be made from 1 duranium&lt;br /&gt;
## In case the gun was upgraded, add ''3 of these''&lt;br /&gt;
# '''Weld''' the barrels down&lt;br /&gt;
# Add the '''Loading tray'''&lt;br /&gt;
##Note: It's made from 10 metal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
The frame can be deconstructed this way:&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
## If you examine the gun, there will be a button labeled &amp;quot;Force Eject Shell&amp;quot;. Be warned, this will '''fire the shell'''.&lt;br /&gt;
# '''Wrench''' the inner casing&lt;br /&gt;
# '''Pry''' the loading tray out&lt;br /&gt;
# '''Unweld''' the barrel&lt;br /&gt;
# '''Pry''' the barrel out&lt;br /&gt;
# '''Unweld''' the inner plasteel casing&lt;br /&gt;
# '''Unweld''' the wiring&lt;br /&gt;
# '''Cut''' the wiring out&lt;br /&gt;
# '''Unscrew''' the igniters&lt;br /&gt;
# '''Remove''' the igniters by hand&lt;br /&gt;
## If it was upgraded with a ''Tripple Barrel'' upgrade, you need to ''Unscrew'' it&lt;br /&gt;
## Then ''Pry'' it out&lt;br /&gt;
# '''Unscrew''' the firing electronics&lt;br /&gt;
# '''Pry''' the electronics out&lt;br /&gt;
# '''Unweld''' the frame from the floor&lt;br /&gt;
# '''Unbolt''' the frame from the floor&lt;br /&gt;
# '''Cut''' the frame apart with a welder&lt;br /&gt;
The machines can be deconstructed this way:&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# Remove the components and the circuit board with a '''crowbar'''&lt;br /&gt;
# '''Cut''' the wires out&lt;br /&gt;
# '''Unwrench''' the frame from the ground&lt;br /&gt;
# Dissasemble the frame with a '''screwdriver'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;[[File:Wirecutters.png|Wirecutter]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As said before, this is advanced stuff, usually you don't need to build new guns, and it's one hell of a job to try and keep them all loaded. But it does take up the downtime that you otherwise would have spent in the bar, and some &amp;lt;s&amp;gt; weird &amp;lt;/s&amp;gt; people might find it fun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=1&amp;gt;*Nanotrasen brand gunpowder is not suitable for use in hot or burning environments, keep away from children with lighters.&amp;lt;/font&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
= other stuff =&lt;/div&gt;</summary>
		<author><name>Dovahkitty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User_talk:Dovahkitty&amp;diff=34221</id>
		<title>User talk:Dovahkitty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User_talk:Dovahkitty&amp;diff=34221"/>
		<updated>2022-03-14T10:14:03Z</updated>

		<summary type="html">&lt;p&gt;Dovahkitty: Created page with &amp;quot;Do you long for new experiences? Are you comfortable working under pressure? Do you do well when working with explosives? Like making things go boom? If so, this is the guide...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do you long for new experiences? Are you comfortable working under pressure? Do you do well when working with explosives? Like making things go boom? If so, this is the guide for you! If you follow these simple instructions you will be prepared to load and maintain all of the weapons on your assigned vessel and qualified to call yourself a professional Munitions Technician. Be wary though, much like the goalie on a professional soccer team, you're the first one to blame if things go sour in combat, second only to the command staff, but if you can't handle the heat - stay out of the munitions bay.&lt;br /&gt;
==Operating the guns==&lt;br /&gt;
{{Important|Image=Warningsign.png|Title=No smoking!|Note=Missiles, gunpowder bags and artillery shells blow up very easily, even from the smallest spark. Don't smoke, use welders, etc. in the weapons bay.}}&lt;br /&gt;
As a Munitions Technician, munitions assigned squad member, or Master At Arms, your job is to supply and control the various weapons on the ship to make sure they continue firing. This includes 50 Cal. Cannons, Railguns, Artillery cannons, Torpedo tubes, Gauss turrets, and the Automated Missile System (AMS). The faster you can load and prepare these weapons, the faster they can open fire on enemy ships. Do note that not all of the weapons listed here may be on your assigned vessel, so be certain to take inventory at the beginning of a shift and prepare accordingly for each weapon's needs.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TCArtRoom.png|right|thumb|An example of an Artillery bay configuration.]]&lt;br /&gt;
===Point Defense Cannons===&lt;br /&gt;
Point Defense cannons (PDCs) are the lifeblood of short ranged combat, serving as a rapid-fire weapon that is effective at taking down enemy fighters that other weapons may miss and destroying incoming missiles and torpedoes.&lt;br /&gt;
&lt;br /&gt;
Luckily for you, loading these cannons is as easy as firing them. Just go to the loading rack, and insert the new boxes&lt;br /&gt;
===Artillery Cannon (Deck Gun)===&lt;br /&gt;
The deck guns are massive cannons that, when operated correctly, can obliterate any enemy in an instant. They fire heavy projectiles which need to be primed before loading and are fueled with gunpowder which is used to propel the ammunition.&amp;lt;br&amp;gt;&lt;br /&gt;
Loading Naval Artillery goes like this:&lt;br /&gt;
# Acquire a projectile, and arm it with a multitool.&lt;br /&gt;
# Drag it onto the Payload Loading Gate.&lt;br /&gt;
# Acquire the propellant of choice (either gunpowder or plasma-based accelerant), and load it into the Payload Loading Gate.&lt;br /&gt;
# Go to the console and hit &amp;quot;Pack from loader&amp;quot;. &lt;br /&gt;
# Repeat these steps many times if you want a faster shot. You will generally load 6 bags of normal gunpowder.&lt;br /&gt;
# Go back to the Console, and hit &amp;quot;Feed Shell&amp;quot;.&lt;br /&gt;
# Voila! The shell is ready to fire. After the gun has fired - you will hear that anywhere on the ship - repeat these steps&lt;br /&gt;
It's important to note that '''there is no limit to how much gunpowder can be loaded at one time''', meaning you can insert only 1 or even 20 bags of powder. Most of the time you'll want to put in a fair amount (about 5 bags or more) of powder as the cannon round travels very slowly without it, but it's best to get in contact with the ship's tactical systems operator (one of the bridge staff) about this if possible. If you let them know how much powder you're going to load they'll be able to maximize damage output.&lt;br /&gt;
&lt;br /&gt;
To see how much power is behind each shot, look on the console. It will tell you how much propellant is packed in, in units called dT. Unpacked shells start out with 25% dT, 1 bag of gunpowder adds 25% dT, and one unit of plasma-based accelerant adds 50% dT.&lt;br /&gt;
===[[File:AMSComp.gif]] Autonomous Missile System (AMS)===&lt;br /&gt;
The automated missile system is a series of missile tubes linked up to a central computer, this allows it to fire missiles and torpedos automatically at targeted enemies, which are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. Loading the missiles is simple, requiring them to be assembled and then dragged onto the tube. Then walk over to the assigned Ordenance Computer, click &amp;quot;Payload Loaded&amp;quot; then &amp;quot;Payload Chambered&amp;quot;. Don't forget to turn off safeties!&lt;br /&gt;
&lt;br /&gt;
Controlling the AMS is fairly simple, as you can do it with the press of a button. Simply walk over to the AMS control console and select one of two firing modes:&lt;br /&gt;
====Anti-ship====&lt;br /&gt;
While using the anti-ship firing mode, the targeting system fires its missiles at enemy ships within its detection radius. It will also fire at enemy ships that have been targeted by fighters.&lt;br /&gt;
====Countermeasure====&lt;br /&gt;
If you select the countermeasure firing mode, the system will prioritize targeting incoming gunfire to avoid the ship getting hit. It also fires at ships within the detection radius if there's no incoming projectiles.&lt;br /&gt;
&lt;br /&gt;
=== Torpedo Tubes ===&lt;br /&gt;
Torpedo tubes are the slower, bulkier counterparts of VLS tubes. Torpedo tubes are slow loading, require maintenance, but are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. They have mostly been replaced by VLS tubes, given their easier maintenance and automation. However, you may still see them on some ships.&lt;br /&gt;
&lt;br /&gt;
