Calecute
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Everything posted by Calecute
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Heads could have some meaningless trophies and/or medals. There's a wide range of stuff this could be. They could even be random. Some corporate sport stuff like "2º Place in Basketball in NT Engineering Games", or "3º Place in hokey in the Cyberiad Departmental Games". They could be an award for something the department did that NT considered worthy: "Best NT team in Engine Security"; "Award in Fire Security in Toxins Handling". Medals could be like the medals cap have, but for some minor stuff, like "dep employee of the shift", or "best xenobiologist", etc. Also we already have mugs. Maybe you could just spawn the mugs on Heads desks instead of in their lockers. I bet most would just leave them there.
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Filtering does refill the room. On filtering the vents will pump air into the room until pressure is 1atmos. Filtering is pretty adequate for refilling rooms most of the time to be honest. Refill will frequently cause space wind, and overpressurize the room, I just use it when I have to repressurize a pretty big area, and usually turn it back to filtering when pressure is 0.8atmos. In my example in escape the vent was set to filtering. Also air alarms does not set to syphoning if they detect plasma on their own, only if they detect a pretty big temp and pressure (usually plasma fire). They set to off if they detect rapid loss of pressure. They're not even set to contaminated on detecting plasma.
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I suspected that we had too much air but never tested. I do know that a bigger breach will take air out faster, but even small breaches shouln't be just a minor inconvinience. They should be lethal. While it would indeed no be fun being insta killed by atmos if you just sitting in escape, is not fun to be insta killed by the engine, and its not fun to be killed by a plasma fire in escape, but we allow it in some circunstances.
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I dont feel we have a problem to create fires tbh.
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Don't get me wrong Allfd, I know a lot of work went into fastmos, and that it's a hard problem. I also know that's very expensive computationaly to make tile atmos faster. And I also know there are trade-offs between area x tile atmos. As I said I think tile atmos probably deal with gases under ~same pressure mixing better, but there a probably other issues I didn’t think about, mainly for lack of experience in area atmos systems. I'm not very familiar with SS13 coding and the differences between code bases, I was just trying to figure out the differences and their consequences and pointing out we really have a problem simulating explosive decompression and why it would be better to simulate it better for gameplay and realism reasons because people raised doubt it was a problem. About the 24 min thing, it will eventually reach an equilibrium where the air that goes in is the same as the air going out because I turned the vent back on. So a fast system just lead to lower equilibrium pressure and more different pressure areas in the room. But as someone who mainly play atmos, I love fastmos even with its flaws, thank you for your work!
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Well I just showed through examples and some math of how explosive depressurization works IRL that it's more realistic. As I said under some plausible assumptions on the size of a tile old escape would vent in 2-5 seconds with a one tile breach. But gameplay wise I think it would be better to have rooms depressurizing quickly for lots of reasons. It would make so we lose more air, making air more valuable, witch can create some interesting choices on what to pressurize as atmos and command. It would make people working in breaches work much more carefully so as not to vent another room. It would make so breaches actually need to be fixed. Right now breaches are a joke to be honest, people just open firelocks and go around them. If you don’t stand one or two tiles away from the breach you are ok. Just as an example I made a breach in escape in a private server, turned atmos back on, went to eat and came back to see how the breach was: 24 minutes with the room breached, and you can breathe ok in 2/3 of the room, and can go through the other 1/3 with no problems if you don't stay there and avoid the tiles right next to the breach. That keeps engies lazy, breaches in maint stay there forever, and even in some other parts sometimes. That makes people breach without regard for consequence. People breach perma all the times, never thinking they will suffocate their prisionmates. I sometimes breach into/out of the station so I don't go through a slow external airlock in places where the station is not reinforced. People have no discipline regarding firelocks, because there's no consequence to opening firelocks to areas with atmos alarms. This room is roughly 208 tiles, IRL it would vent in 5-10s with a one tile breach assuming tiles being 2x2x2m.
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Not sure how fast plasma would spread in a pressurized enviroment thou. That's one of the problems with using area, tiles does that better (thou much slower than it should be I guess).
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From a random site I found on the internet, but it makes sense, has formulas and citations. If we assume one tile to be 2x2m, and the room height to be 2m, and trow this formula in Wolfram Alpha, then a one tile breach would vent (to 0,1atmos) one tile in 0.02s, 100 tiles in 2.3s and 1000 tiles in 23s (by my rough estimates the whole station is in this order of magnitude). It would them go from 0,1 atmos to 0,01 atmos in the same time. Looking at our old map, escape had 98 tiles so one window breach in it would vent it in ~2.3-4.6s depending on how low the pressure has to be for you to consider it vented. Note the the same site says: It would also work in reverse. If you opened a vented room to a full room it would fill it in the same time it takes to empty it, as long as the other room is big enough for the change in total volume of air to be negligible. Could also be done this quick with a can with enough flow rate, actually even quicker I think, but not in a practical way, and not quicker than the speed of sound. Of course a big wave of air hitting you at the speed of sound might not be very healthy, my guess is that it would also be noisy as fuck, but a good way to find the room's resonances.
