Difference between revisions of "User:Grabowski"

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=SQUAD PAGE=
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The <b>Prototype Defense Screen Reactor</b> or <B>PDSR</B> is an experimantal Nanotrasen reactor, which generates a defensive field of particles around a vessel, utilising electricity and nucleium. It requires a high amount of both of those resources, and a skilled operator. As such, it is only placed on a select few ships with [[Byond the impossible|especially trained engineering crews]].<br>
==Basics of squaddery==
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==Can it run the PDSR?==
 
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[[File:Comedy torp.png|thumb|This is a placeholder for the PDSR]]
Welcome aboard valued employee! We deeply thank you for signing up as a Doctor/Engineer/Clown. But, there is one more thing you have to do. What, you expected a calm shift honking around?<br>
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So, you are an Engineer, who has this mighty piece of machinery on their ship. But what do you need to run it? The PDSR needs two resources, namely
 <br>
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===Power===
That's right, here in the navy, we need every hand at the ready when combat hits. And thus, squads were born. When the sirens ring, and General Quarters is declared, all non-essential personnel must assist in the fighting.<br>
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To nobody's surprise, you need electricty to create a Screen. It is highly recommended that you wire the PDSR straight to another power source - usually the [[AGCNR]] - as it can eat 22MWs of power, or even more. How much more exaclty can be seen on the Screen Manipulator console.
 <br>
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* ''Available Power'' shows how much power is in the wire under the PDSR.
Non-essential personnel means non-combat generally. So everyone NOT in the munitions department. Doctors, scientists, engineers, bartenders and such.<br>
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* ''Input Power'' is the number you can change. How much power do you want to input? Well, that depends on
 <br>
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* ''Minimum Safe Power'' shows how much power is required to contain the reaction inside the Reactor. If you give the Reactor more than this amount, it will be able to function properly, without emissions.
When you arrive on board, you are greeted by a large, reddish text, detailing which squad you are in, and what you will have to do. Don't get alarmed, it really isn't difficult. I'll detail what each squad does below. For now let's go over what to do. In the beginning of the shift, not much. Do whatever your job requires. After all, you are still ''useful'', just not combat. Combat usually doesn't begin until one hour has passed, or vene more, depending on your Bridge Crew, so you might even go without GQ a whole shift. If you do get into GQ, however..
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* ''Maximum Safe Power'' shows how much power is too much. If you pass this number, the reaction will quickly end in an emission.<br>
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If Minimum and Maximum power are getting close to eachother, the temperature inside the Reactor is rising. If they ever reach eachother, an emission is imminent.
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===Nucleium===
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Nucleium is used in the fisson inside the Reactor. It's particles are what surround and protect the ship. This gas is created in reactors - the [[Stormdrive]] and the [[AGCNR]] - as a byproduct gas. While being harmful to a normal reactor, it is the fuel of the PDSR.<br>
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<br>Nucleium can be created in massive quantities in reactors utilising plasma in fisson. In the case of the SD, it's amount depends on the [[Guide_to_the_Stormdrive_Engine#The_numbers.2C_what_do_they_mean.3F|Reaction Rate, the power Generated and the Fuel amount]]. For the AGCNR, it depends on the amount of [[Guide_to_the_Nuclear_Reactor#Fuel_gasses|Fuel gases]] - Plasma, C. Plasma, Tritium. After being created, it is then expelled from the reactor. This is where we can collect it, and send it over to the PDSR.<br>
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<br>The amount of Nucleium input can be modified on the Mainframe console. The Reactor needs at least 5 mols/s to run, but giving it more will increase the Screen's strength. However, giving it more Nucleium will increase the reaction rate, and increase the heat generated.
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==Statistics==
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[[File:Comedy torp.png|thumb|This is a placeholder for a screencap of the UI]]
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If you managed to get your Reactor running, you will need a lot of work put into it. It is quite volatile, with a multiple, quickly changing variables. The most important of these are
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===Reaction Rate===
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Reaction Rate shows how much Nucleium is consumed by the Reactor each second. Your main way of controlling it is by changing the Injection Rate, however it also increases as time goes on.
  