To load a torpedo tube, acquire a pre-made torpedo by dragging one onto a trolley (trolleys have a capacity of 5 torpedos) and bringing it over to the tube. Click on the trolley, click a torpedo to detach it, then drag and drop the torpedo into the tube to begin loading it. Afterward, use the adjacent console and press &amp;quot;Load tray&amp;quot;, &amp;quot;Chamber Tray Payload&amp;quot;, and finally &amp;quot;Disengage safeties&amp;quot; to finish loading the Torpedo tube. Remember to re-engage the Torpedo tube safeties whenever reloading to prevent damage&lt;br /&gt;
====Maintenance====&lt;br /&gt;
Torpedo tubes require maintenance when they're used too much. You probably want to perform maintenance between each bout of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: make sure there's nothing in the weapon and that the safeties are on, to prevent unnecessary explosions. &lt;br /&gt;
# Unscrew the maintenance hatch on the primary external casing &lt;br /&gt;
# Unbolt (wrench) the internal maintenance panel &lt;br /&gt;
# Apply 10 units of Oil to the exposed internal machinery, repeat as needed&lt;br /&gt;
# Bolt (wrench) the panel, then fix (screwdriver) the hatch back in place&lt;br /&gt;
===Gauss Guns===&lt;br /&gt;
Gauss guns can be found exclusively on multi-z maps, and fire 300mm Teflon coated tungsten rounds. Unlike other ship weaponry, these are not controlled by [[Bridge Staff]] using the tactical console and are typically manned by Munitions Technicians. Gauss guns require no maintenance.&lt;br /&gt;
&lt;br /&gt;
To man gauss guns, buckle yourself into the gauss gunner chair and you'll rise into the cockpit above. To fire, click on the overmap to fire a powerful short-range burst. Gauss guns eat through ammo quickly, and you'll ideally want someone below deck keeping you loaded at all times. Loading tungsten rounds is as simple as placing them in a crate, click-dragging it to the loading rack, and sending it up for reloading. Additional slugs can be acquired from a nearby Gauss ammunition dispenser that can be upgraded by science to produce slugs at a faster rate.&lt;br /&gt;
=== Superliminal Bluespace Artillery ===&lt;br /&gt;
The Superliminal BSA is a massive machine which can accelerate a bolt of concentrated quark-gluon plasma to superliminal speeds, tearing clean through targets and annihilating everything in its path. It was developed from [[Station Goals|Bluespace Artillery]] cannons acquired in questionably legal way.&lt;br /&gt;
&lt;br /&gt;
Operating it is simple, maintaining it is harder. It requires a massive amount of power just to fire even once. To input this power, simply go to it's console, set a desired amount of incoming power, and enamble charging.&lt;br /&gt;
&lt;br /&gt;
'''Ensure that it has a clear firing path to space.'''&lt;br /&gt;
=== Flak cannons ===&lt;br /&gt;
Flak cannons fire a large amount of proximity-detonated ammunition at incoming torpedos and missiles. They excel at defending against these forms of weaponry, but they have very limited range.&lt;br /&gt;
&lt;br /&gt;
Operating them is as simple as inputting a new box of ammo into the rack on the wall.&lt;br /&gt;
==Acquiring ammunition==&lt;br /&gt;
This is inevitable, the ship will consume ammo at a rapid rate. If you are out of ammo outside of combat, the following list will instruct you on how to acquire more. If you are out of ammo mid-combat &amp;lt;s&amp;gt; you're fucked &amp;lt;/s&amp;gt;, communicate this with CIC and the rest of your team and use what you have left for the other weapons while coordinating with cargo.&lt;br /&gt;
===PDC/Flak/Deck gun===&lt;br /&gt;
These are the easiest ammunition types to acquire. All of these can be bought in crates through cargo for varying amounts of credits. The gunpowder for the deck guns can also be acquired this way.&amp;lt;br&amp;gt;Deck guns do have one exception, if the research has been done it is possible to print new types of gunpowder and bullets using the munitions techfab.&lt;br /&gt;
===Torpedoes and Missiles===&lt;br /&gt;
Torpedoes and missiles, unfortunately, cannot be ordered fully assembled and must be built by your own oil-covered hands. You need multiple things from cargo - components, casings, and warheads. Standard and armor piercing warheads can be ordered from cargo, but the other types must be researched by science before they can be made in the protolathe. Once you have all of these, turn on that conveyor belt and get this party started!&lt;br /&gt;
&lt;br /&gt;
These are the steps you need to construct a missile or torpedo:&lt;br /&gt;
# Get a casing, either made from metal or ordered from cargo.&lt;br /&gt;
# Add the propulsion system.&lt;br /&gt;
# Wrench the propulsion into place.&lt;br /&gt;
# Add the guidance system.&lt;br /&gt;
# Screwdriver the guidance system in place.&lt;br /&gt;
# Add the IFF card.&lt;br /&gt;
# Screwdriver the card in place.&lt;br /&gt;
# Add the warhead.&lt;br /&gt;
# Wrench the warhead in place.&lt;br /&gt;
# Wire it.&lt;br /&gt;
# Wrench once more.&lt;br /&gt;
# Weld it all together.&lt;br /&gt;
There are a total of six different types of torpedoes you can make. Each serves a different purpose.&lt;br /&gt;
* Standard torpedoes are your stock standard torps. They carry an explosive payload that does a fair amount of damage to ships and fighters alike. &lt;br /&gt;
* Armor piercing torpedoes are able to do heavy damage to armored targets. Good against large ships. &lt;br /&gt;
* Nuclear torpedoes are the most powerful of the explosive torpedoes. They deal devastating damage to anything they hit, but are slower and more expensive than the other torpedo types. Use them wisely, as you won't be able to make more until science researches them. &lt;br /&gt;
* Decoy torpedoes don't carry an explosive payload, but can be used to distract an enemy's defensive weapons, giving you a clear shot for your more powerful weapons. &lt;br /&gt;
* Freight torpedoes are essentially cargo pods. Load them up and fire them at another ship to deliver the goods. &lt;br /&gt;
* Probes are torpedoes strapped with an array of scientific sensors. Firing one of these at an anomaly will generate research for science, and potentially unlock new technology nodes. Don't miss.&lt;br /&gt;
Unfortunately it's only possible to construct one type of missile right now.&lt;br /&gt;
* High-velocity missiles are the standard missile type, they explode upon making impact and do a moderate amount of damage. &lt;br /&gt;
====Autonomous Missile Factory====&lt;br /&gt;
[[File:TCMissileRoom.png|right|thumb|The missile factory on the [[Tycoon]]]]&lt;br /&gt;
So you thought you had to wrench, weld and wire each missile individually? Of course not! The future is now! There's a quick and easy way to mass-produce missiles available right in the middle of your munitions bay: The factory line.&lt;br /&gt;
&lt;br /&gt;
The Missile factory consists of three key parts: the conveyor belts, which have usually been slowed down to accommodate for the working speed of the robots. Tool arms, which use specific tools on the casing and are colored grey, and red colored part arms that apply parts such as guidance computers to the missiles.&lt;br /&gt;
The robot arms in the factory always apply their effect in the direction the red arrows on their frame are pointing, but can be loaded with parts from any direction. They also have no part holding limit, so you can fill them up with as many parts as you want. &lt;br /&gt;
&lt;br /&gt;
You can even extend the factory! The parts required for making factory machines can all be printed in the munilathe along with the conveyor belts after their research has been completed.&lt;br /&gt;
==You're ready==&lt;br /&gt;
It may be difficult to swallow all of the information you've read, but don't worry! You'll very rarely be working with all of these weapons at once as you have fellow Munitions Technicians at your side to pick up your slack. Above all, remember to have fun. With a bottle of spray paint, you can do all manner of things - name your torpedo tubes, draw funny faces near the PDC racks, and draw the borderline between the rest of the ship and the newly independent Munitia.&lt;br /&gt;
==More Dakka==&lt;br /&gt;
Is the ships just floating around in friendly space? Are all the guns loaded and you have nothing better to do? Or are those glorified laser pointers simply not enough? Fear not, because now you can even BUILD more guns! From the smallest PDC to the largest Railgun, you can outfit your ship with all the firepower.&lt;br /&gt;
&lt;br /&gt;
'''Disclaimer:''' You can't print new weapon circuit boards. This means that whatever weaponry you had roundstart, you are stuck with those. However, you can still move them.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, here is a tip if you want to arm your ship:&lt;br /&gt;
