Difference between revisions of "Supermatter Engine"

From Paradise Station Wiki
Jump to navigation Jump to search
m
 
(97 intermediate revisions by 13 users not shown)
Line 1: Line 1:
{{Awaiting PR
{{JobEngineering}}'''If you are intending to build your own Supermatter Engine from the ground up, see [[Supermatter Engine/Construction]].'''
| PRlink=https://github.com/ParadiseSS13/Paradise/pull/15291
| PRname=Supermatter Update
| DraftPage=[[Draft:Supermatter Engine]]
}}
[[File:Supermatter_Example_Setup.png|right|frame| Example Setup (Ignore the burning ghost)]]
==Summary==


The Supermatter Shard is a highly reactive and dangerous object capable of causing extensive damage to the station and its crew. With proper containment and setup a single shard can produce an immense amount of power.  
Setting up an engine is a daunting process, so work with your engineering team to make sure the powering up process goes smoothly. If you don't feel comfortable setting up this engine and there is nobody to help you, consider setting up [[Solars]] first so that the station has power and you can take the learning process at your own pace.


===How To Obtain A Suppermatter Shard===
Atmospherics seems like magic to most people, but just taking a peruse through the [[Guide to Atmospherics]] will help a lot.


The only way to obtain a Supermatter Shard is to order one through [[Cargo]] under the Engineering section. It cost 50 supply points and the crate has an access lock that only the [[Chief Engineer]], [[Captain]], or a [[Cyborg]] can unlock.
==The Supermatter Crystal==
It isn't quite clear where the Supermatter Crystal comes from, or how [[Nanotrasen]] managed to acquire a stable one. First and foremost, a supermatter crystal is '''dangerous''' and can be extraordinarily radioactive once activated. It is one of the most dangerous things aboard the station, if handled improperly. Although it is very pretty, anyone who decided to touch it (willingly or not) turns into ash instantly.  


===I Have The Crate, What Do I do With It?===
When properly contained and left on its own in a stable environment, it will not do much except occasionally let out small bursts of radiation. However, when its EER level begins to rise it will begin shooting out much more radiation and start producing a highly flammable Oxygen/Plasma mix. Both of these effects become more violent as the integrity of the crystal begins to falter.


First things first, DO NOT OPEN THE CRATE. The shard is extremely dangerous to handle and once the crate is open the shard will no longer fit inside. If the crate is opened somehow by accident take extreme caution not to walk into it or touch it. It will instantly incinerate you, leaving nothing but ashes and triggering the delamination of the shard, more on that soon. The only way to transport it once outside the crate is to pull it. Be mindful that environmental hazards can cause the crystal to collide with you such as a pressure change (hull breach, panic siphon, anything that could cause space wind strong enough to move objects), conveyor belts, and momentum (if you are in space or the gravity generator is down). Best to wait until a proper containment is set up fully before opening the crate.
==Setup==
===Safety Equipment===
In order to avoid getting irradiated by the glowing rock we call an SM crystal, you will need to don a radiation suit and hood, as well as a pair of Meson Goggles.


==Delamination And You==
If you fail to do this, you will get '''irradiated'''. The radiation will inflict toxin damage and will make your beautiful hair (washed with NT brand 32 in 1 hair conditioner and shampoo) fall out. If you neglect to wear mesons, vivid hallucinations will occur and once they start, there is no stopping them. You can only ride it out. These get more powerful as you get closer to the SM and the SM grows in power.


===What Is Delamination?===
'''Note''': The SM crystal only produces radiation when activated, so radiation suits are not required around docile engines. Mesons, on the other hand are always required.


Delamination is the process in which a Supermatter Shard destabilizes, eventually leading to a massive explosion if not stopped. While the shard is delaminating it will release progressively stronger amounts of radiation, oxygen, and plasma at a high enough temperature to ignite.
===Gas Loop===
<div style="display: grid; float: right;">[[File:SuperMatterGasLoopGuide.png|right|thumb|512px|Default Setup]][[File:SuperMatterOptimizedSetup.png|right|thumb|512px|Optimized Setup]]</div>
====Default Setup====
# Set each pump outlined in green, as well as the filters also in green, to 4500kPa output. Alternatively, replace the pumps (Not the filters) in green with pipes, for optimization.
# After that, you will want to turn the gas pumps circled in red off (forgetting this is how you speedrun blowing up the engine)
# The Green outlined gas filters in the bottom should be set to filter back in whatever gas you are using as a coolant inside the engine.


===What Causes Delamination===
'''WARNING: While this is the easiest setup, the pumps can easily end up clogging if anything goes wrong. It is very sensitive and requires high maintenance and supervision to prevent it from fully delaminating. The optimized setup is preferred, as it is more stable and easier to maintain.'''


One of the most common ways delamination is started is something or someone touching the shard and being subsequently dusted. Projectiles, lasers, fire, high temperatures, clowns, chemicals, and a multitude of other things can also set off a reaction. Once the shard delaminates to a certain point a very distinct message will be sent out, usually something along the lines of "Supermatter Shard Delamination at 7%!".  
====Optimized Setup====
# Replace all the pipe sections (where the pumps used to be in the default setup) outlined in red with regular pipes.
# In the area outlined in blue, add regular pipes that circumvent the gas filter.
# Activate/Deactivate remaining pumps and air alarms as dictated by the default setup.