===General Quarters===
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As the Reaction Rate rises, more and more Nucleium will be consumed. This means that the temperature of the Reactor will rise, and thus it will be harder to control. However, increasing it will result in the Screen becoming stronger.
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=== Reaction Temperature ===
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Inside the Reactor, while Nucleium is used up, the temperature is rising. The temperature is what dictates the amout of power required to contain the raction: the higher the temperature is, the higher the power requirement rises. This will eventually lead to a containment failure, and an emission.
  
Oh uh. The alarms are ringing the ship has entered combat <s>or CC is just annoying you</s>. You now have to make your way to a '''squad vendor'''. They are usually located in central areas, such as briefing, the main hallway or the bar. Head over to them, vend your equipment box and start your duty.
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However, we can counteract this by cooling the Reactor. I know, a surprise. To do this, you must introduce a Coolant to the Reactor. This Coolant is a gas that is cooled outside the Reactor - usually with a pipe system in space, or with thermomachines - which then enters the Reactor, heats up and leaves In heating up, it cools down the Reactor. The PDSR requires a high amount of coolant to cool effectively, depending on the Nucleium injection.
  
===General squad equipment===
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In case of the temperature getting out of hand, you can ''Cycle Coolant''. This will quickly move Coolant in and out of the Reactor, but will make any emission much, much worse. And, as a sideeffect, release hot Water Vapor.
These are the things every squad member gets, when they step on board.
 
  
*Squad pager: Allows you to speak on the squad comms with '':f''. It works when it's in your inventory. It works when comms are down. It works without any need for interaction. Its great! <s> Yet noone uses it </s>[[File:Squad-pager.png|right|thumb|Your pager]]
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'''If you wish to shut down the Reactor, you will need to lower the temperature to 100 C.'''
*Squad lanyard: A little thingy that goes on your neck, and displays a HUD icon next to your character.<br>
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=== Polarity===
<br>
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This number shows the polarity of the Nucleium particles being injected into the Reactor. This value will constantly change as long as the Reactor is running.
<br>
 
  
==Squad Types==
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It can be switched - from Positive to Negative and vice-versa - on the Screen Mainframe. If set to Positive, the value will rise, while if set to Negative... you guessed, it will go down.
[[File:Inflatables.png|right|thumb|These are the inflatable walls, held together by prayer and flex seal]]
 
=== Damage Control ===
 
<br>
 
The squad tasked with doing what the engineers <s> never </s> do: fix holes. This makes them just about the most useful squad on a ship full of holes. In their boxes, they get inflatable walls and Flexi Seal(tm). These walls may not be the strongest, but they can keep air in, and the vacuum out. So put on a skinsuit - or ask the AI to open EVA -, turn on internals and start fixin.<br>
 
 <br>
 
The Flexi Seal(tm) is useful for two reasons. One being that they can fix up damaged inflatable walls. This is rarely used, as inflatables pop very easily. The more useful thing is fixing the Nuclear Reactor. Yes, here in the future we fix reactors with flex seal. So dont ask questions, and drop off a can at the [[Engineer|engineers]] doorstep.<br>
 
<br>
 
===Paramedic===
 
<br>
 
The paramedic squad members are the unsung heroes of the ship. Their box has all the equipment needed to stabilize and save a patient. They may not be able to heal everything on the spot, but they can drag you back to medbay.<br>
 
<br>
 
Although their equipment is nothing to laugh at, it can always be improved. If an [[Medical Doctor|''actual'' doctor]] would be on their squad, they could lend them a few first-aid kits. But even if you don't have a squad mate in medbay, you could always just ask. The chemist most likely has a synthflesh factory up, and the CMO wont mind if you take a roller bed or two.
 