*Don't overestimate how much ammo you have. Because while making the ship into a giant sniper rifle with 20 NACs might be fun, cargo WILL swiftly run dry of credits trying to supply you with ammo. 30 PDCs WILL destroy all the Torpedoes launched at you, but the crew will easily go deaf from all the pom-pom-pom.&lt;br /&gt;
**For this reason, giving the [[Master_At_Arms|Munitions budget card]] to cargo is highly recommended.&lt;br /&gt;
Here is how you can construct ship weaponry:&lt;br /&gt;
=== PDC loading rack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:PDCrack.png]]&amp;lt;br&amp;gt;PDC loading rack&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal.png|Metal]]x5&amp;lt;br&amp;gt;[[File:CableCoils.png|Cable]]x4&amp;lt;br&amp;gt;[[File:Circuitboard.png|Point Defense Cannon circuit board]]Point Defense Cannon circuit board&amp;lt;br&amp;gt;[[File:Micro Manipulator.png|Micro-mainpulator]]x4&amp;lt;br&amp;gt;[[File:Capacitor.png|Capacitor]]x2&amp;lt;br&amp;gt;[[File:Matter bin.png|Matter bin]]x3&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
# Build and the PDC loading rack frame from '''5 metal'''&lt;br /&gt;
# '''Put''' it on a wall&lt;br /&gt;
# '''Wrench''' it on&lt;br /&gt;
# '''Wire''' it&lt;br /&gt;
# Add the '''Circuit board'''&lt;br /&gt;
# Add '''4 micro-manipulators'''&lt;br /&gt;
# Add '''2 capacitors'''&lt;br /&gt;
# Add '''3 matter bins'''&lt;br /&gt;
## You can do this using an RPED&lt;br /&gt;
# Add the '''Firing electronics'''&lt;br /&gt;
## The order of these 4 steps does not matter&lt;br /&gt;
# '''Screwdriver''' it to finish the machine&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# '''Pry''' the parts out&lt;br /&gt;
# '''Cut''' the wiring&lt;br /&gt;
# '''Unwrench''' the frame&lt;br /&gt;
# '''Lift it off''' the wall with your hands&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;[[File:Wirecutters.png|Wirecutter]]&lt;br /&gt;
|}&lt;br /&gt;
=== Torpedo Tube ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:Torptube.png]]&amp;lt;br&amp;gt;Torpedo Tube&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_r.png|Plasteel]]x4&amp;lt;br&amp;gt;[[File:Nanoglass.png|Nanocarbon glass]]x6&amp;lt;br&amp;gt;[[File:FiringBoard.png|Firing Electronics]]x1&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
#  Build Torpedo Tube frame from 4 '''Plasteel Sheets'''&lt;br /&gt;
# '''Wrench''' it into place&lt;br /&gt;
# '''Weld''' it to the floor&lt;br /&gt;
# Add the '''Nanocarbon glass''' for the barrel&lt;br /&gt;
# '''Wrench''' the barrel in&lt;br /&gt;
# '''Wire''' the frame&lt;br /&gt;
# Add the '''Firing Electronics'''&lt;br /&gt;
# '''Screw''' the electronics in&lt;br /&gt;
# Add the '''Nanocarbon glass''' for the door&lt;br /&gt;
# '''Wrench''' the door in place&lt;br /&gt;
# '''Screw''' the maintenance hatch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# '''Wrench''' the inner casing&lt;br /&gt;
## Note: The weapon can now be lubricated&lt;br /&gt;
# '''Pry''' the casing out&lt;br /&gt;
# '''Unscrew''' the door frame&lt;br /&gt;
# '''Wrench''' the door out&lt;br /&gt;
# '''Pry''' the door out of the frame&lt;br /&gt;
# '''Unscrew''' the electronics&lt;br /&gt;
# '''Pry''' the electronics out of their place&lt;br /&gt;
# '''Cut''' the wires away&lt;br /&gt;
# '''Unbolt''' the barrel&lt;br /&gt;
# '''Pry''' the barrel out&lt;br /&gt;
# '''Unweld''' the frame from the floor&lt;br /&gt;
# '''Unbolt''' the frame&lt;br /&gt;
# '''Weld''' the frame apart&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;[[File:Wirecutters.png|Wirecutter]]&lt;br /&gt;
|}&lt;br /&gt;
=== VLS launch tube ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:AMS tube.png]]&amp;lt;br&amp;gt;VLS launch tube&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal.png|Metal]]x35&amp;lt;br&amp;gt;[[File:Titaniumdone.png|Titanium]]x20&amp;lt;br&amp;gt;[[File:Copperdone.png|Copper]]x20&amp;lt;br&amp;gt;[[File:CableCoils.png|Cable]]x10&amp;lt;br&amp;gt;[[File:Circuitboard.png|VLS launch tube board]]VLS launch tube board&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
# Build and wire a Machine Frame from '''5 metal'''&lt;br /&gt;
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.&lt;br /&gt;
# Add the '''Circuit board'''&lt;br /&gt;
# Add '''20 titanium'''&lt;br /&gt;
# Add '''30 metal'''&lt;br /&gt;
# Add '''20 copper'''&lt;br /&gt;
# Add '''10 cable'''&lt;br /&gt;
# '''Screwdriver''' it to finish the machine&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# '''Wrench''' the inner casing&lt;br /&gt;
# '''Pry''' the casing out&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
=== Naval Artillery ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:Deck gun.png]]&amp;lt;br&amp;gt;[[File:Deck gun building.png|160px|A possible arrangement of the Deck Gun's part, with the individual parts highlighted for you]]&amp;lt;br&amp;gt;Naval Artillery&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Titaniumdone.png|Titanium]]x120&amp;lt;br&amp;gt;[[File:Metal_r.png|Plasteel]]x22&amp;lt;br&amp;gt;[[File:Metal.png|Metal]]x35&amp;lt;br&amp;gt;[[File:Copperdone.png|Copper]]x50&amp;lt;br&amp;gt;[[File:Diamonddone.png|Diamond]]x5&amp;lt;br&amp;gt;[[File:Duranium.png|Duranium]]x1&amp;lt;br&amp;gt;[[File:CableCoils.png|Cable]]x34&amp;lt;br&amp;gt;[[File:FiringBoard.png|Firing Electronics]]x1&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun core board]]Deck gun core board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun payload gate board]]Deck gun payload gate board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun powder gate board]]Deck gun powder gate board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun auto elevator board]]Deck gun auto elevator board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun loading computer board]]Deck loading computer board&amp;lt;br&amp;gt;[[File:Igniter.png|Igniter]]x1&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
# Designate a '''3 x 3''' space with a '''free tile on the floor above it''' for your gun&lt;br /&gt;
==== Building the indoors, multitile part ====&lt;br /&gt;
# Build and wire a Machine Frame from '''5 metal''' in the middle for your Core&lt;br /&gt;
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.&lt;br /&gt;
# Build and wire ''at least three'' Machine Frames and a Computer frame from '''20 metal''' around your Core, these will be the other parts of your Deck Gun&lt;br /&gt;
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.&lt;br /&gt;
## Note: Which machine frame will become which machine does not matter, only that they are next to the core&lt;br /&gt;
# Add the '''Deck gun core board''' to the machine frame in the ''middle''&lt;br /&gt;
## Marked on the picture with ''Red''&lt;br /&gt;
# Add '''20 titanium''' and '''5 cable'''&lt;br /&gt;
# '''Screwdriver''' to finish the core&lt;br /&gt;
# Add the '''Deck gun payload gate board'''&lt;br /&gt;
## Marked on the picture with ''Blue''&lt;br /&gt;
# Add '''40 titanium''', '''10 cable''' and '''10 copper'''&lt;br /&gt;
# Add a '''Railgun rail'''&lt;br /&gt;
## Note: Can be made from 1 duranium&lt;br /&gt;
# Add the '''Loading tray'''&lt;br /&gt;
## Note: It's made from 10 metal&lt;br /&gt;
# '''Screwdriver''' to finish the payload gate&lt;br /&gt;
# Add the '''Deck gun powder gate board'''&lt;br /&gt;
## Marked on the picture with ''Purple''&lt;br /&gt;
## Building more of these machines does not increase the number of gunpowder that can be inserted, as you can insert multiple from just one gate&lt;br /&gt;
# Add '''20 titanium''', '''5 cable''' and '''20 copper'''&lt;br /&gt;
# '''Screwdriver''' to finish the gate&lt;br /&gt;
# Add the '''Deck gun auto elevator board'''&lt;br /&gt;
## Marked on the picture with ''Yellow''&lt;br /&gt;
# Add '''40 titanium''', '''10 cable''', '''20 copper''' and '''5 diamonds'''&lt;br /&gt;
# '''Screwdriver''' to finish the elevator&lt;br /&gt;
# Build a '''chair''' from any material&lt;br /&gt;
## Marked on the picture with ''White''&lt;br /&gt;
## ANY chair will do&lt;br /&gt;
# Add the '''Deck gun loading computer board''' to the Computer frame&lt;br /&gt;
## Marked on the picture with ''Green''&lt;br /&gt;
# Finish the construction '''[[Guide_to_construction#Computers|like usual]]'''&lt;br /&gt;
# If all machines are done, hit the Core with a '''Multitool''' to have it scan for nearby machines&lt;br /&gt;
==== Building the outdoors part ====&lt;br /&gt;
