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Malmalmalam

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Everything posted by Malmalmalam

  1. Yeah that would do. I am a little concerned in case the fire spreads beyond those shutters, through Mech Bay perhaps, and leaves it still inaccessible. But it's pretty good without cutting into any established space. There was once an emergency closet that would've been good for repurposing, but morgue was expanded into it. Ah well.
  2. I was also thinking of fires beyond mixing. Importantly, sometimes all of R and D is set on fire, and it spills out into the main hallways, and dumbarses walk in the hallways and set themselves on fire. Or, the fire happens when the escape shuttle is called. That's what I was thinking of when I recommended putting it in the morgue workstation or escape. Your ideas are probably better though. It would depend on where the tech is. Is the tech near the bar playing with trash chutes, or monitoring the console at atmos? Working at arrivals or security? Etc.
  3. Let's face it, most fires happen in science. However, all of the fancy firefighting equipment (backpack, atmos hardsuits, water tank) are on the other side of the station. So when one breaks out, if an atmos tech has to drop whatever they're doing to go all the way to atmos then bring the equipment back to science, it allows that much more time for the fire to burn. The regular firefighting gear is somewhat closer, but is mediocre. Having a dedicated spot, accessible by atmos techs only (or maybe any engineer?), equipped with atmos tech- level firefighting gear across from say, the Kitchen where the morgue was expanded into IIRC, or any place accessible when the shutters come down, would make it much more easier for that fancy equipment to be used.
  4. Ehh, let me know if there is a more proper place to post this.
  5. Not sure where to place this, but looks like this would be good. I thought people would be interested in an easier-to-see map of the power grid without having to squint at the map available on the wiki to find the power lines. Color codes: Orange- East trunk Yellow- West trunk Green- Civilian Light blue- Command Light yellow- "Power sources"- Engineering, Solars Red- Security Dark blue- Medbay Purple- Science Purple squares- SMESes Orange/yellow + other- Same power line, just demonstrating the flow of the trunk through the sector. Purple arrow - points to the backup SMESes near the old bar. The big splotchy rectangles are where the trunk feeds into a sector, or where a sector feeds into another sector. Having studied the power grid, I noticed a few things... The grid can be thought of a little like a tree. It is composed of two trunks, the orange line generally going to east/north of the station, and the yellow line going to the southwest-ish part of the station. The "root" of the tree, when only the SM/Tesla is set up, is one power line coming out of engineering a few steps down from the engi lobby's door. The entire grid for the north half of the station, including Security, comes out of one power line from the maint cubby west of Robotics. Further, Security gets power from only one line, running out of Mr. Chang's. There are a lot of places similarly compromised. But there's also a lot of places you can patch to make the grid a little less weak. EVA, commons, primary tool storage, hallway by gravity generator... The gravity generator and the AI satellite have no power connection whatsoever. They only have SMESes hooked to them. Not sure what's going on there. InfiniSMESes? It would be interesting to see if each solar array could power the sector nearest it if that sector was cut off- i.e. northwest for Sec, northeast for Civvie, southeast for Science/Medbay/Command, southwest for Engi/Cargo/Command/Arrivals. It'd be great to hear from someone if I missed something. First post... gulp
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