  
===Air Patrol===
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Polarity influences the Reaction Temperature: the further it is from 0, the more it will increase it. As such, it is advised to flip it often.
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== The Screen==
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[[File:Comedy torp.png|thumb|This is a placeholder for a screencap of the Screen Console UI]]
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If you manage to control the Temperature of the Reaction, and inject sufficent Nucleium, you will be awarded with a <s>Shield</s> Defense Screen, that blocks incoming shots.
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===Screen Statistics===
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These are the main numbers and values that influence your Screen.
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==== Hardening and Regeneration====
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These two values are the ones you can change to adapt to a combat situation:
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*''Hardening'' is how high your Screen's Strength can go.
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*''Regeneration'' is how fast your Screen's Strength regenerates.
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These two are eachother's counterparts - if you raise one, the other will go down.
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====Integrity and Strength====
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''Integrity'' and ''Strength'' show how much damage can your Screen take. ''Strength'' shows the current amount of "health", while ''Integrity'' shows what percentage it is of the maximum amount of "health".
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====Screen Capacity====
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''Screen Capacity'' is the other factor that influences Screen Regeneration. It shows - with some inaccuracy - how much ''Strength'' the Screen regenerates each time. It depends on the ''Reaction Rate'', meaning that this is your main way of strenghtening your Screen in a pinch.
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====Stability====
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When you first activate the Reactor, ''Stability'' will start to rise. When it reaches 100%, the Screen will deploy, and start gaining Strength. It lowers when the Screen takes hits, especially if those hits are in a short amount of time. If ''Stability'' reaches 0, your Screen will fall. However, when not taking hits, ''Stability'' quickly regenrates.
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=== Screen Relays===
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Screen Relays are small machines spread around Engineering. They are quite costly to build - requireing 2 [[Scanning Module|scanning modules]], 20 [[Capacitor|capacitors]] and 12 [[Micro-Laser|micro lasers]] - , but if you have built them, they will increase the maximum Strength of the Screen and the Maximum Power input. Thus, to raise the Screen, you will need at least one Relay, but luckily, they are present on ships with a PDSR roundstart.
  
[[File:Pilot.png|32px|right|thumb|This is how cool you will look like]]
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When an emission occurs, three Relays will Overload. This causes two things:
Oww man, the flyboys are here. Called upon when there are too few [[Fighter Pilot|pilots]], Air Patrol squad memebers are tasked with getting in a fighter, flying off to space and shooting down the syndies.
 
  
Now, flying a fighter is a daunting task, so <s>ignore your task and stay alive</s> look at the [[Guide to Fighters]]. But, here is a short guide to getting your fighter moving:
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* First, a flashfire will occur. This means that the Relay will quickly release highly heated plasma and oxygen, which will burn up, overheating and overpressurizeing the room. The severety of this can be counteracted by cooling the Relays' atmosphere, but exposing them to space carries a small risk of Overlaoding in itself.  
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* Second, the Relays will break down, preventing them from functioning.
  
#Climb into the fighter by clicking on it
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If all of the Relays break down, the Screen will not be able to turn on. However, they can be repaired with a welding tool and cables. [[File:Comedy torp.png|thumb|This is a placeholder for the Relays]]
#Turn on the ignition, fuel and battery, then the Throttle Lock
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==Emission==
#Move your fighter into a launch tube with an aircraft tug
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An emission occurs when the Reactors overheats, runs out of power and the Containment falls. This is bad.
#Once inside, and ready to launch, tell the [[Air Traffic Controller|ATC]] over radio to launch you.
 
#While he is launching you, turn off the Throttle Lock and turn up the APU
 
#Once you are in space, switch between weapons with Ctrl, and shoot at syndies. Remember, the fighter follows your mouse pointer!
 
  
Dont worry, there is always a helpful Pilot or MT to help out
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When an emission is about to occur, you will notice a few things:
  
===Security Fireteam===
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* A stream of particles will erupt from the Reactor with a blinding flash.
[[File:Boarder.png|right|thumb|Oh no, a syndie!]]
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* A warning klaxxon will be heard across the room.
The cool kids on the block. The one squad the XO is afraid to call. The bois in red. The Security Fireteam Members get a glock and armor. Given the obvious security risk, this squad is usually on called when there is a substatnital threat, such as [[Xenos]] or [[Syndicate Drop Trooper|Boarders]].
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* And the Reactor will announce in big bold letters that an emission is about to occur.
[[File:Secglock.png|left|noborder|This is your weapon]]
 
You get a Glock, which in itself might not be a very powerful weapon, but they are good enough to scare your enemies away. You get three mags for it, so get blastin'! Your armor may be a bit weak, but hey, it lets you spacewalk.
 
