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Atmos Techs usually have no clue what they can do, and often drift into a spiral of depression and suicide. Fret not! Here are some suggestions for you to do. | Atmos Techs usually have no clue what they can do, and often drift into a spiral of depression and suicide. Fret not! Here are some suggestions for you to do. | ||
=== Repressurization and Filtering === | ===Repressurization and Filtering=== | ||
After the [[Engineer]]s have taken care of a hull breach (read: if), or after [[Toxins]] floods the place with plasma, it'll be your job to refill the area and make it breathable. | After the [[Engineer]]s have taken care of a hull breach (read: if), or after [[Toxins]] floods the place with plasma, it'll be your job to refill the area and make it breathable. | ||
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The alarms can be set to a number of modes: | The alarms can be set to a number of modes: | ||
* '''Filtering''' - The default setting. Note that most scrubbers won't filter out plasma or other gases unless you set them to, so do that! | *'''Filtering''' - The default setting. Note that most scrubbers won't filter out plasma or other gases unless you set them to, so do that! | ||
* '''Draught''' - This filters out air slowly, creating a draught. Useful if you need to drain a small amount of air due to overpressurization. | *'''Draught''' - This filters out air slowly, creating a draught. Useful if you need to drain a small amount of air due to overpressurization. | ||
* '''Panic''' - This drains all the air quickly. Most of the time used to remove all plasma very quickly, or by a malfunctioning AI. | *'''Panic''' - This drains all the air quickly. Most of the time used to remove all plasma very quickly, or by a malfunctioning AI. | ||
* '''Replace Air''' - Drains all the air, then replaces it. Try not to use it if there's nothing toxic in the air. | *'''Replace Air''' - Drains all the air, then replaces it. Try not to use it if there's nothing toxic in the air. | ||
Normally the vents will fill the room slowly by default, though using some filled Portable Air Pumps or Air Canisters, you can refill the area much more quickly. | Normally the vents will fill the room slowly by default, though using some filled Portable Air Pumps or Air Canisters, you can refill the area much more quickly. | ||
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==Tips== | ==Tips== | ||
* Firesuits protect between 60 to 30,000 kelvin. | |||
* Setting air vents to 0 kPa internal check (or just turning off the check) will make them pump out air like crazy, which makes it excellent to restore air to an area quickly. | *Firesuits protect between 60 to 30,000 kelvin. | ||
* N2O knocks out in low amounts | *Setting air vents to 0 kPa internal check (or just turning off the check) will make them pump out air like crazy, which makes it excellent to restore air to an area quickly. | ||
* | *When maximizing vent outputs Set the vents to internal and desired pressure 0 instead. Maxed vents at 5000 KPA in a 100 KPA room will output 2450 KPA in the first tick, then 1225 KPA, 612.5 KPA, 306.25 KPA, 153.125 KPA, etc. (assuming vents are always provided with max air). Zero'd vents will output 5000 KPA, then 5000 KPA, then 5000 KPA, etc. | ||
* Atmos tech is actually an interesting job; disposal tubes give such wonderful opportunities for killing people, however it takes shitton of time to build everything you need. | *N2O makes people laugh in small amounts, knocks out in low amounts and suffocates in high amounts. | ||
* Any sort of air mix is survivable as long as it has at least 16 kPa of oxygen on the output. This means you can efficiently compute the release pressure you'd need for a given air mix by dividing 16 by the percentage of oxygen in the mix, i.e., for 20/80 O2/N2 air mix you'd need a release pressure of 16/0.2 = 80 to be okay. | *When a room is breached, it will suffer decompression and instantly vent all of the gas out into space. Air systems are smart enough to automatically turn off once this is detected and will resume regular function once the breach is sealed. | ||
*Atmos tech is actually an interesting job; disposal tubes give such wonderful opportunities for killing people, however it takes shitton of time to build everything you need. | |||
*Any sort of air mix is survivable as long as it has at least 16 kPa of oxygen on the output. This means you can efficiently compute the release pressure you'd need for a given air mix by dividing 16 by the percentage of oxygen in the mix, i.e., for 20/80 O2/N2 air mix you'd need a release pressure of 16/0.2 = 80 to be okay. | |||
*You can rotate a pipe in your hand by click on it. | |||
# | *Fire extinguishers fit in firesuit suit storage. | ||
*The Fire Axe Cabinet can be opened with a multitool. One usually is nearby. | |||
*You can disable fire alarms by multitooling them. | |||
*You can trigger fire alarms by shooting them with a projectile. ADDED: Or hitting them with anything. | |||
'''Optimizing atmospherics''' | |||
#Grab your gear from the lockers. The crucial pieces of equipment are the Rapid Pipe Dispenser and the holofan projector. The former is your primary instrument of the trade, the latter is your quick method of isolating breaches. Turn off and unwrench the pressure pumps that feed distro and pull from waste, replace them with volume pumps and turn them on. This step is not necessary most of the time, but does help when a breach occurs. | |||