===How To Reverse Delamination===
While the default setup works, the optimized setup will prevent most gas setups (CO2 and N2 especially) from going into a difficult-to-reverse delamination when John Greytider touches the Supermatter Crystal. This is the preferred and most commonly used setup and your [[Chief Engineer]] will likely direct [[Engineering]] to use it. It is often self-correcting and light monitoring will be more than enough to keep it stable.


Stopping the process of delamination is relatively simple if you have right gear. What you have to do is cool the shard, whether siphoning the room its in, opening a canister of supercooled nitrogen, or simply spacing the shard. An atmospherics hardsuit or the Chief engineer's hardsuit would be best to have while dealing with the shard as both provide protection from the fire, heat, and radiation produced from the shard. An engineering hardsuit would protect against the radiation but have a fire extinguisher nearby and some medicine for burns. If the situation is truly dire loading up on burn and toxin meds will work, don't expect to survive the experience though. Of course a cyborg is immune to the effects of fire and radiation and could easily deal with a delaminating shard if one is available. It usually takes around twenty to thirty minutes for a shard to fully delaminate if it is just left alone, so there is no need to panic. Unless of course there is something actively firing at the shard such as an emitter or the PA. With just one emitter a shard can delaminate in about five to ten minutes, best to turn them off before attempting to move the shard.
===Radiation Collector===
Take plasma tanks and place them in the radiation collectors directly outside the SM chamber and then turn them on so you can produce power. It is generally advised to fill these tanks up full by using the plasma canister in Secure Storage. 1012kpa is the max pressure for a small tank. The tanks can suffice for a full 2 hour shift if not filled up, but they should be payed attention to for extended rounds.


===Alright The Shard Blew Up And Now I Am Hallucinating===
===Starting the Engine===
# Now go over to the air alarm inside the SM Airlock .
# Click vent controls and set each of the vents to 2000 (The scrubbers max out at approximately 1,100 kPa, but this is an easy way to max them), as well as ensure they are set to BLOWING. (This is true at shift start, but checking never hurts.) Alternatively, set the vents to 0 and INTERNAL. While setting the vents to 2000 kPa is functional, the latter setting is preferred and will move A LOT more gas in a short period of time. A busted air alarm is usually a one way ticket to a delam, so it's best to triple check.
# Go over to scrubber controls and set each scrubber to extended and to scrub all gases. (Leaving some gases out on the scrubber setting will cause build up of gas in the chamber, which can rapidly heat up and lead to a delam.) It is not advised to set the scrubbers to siphon. '''Siphoning will work just as fast as scrubbing, but will stop working if the pressure in the pipe reaches 5066.25kPa or above.''' This can easily happen in the event of a delamination, and can impede your efforts to stop it.
# Start the engine with quite a lot of the primary coolant, make sure that the monitoring computer says it is over '''70%'''. If there's a low amount of primary coolant, a gas unbalance in the chamber could be created (Oxygen+Plasma mix will take over) and a crystal delamination will start.
# Set the SMES input to max and the output to just below that. '''NOTE:''' The emitters are powered by the SMESs, so if they do not provide enough power to the station and emitters, the emitters will, of course, not fire. If the engine output isn't enough for max input for all 4 SMES, try messing with the input settings to find a proper balance, but always keep the output less than the input.
# At this point you can connect more emitters to the emitter area if you wish. This can be done at any point, even long into the shift.
# Turn on the emitters in the room below and watch the magic happen. It is advised to activate one emitter at a time and monitor the effects before turning more on.
# If using CO2, ignore the emitters and slowly pump CO2 from atmos into the engine. Make sure the CO2 in the engine does not pass 16000 moles on the WEST side of the engine. '''NOTE:''' Measurements for the eastern and western pipe loops will yield different values.


Once the shard completely delaminates it will explode, taking out an area roughly the size of a syndicate bomb. It will also release a massive amount of low radiation, causing extreme amounts of hallucinations among the crew on board the station. The immediate area around the shard will be irradiated heavily making repair efforts difficult and depending on where the shard was when it exploded this could prove detrimental to the crews survival. The most common course of action at this point is to call the emergency shuttle if possible.
==Upkeep==
SOP states that if the emitters are firing the engine must be monitored constantly. It is also advisable that you periodically verify the filters, pumps, and air alarm are all correctly configured. Consult with other engineering staff if there is a nonstandard configuration.


==Utilizing The Shard==
'''Note''': Do NOT attempt to change a stable engine if it looks iffy. If the numbers on this page do not match with the readings from the engine, contact your Chief Engineer, or call another engineer immediately. These numbers are rough generalizations meant for newer players.
===Monitor Checklist===
# Verify the pressure is under 250 kPa.
# Verify the temperature is under 310 kelvin.
# Verify the relative EER is under 5000 MeV/cm3.
# Verify the primary coolant (usually either N2 or CO2) is over 70%.