  
===Munitions Support===
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If you notice these happening, it is already too late, and you should leave the room to avoid damage.
  
The BOOM boyz. You will be tasked with going over to Munitions and helping [[Munitions Technician|them]] load guns, make torp or fire the Guass cannon. This may sound hard, but in all truth, it isnt.
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When an emission does occur, it's effects will be noticeable accross the whole ship. Depending on how long the Reactor has been active, it could be as light as the crew suffering minor radiation poisoning, to as severe as the ship's armor taking a massive hit.
  
'''Very important''': when in or near munitions, always wear your special munitions helmet, as it defends your ears from the Booms.
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===How to prevent them===
 
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===How to prevent other from preventing them===
The different types of guns are detailed on the [[Guide to Munitions]], but here is a general rundown:
 
#Look at what type of gun you want to reload, eg. MAC, Railgun, PDC
 
#Run around Munitions and find ammo for that gun
 
#Pick up the ammo and click on the gun with it
 
#Then go to the gun's computer, hit the Payload Loaded, then the Payload Chambered button[[File:Muni-comp.png|right|thumb|These are the munitions computers]]
 
#Turn off the Safetys, for God's sake
 
 
 
===CIC ops===
 
 
 
The squad with the important job. Your task is to go to the Bridge, and either drive the ship, or manage the guns. This process is detailed |[[Bridge Staff|here]]. But, ill provide a brief rundown here:
 
*To fly the ship, press space until it starts following your mouse, then move around with WASD. You can boost with pressing Shift, or pull the handbreak with Alt
 
*To shoot the big guns, switch around with Ctrl, and click towards the enemy.
 
 
 
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Those are all the squads. If any of this seems daunting, dont be afraid. You can always ask for help, and even if you fail, no-one expects the Bartender to save the ship in the middle of a battle, so dont worry is you aren't the most useful.
 
 
 
=TEMPERATURE PAGE=
 
From the up-and-coming atmos tech  to the assistant just trying to survive, themperature is an important aspect of life on the station. If all goes well in [[Atmospherics|Atmosia]], the tempreture of the ship sould remain normal. But all never goes well. Because of this, it is useful to know how the ship can heat up or cool down.
 
 
 
When you begin to heat up or freeze over, a lttle indicator will pop up on your hud. If its only a small temperature difference - such as from drinking a hot drink -, you will be fine. But if it is substantial amount of heating or cooling, you are in danger. First of all, take off any insulating clothing, like space suits or emergency fire suits. Then head to an area with normal temperature. You can also use special drinks to cool you down, or take medicine to heal yourself from burns
 
 
 
==Heat==
 
Temperatures usually rise when there is a fire, or if some weird gas mix leaks from atmos into the vents. You can overheat yourself as well, if you become too fat or if you drink too much hot drinks. It can also be caused by certain viruses.<br>
 
 <br>
 
Heat is more dangerous than cold, and here is why:
 
*Altough walls, windows and airlocks hold back fires, they can only for so long.
 
**All of the above can be damaged by heat. Walls break down, windows shatter<s> and airlocks get opened by a shitter</s>.
 
**Of course, stronger walls/windows hold up longer. Reinforced walls don't break, and plasma-glass windows don't shatter.
 
*Heat can kill extremely fast, in part because it creates overpreassure as well.
 
<br>
 
As such, if you get the warning signs of over-heating, get put of there fast. An emergency firesuit '''with''' a hard hat protects from all but the hottest of fires. <br>
 
<br>
 
One big danger of heat is your body overheating. This occurs when you are standing in a hot room without protection. Of this happens, simply putting on a hard suit won't help, as your body will remain heated, even if the room cools down. In this case, head to a cooler room, wait until your body is cold then put on the protective gear and go back.<br>
 
<br>
 
===Fire===
 
<br>
 
Fire comes in two variations aboard the ship. Either they are in the atmosphere, or, in a much less dangerous manner, they are on an item or person.
 
 
 
[[File:Hud-fire.png|right|thumb|Burns burns burns...]]
 