# Go to the deck '''above you''', on the '''same spot as your Core'''&lt;br /&gt;
## Use a GPS&lt;br /&gt;
# Build a Deck gun frame from '''20 plasteel'''&lt;br /&gt;
# '''Wrench''' it to the ground&lt;br /&gt;
# '''Weld''' it down&lt;br /&gt;
# Add the '''firing electronics'''&lt;br /&gt;
# '''Screw''' the electronics in&lt;br /&gt;
# Add an '''Igniter'''&lt;br /&gt;
## Alternatively, you can add a ''Triple Barrel Upgrade'' (currently Admin only)&lt;br /&gt;
## ''Screw'' the upgrade in&lt;br /&gt;
## Add 3 ''igniters''&lt;br /&gt;
# '''Screw''' the Igniters in&lt;br /&gt;
# '''Wire''' the Igniters&lt;br /&gt;
# '''Weld''' the wiring down&lt;br /&gt;
# Add 2 '''plasteel'''&lt;br /&gt;
# Add a '''MAC barrel'''&lt;br /&gt;
## Can be made from 1 duranium&lt;br /&gt;
## In case the gun was upgraded, add ''3 of these''&lt;br /&gt;
# '''Weld''' the barrels down&lt;br /&gt;
# Add the '''Loading tray'''&lt;br /&gt;
##Note: It's made from 10 metal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
The frame can be deconstructed this way:&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
## If you examine the gun, there will be a button labeled &amp;quot;Force Eject Shell&amp;quot;. Be warned, this will '''fire the shell'''.&lt;br /&gt;
# '''Wrench''' the inner casing&lt;br /&gt;
# '''Pry''' the loading tray out&lt;br /&gt;
# '''Unweld''' the barrel&lt;br /&gt;
# '''Pry''' the barrel out&lt;br /&gt;
# '''Unweld''' the inner plasteel casing&lt;br /&gt;
# '''Unweld''' the wiring&lt;br /&gt;
# '''Cut''' the wiring out&lt;br /&gt;
# '''Unscrew''' the igniters&lt;br /&gt;
# '''Remove''' the igniters by hand&lt;br /&gt;
## If it was upgraded with a ''Tripple Barrel'' upgrade, you need to ''Unscrew'' it&lt;br /&gt;
## Then ''Pry'' it out&lt;br /&gt;
# '''Unscrew''' the firing electronics&lt;br /&gt;
# '''Pry''' the electronics out&lt;br /&gt;
# '''Unweld''' the frame from the floor&lt;br /&gt;
# '''Unbolt''' the frame from the floor&lt;br /&gt;
# '''Cut''' the frame apart with a welder&lt;br /&gt;
The machines can be deconstructed this way:&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# Remove the components and the circuit board with a '''crowbar'''&lt;br /&gt;
# '''Cut''' the wires out&lt;br /&gt;
# '''Unwrench''' the frame from the ground&lt;br /&gt;
# Dissasemble the frame with a '''screwdriver'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;[[File:Wirecutters.png|Wirecutter]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As said before, this is advanced stuff, usually you don't need to build new guns, and it's one hell of a job to try and keep them all loaded. But it does take up the downtime that you otherwise would have spent in the bar, and some &amp;lt;s&amp;gt; weird &amp;lt;/s&amp;gt; people might find it fun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=1&amp;gt;*Nanotrasen brand gunpowder is not suitable for use in hot or burning environments, keep away from children with lighters.&amp;lt;/font&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Dovahkitty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Dovahkitty&amp;diff=34210</id>
		<title>User:Dovahkitty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Dovahkitty&amp;diff=34210"/>
		<updated>2022-03-02T07:32:43Z</updated>

		<summary type="html">&lt;p&gt;Dovahkitty: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dovahkitty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=34209</id>
		<title>Guide to the Stormdrive Engine</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=34209"/>
		<updated>2022-03-02T07:25:44Z</updated>

		<summary type="html">&lt;p&gt;Dovahkitty: /* Preventing a nuclear disaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you find yourself in the unfortunate situation of being the only engineer and not knowing how to set up this space age nuclear fission reactor you've come to the right place! This guide will tell you all about setting up the stormdrive and making sure it doesn't explode for at least another &amp;lt;del&amp;gt;30 minutes&amp;lt;/del&amp;gt; 6-7 seconds after that!&lt;br /&gt;
[[File:StormdriveOn.gif|right]]&lt;br /&gt;
==Dangers of the Stormdrive==&lt;br /&gt;
Of course every awesome form of power generation comes with some downsides, so this is what you'll need to watch out for:&lt;br /&gt;
*The Stormdrive emits radioactive particles during normal operation, so be careful when entering the chamber! &lt;br /&gt;
*The Stormdrive will heat the surrounding atmosphere, this can make for a very dangerous environment!&lt;br /&gt;
*Don't forget to load in the control rods at the start of the shift, you'll only know you've messed up when it's already too late.&lt;br /&gt;
*It's very important to communicate with the people working in atmospherics, you don't want them to accidentally pump Tritium into the reactor!&lt;br /&gt;
&lt;br /&gt;
==The numbers, what do they mean?==&lt;br /&gt;
In contrast to most other engines, the Stormdrive works with numbers ''and'' gases, more of those in a bit. But instead of just pumping in the perfect gas mix an leaving it like you would do with the supermatter, you'll also have to adjust the control rods to make sure the reactor stays stable and replace them from time to time to avoid a meltdown.&lt;br /&gt;
===Temperature===&lt;br /&gt;
This is probably the most important value when it comes to handling the Stormdrive. The temperature directly impacts the amount of energy you produce and also how high the reaction rate is(while also itself being influenced by reaction rate). Here are a few important things to note down:&lt;br /&gt;
*Higher temperature means higher power output and reaction rate&lt;br /&gt;
*The higher the temperature gets the closer the reactor is to overheating, so try to keep it balanced.&lt;br /&gt;
*Certain gases can reinforce the maximum temperature cap and thus allow you to run the reactor hotter before causing an explosion.&lt;br /&gt;
===Control Rods===&lt;br /&gt;
[[File:ControlRod.png|right|thumb|noborder|A standard control rod]]&lt;br /&gt;
Control rods are big sticks designed to lower the rate of the reaction. At the start of the shift you will have to put these in yourself by setting the reactor to maintenance mode and directly inserting them. It is also possible to do this while the reactor is running, but this isn't recommended if you don't have any heat insulation because the reactor runs at very high temperatures. Higher quality control rods can also be acquired with a greater durability. In order to acquire the most premium of rods you will have to convince [[Cargo Bay|Cargo]] to buy them by waving your department's budget card at them.&amp;lt;br&amp;gt; When they're inside the reactor you can control the control rod lowering percentage using the slider (or by manually editing the number). The console will also inform you of their integrity so you know when it's time to turn off the reactor for control rod maintenance.&lt;br /&gt;
Important things to note down here:&lt;br /&gt;
*Control rods degrade proportionally to power output and inversely proportionally to insertion depth.&lt;br /&gt;
*Controlling reactor without control rods is impossible. If all your rods break or get fully raised (0% on rod slider) reactor will heat up uncontrollably.&lt;br /&gt;
===Rate Of Reaction===&lt;br /&gt;
The rate of reaction (RoR, Mol/tick) represents the rate at which gasses are being reacted in the reactor, or more practically: the rate at which your reactor increases in temperature. This can be indicative of an uncontrolled reaction which is likely to lead to a meltdown if left unchecked, so ensure that you keep an eye on it. This figure can be managed with the reactor's control rods. Raise the control rods to raise the rate of reaction, and lower them to lower it. Keep in mind that rod condition(inversely) and temperature(directly) have an effect on rate of reaction increase.&lt;br /&gt;
===Reactor Fuel===&lt;br /&gt;
The Stormdrive uses plasma based fuels for sustained fission reaction. These fuels are all inserted in gas form and are necessary to start and run the reactor, if there's no fuel there's no ongoing reaction.&lt;br /&gt;
The three gases you can use as fuel are:&lt;br /&gt;
* Constricted plasma, this is made by putting plasma through a constrictor and is the most balanced fuel type.&lt;br /&gt;
* Plasma, regular plasma can also be put in the reactor, though it has a lower reaction rate than constricted plasma and degrades control rods at a slower rate. It is recommended to use this when starting out, but do note it produces less power than its constricted counterpart.&lt;br /&gt;
* Tritium, this is by far the most volatile fuel, it has an increased rate of reaction, radiation output and temperature. It also reinforces the maximum temperature cap, but using tritium is only recommended for people that are experienced with the Stormdrive.&lt;br /&gt;
[[File:StormdriveStable.png|400px|right|thumb|An example of a Stormdrive screen showing a stable fuel ratio and mole amount.]]&lt;br /&gt;