Before attempting to construct an engine with a Supermatter shard you should have a firm understanding of atmospherics and engineering plus permission from the Chief Engineer and/or the Captain, as both can deny the ordering of a Supermatter shard from cargo. Also getting some fellow engineers/atmos techs to contribute will expedite the process immensely, trying to build a Supermatter engine solo can take upwards of 60 to 90 minutes.
===What to do if energy (EER) is too high===
# Turn all emitters off.
# If the primary coolant is CO2, flush some gas away. Since CO2 excites the crystal, removing some is like taking wood out of a fire. Do this by making the filters on the bottom filter nothing back in while having no external input, or use the filter on the north end of the engine to send some to the yellow cans. Do not do this for too long, or there will not be enough coolant for the SM to, well, cool. This is generally not the best course of action for N2, but if the pressure is high, it's worth a shot.
# When in doubt, flush with N2. This is most easily done by turning on the pumps on the northeast side of the engine that are connected to the red cans. You will usually not need to remove the other coolant from the SM, but doing so is not an incorrect course of action. A little N2 goes a long way. Do keep in mind that too much of any gas, including N2, is dangerous for the crystal so keep the volume down as well.


===Pipes, Lots and Lots of Pipes===
===What to do if the pressure is too high===
# Turn off the emitters.
# Verify all pumps and filters are on max flow rate.
# Verify all supermatter engine scrubbers are either set to siphoning on extended, or scrubbing all gas.
# Verify all supermatter engine vents are at max output (approximately 1101 kPa), or set to INTERNAL 0.
# Use an analyzer to check the coolant loop pressure and gas composition.
# If there is too much coolant in the line, system adjust all the filters to bleed some off or use the canisters.
# If there is anything other than the choice coolant in the cyan pipes, check the filter settings.


Assuming you have a suitable location for setting up your soon to be engine, the first thing you will need to do is lay down the pipes, vents, and scrubbers. It is key that these are set and connected before the rest of containment can be built.
===What to do if the temperature is too high===
# Turn off the emitters.
# Verify all pumps and filters are on max flow rate.
# Verify all supermatter engine scrubbers are siphoning on extended, or scrubbing all gasses.
# Verify all supermatter engine vents are at max output (approximately 1101 kPa), or set to INTERNAL 0.
# Verify the space cooling loop is not compromised in any way.
# Using the freezer loop, inject N2 or N2O (preferably cold, but room temperature can do in a pinch) into the coolant loop to bring the temperature down. '''NOTE:''' By default, this will be scrubbed out after cycling through the chamber unless the filters are set to filter it back into the engine. It is highly advised that this action is taken.


====Neutral Gas Vents====
==Events==
Now you have set up the Supermatter Engine, it's fine to leave it by itself, right? Wrong. Throughout the shift, an event can occur to the engine; this can be either a minor hiccup or cause a delamination that destroys engineering! There are five categories of events that can occur, Class D to S.


[[File:Supermatter-Coolant-Neutral Gas Supply System.png|200px|right|frame]]
====D Class====
Events that only affect certain types of '''non-standard''' setups, minimial operator intervention required. These events occur instantly and engineering will be alerted on telecomms.


These unary vents will be used to fill the containment chamber with a neutral gas such as CO2 or N2 once the shard is in place. Cooling the gas prior to pumping it in is preferable.
'''D-1''': About 200 moles of nitrous oxide are released by the crystal.<br>
'''D-2''': About 200 moles of nitrogen are released by the crystal.<br>
'''D-3''': About 250 moles of carbon dioxide are released by the crystal.<br>


====C Class====
Events with mild effects to '''standard setups'''. Operator intervention may be required, such as checking coolant or disabling emitters. Engineering will be alerted on telecomms.


'''C-1''': About 250 moles of oxygen are released by the crystal.<br>
'''C-2''': About 250 moles of plasma are released by the crystal.<br>
'''C-3''': The temperature threshold at which the engine starts to lose integrity is lowered for a few minutes.<br>


====B Class====
Events with significant effects to '''standard setups'''. Action may need to be taken to prevent a delamination event. Engineering will be alerted on telecomms.


'''B-1''': The amount of plasma and O2 released by the engine is doubled for a few minutes.<br>
'''B-2''': The amount of heat released by the engine is increased for a few minutes.<br>
'''B-3''': The engine's EER is raised slightly above critically for several minutes, regardless of outside factors.<br>


====A Class====
Events with SEVERE effects to '''standard setups'''. Action will need to be taken to prevent a delamination event. Engineering will be alerted on telecomms.


'''A-1''': The engine's APC is shorted due to a power spike, requiring its wires to be mended.<br>
'''A-2''': The engine's air alarm resets its self as an effect of radiological interference.<br>
'''A-3''': The amount of plasma and O2 released by the engine is quadrupled for a few minutes.<br>


====S Class====
Events that require immediate intervention and a specialized response to prevent a delamination event, such as a specialized coolant or grounding rods. Coordination with other departments is HIGHLY recommended. A warning will be broadcasted on engineering and general communications before these events.


====Scrubbing System====
'''Arc Type''': The engine's EER is raised massively several minutes, resulting it a supercritical state. Grounding rods from Science is highly recommended for this type.<br>
'''Heat Type''': The amount of heat released by the engine is massively increased for several minutes. Specialized coolants from Atmos is highly recommended for this type.