The first type occurs when plasma or tritium is mixed in the air. They can ignite when a flame is introduced, be it a sparkling light tube or a lit welder. These are more dangerous, and can damage everything in their path. If you see one, run away, and call out on radio. If you are feeling heroic, put on a firesuit and grab an extinguisher. If you are lucky, you may just save one person. The danger of such a fire is that it is a deliberate plasmaflooding, and it is being refilled. In that case it could be a Malf AI or a traitor Atmostech. These fires have one weakness: burning through floors. That way, they are opened up to space and quickly empty out.
 
 
 
[[File: Onfire.gif|right|thumb|...the ring of fire]]
 
The other type is personal fire. It is a fire that is on a person. This is caused by a wide spectrum of things, from an assistant welderbombing himself, or a virus igniteing you from the inside, to a God being angry at you. If you are set on fire, there is one thing you can always do: press the Resist button to drop and roll on the floor. THis puts fire out on you, altough you can reignite. You could also grab a fire extinguisher and spray on yourself. These small fires cause brun damage to you, which can be cured by ointment or burn patches at medbay. They can also set your clothes aflame, which can burn down, forcing you to get a set of new ones.
 
==Cold==
 
 
 
In space, no-one can hear your teeth chatter. The most usual source of cold is the void of space, so breaches. Cold is a
 

Latest revision as of 11:39, 15 June 2021

The Prototype Defense Screen Reactor or PDSR is an experimantal Nanotrasen reactor, which generates a defensive field of particles around a vessel, utilising electricity and nucleium. It requires a high amount of both of those resources, and a skilled operator. As such, it is only placed on a select few ships with especially trained engineering crews.

Can it run the PDSR?[edit | edit source]

This is a placeholder for the PDSR

So, you are an Engineer, who has this mighty piece of machinery on their ship. But what do you need to run it? The PDSR needs two resources, namely

Power[edit | edit source]

To nobody's surprise, you need electricty to create a Screen. It is highly recommended that you wire the PDSR straight to another power source - usually the AGCNR - as it can eat 22MWs of power, or even more. How much more exaclty can be seen on the Screen Manipulator console.

  • Available Power shows how much power is in the wire under the PDSR.
  • Input Power is the number you can change. How much power do you want to input? Well, that depends on
  • Minimum Safe Power shows how much power is required to contain the reaction inside the Reactor. If you give the Reactor more than this amount, it will be able to function properly, without emissions.
  • Maximum Safe Power shows how much power is too much. If you pass this number, the reaction will quickly end in an emission.

If Minimum and Maximum power are getting close to eachother, the temperature inside the Reactor is rising. If they ever reach eachother, an emission is imminent.

Nucleium[edit | edit source]

Nucleium is used in the fisson inside the Reactor. It's particles are what surround and protect the ship. This gas is created in reactors - the Stormdrive and the AGCNR - as a byproduct gas. While being harmful to a normal reactor, it is the fuel of the PDSR.

Nucleium can be created in massive quantities in reactors utilising plasma in fisson. In the case of the SD, it's amount depends on the Reaction Rate, the power Generated and the Fuel amount. For the AGCNR, it depends on the amount of Fuel gases - Plasma, C. Plasma, Tritium. After being created, it is then expelled from the reactor. This is where we can collect it, and send it over to the PDSR.

The amount of Nucleium input can be modified on the Mainframe console. The Reactor needs at least 5 mols/s to run, but giving it more will increase the Screen's strength. However, giving it more Nucleium will increase the reaction rate, and increase the heat generated.

Statistics[edit | edit source]

This is a placeholder for a screencap of the UI

If you managed to get your Reactor running, you will need a lot of work put into it. It is quite volatile, with a multiple, quickly changing variables. The most important of these are

Reaction Rate[edit | edit source]

Reaction Rate shows how much Nucleium is consumed by the Reactor each second. Your main way of controlling it is by changing the Injection Rate, however it also increases as time goes on.

As the Reaction Rate rises, more and more Nucleium will be consumed. This means that the temperature of the Reactor will rise, and thus it will be harder to control. However, increasing it will result in the Screen becoming stronger.

Reaction Temperature[edit | edit source]

Inside the Reactor, while Nucleium is used up, the temperature is rising. The temperature is what dictates the amout of power required to contain the raction: the higher the temperature is, the higher the power requirement rises. This will eventually lead to a containment failure, and an emission.