===Fuel Ratio and Pressure===&lt;br /&gt;
Every stormdrive needs a fuel ratio of a minimum 1/8th (one part being fuel, the other 7 being different gases). However, the stormdrive is ''more stable'' when running a mix with 1/4th fuel or higher. Another thing to be considered is the pressure of your gases going into the Stormdrive. The higher the reaction rate based on the gases you put into the stormdrive, the more pressure you can safely put in. To start the reaction you will also need to be slightly over the stable mole limit (when the bar turns orange) in order to get it going. But other than that, don't set the pressure of your input pump higher than is required. On the stormdrive control console you'll see two bars indicate your fuel ratio and your pressure; for simplicity's sake if the color of one of the bars is '''not''' blue, that indicates that the stability of the reaction is being harmed by either an improper fuel ratio or over pressurization respectively. '''If the stability of the reaction falls too much, adverse reaction conditions can occur.'''&lt;br /&gt;
==A Step By Step Guide==&lt;br /&gt;
If you're here, you've either read a lot or not much. You'll see a great big set of stuff in engineering (image to the right) and have no idea what to do with it. Luckily, this section was made specifically to help you avoid messing things up!&lt;br /&gt;
===Basic setup===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Atlas&amp;gt;&lt;br /&gt;
[[File:Atlas SD.png|right|320px|The Atlas' Reactor Core room.]]&lt;br /&gt;
==== [[File:Wrench.png]]The First Steps ====&lt;br /&gt;
First off, we will ready the Stormdrive and the required hardware in the Engine room (first picture).&lt;br /&gt;
# To start off you'll want to assemble the Particle Accelerator - everything inside the ''Orange'' box, except the computer marked with ''Blue''. Wrench the parts down, wire them and screwdriver them. Then go to the PA console and click scan. If you did everything right the rest of the console's interface will unlock.&lt;br /&gt;
# After that you will need to insert control rods. These rods can be found in the spent fuel rod pool marked with ''Pink''. First, go to the Reactor Control Console marked with ''Light Blue'', and enable Maintenance Mode. Then grab five control rods, and mount them on the reactor one-by-one. '''Turn off Maintenance Mode after you are done.'''&lt;br /&gt;
# Return to the Control Console marked with ''Light Blue'' and set the reactor to '''AZ-5 Cold Start'''. This will ensure that even if you pump in fuel accidentally, the reactor won't overheat.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== [[File:Plasma_Canister.png]]The Fuel ====&lt;br /&gt;
[[File:Atlas SD Atmos.png|right|The Atlas' Atmospherics setup]]&lt;br /&gt;
Now, it is time to set up the gasmix. For now, we will use a 33% oxygen/33% nitrogen/33% constricted plasma mix, but of course - just like with any engine - you can customize the mix, using the gas interactions detailed below. Anyhow, head over to Atmospherics (second picture).&lt;br /&gt;
# First and foremost, go to the Reactor Mix Chamber Console marked with ''Orange'', and turn off Output. This will mean that no incomplete gasmix will leave Atmospherics.&lt;br /&gt;
# Now, go to the pumps marked with ''Yellow'', and maximize them.&lt;br /&gt;
# Turn on the Plasma Constrictors marked with ''Red''.&lt;br /&gt;
# Go to each mixer marked with ''Lime Green'', set Node 1 to 100%, maximize the pressure, and turn them on.&lt;br /&gt;
# Go to the mixer marked with marked with ''Blue'', set Node 1 to 50%, maximize the pressure, and turn it on.&lt;br /&gt;
# Go to the mixer marked with ''Light Blue'', set Node 1 to 66%, maximize the pressure, and turn it on.&lt;br /&gt;
# Now look on the Mix Chamber Console marked with ''Orange'', and ensure that the right gasmix is inside it. Remember - 33% O2, 33 N2 and 33% Constricted Plasma. If these are the numbers, set output to '''1000-1500 kpa''', and turn it on.&lt;br /&gt;
==== [[File:Warningsign.png]]Starting the Reactor ====&lt;br /&gt;
And with that, your gasmix is done! All you have to do now is to start the reactor itself. For this, return to the Engine room (and the first picture).&lt;br /&gt;
# Turn on the PA, and set it to level 1 for a low amount of heat, or level 2 for a high amount of heat.&lt;br /&gt;
# At this point, the reactor should start heating up, and the fisson reaction should start. If this happens, you will hear a small announcement on the engineering radio.&lt;br /&gt;
# If the reactor activates, it will start heating on its own, so you should turn off the PA, to not overheat the whole thing accidentally. I also recommend closing the firelocks next to the Stormdrive, because the reactor heats up the air around it, which can, at best annoy you, and at worst cause deadly accidents.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Gladius&amp;gt;&lt;br /&gt;
[[File:Gladius SD.png|right|The Gladius' Reactor Core room.]]&lt;br /&gt;
==== [[File:Wrench.png]]The First Steps ====&lt;br /&gt;
First off, we will ready the Stormdrive and the required hardware in the Engine room (first picture).&lt;br /&gt;
# To start off you'll want to assemble the Particle Accelerator - everything inside the ''Orange'' box.  Wrench the parts down, wire them and screwdriver them. Then go to the PA console and click scan. If you did everything right the rest of the console's interface will unlock.&lt;br /&gt;
# After that you will need to insert control rods. These rods can be found in the crate marked with ''Pink''. First, go to the Reactor Control Console marked with ''Light Blue'', and enable Maintenance Mode. Then grab five control rods, and mount them on the reactor one-by-one. '''Turn off Maintenance Mode after you are done.'''&lt;br /&gt;
# Return to the Control Console marked with ''Light Blue'' and set the reactor to '''AZ-5 Cold Start'''. This will ensure that even if you pump in fuel accidentally, the reactor won't overheat.&lt;br /&gt;
# Go to the Reactor Fuel Mix Chamber control console marked with ''Green'', and turn off output.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== [[File:Plasma_Canister.png]]The Fuel ====&lt;br /&gt;
[[File:Gladius SD Atmos.png|right|270px|The Gladius' Atmospherics setup]]&lt;br /&gt;
Now, it is time to set up the gasmix. For now, we will use a 33% oxygen/33% nitrogen/33% constricted plasma mix, but of course - just like with any engine - you can customize the mix, using the gas interactions detailed below. Anyhow, head over to Atmospherics (second picture).&lt;br /&gt;
# First, go to the pumps marked with ''Red'', and maximize them.&lt;br /&gt;
# Turn on the Plasma Constrictors marked with ''Yellow''.&lt;br /&gt;
# Go to the mixer marked with marked with ''Blue'', set Node 1 to 50%, maximize the pressure, and turn it on.&lt;br /&gt;
# Go to the mixer marked with ''Orange'', set Node 1 to 66%, maximize the pressure, and turn it on.&lt;br /&gt;
# Go to each mixer marked with ''Green'', set Node 1 to 100%, maximize the pressure, and turn them on.&lt;br /&gt;
==== [[File:Warningsign.png]]Starting the Reactor ====&lt;br /&gt;
And with that, your gasmix is done! All you have to do now is to start the reactor itself. For this, return to the Engine room (and the first picture).&lt;br /&gt;
# Go to the mixer marked with ''Yellow'', set Node 2 to 100%, maximize pressure, and turn it on.&lt;br /&gt;
# Now look on the mix chamber console marked with ''Green'', and ensure that the right gasmix is inside the mix chamber. Remember - 33% O2, 33 N2 and 33% Constricted Plasma. If these are the numbers, set output to max, and turn it on.&lt;br /&gt;
# Go to the pump marked with ''Red'' and set it to around '''1000-1500 kpa'''. Turn on the pump and the valve.&lt;br /&gt;
# Turn on the PA, and set it to level 1 for a low amount of heat, or level 2 for a high amount of heat.&lt;br /&gt;
# At this point, the reactor should begin heating up, and the fisson reaction should start. If this happens, you will hear a small announcement on the engineering radio.&lt;br /&gt;
# If the reactor activates, it will start heating on its own, so you should turn off the PA, to not overheat the whole thing accidentally. I also recommend closing the firelocks next to the Stormdrive, because the reactor heats up the air around it, which can, at best annoy you, and at worst cause deadly accidents.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Aetherwhisp&amp;gt;&lt;br /&gt;
[[File:Whisp SD.png|right|300px|thumb|The Whisp's Reactor Core room.]]&lt;br /&gt;
==== [[File:Wrench.png]]The First Steps ====&lt;br /&gt;