[[File:Supermatter Scrubber System.png|200px|right|frame]]
==Delamination==
<q>Oh shit oh fuck it's on fire</q>


Scrubbing out the oxygen and plasma produced by the Supermatter shard is a key part in keeping it from delaminating. Scrubbed gas can be safely vented into space or hooked into the turbine to squeeze out some more power.
While it may be panic-inducing, the SM Delamination usually gives a long enough time for it to be fixed, or at the very least limit the damage. It is recommended to take all steps listed under Upkeep first in the event of a delam before attempting the extreme emergency steps in this section.


If there is too much power, temperature, or pressure the crystal starts losing integrity. If this hits zero, it will go through a total delamination.


===The Steps towards a Delamination===
# As the temperature reaches a critical value or too much gas is in the chamber, the delamination will start.
# If there is above 5000MeV/cm3, the SM will begin arcing, as well as spitting out anomalies (See below). This is a very visible sign of a possible delamination. '''Note''': Just because the EER of the engine is above 5000MeV/cm3, this does NOT mean it is in a state of delamination.
# With more energy, the crystal will also create more gas, which may, in turn, ignite and increase the heat in the chamber, damaging the crystal. This is why all the three values run off when it starts. They are all correlated and affect each other. It's a chain reaction of sorts.
# As it grows nearer the actual delamination event, the SM will give out periodic warnings, informing the crew of its integrity and if it is still in a state of delamination. This means it will often be possible to be warned in time, and will often to be able to stop it if you can figure out the issue.
# When the time is up, and the crystal finally delaminates, one of three things will happen. If there was over 1800 moles of gas absorbed by the supermatter when it delaminated, it will become an SM Singulo. If there were over 5000MeV/cm3 in power, it would become a Tesla, and if none of those were true, it will "simply" explode.


===Anomalies===
If, as said above, the MeV/cm3 value is above 5000, the SM will spawn certain anomalies. '''NOTE:''' These anomalies will appear above 5000 MeV/cm3, even if the engine is not in a state of delamination.
* Gravitational: Sucks nearby loose entities and objects in and throws them around. These anomalies can propel projectiles fast enough to penetrate hardsuits and lodge debris in places like your pelvis. (Ouch.)
* Flux: Electrocutes everything that it touches. A shock from this WILL stun you for approximately 10 seconds and cause heat damage to all body parts.
* Cryogenic: Fills the room with freezing N2O and CO2 while freezing the ground below and releasing nanofrost bursts. Be warned, these bursts of nanofrost have the potential to freeze over your vents and scrubbers, blocking your gas from cycling in the supermatter.


===If all else fails===


If the normal upkeep steps have failed and the supermatter is past the point of no return, there are some final steps towards limiting the impact of the delamination. First of all, an explosion is a single event. While big, this does not continue on as the Tesla or Singulo does. The first thing you should do is as such to make sure these cannot happen. Second, you will want to limit the explosion of the SM, assuming you managed to hinder a Singulo or Tesla. The Tesla is spawned if EER is above 5000 MeV/cm3, which will go down fast if the SM has no gas to cause the energy. On the other hand, the Singulo needs a certain gas density, which will not be there if there is no gas. The explosion is based on the type, as well as amount of gas around the crystal. All these make for one goal: suck the gas out. The best course of action is to RCD the floor in the chamber underneath the crystal. If an RCD is not available, take the steps to disassemble a floor tile.
# Put on something with fire resistance and magboots. This will not necessarily let you survive the blast, but may help you survive long enough to be the hero only the ghosts remember.
# Make sure the magboots are on. If you don't you will be sucked into the crystal and vaporized.
# MAKE SURE THE MAGBOOTS ARE ON. No seriously, you will be vaporized.
# Use an RCD to deconstruct the floor under the SM or do your best to deconstruct it if an RCD is not available or you're simply out of time.
# '''RUN''' (If you can.)


==Alternative Setups==


The notes on gases below do not tell you what to do but what you can expect of different setups. Which setup is ideal and which setup turns engineering into a crater is up to you to find out.


====Heat Exchange System====
===Pure Gas Setups===
Pure setups are the easiest, as they require no mixing. They are also usually the most efficient. Additionally, the [[#Default Setup|Default Setup]] likely cannot handle anything other than pure N2 or pure CO2.


[[File:Supermatter Cooling (Heat Extange Pipe) System.png|200px|right|frame]]
====Pure N2====
The beginner's engine coolant. N2 is a very stable gas and the engine tech's best friend for calming down an angry engine. An N2 engine will never delaminate by itself unless very specific actions are taken. Delaming an N2 on accident is something for the record books. N2 works best as emergency coolant in alternative gas setups, as it severely hinders the crystal's ability to make power. To get sufficient power by N2, multiple emitters are needed. If it delaminates, it will most often result in an explosion or, in very rare and specific cases, a singularity.


