Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 79 80 [81] 82 83 ... 1654

Author Topic: Space Station 13: Urist McStation  (Read 2147119 times)

Akhier the Dragon hearted

  • Bay Watcher
  • I'm a Dragon, Roar
    • View Profile
    • My YouTube Channel
Re: Space Station 13: Urist McStation
« Reply #1200 on: March 11, 2013, 12:16:10 pm »

So yesterday when I was playing I recorded the game. If anyone is interested you can watch the entire game (While I wasn't AFK that is) Here.
Logged
Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Jacob/Lee

  • Bay Watcher
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #1201 on: March 11, 2013, 12:24:24 pm »

As far as the singularity containment goes, what supplies power to the emitters? I assumed originally that the engineering apc did, but when power was out, putting a fresh cell in that APC did not allow the emitters to fire.  Putting a generator on the SMS outputs did however.

BUT, another time I cut the three output wires from the SMS's, and containment did not fail.  Do the solar's SMS also power the emitters?

Is there a diagram somewhere with all the station's wiring shown?
The engineering APC supplies power to the emitters. Cutting the wires from the SMES cells will only prevent the APC from charging AFAIK, so the emitters will stay up until the power fails.

Also note that the containment field is designed to stay up for a while even after the emitters stop firing. From here, I don't think I can help you much more.

Damiac

  • Bay Watcher
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #1202 on: March 11, 2013, 12:38:58 pm »

The engineering APC supplies power to the emitters.

That's what I thought. However, I arrived once on a station with no power, replaced the cell in the APC, made sure power was on to engineering, and the emitters would not fire. They didn't fire until after I had wired the pacman generator into the output wiring of the SMES's.  I also recieved an admin message stating the same thing, that the emitters were wired into the output of the SMES's. 

It's really a horrible setup though, as the SMES's start pretty low on charge, and cannot be easily recharged without the singulo running. They are also the first things to run out of power, where the APC's still have a cell charged if the SMES's stop providing power. If they were just wired into the engineering APC, you could just put a fresh cell in and have plenty of time to get set up. 

The next time i'm playing I'll have to thoroughly investigate the wiring for the emitters. 

So my to-do list is currently:
figure out how to strangle people
understand the complex electrical system of the station.

Only in space station 13...
Logged

Jacob/Lee

  • Bay Watcher
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #1203 on: March 11, 2013, 12:50:36 pm »

You can actually run the whole station if you wire every solar up and align them properly, but just barely. Things are likely to start falling apart the moment one solar fails for whatever reason, which is very likely since there are four (?) solar arrays on the station. That's a lot of places to watch at once.

The power system on SS13 is a long, confusing chain of machines and wires overcome only by the atmospherics department. Like picking up an alien artifact in a cheesy sci-fi movie or turning on the coffee machine, you know what it does and how to start it but have no clue on how it actually works :P

Darvi

  • Bay Watcher
  • <Cript> Darvi is my wifi.
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #1204 on: March 11, 2013, 12:56:47 pm »

Apropos alien artiacts, those need to be added badly. Those are awesome to experiment with.
Logged

Android

  • Bay Watcher
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #1205 on: March 11, 2013, 12:56:50 pm »

No, the emitters get power from the SMES's directly now. Idk when that changed or why, but a good guess would be for the same reason you are stating the problem is now - power drains too fast. And once solars are wired in they power the emitters because of the way the SMESs are wired.

The issue about the emitters still running with cut wires needs to be looked into more, preferably by the TG guys since they are the ones who buggered it up if anything.
Logged

miauw62

  • Bay Watcher
  • Every time you get ahead / it's just another hit
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #1206 on: March 11, 2013, 01:09:17 pm »

Atmos is actually quite simple once you figure it out, but that's mainly because it's all  in one room where it is completely visible, rather than under the floor tiles all over the station. Everything of Atmos that's not in ATMOSIA is either the distribution loop or the waste loop, blue and red pipes respectively. And then there's a few air tanks spread around the station (Arrivals hallway, hallway to Escape and a tiny room in the Security maintenance shafts.), but they are almost never used. Unless you want to fill Security with plasma, I guess.