First off, we will ready the Stormdrive and the required hardware in the Engine room (first picture).&lt;br /&gt;
# To start off you'll want to assemble the Particle Accelerator - everything inside the ''Orange'' box.  Wrench the parts down, wire them and screwdriver them. Then go to the PA console and click scan. If you did everything right the rest of the console's interface will unlock.&lt;br /&gt;
# After that you will need to insert control rods. These rods can be found in the crate marked with ''Pink''. First, go to the Reactor Control Console marked with ''Yellow'', and enable Maintenance Mode. Then grab five control rods, and mount them on the reactor one-by-one. '''Turn off Maintenance Mode after you are done.'''&lt;br /&gt;
# Return to the Control Console marked with ''Light Blue'' and set the reactor to '''AZ-5 Cold Start'''. This will ensure that even if you pump in fuel accidentally, the reactor won't overheat.&lt;br /&gt;
# Go to the Reactor Fuel Mix Chamber control console marked with ''Red'', and turn off output.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== [[File:Plasma_Canister.png]]The Fuel ====&lt;br /&gt;
[[File:Whisp SD Atmos.png|right|270px|thumb|The Whisp's Atmospherics setup]]&lt;br /&gt;
Now, it is time to set up the gasmix. For now, we will use a 33% oxygen/33% nitrogen/33% constricted plasma mix, but of course - just like with any engine - you can customize the mix, using the gas interactions detailed below. Anyhow, head over to Atmospherics (second picture).&lt;br /&gt;
# First, go to the pumps marked with ''Red'', and maximize them.&lt;br /&gt;
# Turn on the Plasma Constrictors marked with ''Green''.&lt;br /&gt;
# Go to the mixer marked with marked with ''Blue'', set Node 1 to 50%, maximize the pressure, and turn it on.&lt;br /&gt;
# Go to the mixers marked with ''Yellow'', set Node 1 to 100%, maximize the pressure, and turn it on.&lt;br /&gt;
# Go to each mixer marked with ''Purple'', set Node 1 to 66%, maximize the pressure, and turn them on.&lt;br /&gt;
==== [[File:Warningsign.png]]Starting the Reactor ====&lt;br /&gt;
And with that, your gasmix is done! All you have to do now is to start the reactor itself. For this, return to the Engine room (and the first picture).&lt;br /&gt;
# Now look on the mix chamber console marked with ''Red'', and ensure that the right gasmix is inside the mix chamber. Remember - 33% O2, 33 N2 and 33% Constricted Plasma. If these are the numbers, '''set output to 1000 kPa''', and turn it on.&lt;br /&gt;
# Turn on the PA, and set it to level 1 for a low amount of heat, or level 2 for a high amount of heat.&lt;br /&gt;
# At this point, the reactor should begin heating up, and the fisson reaction should start. If this happens, you will hear a small announcement on the engineering radio.&lt;br /&gt;
# If the reactor activates, it will start heating on its own, so you should turn off the PA, to not overheat the whole thing accidentally. I also recommend turning on either of the pumps marked with ''Green''. These pumps push away the reactor waste. The upper one sends it to space, while the lower one sends it back to Atmos. This can be dangerous if the reactor is operating at high temperatures.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
===Maintaining the Stormdrive===&lt;br /&gt;
Your job isn't over once the reactor is active. In fact, you now have the job of constantly watching and tweaking the reactor settings to not only make sure it produces optimal power, but doesn't overheat and explode. There are a few important things you need to do now to make sure the reactor stays functional and stable.&lt;br /&gt;
* Bring up the reactor temperature to a point where it produces enough power to offset the demand on the powernet. If set to max input, an unupgraded SMES can accept a max of 0.2 MW, with the combined three in engineering being able to accept 0.6 MW when all are set to max input. The armor pumps also use up to 3 MW of power, which makes the total demand about 3.6 MW at maximum consumption.&lt;br /&gt;
&lt;br /&gt;
* Keep an eye on the temperature. You want to make sure the temperature isn't rising out of control. If you need to leave the reactor unattended, make sure the temperature is stable or download the Stormdrive monitoring application on your tablet to see its status on the go.&lt;br /&gt;
&lt;br /&gt;
* Watch the status of the control rods. As the reactor operates, it'll wear down the control rods. If the rod integrity starts to get low, shut down the reactor and put it into maintenance mode once it's cool. Make sure to shut down the reactor ahead of time, as it'll take a while for the reactor to cool, and during that time the rods will continue to lose integrity. Once the reactor is cool and in maintenance mode, replace the damaged rods with fresh ones, and you'll be good to restart the reactor. It is also advised to shut down the reactor if the reaction becomes too unstable.&lt;br /&gt;
&lt;br /&gt;
* Prepare an emergency moderator/reaction neutralizing gas canister in case a rapid shutdown is needed.&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Fuel dump&amp;quot; option on the Stormdrive console can be used at any time to begin shunting gas from the input gas line to the outline gas line for clearing unwanted gas mixtures. Do note it moves at a slow pace and cannot dump all of the fuel at a pace quick enough to stop a meltdown. Do note that if you begin to insert carbon dioxide into the stormdrive, fuel dumping will also begin to dump that as well and create diminishing effects from the carbon dioxide.&lt;br /&gt;
===Shutting down the reactor===&lt;br /&gt;
There are two ways to shut down the reactor: cutting off the fuel supply or using the control rods. Both systems have benefits and flaws to their usage. If the fuel supply is cut, you will need to keep reinforcement gasses pumping into the stormdrive while it cools, otherwise the core will destabilize. Likewise, if the control rods are used to shut down the reactor by putting them in 100% you will need to pump in moderator gasses to ensure they kill the reaction inside the stormdrive efficiently.&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
[[File:Plasma_Canister.png]][[Plasma]]&lt;br /&gt;
'''Low yield fuel.'''&lt;br /&gt;
&lt;br /&gt;
Standard plasma is the low-yield fuel gas. It has a low reaction rate and degrades fuel rods at a slightly slower rate. Produces a lower power output than constricted plasma.&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_Canister.png]][[Constricted Plasma]]&lt;br /&gt;
'''Standard fuel'''&lt;br /&gt;
&lt;br /&gt;
Constricted plasma is a standard yield fuel gas. It has a moderate reaction rate and degrades fuel rods at a normal pace. Produces an average amount of power.&lt;br /&gt;
&lt;br /&gt;
[[File:Tritium.png]]Tritium&lt;br /&gt;
'''High yield fuel'''&lt;br /&gt;
&lt;br /&gt;
Tritium is a high yield fuel gas that has a high reaction rate and diminishes the ability of the control rods to moderate the reaction. Produces additional radiation. Has a higher power output than constricted plasma. Has a heat reinforced property which stabilizes the reactor core.&lt;br /&gt;
&lt;br /&gt;
[[File:N2_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
'''Moderator gas'''&lt;br /&gt;
&lt;br /&gt;
Boosts the effectiveness of the control rods at moderating tempature.&lt;br /&gt;
&lt;br /&gt;
[[File:O2_Canister.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
'''Power boosting gas'''&lt;br /&gt;
&lt;br /&gt;
Oxygen increases the power output of the reactor.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_Canister.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
'''Reaction neutralizing gas'''&lt;br /&gt;
&lt;br /&gt;
CO2 actively hinders the rate of reaction in the reactor core. It also lowers the power output and will increase the moderating ability of the control rods. Typically used to shut down the reactor core.&lt;br /&gt;
&lt;br /&gt;
[[File:N2O_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
'''Core stability gas'''&lt;br /&gt;
&lt;br /&gt;
N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O protects the control rods from degredation during the reaction and stabilizes the core when operating at high tempatures.&lt;br /&gt;
&lt;br /&gt;
[[File:Pluoxium.png]]Pluoxium&lt;br /&gt;
'''Performance boosting gas'''&lt;br /&gt;
&lt;br /&gt;
Pluoxium increases the power output of the reactor, stabilizes the core, and protects the control rods from degredation during the reaction.&lt;br /&gt;
&lt;br /&gt;
[[File:Hypernob Canister.png]]Hypernoblium&lt;br /&gt;
'''Reaction neutralizing gas'''&lt;br /&gt;
&lt;br /&gt;