These lovely pipes will be your primary way of keeping the containment area cooled. A heavy gas such as plasma or N2O works best as coolant, plasma more so since it has the highest heat density out of all the gases. Just make sure not to accidentally connect your neutral gas supply lines up with your coolant.
====Pure O2====
In some ways similar to N2, O2 will not cause high EER or high temp by itself, and does require emitters to create sufficient power. O2 as a gas will increase the power output. The danger with a pure O2 engine is the way that O2 reacts with a crystal. If the crystal becomes unstable, a snowball effect will trigger, producing more O2 and plasma. With no other gasses in the mix, a pure O2 engine has a high likelihood of catching fire. If it starts to delaminate and is on fire, expect pressure and temperature to rise very quickly.


====Pure CO2====
A considerably stable setup that produces marginally more heat than N2. This is often seen as one of the safest and most effective setups, right alongside N2. CO2 itself activates the crystal and the amount of CO2 will determine the EER. Very useful for powering the engine without the use of emitters. '''NOTE''': Plasma fires will create CO2 as a byproduct and can potentially lead to a snowball effect if unchecked.


====Pure Plasma====
While plasma has excellent temperature retaining properties, it fails to be effective as a pure coolant. Surprisingly enough, plasma will not produce much power and will result a very ANGRY SM. Plasma heats the SM up A LOT and can be extremely dangerous in inexperienced hands. It is recommended do test out setups involving plasma on a test server before trying a plasma setup. Plasma is best used in a gas mix rather than by itself.


====Pure N2O====
Nitrous Oxide is like the brother of N2. It makes for an excellent engine retardant by reducing the activity of the crystal. If you want a very inactive engine, use this.


==Sabotaging==


'''If you're not a hijacker antag then you should definitely ahelp before messing with the engine.'''


===Wiring And Containment===
Whatever this guide tells you to do in the case of preventing delamination, doing the exact opposite is usually a good place to start. The most efficient saboteurs will likely be those most familiar with the engine.


After finishing up with with the pipework the next few steps can be done in any order. The wiring and windows are also up to you as well, this is just showing how to get the optimal amount of emitters firing upon one Supermatter shard.
A textbook method of delaminating the SM on purpose is to pump plasma and oxygen into it. A delamination of lots of oxygen and plasma will be fast and violent. It would be helpful to either turn off the scrubbers, preventing them from taking gas out of the chamber.


====Walls, Floors, And Windows====
Slamming two supermatter crystals together will yield [[Death|fun]] results.
 
[[File:Supermatter Containment setup.png|right|frame]]
 
Fireproof materials are a must when setting up containment. Plasma glass, heat-proofed reinforced walls (just add another sheet of plasteel to a reinforced wall to heat proof it), and reinforced floors. Once the walls and glass are in install the airlock and fire shutters. An atmospheric airlock is best for this purpose.
 
 
 
 
 
 
 
 
 
====Wires, Emmiters, And Collectors====
 
[[File:Wire, emitter, and collector setup.png|right|frame]]
 
While installing emmitters make sure they have a clear line of sight into the center of the containment chamber otherwise they won't be able to hit the shard. Radiation collectors block emitter shots as well, keep that in mind. After installing the radiation collectors make sure to put freshly filled canisters of plasma into each one. Ensure that the radiation collectors are wired into a [[SMES]] rather than the station power grid as to avoid arching APCs.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
===Wrapping Up===
 
[[File:Supermatter Complete Setup.png|right|frame]]
 
Once everything is in place access the air alarm the vents and scrubbers are connected to (note if you have built in space you will have to have the containment added onto the station's blueprints to be able to link the vents and scrubbers to an air alarm. You may also need to unwrench and wrench them back into place once you do have the air alarm built). Set the scrubbers to scrub out oxygen and plasma, then set their range to extended. Next set your vents to output at a pressure higher than 3000KkPa. Once set go ahead and bring in the Supermatter shard in its crate and turn on the vents and scrubbers. Wait for the room to equalize, thirty seconds or so should suffice. Use a holofan on the airlock and unlock the crate, make sure its in the center of the containment area. Once its set open the crate and leave the containment area, don't bother trying to take the crate out as it will be destroyed by your emitters in short time. Once every is set turn on your radiation collectors, flick the switches on your emitters, and bask in the glory that is now your Supermatter Engine!

Latest revision as of 16:07, 21 December 2023

Engineering Department

If you are intending to build your own Supermatter Engine from the ground up, see Supermatter Engine/Construction.

Setting up an engine is a daunting process, so work with your engineering team to make sure the powering up process goes smoothly. If you don't feel comfortable setting up this engine and there is nobody to help you, consider setting up Solars first so that the station has power and you can take the learning process at your own pace.

Atmospherics seems like magic to most people, but just taking a peruse through the Guide to Atmospherics will help a lot.

The Supermatter Crystal

It isn't quite clear where the Supermatter Crystal comes from, or how Nanotrasen managed to acquire a stable one. First and foremost, a supermatter crystal is dangerous and can be extraordinarily radioactive once activated. It is one of the most dangerous things aboard the station, if handled improperly. Although it is very pretty, anyone who decided to touch it (willingly or not) turns into ash instantly.

When properly contained and left on its own in a stable environment, it will not do much except occasionally let out small bursts of radiation. However, when its EER level begins to rise it will begin shooting out much more radiation and start producing a highly flammable Oxygen/Plasma mix. Both of these effects become more violent as the integrity of the crystal begins to falter.

