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Author Topic: Space Station 13: Urist McStation  (Read 2124273 times)

BigD145

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Re: Space Station 13: Urist McStation
« Reply #3660 on: April 15, 2013, 10:34:01 am »

Solar's SMES should not be set to 90k in. That is the max the array can put out as is and when it drops to 89.999999k that smes will stop charging. Set it anywhere from 60 - 80 and it is fine. 50 out gives the station 200. 40 is also okay. Oh and try to wire it without knots. It looks nicer and only takes about 2 more clicks. I can teach if you want.
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wlerin

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Re: Space Station 13: Urist McStation
« Reply #3661 on: April 15, 2013, 10:34:51 am »

This isn't an issue with solars, really.  This is an issue with "you've grabbed an exposed wire that's power the whole station".  The instability is with the power fluctuations, not the safety of electrocuting yourself.  ANY power source that's large enough to handle the entire station, is gonna be painful to route through your body.
Maybe. I have to admit I haven't personally tested either.

The whole station usually draws 120k or so, highest I've seen it go is 200k, but that's after everything was dead and it all needed to be recharged.
It's closer to 350k at peak. I've never seen it higher than 400k though. The Engineering SMES cap at 600k output, but I'm pretty sure the singularity is capable of more than that. I'm tempted to wire the singulo into the main grid to find out exactly how much it's capable of putting out at full power.

Oh and try to wire it without knots. It looks nicer and only takes about 2 more clicks. I can teach if you want.
This. You can easily wire the entire array without a single knot.
« Last Edit: April 15, 2013, 10:39:23 am by wlerin »
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10ebbor10

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Re: Space Station 13: Urist McStation
« Reply #3662 on: April 15, 2013, 10:40:59 am »

The whole station usually draws 120k or so, highest I've seen it go is 200k, but that's after everything was dead and it all needed to be recharged.
It's closer to 350k at peak. I've never seen it higher than 400k though. The Engineering SMES cap at 600k output, but I'm pretty sure the singularity is capable of more than that. I'm tempted to wire the singulo into the main grid to find out exactly how much it's capable of putting out at full power.
I did that once. It's perfectly capable to charge all SMES'es on the station, though I don't know at what input I set them. Also, the Solars might have been operational.
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BigD145

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Re: Space Station 13: Urist McStation
« Reply #3663 on: April 15, 2013, 10:51:43 am »

Oh and try to wire it without knots. It looks nicer and only takes about 2 more clicks. I can teach if you want.
This. You can easily wire the entire array without a single knot.

I'll give lessons in the bar or something. I see a couple spots where the floor can be pulled up and replaced easily. Engineering itself has way too many wires running everywhere.
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Damiac

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Re: Space Station 13: Urist McStation
« Reply #3664 on: April 15, 2013, 10:59:45 am »

Wiring the solars with no knots at all takes 6 extra clicks, meaning 6 extra pieces of wire.  That's 2 clicks per intersection, but of course, they have to be super precise, since you have to click the actual wire.  The benefit is nonexistent, but then, it looks a little nicer.  Which in all likelihood, nobody is going to see.  Personally I'd rather just get it done faster, and live with knots on the intersections, but to each his own.  I don't understand why it takes extra wire to make a curve, but this is SS13...

If you wire it with the knots at the intersections, you are not doing it wrong.  But you could do it prettier.
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BigD145

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Re: Space Station 13: Urist McStation
« Reply #3665 on: April 15, 2013, 11:01:15 am »

Take pride in your job! And get pissy when people look down on you.

Most of the intersections on the station have no knots.
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miauw62

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Re: Space Station 13: Urist McStation
« Reply #3666 on: April 15, 2013, 11:28:04 am »

Intersectionknots are tolerable, but knots on the main line are a waste of wire.
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Girlinhat

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Re: Space Station 13: Urist McStation
« Reply #3667 on: April 15, 2013, 11:35:41 am »

Wiring the solars with no knots at all takes 6 extra clicks, meaning 6 extra pieces of wire.  That's 2 clicks per intersection, but of course, they have to be super precise, since you have to click the actual wire.  The benefit is nonexistent, but then, it looks a little nicer.  Which in all likelihood, nobody is going to see.  Personally I'd rather just get it done faster, and live with knots on the intersections, but to each his own.  I don't understand why it takes extra wire to make a curve, but this is SS13...

