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|access=Engineering, External, Maintenance
|access=Engineering, External, Maintenance
|difficulty=Medium
|difficulty=Medium
|duties=Maintain and fix the Station, make sure the power doesn't go out.
|duties=Maintain and fix the Station, make sure the power doesn't go out. Get berated over the radio when power inevitably goes out.
|supervisors=[[Chief Engineer]]
|supervisors=[[Chief Engineer]]
|subordinates=None
|subordinates=Technical Assistant
|guides=[[Construction|Guide to construction]], [[Power|Guide to Power]]
|guides=[[Construction|Guide to Construction]], [[Power|Guide to Power]], [[Atmospheric Technician|Guide to Atmospherics]]
}}
}}


The station engineers are in charge of rebuilding walls, fixing windows, repairing airlocks and stopping hull breaches (spaced areas).
The station engineers are in charge of rebuilding walls, fixing windows, repairing airlocks and fixing hull breaches (spaced areas), as well as setting up and maintaining a power source for the station.


== Starting out ==
== Starting Out ==


Head to the nearest engineering locker and open it. You'll need the insulated gloves in there to protect you from electric shocks while screwing around with wires. Next equip your hardsuit and hardsuit helmet <s> although you technically don't need the helmet since for some reason the suit alone protects against space </s>. It's also recommended that you take a t-ray scanner to be able to see the cables (remember to turn it on by using it in your hand) and a stack each of Lv (Low-voltage), Mv (Medium Voltage) and Hv (High-Voltage) wires in case of a localized power outage. You could take half a stack of metal and glass, however they are better reserved for common usage (so don't keep them in your backpack unless you know you are going to use them soon).
Head to the nearest engineering locker and open it. You'll need the insulated gloves in there to protect you from electric shocks while screwing around with wires. It's also recommended that you take a t-ray scanner for checking under-floor pipes and cables, a gas analyzer to check local atmospheric conditions, and a stack each of LV (Low-Voltage), MV (Medium-Voltage) and HV (High-Voltage) cables in case of power outages. You could take half a stack of metal and glass, but they are generally better reserved for usage across the department, so don't keep them in your backpack unless you are going to use them soon.


== Power 101: Generating power ==
== Power ==
''Main article: [[Power|Guide to Power]]''
''Main article: [[Power|Guide to Power]]''


=== The Antimatter Engine Reactor ===
As an engineer, one of your primary responsibilities is generating power. This is absolutely essential to keeping a well-functioning space station from descending into darkness, chaos and villainy.


(Copied from the [[Power|Guide to Power]])
== Fixing Hull Breaches ==
Repairing hull breaches is a tricky task as when an area gets bombed or dismantled and exposed to space, all of the atmosphere in said room will get almost instantly sucked out into the void. Squishy players of various species need that atmosphere not only to breathe, but also to prevent parts of their body from boiling and bruising.


The Antimatter Engine Reactor (usually called AME) is the main source of power in the station. First grab the AME parts from the ''Packaged antimatter reactor crate'' and place them in a rectangle/square formation (note that the square/rectangle must be of at least 3x3, otherwise it won't work).
=== Preparation ===
When you get the report of a hull breach (or that an area has been "spaced"), the first thing you should do is get your magnetic boots (magboots), a hardsuit and hardsuit helmet (engineering & salvage hardsuits have built-in helmets; fire suits and fire helmets work in a pinch) and put on an internals mask and oxygen tank (it's recommended that you use the one on your locker, you also start with an emergency kit containing these in your backpack that have a highly limited supply). After that grab some steel, LV, MV and/or HV wires (depending on the place bombed: for example, for maintenance grab HV wires or for the hallway grab LV and maybe HV) and optionally glass. Go to the place with the hull breach and, before opening the firelocks, examine and check it yourself. Are there walls broken? Windows? Which floors need fixing? Do you estimate that you have enough materials? Are your internals turned on by putting on your mask and switching your breathing tank open? Are your magnetic boots activated? Do you happen to see any casualties, and are they still alive and gasping for air? You might want to get them out first, if feasible.


Take your multitool from your belt and click on each one of the AME parts. This will unpack them and spawn an unpassable, indestructible AME shielding. Now open the ''antimatter control unit crate'' which will release an AME Controller. Drag it near the generator a wrench it. Now take an AME fuel jar from the ''antimatter containment jar crate'' and place it in the AME Controller.  
'''DON'T OPEN IT UP YET'''.


Open the AME Controller menu and click on "Toggle injection" bellow the "Engine Status:" text. If the AME and the AME Controller light up then it's currently generating power. Increase the injection amount to be double of the amount of cores; for example: if you have 2 cores click on "Increase" until the "Injection ammount:" reaches 4. The AME should be making "bonks" every now and then.
Check if there is someone without a hardsuit on nearby and kindly make them leave. You're going to create another, hopefully temporary, hull breach when that firelock opens- which is likely to result in the room you and them are in getting firelocked as well. If they don't have a crowbar, they won't be able to leave once that happens.