Setup

Safety Equipment

In order to avoid getting irradiated by the glowing rock we call an SM crystal, you will need to don a radiation suit and hood, as well as a pair of Meson Goggles.

If you fail to do this, you will get irradiated. The radiation will inflict toxin damage and will make your beautiful hair (washed with NT brand 32 in 1 hair conditioner and shampoo) fall out. If you neglect to wear mesons, vivid hallucinations will occur and once they start, there is no stopping them. You can only ride it out. These get more powerful as you get closer to the SM and the SM grows in power.

Note: The SM crystal only produces radiation when activated, so radiation suits are not required around docile engines. Mesons, on the other hand are always required.

Gas Loop

Default Setup
Optimized Setup

Default Setup

  1. Set each pump outlined in green, as well as the filters also in green, to 4500kPa output. Alternatively, replace the pumps (Not the filters) in green with pipes, for optimization.
  2. After that, you will want to turn the gas pumps circled in red off (forgetting this is how you speedrun blowing up the engine)
  3. The Green outlined gas filters in the bottom should be set to filter back in whatever gas you are using as a coolant inside the engine.

WARNING: While this is the easiest setup, the pumps can easily end up clogging if anything goes wrong. It is very sensitive and requires high maintenance and supervision to prevent it from fully delaminating. The optimized setup is preferred, as it is more stable and easier to maintain.

Optimized Setup

  1. Replace all the pipe sections (where the pumps used to be in the default setup) outlined in red with regular pipes.
  2. In the area outlined in blue, add regular pipes that circumvent the gas filter.
  3. Activate/Deactivate remaining pumps and air alarms as dictated by the default setup.

While the default setup works, the optimized setup will prevent most gas setups (CO2 and N2 especially) from going into a difficult-to-reverse delamination when John Greytider touches the Supermatter Crystal. This is the preferred and most commonly used setup and your Chief Engineer will likely direct Engineering to use it. It is often self-correcting and light monitoring will be more than enough to keep it stable.

Radiation Collector

Take plasma tanks and place them in the radiation collectors directly outside the SM chamber and then turn them on so you can produce power. It is generally advised to fill these tanks up full by using the plasma canister in Secure Storage. 1012kpa is the max pressure for a small tank. The tanks can suffice for a full 2 hour shift if not filled up, but they should be payed attention to for extended rounds.

Starting the Engine

  1. Now go over to the air alarm inside the SM Airlock .
  2. Click vent controls and set each of the vents to 2000 (The scrubbers max out at approximately 1,100 kPa, but this is an easy way to max them), as well as ensure they are set to BLOWING. (This is true at shift start, but checking never hurts.) Alternatively, set the vents to 0 and INTERNAL. While setting the vents to 2000 kPa is functional, the latter setting is preferred and will move A LOT more gas in a short period of time. A busted air alarm is usually a one way ticket to a delam, so it's best to triple check.
  3. Go over to scrubber controls and set each scrubber to extended and to scrub all gases. (Leaving some gases out on the scrubber setting will cause build up of gas in the chamber, which can rapidly heat up and lead to a delam.) It is not advised to set the scrubbers to siphon. Siphoning will work just as fast as scrubbing, but will stop working if the pressure in the pipe reaches 5066.25kPa or above. This can easily happen in the event of a delamination, and can impede your efforts to stop it.
  4. Start the engine with quite a lot of the primary coolant, make sure that the monitoring computer says it is over 70%. If there's a low amount of primary coolant, a gas unbalance in the chamber could be created (Oxygen+Plasma mix will take over) and a crystal delamination will start.
  5. Set the SMES input to max and the output to just below that. NOTE: The emitters are powered by the SMESs, so if they do not provide enough power to the station and emitters, the emitters will, of course, not fire. If the engine output isn't enough for max input for all 4 SMES, try messing with the input settings to find a proper balance, but always keep the output less than the input.
  6. At this point you can connect more emitters to the emitter area if you wish. This can be done at any point, even long into the shift.
  7. Turn on the emitters in the room below and watch the magic happen. It is advised to activate one emitter at a time and monitor the effects before turning more on.
  8. If using CO2, ignore the emitters and slowly pump CO2 from atmos into the engine. Make sure the CO2 in the engine does not pass 16000 moles on the WEST side of the engine. NOTE: Measurements for the eastern and western pipe loops will yield different values.

Upkeep

SOP states that if the emitters are firing the engine must be monitored constantly. It is also advisable that you periodically verify the filters, pumps, and air alarm are all correctly configured. Consult with other engineering staff if there is a nonstandard configuration.

Note: Do NOT attempt to change a stable engine if it looks iffy. If the numbers on this page do not match with the readings from the engine, contact your Chief Engineer, or call another engineer immediately. These numbers are rough generalizations meant for newer players.

Monitor Checklist

  1. Verify the pressure is under 250 kPa.
  2. Verify the temperature is under 310 kelvin.
  3. Verify the relative EER is under 5000 MeV/cm3.
  4. Verify the primary coolant (usually either N2 or CO2) is over 70%.