Hypernoblium actively hinders the rate of reaction in the core at a more efficient rate than CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;. It also lowers the power output, however it will greatly increase the moderating ability of the control rods and protect the control rods from degredation. Typically used to shut down a wild, loose cannon runaway reaction.&lt;br /&gt;
&lt;br /&gt;
[[File:Stimulum.png]]Stimulum&lt;br /&gt;
'''Power boosting gas'''&lt;br /&gt;
&lt;br /&gt;
Greatly increases the power output of the reactor, however it will decrease the ability of the control rods to moderate the reaction. Also destabilizes the core. For when you want your reaction to be ''spicy.''&lt;br /&gt;
&lt;br /&gt;
[[File:Nitryl Canister.png]]Nitryl (NO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;)&lt;br /&gt;
'''???'''&lt;br /&gt;
&lt;br /&gt;
Mystery reaction gas&lt;br /&gt;
&lt;br /&gt;
[[File:BZ_canister.png]]BZ&lt;br /&gt;
'''???'''&lt;br /&gt;
&lt;br /&gt;
Lowers the amount of radiation produced by the reaction, however it destabilizes the core.&lt;br /&gt;
&lt;br /&gt;
[[File:Water_vapor.png]]Water Vapor&lt;br /&gt;
'''Ghetto reaction neutralizing gas'''&lt;br /&gt;
&lt;br /&gt;
Reduces the rate of reaction. Can be used as a shutdown gas.&lt;br /&gt;
&lt;br /&gt;
[[File:Canister.png]]Nucleium&lt;br /&gt;
'''Byproduct gas'''&lt;br /&gt;
&lt;br /&gt;
While in the reactor, actively hinders the production of power. Decreases the moderating ability of control rods, increases radiation output. Destabilizes core. You don't want this in your reactor.&lt;br /&gt;
&lt;br /&gt;
==Meltdown==&lt;br /&gt;
You're hopefully reading this ahead of time to prepare for a potential meltdown, and not because a scary siren came on saying that a reactor meltdown is imminent. Meltdowns happen because something went wrong and the reactor is overheating, either due to being left unattended, control rod failure, or sabotage. You don't have much time once the sirens come on, so you got to act fast. Here's what you need to do to prevent the ship from become a radioactive wreck if the reactor starts overheating. &lt;br /&gt;
===Preventing a nuclear disaster===&lt;br /&gt;
#SCRAM the reactor. Get the control rods lowered to 100%. It may not stop the meltdown, but it'll buy you time.&lt;br /&gt;
#Flood the reactor with a moderator/reaction neutralizing gas, see above gas table. Whatever gas you use, get it into the fuel lines and make sure to turn on the fuel dump to cycle the cooling gas in faster.&lt;br /&gt;
#If the control rods have failed, you may have to bite the bullet and replace them while the reactor is active. This is VERY DANGEROUS and will likely kill you, but may buy the ship enough time to avert disaster.&lt;br /&gt;
If you're lucky, you'll stop the reactor from going critical. Once the reactor is cool, you're safe to begin repairs, and eventually restart the reactor.&lt;br /&gt;
&lt;br /&gt;
===Dealing with a nuclear disaster===&lt;br /&gt;
So after your best attempt at saving the reactor things still didn't turn out so well. This can happen from time to time due to [[Traitor|various]] [[Boarder|reasons]] but no matter what got you into it, you will still be the one who has to clean up this mess.&amp;lt;br&amp;gt;&lt;br /&gt;
The first thing you will have to prepare for are the electromagnetic pulses that are now pestering the ship, the highly reactive plasma and dangerous nucleium in the reactor's core will have produced a massive EMP across all of engineering and beyond. Obviously this is a massive problem, as half of the ship's systems rely on a stable input of power.&amp;lt;br&amp;gt;&lt;br /&gt;
Fear not however, for engineering has been supplied with [[pacman|backup generators]] for just this reason, they should be able to keep engineering running for at least a bit longer without a reactor. However you have to keep an eye out around engineering, as there have been multiple reports of power-draining events occuring after the original explosion. If you can you must try to rid engineering of whatever is causing this if it does occur, or setting up backup generators will have no effect due to the APC's depowering.&amp;lt;br&amp;gt;&lt;br /&gt;
After setting up the backup power you will most likely have to act quickly and consult with your [[Chief Engineer]]. Your options are to either leave the ship right now or repair what is left of the broken reactor to get it back in a usable state:&lt;br /&gt;
====Repairing the Stormdrive itself====&lt;br /&gt;
After many initial test with the Stormdrive we have devised a way to repair it after a meltdown &amp;lt;s&amp;gt;meaning you blew it up enough for us to care&amp;lt;/s&amp;gt;. Our scientists and engineers have made a handy little step by step guide for you to follow in the event of a blown out reactor core:&amp;lt;br&amp;gt;&lt;br /&gt;
#Remove the leftover radioactive sludge from the central reactor chamber. (Hazmat suit recommmended)&lt;br /&gt;
#Repair the outer walls of the reactor chamber with a substantial amount of [[Duranium]] and weld it in place.&lt;br /&gt;
#Due to time (and legal) constraints you will have to order a new Stormdrive reactor core from Central Command.&lt;br /&gt;
#Once the reactor core has arrived simply replace the destroyed one with the functional core for the Stormdrive to be operational once more.&lt;br /&gt;
If you have followed the instructions here you should now be able to make use of the Stormdrive once more*!&lt;br /&gt;
==Sabotage==&lt;br /&gt;
Of course no good engine comes without a way to sabotage it. Luckily for [[Traitor|you]] there's plenty of ways to do that!&lt;br /&gt;
===Explosion!===&lt;br /&gt;
[[File:ControlRodPlasma.png|thumb|right|A Plasma Control Rod, if you see one of these let your local [[Chief Engineer]] know.]]&lt;br /&gt;
Now I'm going to walk you through that first option first, because who doesn't love explosions?&amp;lt;br&amp;gt;&lt;br /&gt;
Making the Stormdrive explode is relatively easy to do, you just have to cause a meltdown. There's various ways to make the Stormdrive do this, but if you're an [[engineer]] you get access to a [[Syndicate items|Plasma Control Rod]]. This Control rod is filled completely with plasma, which is about as safe as one can expect. All you have to do in order to mess things up is insert it inbetween the other rods while nobody is looking and no one will realize anything is wrong until they turn on the reactor...&lt;br /&gt;
===Hot wires===&lt;br /&gt;
If you haven't noticed by now, the Stormdrive can output '''a lot''' of power.&amp;lt;br&amp;gt;&lt;br /&gt;
This power usually goes through the SMES units which carefully manage the output to avoid the grid having more energy than it needs, but by connecting a few wires that shouldn't be connected you can attach the Stormdrive directly into the main power network! If someone cuts a cable or touches an electric grille/door after you do this, they will most likely instantly get all their skin burned off which can be very dangerous.&lt;br /&gt;
===Who turned off the lights?===&lt;br /&gt;
Of course there's also a less agressive way to sabotage the reactor, and this involves making sure the Stormdrive doesn't output any power. This can be done in a number of ways, though some are easier then others. The easiest way to do it is by cutting the wire that sends power from the stormdrive to the SMES array or from the SMES units to the main grid, of course this is a very easy thing to repair and spot, but with enough planning you might be able to make good use of the few minutes without power. Of course a more obnoxious way to sabotage things is by pumping the reactor full of non-fuel gas before it's activated. This will force the engineers to first pump the gas out of the reactor until they can turn it on due to the lack of fuel and will probably take longer to fix than just your average cut wire.&amp;lt;br&amp;gt;&lt;br /&gt;
Of course there's loads of other ways you can mess with things (or improve them) so try to experiment and, most importantly, have fun with it!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=1&amp;gt;&amp;lt;nowiki&amp;gt;*Central Command is not to be held accountable for any failures in a replacement Stormdrive reactor core that are related but not limited to: Fuel rod leaks, instantaneous detonation, looking like a crate, and becoming self-aware.&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Dovahkitty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Dovahkitty&amp;diff=34208</id>
		<title>User:Dovahkitty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Dovahkitty&amp;diff=34208"/>
		<updated>2022-03-01T23:23:38Z</updated>