<div><ul>
=== Structural Repairs ===
<li style="display: inline-block;"> [[File:AME_setup_example1.png|thumb|none|A sample layout of a 3x3 AME]] </li>
Now pry open the firelock to the spaced area using a crowbar. If you didn't have magboots on and activated, atmosphere flowing from behind you may push you around as the room you left depressurizes. It's highly suggested that you manually pry the firelocks behind you closed as soon as your through, in case any air vents were still operational in that room.
<li style="display: inline-block;"> [[File:AME_completed_example1.png|thumb|none|What the AME should look like at the end]] </li>
</ul></div>


=== The Solar Panels ===
==== Floors ====
(Copied from the [[Power|Guide to Power]])
If there are empty tiles where you can see freely into space, open the Crafting menu (default G) and make "metal rods" from steel and click on the empty spaces to add lattice. To seal against the void of space below, click on the lattices with steel sheets or floor tiles, which will turn into plating. Walls and windows cannot be directly built on tiles that don't have plating.


Solar power is a passive means of generating power. A solar array is made up of a number of solar panels, a single solar tracker device and a solar control computer (console) nearby to properly control and manage the panels.
==== Walls ====
Once all of the lattices has been plated you will need to seal any lateral breaches due to missing and damaged walls or windows. Wherever these lateral holes are, you should have placed plating beforehand.  


Most if not all solar arrays start off not connected to the station, and need to be connected via HV cables underneath each panel and connected back to the station. Once connected, use the solar control computer to change the angle and speed of tracking for the panels as shown below:
To construct walls, open your Crafting menu again and find "wall". Select it to see it's instructions, then hit "Place Construction Ghost". A blue planning grid will overlay your screen and you will be able to place planning ghosts. Simply click each tile that you need to build a wall on to place ghosts. When you're done, right click to exit the planning mode. The ghosts will remain- use steel sheets on them to first construct girders, then use steel sheets on the girder to complete it. Repeat for all walls. Reinforced walls require plasteel to create, which isn't possible to craft by hand.
Windows work similarly with the caveat that you should probably use reinforced glass to make reinforced windows. Follow the same steps as before. Reinforced glass can be crafted by hand using metal rods and glass- in a pinch, you can re-form any broken shards of glass nearby using a lit welder to create new glass sheets and rods.


[[File:Solar 1.PNG|400px]] [[File:Solar 2.PNG|400px]]
=== Further Repairs ===


Notice the graph on the right has a T shaped white line and a yellow / golden line. The aim is to alter the panel angle (white T line) to match the sun angle (yellow line). Some experimentation might be needed to setup the angular velocity correctly so that the lines stay in sync and generate maximum wattage.
If all has gone well, the area should now be safe(r). Double check that there are no holes to space anywhere, and you should be good to re-open any firelocks nearby. Be aware that this may trip further firelocks as the atmosphere between adjacent sections of the station equalizes.


A typical panel near max output will produce 1500W (1.5kW). This would be enough to power roughly 1 machine and 1 computer (this figure may change as balance changes are made).
Now see if the [[Power|power]] is correct, and if not, fix it. <!--TODO: Make this explain howto, optimally with a short summary from the Guide to Power -->


=== The Singularity ===
You will want to make sure that any [[Pipes_and_vents|Atmospherics piping and distribution equipment]] is repaired. <!--TODO: Make this explain howto, optimally with a short summary of distribution and waste atmospherics -->
(Copied from the [[Power|Guide to Power]])


The singularity is one of the most well known and potentially dangerous forms of generating power in SS14. It uses a particle accelerator to fire high energy particles at a singularity generator to spawn a singularity. The singularity then pulses radiation which is absorbed by radiation collectors around it's perimeter.
Work with the Science department to [[Construction|rebuild]] any destroyed machines, such as computer consoles. <!--TODO: Make this explain howto, optimally with a short summary from the Guide to Construction -->


The singularity must be kept inside a containment field setup with emitters, otherwise if not contained the singularity will consume matter like a black hole and grow to a massive state. If starved of particles or matter, the singularity will slowly shrink until it collapses so once the singularity is of the correct size, it's wise to turn down the particle accelerator to a lower power setting to prevent it growing out of hand.
== Things To Keep In Mind ==
* Engineering is a very extensive department and has a lot of duties. Try splitting them up with your colleagues to save some work. <!-- More of a CE tip TBH -->
* Don't be afraid to ask! You and the other engineers won't know it all so if you need a helping hand just ask, most people will likely be eager to help.


The largest size singularity before you risk it breaking loose can generate between 1.4 and 1.6 MW with 24 radiation collectors. This value is verty likely to change and will even change depending on the layout of your engine (radiation falls off over distance so closer collectors will net more power). In future, radiation collectors will also require plasma tanks to function and will run out over time.
[[Category:Roles]]
 
[[Category:Engineering Roles]]
<!-- === The Suppermatter === (whenever it gets implemented) -->
 
== Fixing hull breaches ==
TBA
 
<!-- == Power 201: Knowing how does power work ==
 
=== The Cable Hierarchy ===
TBA
 
=== "Oh god we have no power" ===
TBA
 
=== Creating your power grid ===
TBA
 
== Things to keep in mind ==
TBA
Probably should get moved to the guide to power -->
 
[[Category:Jobs]]

Latest revision as of 20:25, 6 November 2024


Engineering

Station Engineer

Access: Engineering, External, Maintenance
Difficulty: Medium
Duties: Maintain and fix the Station, make sure the power doesn't go out. Get berated over the radio when power inevitably goes out.
Supervisors: Chief Engineer
Subordinates: Technical Assistant
Guides: Guide to Construction, Guide to Power, Guide to Atmospherics

The station engineers are in charge of rebuilding walls, fixing windows, repairing airlocks and fixing hull breaches (spaced areas), as well as setting up and maintaining a power source for the station.