What to do if energy (EER) is too high

  1. Turn all emitters off.
  2. If the primary coolant is CO2, flush some gas away. Since CO2 excites the crystal, removing some is like taking wood out of a fire. Do this by making the filters on the bottom filter nothing back in while having no external input, or use the filter on the north end of the engine to send some to the yellow cans. Do not do this for too long, or there will not be enough coolant for the SM to, well, cool. This is generally not the best course of action for N2, but if the pressure is high, it's worth a shot.
  3. When in doubt, flush with N2. This is most easily done by turning on the pumps on the northeast side of the engine that are connected to the red cans. You will usually not need to remove the other coolant from the SM, but doing so is not an incorrect course of action. A little N2 goes a long way. Do keep in mind that too much of any gas, including N2, is dangerous for the crystal so keep the volume down as well.

What to do if the pressure is too high

  1. Turn off the emitters.
  2. Verify all pumps and filters are on max flow rate.
  3. Verify all supermatter engine scrubbers are either set to siphoning on extended, or scrubbing all gas.
  4. Verify all supermatter engine vents are at max output (approximately 1101 kPa), or set to INTERNAL 0.
  5. Use an analyzer to check the coolant loop pressure and gas composition.
  6. If there is too much coolant in the line, system adjust all the filters to bleed some off or use the canisters.
  7. If there is anything other than the choice coolant in the cyan pipes, check the filter settings.

What to do if the temperature is too high

  1. Turn off the emitters.
  2. Verify all pumps and filters are on max flow rate.
  3. Verify all supermatter engine scrubbers are siphoning on extended, or scrubbing all gasses.
  4. Verify all supermatter engine vents are at max output (approximately 1101 kPa), or set to INTERNAL 0.
  5. Verify the space cooling loop is not compromised in any way.
  6. Using the freezer loop, inject N2 or N2O (preferably cold, but room temperature can do in a pinch) into the coolant loop to bring the temperature down. NOTE: By default, this will be scrubbed out after cycling through the chamber unless the filters are set to filter it back into the engine. It is highly advised that this action is taken.

Events

Now you have set up the Supermatter Engine, it's fine to leave it by itself, right? Wrong. Throughout the shift, an event can occur to the engine; this can be either a minor hiccup or cause a delamination that destroys engineering! There are five categories of events that can occur, Class D to S.

D Class

Events that only affect certain types of non-standard setups, minimial operator intervention required. These events occur instantly and engineering will be alerted on telecomms.

D-1: About 200 moles of nitrous oxide are released by the crystal.
D-2: About 200 moles of nitrogen are released by the crystal.
D-3: About 250 moles of carbon dioxide are released by the crystal.

C Class

Events with mild effects to standard setups. Operator intervention may be required, such as checking coolant or disabling emitters. Engineering will be alerted on telecomms.

C-1: About 250 moles of oxygen are released by the crystal.
C-2: About 250 moles of plasma are released by the crystal.
C-3: The temperature threshold at which the engine starts to lose integrity is lowered for a few minutes.

B Class

Events with significant effects to standard setups. Action may need to be taken to prevent a delamination event. Engineering will be alerted on telecomms.

B-1: The amount of plasma and O2 released by the engine is doubled for a few minutes.
B-2: The amount of heat released by the engine is increased for a few minutes.
B-3: The engine's EER is raised slightly above critically for several minutes, regardless of outside factors.

A Class

Events with SEVERE effects to standard setups. Action will need to be taken to prevent a delamination event. Engineering will be alerted on telecomms.

A-1: The engine's APC is shorted due to a power spike, requiring its wires to be mended.
A-2: The engine's air alarm resets its self as an effect of radiological interference.
A-3: The amount of plasma and O2 released by the engine is quadrupled for a few minutes.

S Class

Events that require immediate intervention and a specialized response to prevent a delamination event, such as a specialized coolant or grounding rods. Coordination with other departments is HIGHLY recommended. A warning will be broadcasted on engineering and general communications before these events.

Arc Type: The engine's EER is raised massively several minutes, resulting it a supercritical state. Grounding rods from Science is highly recommended for this type.
Heat Type: The amount of heat released by the engine is massively increased for several minutes. Specialized coolants from Atmos is highly recommended for this type.

Delamination

Oh shit oh fuck it's on fire

While it may be panic-inducing, the SM Delamination usually gives a long enough time for it to be fixed, or at the very least limit the damage. It is recommended to take all steps listed under Upkeep first in the event of a delam before attempting the extreme emergency steps in this section.

If there is too much power, temperature, or pressure the crystal starts losing integrity. If this hits zero, it will go through a total delamination.

The Steps towards a Delamination

  1. As the temperature reaches a critical value or too much gas is in the chamber, the delamination will start.
  2. If there is above 5000MeV/cm3, the SM will begin arcing, as well as spitting out anomalies (See below). This is a very visible sign of a possible delamination. Note: Just because the EER of the engine is above 5000MeV/cm3, this does NOT mean it is in a state of delamination.
  3. With more energy, the crystal will also create more gas, which may, in turn, ignite and increase the heat in the chamber, damaging the crystal. This is why all the three values run off when it starts. They are all correlated and affect each other. It's a chain reaction of sorts.
  4. As it grows nearer the actual delamination event, the SM will give out periodic warnings, informing the crew of its integrity and if it is still in a state of delamination. This means it will often be possible to be warned in time, and will often to be able to stop it if you can figure out the issue.
  5. When the time is up, and the crystal finally delaminates, one of three things will happen. If there was over 1800 moles of gas absorbed by the supermatter when it delaminated, it will become an SM Singulo. If there were over 5000MeV/cm3 in power, it would become a Tesla, and if none of those were true, it will "simply" explode.

