Guide to telescience: Difference between revisions

746 bytes removed ,  18:03, 13 March 2018
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imported>Ricotez
(Updated guide with warnings that the map at /tg/station 13 no longer starts with a Telescience Lab.)
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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 [[Beyond the impossible|legitimate purposes]].
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 [[Beyond the impossible|legitimate purposes]].
'''Please note that the Telescience Lab was removed from the map we run at /tg/station 13. If you want to do telescience, you'll first have to build the equipment yourself with components from [[Research and Development]].'''


===Tha' Hell is This New Fangled Telescience Stuff That Runs on That Electricial-Tricity?===
===Tha' Hell is This New Fangled Telescience Stuff That Runs on That Electricial-Tricity?===
[[File:Telescience_room.png|thumb|515px|alt=Telescience_room|link=Telescience|The former Telescience Lab. You'll have to build one yourself now.]]
[[File:Telescience_room.png|thumb|515px|alt=Telescience_room|link=Telescience|The Telescience Lab.]]
Telescience is a single room at the south end of the Research department hallway.
Telescience is a single room located in the south room of the Research department.


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.
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!
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!===
===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, [[Beyond the impossible|right]]?
The telepad console has 4 parts to it:
*'''Sector''' (1 to 9)
*'''Selected beacon''' (beacon name, co-ordinate and location)
*'''Send and Receive''' (for sending and receiving things using the selected beacon/telepad)
*'''Beacon and Telepad list''' (lists all available for use)


The telepad console has 4 variables that can be set:
Sector lists up to 9 points in which the connected telepad can teleport you to and from. They are by default points in space.
*'''Bearing''' (measured in degrees, can have a value from 0 to 360)
*'''Elevation''' (measured in degrees, can have a value from 0 to 90)
*'''Power''' (measured in integer units, can have a value from 5 to 100 provided you have enough [[Bluespace Crystal|Bluespace Crystals]] on hand, power levels from 5 to 25 are available by default)
*'''Sector''' (defines the z-level which will be teleported to/from, default is 1, corresponding to the main station z-level).


Together, these 4 settings define the coordinates whatever or whoever is on the telepad will find themselves after you push the Send button on the console via the following equation:
Selected beacon gives you the name and location of the selected telescience beacon/telepad.


* (destination X, destination Y) = (telepad X + distance * sin(bearing)),(telepad Y + distance * cos(bearing))
Send and recieve is used to do the actual teleporting stuff. The default telescience beacons can work up to 4 tiles away from it and the telepad (and advanced telescience beacons) can work up to 8.
where
* distance = (2*(power*sin(elevation)/10)*(power*cos(elevation)) = (power^2)*sin(2*elevation)/10


In dummytalk, Bearing specifies a direction from the telepad (with 0 being North, 90 - East, 180 - South and 270 - West) and Elevation and Power specify how far from the telepad the target will travel.
The beacon and telepad list is where you select which you would like to use. It will be displayed in the selected beacon section of the console.




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