If you wire it with the knots at the intersections, you are not doing it wrong.  But you could do it prettier.
Protip: Go into Windows and turn on the numpad accessibility.  Now, when you turn Numlock Off, then the numpad will be able to move the mouse by 1 pixel at a time.  Makes clicking wires LOADS easier when you can inch it over via numpad.

Nick K

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Re: Space Station 13: Urist McStation
« Reply #3668 on: April 15, 2013, 11:56:47 am »

Intersectionknots are tolerable, but knots on the main line are a waste of wire.

To chip in on this obviously controversial topic - I've never seen engineers run out of wire. There's loads of it all over the station and I think the engineering vending machine sells it too. If you want to make nice smooth wires and that helps you enjoy the game then go for it. If you have more fun speeding through the setup and leaving knots all over the place then do that instead.
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Knirisk

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Re: Space Station 13: Urist McStation
« Reply #3669 on: April 15, 2013, 12:07:04 pm »

Intersectionknots are tolerable, but knots on the main line are a waste of wire.

To chip in on this obviously controversial topic - I've never seen engineers run out of wire. There's loads of it all over the station and I think the engineering vending machine sells it too. If you want to make nice smooth wires and that helps you enjoy the game then go for it. If you have more fun speeding through the setup and leaving knots all over the place then do that instead.

Also, cargo bay can order electrical maintenance crates which comes with 2-3 electrical toolboxes which all have 2-3 coils of wire each. That's a lot of wire.
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wlerin

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Re: Space Station 13: Urist McStation
« Reply #3670 on: April 15, 2013, 12:14:55 pm »

The benefit is nonexistent, but then, it looks a little nicer.  Which in all likelihood, nobody is going to see.
Er, I would think that less power wasted by knots == more time over 80k (or whatever limit you set it to), and thus more time spent charging. The difference is still very small, but not "nonexistent".

To chip in on this obviously controversial topic - I've never seen engineers run out of wire. There's loads of it all over the station and I think the engineering vending machine sells it too. If you want to make nice smooth wires and that helps you enjoy the game then go for it.
Eh. If the RNG hates you you might run out of red wire, though. And since aesthetics are a major motivation for doing this in the first place...
« Last Edit: April 15, 2013, 12:16:32 pm by wlerin »
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BigD145

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Re: Space Station 13: Urist McStation
« Reply #3671 on: April 15, 2013, 12:19:21 pm »

I don't worry about color at all, but if you merge fragments with partial coils you can change colors via spess magic. There are two machines on station that have 10 coils each.
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Nick K

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Re: Space Station 13: Urist McStation
« Reply #3672 on: April 15, 2013, 12:26:24 pm »

The benefit is nonexistent, but then, it looks a little nicer.  Which in all likelihood, nobody is going to see.
Er, I would think that less power wasted by knots == more time over 80k (or whatever limit you set it to), and thus more time spent charging. The difference is still very small, but not "nonexistent".

I haven't looked at the code myself so i can't verify it, but I've seen a post on the tg forums where someone claimed that from looking at the code knots had no effect whatsoever on power wastage.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #3673 on: April 15, 2013, 12:59:11 pm »

I don't worry about color at all, but if you merge fragments with partial coils you can change colors via spess magic. There are two machines on station that have 10 coils each.

Make a red/yellow alternating pattern for high-tension wires. Looks cautionary and aesthetic.

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kisame12794

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Re: Space Station 13: Urist McStation
« Reply #3674 on: April 15, 2013, 01:58:07 pm »

Engineering borgs need to be able to pick up cable coils. It sucks to have to wait after running out of wire for it to recharge.
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