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So instead of atmos being handled by tiles it's handled by rooms? I'd like some more violent depressurizing instead of big rooms being able to be open to space sometimes even indefinitely without much problem (except of course poor folks being fastmos if they get close enough to the breach), but I think handling atmos with tiles makes that pretty much resource intensive, and handling by rooms may have some other problems. This depends on the flow rate from the can. I'm pretty sure IRL you could fill a big room instantly with enough air flowrate. The time it takes for pressure to normalize is pretty much negligible. Imagine filling a pool with water. The time it takes for the water to flow from one place to the other, so the surface is even is irrelevant, the only constrain is how much water are you pumping in it. (althou actually water is a bad example cuz its uncompressible I think you get the idea). Assume you have a kind of balloon, filled with air, it fits in your hand, but it has enough air to fill a 10mx10mx2m room (200kl) with one atmos pressure. The balloon bursts, how much time you think it takes for air to distribute evenly in the room so we have one atmos pressure everywhere?
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Hey since we're here, whats' exactly the difference between bay atmos and para atmos?
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From 0 to F*** in about 5 minutes.
Calecute replied to DiggityDoo's topic in Stories of NSS Cyberiad
You just have to remember not to left it in the console. -
So I am CE, shift's going well, no crazy things happening, cap suddenly say on command comms he's gonna ass fax CC. AI tries to convince him not to, but it’s too late. I ask for demotion, NT rep gets the paperwork done, while people fix cap’s pieces. Not sure how the vote went, but he got demoted. I was confused why a until then reasonable cap had decided to ass fax, but someone send an explanation on Discord.
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I'm not sure how many ticks we have per second in Paradise, but ~2% per tick does not seem like little to me. It's a 70% chance per 60 ticks, as an exemple.
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My almost successful round of engineering.
Calecute replied to Corpse4's topic in Stories of NSS Cyberiad
Gotta teach those engies how to build an airtight BSA -
I think it would be too easy. Spacing the Shield sats is quick as hell, and you can do it easily without witness. Vault and BSA are a little bit harder, but probably just stealing the boards will make for a sizable delay, and if all else fails they could be bombed. Objectives are neglected usually because they have few mechanic effects. Shields is just useful if you get a meteor event, and even them they do a piss poor job. BSA is only good if you're lucky and there's an off station antag base and you found it. DNA vault has some nice effects sometimes, but they are quite minor for the work you put in. It's usually late game when you get it, genetics work would have paid off better.
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This is useful as fuck, a lot of times I want to send lots of things in one ship box
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Cant you turn that off in the intellicard options?
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Yeah cap really drop the ball. AI on wront lawset, he considered nuking the station, but after the BS couldn't open the vault door kinda gave up. He picked up the command remote door control, but just sat there at the bridge waiting for the end to come. Also like half the crew was dead already and the only fax at central was "AI is not responding orders". AI had to beg CC for a ERT after cap died.
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You can always send disposals to where you want to go and just jump into it (Won't work from every entry point thou, you have to pass the junction you want to go before the disposals junction, unless you also changed so disposals don't go to disposals anymore).
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You can very easily redirect disposals pipes with some knowledge of where the junctions are and a destination tagger.
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If you apply plasteel to a reinforced wall it won't melt in fires anymore.
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Paradise brings on a couple more maintainers/Maintainer work day
Calecute replied to florodude's topic in Suggestions
I see, you think there'll be an incentive alignment issue. This will probably happen, but I'm not sure how prevalent it'll be. I mean, antag tokens are not that valuable. There are work arounds, but they will make the system much more complex as you point out in your other comment. But I think antag tokens raising the number of antags and being admin time intensive to handle makes this idea much worse. Limiting the total amount of antag tokens given really solve this thou, but at the cost of paying less for the work done. But on the other hand, competitions sometimes are more effective at extracting work for little pay. I think we should at least consider given karma or some other small token of appreciation for every pull request instead of a competition, but I'm not sure what would be better. Well, the maintainers work is exactly to evaluate and approve code, so I don't think we'll have a problem with that. -
Paradise brings on a couple more maintainers/Maintainer work day
Calecute replied to florodude's topic in Suggestions
How much is an antag token worth in the antag token black market? Just kidding. I see no problem in paying people in antag tokens. "It incentivizes gaming for antag tokens" - this is exactly what we want by using antag tokens as payment. Also I'm not sure how antag tokens works, but I think even if it reduces chances of other people becoming antags depending on how many pull requests are accepted per unit of time the effect will be very small. And people are paying in reduced chance of antag for bug fixes and features, it can be worth it. Also I see absolutely no reason why it would lead to the proposed tg reward system, nor why this system is bad. But in my experience people are quite unreasonable about payment and fairness, we could use more worthless prizes, like Karma, or special snowflake loadout options. -
I usually play atmos and it's true, I both studied the game and want to make atmos efficient and want to flood the station with plasma.