Guide to telescience

Revision as of 21:41, 25 November 2013 by imported>Iamgoofball (Out Of Date notice removed as someone explained how it works.)

Welcome to Telescience, the room where you teleport things/people/bombs you aren't supposed to have into places said things/people/bombs aren't supposed to be, or use it for legitimate purposes.


Tha' Hell is This New Fangled Telescience Stuff That Runs on That Electricial-Tricity?

 
The Telescience Lab

Telescience is a single room at the south end of the Research department hallway.

This area focuses on teleportation, both sending and receiving. It is equipped with a Telepad, a secure room to teleport people and things in and out of, and several handheld GPS readers.

Telescience is imprecise, but potentially extremely useful. Try teleporting GPSs to see where they go, and then from there you can move objects or people back and forth from your lab. Like all science rooms, experimentation is key!


Holy Shit, I Will be the Ruler of Space and Time!

A word of warning. Telescience requires math. Of course, as a scientist, you have a good understanding of mathematical knowledge and projectile trajectory, right?

Equation:

  • (destination X, destination Y) = (telepad X + distance * sin(rotation)),(telepad Y + distance * cos(rotation))

where

  • distance = (2*(power*sin(angle)/10)*(power*cos(angle))

How to Rip a Hole in the Fabric of Space and Time Itself to Perform Useful Duties

 
Global Positioning System
Global Positioning System

Grab 2 handheld GPS tools. Put one on your belt and one on the telepad. Now, choose a Telepad Control Console you want to use (most likely this will be the one in the Telescience Lab).

Editors note: I don't actually have a clue how the math behind this is supposed to work, but here is a general idea how to use telescience--Spike68 (talk) 06:16, 23 November 2013 (CET)

At round start, the telepad will be calibrated. At this point, there are somewhere between 30 and 40 uses before it will have to be re-calibrated. Every time the crystals are re-calibrated, the remaining uses until calibration is needed again will be a random number between 30 and 40. Also when recalibrating, the power will be offset between -4 and 0, and the rotation will be offset between -10 and 10 (most likely degrees). These values do not stack, so they will always be within these ranges. This is why you test, so you can judge which direction the machine will be offset.

  • Bearing

The bearing setting on the telecommunications console determines the direction you are sending and receiving, where the telepad will be the origin. This setting can be set to 0 to 360 degrees (though 360 defaults to zero, since it's the same thing). Excluding possible rotation offset, 0 would point north, 90 would point east, 180 would point south, and 270 would point west. At very short distances, the offset will not show any noticeable difference since calculations round to the center of a tile. The further you attempt to teleport, the more important it is to know the offset. If you are trying to find an angle, you can just count the tiles. Say you want to teleport something five tiles to the east and eight tiles north, you can calculate the degrees by calculating Tan-1(5/8) in radians (graphing calculators work well for this), which gives us 32.

  • Elevation

(This part I do not fully understand, so bear with me) The elevation setting can be set between 1 and 90 degrees. The elevation coupled with the power output determine how far from the origin the teleported object moves. This is where the power offset is important. The power basically acts as a kind of multiplier for the distance. Obviously if the multiplier is lower than one, then we don't travel further than one tile. Figuring out where your power is at one is the first step, so pick an easy bearing (0 for north is sufficient), and set the elevation to 1 degree. If the object doesn't travel any distance, try upping the power. If it travels too far, try lowering the power. Once the object only travels one tile, that's (approx) where the multiplier is at one. With the power multiplier at one, you can pick a rotation and and send/receive items up to 40 tiles away at 45 degrees elevation. (I think this is another tangent equation, which explains why at 90 degrees elevation the object travels less distance than at 45 degrees?) By bringing the power output up a notch, you can send items even further. But you will probably need more bluespace crystals for that.

  • Power

At round start, the computer starts with three bluespace crystals installed. These can be removed by pressing the "Eject Crystals" button on the console, and put back in by clicking the computer with a crystal in hand. Science might be able to make more crystals. With each teleport, the machine actually uses the power setting plus the power offset power from the APC. Using more power, and teleporting further increases the time the teleporter has to cool down.

  • Computer

As of writing this, the computer cannot have its wires exposed to attach signalers for remote teleportations,


 
Telepad
Telepad

Seems simple, right? Well, sadly, every 30 to 40 teleportations (roughly) the Telepad will fizzle. This means you need to start again from step one. Click recalibrate and find the difference, because that sucker just did the old switcharoo on you. Now it's miscalibrated and attempting to send anything through it would be an error of judgement at best! Usually this doesn't affect you, but it can happen at the worst of times, like when you need to recover the bomb, or bring back a teleported space explorer! Learn to recalibrate quickly, or you may end up in a heap of trouble.

Leave handy beacons around the station, and GPS units at interesting locations in space, and you can easily find them again. It's worth putting something down in the Medbay so you can quickly send the wounded and the dead there.

Challenges for the Robust in All of Us

  1. Be useful and teleport dead bodies to Genetics for cloning, or injured crew straight to Medbay for treatment!
  2. Teleport an Engineering Cyborg straight to a hull breach!
  3. Borrow all the Chef's donuts!
  4. Teleport the last remaining revhead into the Brig for implanting!
  5. Find the remaining Bananium ore and construct a H.O.N.K. mech for the Clown!
  6. Teleport the Nuclear Device around during a Nuclear Operatives -round! Bonus points if it's right after they stick in DAT FUKKEN DISK and before they input the code! Double bonus points for teleporting it to the derelict!
  7. Teleport a bomb onto a malfunctioning AI's core!
  8. Teleport the WGW reader into LORD SINGULOTH!