#For AIs, if no organics are around competent/willing to do this manually and your Engiborgs (if you have any) are busy, which is like a guarantee, you can do a simpler version of this; just turn Air to Distro and Waste In up to 4500 kPa and set each scrubber station to 4500 kPa too. It won't be as effective, but it's so much better than nothing. Cranking up the air available in the distro loop poses no threat to safety, and in fact, makes it harder to start up destructive floods since there's so much good air in the way in there. | |||
#Minor addendum: A maxed volume pump and a maxed regular pump at the same rate given ideal circumstances. The difference is the volume pump won't stop pumping once its output end is at 4500 kpa or more. This makes it excellent for waste in, where no matter how much gas the previous fire/atmos experiment clogged the filtering loop with, Waste In is still pumping waste out of the scrubbers pipes, and by extension, helping keep the scrubbers from getting clogged to the point of uselessness. | |||
#Setting up atmos doesn't really matter that much anyway as long as you give the distro loop some pressure. The entire supply and equipment are designed for a space station that's supposed to last month. There are about two instances in which a proper setup is useful: massive hull breaches which will drain a lot of air and station-wide plasma fires which might fill the waste loop (in which case you're at fault as an atmos tech for not keeping an eye on the system in the first place). | |||
#If you are an atmos tech and want to reduce significantly the possibility of harmful atmos manipulations, or if you are an AI and you spotted a guy just turning valves to release plasma into distro: | |||
#*Open the atmospherics console for the specific chamber from which the gas is being pulled from and toggle power on the output, or set output to 0kpa. 90% of players don't check this console and will usually take a while to figure out why their gas isn't flowing. When they do figure it out and cut cameras, simply turn off the APC to buy more time, and hope that security is competent enough to make good use of the time you've bought. | |||
#*If (and ''only'' if) you have good reason to suspect that the AI might be subverted, malfunctioning, or is otherwise likely to flood the station with harmful gases from the reserve tanks, you can place manual valves in front of all the outputs and distro inputs to ensure it can't do so. Note that you need to have very good reasons for suspecting the AI of being an antagonist and that doing this before any prompting is considered metagaming and liable to investigation by the admins. | |||
===Tips for Traitoring=== | ===Tips for Traitoring=== | ||
* The incinerator can easily be used to create canisters of pure death. | |||
* Plasma + N2O is exceptionally deadly if you can get someone to use it as internals/force them to use it. They won't even be able to scream. | *The incinerator can easily be used to create canisters of pure death. | ||
* Wielded fire-axes break grilles and reinforced windows in one shot. | *Plasma + N2O is exceptionally deadly if you can get someone to use it as internals/force them to use it. They won't even be able to scream. | ||
** And open unpowered doors and kill people reasonably reliably. | *Wielded fire-axes break grilles and reinforced windows in one shot. | ||
* You can change sensor settings on air alarms, so it doesn't cause an alarm by setting the value to -1, which turns that sensor off. Do it for all sensors, and you can get rid of pesky alarms that are pretty much already fixed, or hide atmos fuckery. | **And open unpowered doors and kill people reasonably reliably. | ||
* Flamethrowers are incredibly devastating weapons when used correctly. A mix of fuel, fuel accelerant, and knockout gases in a chilled flamethrower setup allows you to selectively flood an entire room and reliably kill everyone inside. Make sure to protect yourself beforehand, however. | *You can change sensor settings on air alarms, so it doesn't cause an alarm by setting the value to -1, which turns that sensor off. Do it for all sensors, and you can get rid of pesky alarms that are pretty much already fixed, or hide atmos fuckery. | ||
* Radiation is an invisible threat; in low amounts, it causes annoyances. At extremely high levels, it instantly husks anyone close by. Make sure to be immune to radiation in the first place before doing this. | *Flamethrowers are incredibly devastating weapons when used correctly. A mix of fuel, fuel accelerant, and knockout gases in a chilled flamethrower setup allows you to selectively flood an entire room and reliably kill everyone inside. Make sure to protect yourself beforehand, however. | ||
** Note that radiation by its nature is highly contaminating, and if a husked irradiated corpse is dragged to medbay for cloning, there's a very high chance that half of medbay dies and cloning becomes inoperable. This is a very messy method that will not just raise the ire of Security, but also of the watchful gods. Tread carefully. | *Radiation is an invisible threat; in low amounts, it causes annoyances. At extremely high levels, it instantly husks anyone close by. Make sure to be immune to radiation in the first place before doing this. | ||
**Note that radiation by its nature is highly contaminating, and if a husked irradiated corpse is dragged to medbay for cloning, there's a very high chance that half of medbay dies and cloning becomes inoperable. This is a very messy method that will not just raise the ire of Security, but also of the watchful gods. Tread carefully. | |||
==Oxygen is Overrated== | ==Oxygen is Overrated== |
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