Atmos looks like a mess of pipes on first sight, but it actually makes quite some sense. The hardest thing to figure out is HOW THE FUCKING PORT WORKS.
Logged

Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Ivefan

  • Bay Watcher
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #1207 on: March 11, 2013, 01:15:14 pm »

On setting up the Singo:
I tend to disable the output one of the SMES while setting up the engine and the collectors. When that is done I turn on the output and start the emitters, last one I start is one of the outer ones, and turn the generators on from the outer ones going inwards so that i wont have to dodge any emitters.
Logged

miauw62

  • Bay Watcher
  • Every time you get ahead / it's just another hit
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #1208 on: March 11, 2013, 01:18:55 pm »

I always turn the generators on from the inside out. That space inbetween the reinforced window and the beam of almost certain death is nasty.
Logged

Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Karlito

  • Bay Watcher
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #1209 on: March 11, 2013, 01:28:42 pm »

Anytime I haven't started at the top right or top left and moved across the top row has lead to me getting blasted, so I think that's probably the way to do it.
Logged
This sentence contains exactly threee erors.

Damiac

  • Bay Watcher
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #1210 on: March 11, 2013, 01:40:54 pm »

I've yet to get blasted setting the thing up, but what I have done is run out of power on the SMS output before I finish setting them up.  But I've always followed the Wiki, which says to turn on all 3 sms outputs first, before even charging the plasma tanks...

What I think would probably be idea is to connect the engineering apc output with the sms output, so the singularity containment has a lot of different sources of power. The one downside is that the wiring in engineering becomes much more dangerous (But really, I don't even see that as a downside)

How does APC wiring work exactly? Is the back side the input, and the front the output?
Logged

Darvi

  • Bay Watcher
  • <Cript> Darvi is my wifi.
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #1211 on: March 11, 2013, 01:43:13 pm »

I always start at the top middle one. That way I end up at one of the two top corners and can go back inside from there.
Logged

Fayrik

  • Bay Watcher
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #1212 on: March 11, 2013, 01:45:37 pm »

No, the emitters get power from the SMES's directly now.
That explains why I got screwed over with it the other night. So I just learn one thing, and work out a tactic to deal with it and then it's changed! Typical.

I'm staying out of engineering then. It feels too much like work anyway.
Logged
So THIS is how migrations start.
"Hey, dude, there's this crazy bastard digging in the ground for stuff. Let's go watch."

Damiac

  • Bay Watcher
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #1213 on: March 11, 2013, 02:29:19 pm »

I always start at the top middle one. That way I end up at one of the two top corners and can go back inside from there.

I think that's the ideal way to do it, stay inside the generators until you do the last one, and you never have to dodge emitters.
Logged

wlerin

  • Bay Watcher
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #1214 on: March 11, 2013, 03:53:01 pm »

It's really a horrible setup though, as the SMES's start pretty low on charge, and cannot be easily recharged without the singulo running. They are also the first things to run out of power, where the APC's still have a cell charged if the SMES's stop providing power. If they were just wired into the engineering APC, you could just put a fresh cell in and have plenty of time to get set up.
Or you could set up the solars near engineering, then disconnect those and engineering from the rest of the station, and have have plenty of time as well (read: All the time in the world). Though you shouldn't need that much time unless something goes wrong (or you have inexperienced lackeys).

I've yet to get blasted setting the thing up, but what I have done is run out of power on the SMS output before I finish setting them up.  But I've always followed the Wiki, which says to turn on all 3 sms outputs first, before even charging the plasma tanks...
Which matters not a whit. They start online, the only time they go offline is if they run out of power, at which point you *can't* turn them online again. You could go and flip them all to auto charging, I guess. Especially if you are going to try running off the solars.

Once you turn the particle accelerator on, *then* go and make sure they are all online, as they'll be getting power from the newly forming singularity. Just don't leave it unattended too long.
« Last Edit: March 11, 2013, 04:05:56 pm by wlerin »
Logged
...And no one notices that a desert titan is made out of ice. No, ice capybara in the desert? Normal. Someone kinda figured out the military? Amazing!
Pages: 1 ... 79 80 [81] 82 83 ... 1654