Anomalies

If, as said above, the MeV/cm3 value is above 5000, the SM will spawn certain anomalies. NOTE: These anomalies will appear above 5000 MeV/cm3, even if the engine is not in a state of delamination.

  • Gravitational: Sucks nearby loose entities and objects in and throws them around. These anomalies can propel projectiles fast enough to penetrate hardsuits and lodge debris in places like your pelvis. (Ouch.)
  • Flux: Electrocutes everything that it touches. A shock from this WILL stun you for approximately 10 seconds and cause heat damage to all body parts.
  • Cryogenic: Fills the room with freezing N2O and CO2 while freezing the ground below and releasing nanofrost bursts. Be warned, these bursts of nanofrost have the potential to freeze over your vents and scrubbers, blocking your gas from cycling in the supermatter.

If all else fails

If the normal upkeep steps have failed and the supermatter is past the point of no return, there are some final steps towards limiting the impact of the delamination. First of all, an explosion is a single event. While big, this does not continue on as the Tesla or Singulo does. The first thing you should do is as such to make sure these cannot happen. Second, you will want to limit the explosion of the SM, assuming you managed to hinder a Singulo or Tesla. The Tesla is spawned if EER is above 5000 MeV/cm3, which will go down fast if the SM has no gas to cause the energy. On the other hand, the Singulo needs a certain gas density, which will not be there if there is no gas. The explosion is based on the type, as well as amount of gas around the crystal. All these make for one goal: suck the gas out. The best course of action is to RCD the floor in the chamber underneath the crystal. If an RCD is not available, take the steps to disassemble a floor tile.

  1. Put on something with fire resistance and magboots. This will not necessarily let you survive the blast, but may help you survive long enough to be the hero only the ghosts remember.
  2. Make sure the magboots are on. If you don't you will be sucked into the crystal and vaporized.
  3. MAKE SURE THE MAGBOOTS ARE ON. No seriously, you will be vaporized.
  4. Use an RCD to deconstruct the floor under the SM or do your best to deconstruct it if an RCD is not available or you're simply out of time.
  5. RUN (If you can.)

Alternative Setups

The notes on gases below do not tell you what to do but what you can expect of different setups. Which setup is ideal and which setup turns engineering into a crater is up to you to find out.

Pure Gas Setups

Pure setups are the easiest, as they require no mixing. They are also usually the most efficient. Additionally, the Default Setup likely cannot handle anything other than pure N2 or pure CO2.

Pure N2

The beginner's engine coolant. N2 is a very stable gas and the engine tech's best friend for calming down an angry engine. An N2 engine will never delaminate by itself unless very specific actions are taken. Delaming an N2 on accident is something for the record books. N2 works best as emergency coolant in alternative gas setups, as it severely hinders the crystal's ability to make power. To get sufficient power by N2, multiple emitters are needed. If it delaminates, it will most often result in an explosion or, in very rare and specific cases, a singularity.

Pure O2

In some ways similar to N2, O2 will not cause high EER or high temp by itself, and does require emitters to create sufficient power. O2 as a gas will increase the power output. The danger with a pure O2 engine is the way that O2 reacts with a crystal. If the crystal becomes unstable, a snowball effect will trigger, producing more O2 and plasma. With no other gasses in the mix, a pure O2 engine has a high likelihood of catching fire. If it starts to delaminate and is on fire, expect pressure and temperature to rise very quickly.

Pure CO2

A considerably stable setup that produces marginally more heat than N2. This is often seen as one of the safest and most effective setups, right alongside N2. CO2 itself activates the crystal and the amount of CO2 will determine the EER. Very useful for powering the engine without the use of emitters. NOTE: Plasma fires will create CO2 as a byproduct and can potentially lead to a snowball effect if unchecked.

Pure Plasma

While plasma has excellent temperature retaining properties, it fails to be effective as a pure coolant. Surprisingly enough, plasma will not produce much power and will result a very ANGRY SM. Plasma heats the SM up A LOT and can be extremely dangerous in inexperienced hands. It is recommended do test out setups involving plasma on a test server before trying a plasma setup. Plasma is best used in a gas mix rather than by itself.

Pure N2O

Nitrous Oxide is like the brother of N2. It makes for an excellent engine retardant by reducing the activity of the crystal. If you want a very inactive engine, use this.

Sabotaging

If you're not a hijacker antag then you should definitely ahelp before messing with the engine.

Whatever this guide tells you to do in the case of preventing delamination, doing the exact opposite is usually a good place to start. The most efficient saboteurs will likely be those most familiar with the engine.

A textbook method of delaminating the SM on purpose is to pump plasma and oxygen into it. A delamination of lots of oxygen and plasma will be fast and violent. It would be helpful to either turn off the scrubbers, preventing them from taking gas out of the chamber.

Slamming two supermatter crystals together will yield fun results.