However, we can counteract this by cooling the Reactor. I know, a surprise. To do this, you must introduce a Coolant to the Reactor. This Coolant is a gas that is cooled outside the Reactor - usually with a pipe system in space, or with thermomachines - which then enters the Reactor, heats up and leaves In heating up, it cools down the Reactor. The PDSR requires a high amount of coolant to cool effectively, depending on the Nucleium injection.

In case of the temperature getting out of hand, you can Cycle Coolant. This will quickly move Coolant in and out of the Reactor, but will make any emission much, much worse. And, as a sideeffect, release hot Water Vapor.

If you wish to shut down the Reactor, you will need to lower the temperature to 100 C.

Polarity[edit | edit source]

This number shows the polarity of the Nucleium particles being injected into the Reactor. This value will constantly change as long as the Reactor is running.

It can be switched - from Positive to Negative and vice-versa - on the Screen Mainframe. If set to Positive, the value will rise, while if set to Negative... you guessed, it will go down.

Polarity influences the Reaction Temperature: the further it is from 0, the more it will increase it. As such, it is advised to flip it often.

The Screen[edit | edit source]

This is a placeholder for a screencap of the Screen Console UI

If you manage to control the Temperature of the Reaction, and inject sufficent Nucleium, you will be awarded with a Shield Defense Screen, that blocks incoming shots.

Screen Statistics[edit | edit source]

These are the main numbers and values that influence your Screen.

Hardening and Regeneration[edit | edit source]

These two values are the ones you can change to adapt to a combat situation:

  • Hardening is how high your Screen's Strength can go.
  • Regeneration is how fast your Screen's Strength regenerates.

These two are eachother's counterparts - if you raise one, the other will go down.

Integrity and Strength[edit | edit source]

Integrity and Strength show how much damage can your Screen take. Strength shows the current amount of "health", while Integrity shows what percentage it is of the maximum amount of "health".

Screen Capacity[edit | edit source]

Screen Capacity is the other factor that influences Screen Regeneration. It shows - with some inaccuracy - how much Strength the Screen regenerates each time. It depends on the Reaction Rate, meaning that this is your main way of strenghtening your Screen in a pinch.

Stability[edit | edit source]

When you first activate the Reactor, Stability will start to rise. When it reaches 100%, the Screen will deploy, and start gaining Strength. It lowers when the Screen takes hits, especially if those hits are in a short amount of time. If Stability reaches 0, your Screen will fall. However, when not taking hits, Stability quickly regenrates.

Screen Relays[edit | edit source]

Screen Relays are small machines spread around Engineering. They are quite costly to build - requireing 2 scanning modules, 20 capacitors and 12 micro lasers - , but if you have built them, they will increase the maximum Strength of the Screen and the Maximum Power input. Thus, to raise the Screen, you will need at least one Relay, but luckily, they are present on ships with a PDSR roundstart.

When an emission occurs, three Relays will Overload. This causes two things:

  • First, a flashfire will occur. This means that the Relay will quickly release highly heated plasma and oxygen, which will burn up, overheating and overpressurizeing the room. The severety of this can be counteracted by cooling the Relays' atmosphere, but exposing them to space carries a small risk of Overlaoding in itself.
  • Second, the Relays will break down, preventing them from functioning.

If all of the Relays break down, the Screen will not be able to turn on. However, they can be repaired with a welding tool and cables.

This is a placeholder for the Relays

Emission[edit | edit source]

An emission occurs when the Reactors overheats, runs out of power and the Containment falls. This is bad.

When an emission is about to occur, you will notice a few things:

  • A stream of particles will erupt from the Reactor with a blinding flash.
  • A warning klaxxon will be heard across the room.
  • And the Reactor will announce in big bold letters that an emission is about to occur.

If you notice these happening, it is already too late, and you should leave the room to avoid damage.

When an emission does occur, it's effects will be noticeable accross the whole ship. Depending on how long the Reactor has been active, it could be as light as the crew suffering minor radiation poisoning, to as severe as the ship's armor taking a massive hit.

How to prevent them[edit | edit source]

How to prevent other from preventing them[edit | edit source]