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Penguinizer

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Posts posted by Penguinizer

  1.  

    Aw man, I'm not in the screenshot. Actually, I think you took this just after I got pulled out. That's the multitool I was using to check the power output.

     

    The grid started around the 600kW mark from the engine SMES alone. After I wired the collectors right into the grid, we wound up sitting around the 1.05MW mark. I know for a fact that Baycode supermatters usually start destabilizing around 16-20 emitter blasts and they only need about ten to pump out main engine juice, but that supermatter shard never actually went hot. We wound up just leaving the emitter on, all the way to the end, and the waste gas still never went above the -80C mark.

     

    I took that at the end pretty much. Yeah, we just had the emitter on. We were pretty much pumping in spacelooped nitrogen with the scrubbers pulling out everything else. Originally we blasted it with the emitter some 4 times, but since we didn't see it do anything funny we just left the emitter on. The fact that all of atmos was overpressurized with -100c nitrogen was a minor side-effect.

     

    EDIT:

     

    2KzVYhN.png

     

    Supermatter number #2, ghettorig edition with even less OSHA compliance was less of a success. Luckily it only caught fire after the escape shuttle left.

     

  2.  

    ftgn9a6.png

     

    Via a carefully managed construction process of not telling anyone what we were doing until we were ready to stick the shard in. Atmos built its very own supermatter. Barring a teensy accident with poorly secured windows leading the entirety of atmos being chilled to -120, everything went splendidly.

     

  3.  

    I feel like I've finally come up with an atmos setup I really like. The only downside was that I was too lazy to remove the door from the turbine chamber. Next time, I'm removing the door and moving the vents to the center row. Any other ideas? Also the pressure pump has a pipe cap on it. It's not actually hooked up to the pipe leading to the turbine.

     

    HPAeFou.png

    yF1xP3W.png

     

  4.  

    I hope someone makes a guide to the turbine because I'd like to try it some time. Unless someone already made one? please say yes

     

    The turbine isn't super hard. First you need to get science to fully upgrade it. Then, you probably want to get rid of the useless vent in the room that's supposed to draw stuff out into a canister. Replace it with a second injector. To turn it on you need an Atmospherics Automation Console. We chose to try a bigger burn chamber and added a few more injectors.

     

    As for piping in gas, there's an insulated pipe that runs from atmos to the turbine, we simply used that. Bypassed the mixtank, had the orange line o2 line hooked up to a gas mixer, along with a line straight from the plasma tank. Had a three pump setup that pumped to the turbine chamber through the line, and another three in the turbine itself to pump into the injectors.

     

    There're probably better ways to pump more gas in, but we couldn't think of a good way. Just having a straight manifold instead of the mixer was giving us trouble. Either way, it works decently. Will try to improve when atmosvox next time.

     

  5.  

    CEHE51S.png

     

    After ages of trying to fix my atmos rig working for literally no reason, the atmos crew got things working. It's not ideal, because the mixer was putting out the mix at 1400 kPa instead of the 4500 it was toggled to. Still, got good power out of it.

     

  6.  

    Now, this has probably been suggested before, but it wasn't in the first 2 pages so I'm too lazy to search.

     

    Basically, what this stems from is Vox Traders not being very fun for most people. With traitors/vamps/whatnot, they usually at least have some happen that affects them. With Vox Traders, it's usually negotiations with head of staff and at most one or two vox sort of screwing around. I've seen this same thing suggested in OOC chat quite a bit, so might as well make this fancy thread.

     

    Basically, what I suggest is making it a mid-round event akin to Borers. It'd have to be retooled into being a smaller team, possibly, or having the team size scale. The objectives would have to be rebalanced as they could quite possibly have very little time, as well as having to deal with overall chaos.They'd also likely have to be re-tooled a bit.

     

    One of the other effects would be them actually having to raid. As it stands, most of the time command gives them everything short of the person they have to yoink. There's just very little reason not to do so. With them having to do so during a more chaotic round, it'd lead to them using that to their advantage. That, and possibly trading equipment they have to help the crew in exchange for what they want, stuff like that. Overall, it's likely too complicated, but I think it'd end up being an overall positive change.

     

  7.  

    That awkward moment when two vampires wanted to get the other one alone to learn the other one is also a vampire

    *img*

    Sadly our friendship didn't last when I exposed myself and got myself killed.

     

    Oh, hey, I batoned and tied them up too. I also flashed and nearly cuffed another vampire. It got a bit silly.

     

  8.  

    Essentially, I suggest the formulation of Syndie Adrenaline Implants be changed. I think, at this time, that it's a special reagent. Instead, I suggest it be something along the lines of:

    19 Methamphetamine, 6 Fliptonium, 9 Ephidrene, 8 Mannitol (to more or less even out the brain damage), 8 Nicotine/Omnizine.

     

    Could even leave out the last two if you want. Also credit to Tully for coming up with the name Flipdrenaline.

     

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