		<summary type="html">&lt;p&gt;Dovahkitty: /* Preventing a nuclear disaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Meltdown==&lt;br /&gt;
You're hopefully reading this ahead of time to prepare for a potential meltdown, and not because a scary siren came on saying that a reactor meltdown is imminent. Meltdowns happen because something went wrong and the reactor is overheating, either due to being left unattended, control rod failure, or sabotage. You don't have much time once the sirens come on, so you got to act fast. Here's what you need to do to prevent the ship from become a radioactive wreck if the reactor starts overheating. &lt;br /&gt;
===Preventing a nuclear disaster===&lt;br /&gt;
#SCRAM the reactor. Get the control rods lowered to 100%. It may not stop the meltdown, but it'll buy you time.&lt;br /&gt;
#Flood the reactor with a moderator/reaction neutralizing gas, see above gas table. Whatever gas you use, get it into the fuel lines and make sure to turn on the fuel dump to cycle the cooling gas in faster.&lt;br /&gt;
#If the control rods have failed, you may have to bite the bullet and replace them while the reactor is active. This is VERY DANGEROUS and will likely kill you, but may buy the ship enough time to avert disaster.&lt;br /&gt;
If you're lucky, you'll stop the reactor from going critical. Once the reactor is cool, you're safe to begin repairs, and eventually restart the reactor.&lt;br /&gt;
===Dealing with a nuclear disaster===&lt;br /&gt;
So after your best attempt at saving the reactor things still didn't turn out so well. This can happen from time to time due to [[Traitor|various]] [[Boarder|reasons]] but no matter what got you into it, you will still be the one who has to clean up this mess.&amp;lt;br&amp;gt;&lt;br /&gt;
The first thing you will have to prepare for are the electromagnetic pulses that are now pestering the ship, the highly reactive plasma and dangerous nucleium in the reactor's core will have produced a massive EMP across all of engineering and beyond. Obviously this is a massive problem, as half of the ship's systems rely on a stable input of power.&amp;lt;br&amp;gt;&lt;br /&gt;
Fear not however, for engineering has been supplied with [[pacman|backup generators]] for just this reason, they should be able to keep engineering running for at least a bit longer without a reactor. However you have to keep an eye out around engineering, as there have been multiple reports of power-draining events occuring after the original explosion. If you can you must try to rid engineering of whatever is causing this if it does occur, or setting up backup generators will have no effect due to the APC's depowering.&amp;lt;br&amp;gt;&lt;br /&gt;
After setting up the backup power you will most likely have to act quickly and consult with your [[Chief Engineer]]. Your options are to either leave the ship right now or repair what is left of the broken reactor to get it back in a usable state:&lt;br /&gt;
====Repairing the Stormdrive itself====&lt;br /&gt;
After many initial test with the Stormdrive we have devised a way to repair it after a meltdown &amp;lt;s&amp;gt;meaning you blew it up enough for us to care&amp;lt;/s&amp;gt;. Our scientists and engineers have made a handy little step by step guide for you to follow in the event of a blown out reactor core:&amp;lt;br&amp;gt;&lt;br /&gt;
#Remove the leftover radioactive sludge from the central reactor chamber. (Hazmat suit recommmended)&lt;br /&gt;
#Repair the outer walls of the reactor chamber with a substantial amount of [[Duranium]] and weld it in place.&lt;br /&gt;
#Due to time (and legal) constraints you will have to order a new Stormdrive reactor core from Central Command.&lt;br /&gt;
#Once the reactor core has arrived simply replace the destroyed one with the functional core for the Stormdrive to be operational once more.&lt;br /&gt;
If you have followed the instructions here you should now be able to make use of the Stormdrive once more*!&lt;/div&gt;</summary>
		<author><name>Dovahkitty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Dovahkitty&amp;diff=34207</id>
		<title>User:Dovahkitty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Dovahkitty&amp;diff=34207"/>
		<updated>2022-03-01T23:23:08Z</updated>

		<summary type="html">&lt;p&gt;Dovahkitty: Created page with &amp;quot;==Meltdown== You're hopefully reading this ahead of time to prepare for a potential meltdown, and not because a scary siren came on saying that a reactor meltdown is imminent....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Meltdown==&lt;br /&gt;
You're hopefully reading this ahead of time to prepare for a potential meltdown, and not because a scary siren came on saying that a reactor meltdown is imminent. Meltdowns happen because something went wrong and the reactor is overheating, either due to being left unattended, control rod failure, or sabotage. You don't have much time once the sirens come on, so you got to act fast. Here's what you need to do to prevent the ship from become a radioactive wreck if the reactor starts overheating. &lt;br /&gt;
===Preventing a nuclear disaster===&lt;br /&gt;
#SCRAM the reactor. Get the control rods lowered to 100%. It may not stop the meltdown, but it'll buy you time.&lt;br /&gt;
#Flood the reactor with a moderator/reaction neutralizing gas, see above gas table. Whatever gas you use, get it into the fuel lines and make sure to turn on the fuel dump to cycle the cooling gas in faster.&lt;br /&gt;
#If the control rods have failed, you may have to bite the bullet and replace them while the reactor is active. This is VERY DANGEROUS and will likely kill you, but may buy the ship enough time to avert disaster.&lt;br /&gt;
#If all else fails, or you don't have the time for anything else, your last option is to cut the fuel line. Wrench the pipe that leads into the reactor, and then get everyone to stand back for the fuel spewing out.&lt;br /&gt;
If you're lucky, you'll stop the reactor from going critical. Once the reactor is cool, you're safe to begin repairs, and eventually restart the reactor.&lt;br /&gt;
===Dealing with a nuclear disaster===&lt;br /&gt;
So after your best attempt at saving the reactor things still didn't turn out so well. This can happen from time to time due to [[Traitor|various]] [[Boarder|reasons]] but no matter what got you into it, you will still be the one who has to clean up this mess.&amp;lt;br&amp;gt;&lt;br /&gt;
The first thing you will have to prepare for are the electromagnetic pulses that are now pestering the ship, the highly reactive plasma and dangerous nucleium in the reactor's core will have produced a massive EMP across all of engineering and beyond. Obviously this is a massive problem, as half of the ship's systems rely on a stable input of power.&amp;lt;br&amp;gt;&lt;br /&gt;
Fear not however, for engineering has been supplied with [[pacman|backup generators]] for just this reason, they should be able to keep engineering running for at least a bit longer without a reactor. However you have to keep an eye out around engineering, as there have been multiple reports of power-draining events occuring after the original explosion. If you can you must try to rid engineering of whatever is causing this if it does occur, or setting up backup generators will have no effect due to the APC's depowering.&amp;lt;br&amp;gt;&lt;br /&gt;
After setting up the backup power you will most likely have to act quickly and consult with your [[Chief Engineer]]. Your options are to either leave the ship right now or repair what is left of the broken reactor to get it back in a usable state:&lt;br /&gt;
====Repairing the Stormdrive itself====&lt;br /&gt;
After many initial test with the Stormdrive we have devised a way to repair it after a meltdown &amp;lt;s&amp;gt;meaning you blew it up enough for us to care&amp;lt;/s&amp;gt;. Our scientists and engineers have made a handy little step by step guide for you to follow in the event of a blown out reactor core:&amp;lt;br&amp;gt;&lt;br /&gt;
#Remove the leftover radioactive sludge from the central reactor chamber. (Hazmat suit recommmended)&lt;br /&gt;
#Repair the outer walls of the reactor chamber with a substantial amount of [[Duranium]] and weld it in place.&lt;br /&gt;
#Due to time (and legal) constraints you will have to order a new Stormdrive reactor core from Central Command.&lt;br /&gt;
#Once the reactor core has arrived simply replace the destroyed one with the functional core for the Stormdrive to be operational once more.&lt;br /&gt;
If you have followed the instructions here you should now be able to make use of the Stormdrive once more*!&lt;/div&gt;</summary>
		<author><name>Dovahkitty</name></author>
	</entry>
</feed>