Starting Out

Head to the nearest engineering locker and open it. You'll need the insulated gloves in there to protect you from electric shocks while screwing around with wires. It's also recommended that you take a t-ray scanner for checking under-floor pipes and cables, a gas analyzer to check local atmospheric conditions, and a stack each of LV (Low-Voltage), MV (Medium-Voltage) and HV (High-Voltage) cables in case of power outages. You could take half a stack of metal and glass, but they are generally better reserved for usage across the department, so don't keep them in your backpack unless you are going to use them soon.

Power

Main article: Guide to Power

As an engineer, one of your primary responsibilities is generating power. This is absolutely essential to keeping a well-functioning space station from descending into darkness, chaos and villainy.

Fixing Hull Breaches

Repairing hull breaches is a tricky task as when an area gets bombed or dismantled and exposed to space, all of the atmosphere in said room will get almost instantly sucked out into the void. Squishy players of various species need that atmosphere not only to breathe, but also to prevent parts of their body from boiling and bruising.

Preparation

When you get the report of a hull breach (or that an area has been "spaced"), the first thing you should do is get your magnetic boots (magboots), a hardsuit and hardsuit helmet (engineering & salvage hardsuits have built-in helmets; fire suits and fire helmets work in a pinch) and put on an internals mask and oxygen tank (it's recommended that you use the one on your locker, you also start with an emergency kit containing these in your backpack that have a highly limited supply). After that grab some steel, LV, MV and/or HV wires (depending on the place bombed: for example, for maintenance grab HV wires or for the hallway grab LV and maybe HV) and optionally glass. Go to the place with the hull breach and, before opening the firelocks, examine and check it yourself. Are there walls broken? Windows? Which floors need fixing? Do you estimate that you have enough materials? Are your internals turned on by putting on your mask and switching your breathing tank open? Are your magnetic boots activated? Do you happen to see any casualties, and are they still alive and gasping for air? You might want to get them out first, if feasible.

DON'T OPEN IT UP YET.

Check if there is someone without a hardsuit on nearby and kindly make them leave. You're going to create another, hopefully temporary, hull breach when that firelock opens- which is likely to result in the room you and them are in getting firelocked as well. If they don't have a crowbar, they won't be able to leave once that happens.

Structural Repairs

Now pry open the firelock to the spaced area using a crowbar. If you didn't have magboots on and activated, atmosphere flowing from behind you may push you around as the room you left depressurizes. It's highly suggested that you manually pry the firelocks behind you closed as soon as your through, in case any air vents were still operational in that room.

Floors

If there are empty tiles where you can see freely into space, open the Crafting menu (default G) and make "metal rods" from steel and click on the empty spaces to add lattice. To seal against the void of space below, click on the lattices with steel sheets or floor tiles, which will turn into plating. Walls and windows cannot be directly built on tiles that don't have plating.

Walls

Once all of the lattices has been plated you will need to seal any lateral breaches due to missing and damaged walls or windows. Wherever these lateral holes are, you should have placed plating beforehand.

To construct walls, open your Crafting menu again and find "wall". Select it to see it's instructions, then hit "Place Construction Ghost". A blue planning grid will overlay your screen and you will be able to place planning ghosts. Simply click each tile that you need to build a wall on to place ghosts. When you're done, right click to exit the planning mode. The ghosts will remain- use steel sheets on them to first construct girders, then use steel sheets on the girder to complete it. Repeat for all walls. Reinforced walls require plasteel to create, which isn't possible to craft by hand. Windows work similarly with the caveat that you should probably use reinforced glass to make reinforced windows. Follow the same steps as before. Reinforced glass can be crafted by hand using metal rods and glass- in a pinch, you can re-form any broken shards of glass nearby using a lit welder to create new glass sheets and rods.

Further Repairs

If all has gone well, the area should now be safe(r). Double check that there are no holes to space anywhere, and you should be good to re-open any firelocks nearby. Be aware that this may trip further firelocks as the atmosphere between adjacent sections of the station equalizes.

Now see if the power is correct, and if not, fix it.

You will want to make sure that any Atmospherics piping and distribution equipment is repaired.

Work with the Science department to rebuild any destroyed machines, such as computer consoles.

Things To Keep In Mind

  • Engineering is a very extensive department and has a lot of duties. Try splitting them up with your colleagues to save some work.
  • Don't be afraid to ask! You and the other engineers won't know it all so if you need a helping hand just ask, most people will likely be eager to help.