Difference between revisions of "Guide to Atmospherics"

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{{Needs revision| reason = some stuff may not be correct/up to date or adapted to baystation12}}
{{Needs revision| reason = some stuff may not be correct/up to date or adapted to baystation12}}


[[File:Atmospherics.png|thumb|600px]]


 
Atmospherics (or Atmosia) is the land of pipes and air, a peaceful place often left to its automatic work. To the untrained eye, it might appear to be entirely impenetrable and useless, just a mess of pipes that should be left alone to do their own work while the Atmospheric Technicians goof off in the break room. But this is far from the truth. In the hands of a competent Technician, Atmosia can just as easily save the station as it can horribly destroy it.
Atmospherics (or Atmosia) is the land of pipes and air, a peaceful place often left to its automatic work. To the untrained eye, it might appear to be entirely impenetrable and useless, just a mess of pipes that should be left alone to do their own work while the Atmospheric Technicians goof off in the break room. But this is far from the truth.




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* '''Atmospheric Alert Computer:''' This computer console will tell you where your attention is needed. A green indicator signals everything is alright, a yellow indicator signals something went wrong, and a red indicator means you should get your ass in gear and move out;
* '''Atmospheric Alert Computer:''' This computer console will tell you where your attention is needed. A green indicator signals everything is alright, a yellow indicator signals something went wrong, and a red indicator means you should get your ass in gear and move out;
* '''Central Atmospherics Computer:''' From this computer, you have complete control of every Air Alarm on the station, allowing you to change Vent, Scrubber and Mode options. However, this is only true if there's an emergency going on in the area (yellow/red triangles). Stable air alarms do not have remote access;
 
* '''Central Atmospherics Computer:''' From this computer, you have complete control of every Air Alarm on the station, allowing you to change Vent, Scrubber and Mode options. By default, every Air Alarm has their Remote Access enabled, so you can theoretically do your job without ever leaving Atmosia, assuming you have competent Engineers;
 
* '''The Atmospheric Pipe System:''' This system takes in the station's waste air, filters it, and provides fresh air for everyone (except Vox and Plasmamen) to breathe;
* '''The Atmospheric Pipe System:''' This system takes in the station's waste air, filters it, and provides fresh air for everyone (except Vox and Plasmamen) to breathe;
* '''The Distribution Computers:''' These computers allow you to see how much of a certain gas you have in storage, in addition to letting you change the rate at which they are outputted;
* '''The Distribution Computers:''' These computers allow you to see how much of a certain gas you have in storage, in addition to letting you change the rate at which they are outputted;
* '''Reserve air canisters:''' Extra canisters of Air Mix, Oxygen, Nitrogen and Nitrous Oxide that can be used to refill portable tanks;
 
* '''Fire-fighting equipment:''' Enables Atmospheric Technicians to survive easily for extended periods in difficult atmospheres;
* '''The Gas Contaiment Areas:''' These are small, walled off areas containing large amounts of all gases. Vital for maintaining a breathable atmosphere aboard the station.
* '''Atmospherics Hardsuit:''' This hardsuit is completely fireproof and can withstand raging plasma fires, in addition to, of course, freely allowing spacewalking;
 
* '''Reserve air canisters:''' Extra canisters of Air Mix, Oxygen, Nitrogen and Nitrous Oxide that can be used to refill portable tanks, or as emergency reserves to fill rooms after a breach;
 
* '''Firefighting equipment:''' Enables Atmospheric Technicians to survive easily for extended periods in difficult atmospheres. These include specialized firefighting armour and backpacks that fire metal foam;
 
* '''Atmospherics Hardsuit:''' This hardsuit is completely fireproof and can withstand raging plasma fires, in addition to, of course, freely allowing spacewalking (yes, you too can always be on fire and laugh it off);
 
* '''Portable Scrubbers / Portable Air Pumps:''' Allow you to quickly filter/repressurize (respectively) areas of the station;
* '''Portable Scrubbers / Portable Air Pumps:''' Allow you to quickly filter/repressurize (respectively) areas of the station;
* '''Portable space heaters:''' Can be used to keep an area from freezing;
* '''Portable space heaters:''' Can be used to keep an area from freezing;
* '''Pipe dispensers:''' Allow repair/construction of Disposal Pipes, Air Pipes, Disposal Pipes, Scrubber Pipes and Heat Pipes;
 
* '''Pipe dispensers:''' Allow repair/construction of Disposal Pipes, Air Pipes, Supply/Waste Pipes and Heat Pipes;
 
* '''Fuel and water tanks:''' For use when fighting fires or other hazards;
* '''Fuel and water tanks:''' For use when fighting fires or other hazards;
* '''Freezers and Heater:''' Allow you to freeze or heat the gas in the pipes when routed through them;
* '''Freezers and Heater:''' Allow you to freeze or heat the gas in the pipes when routed through them;


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===The Pipes===
===The Pipes===
[[File:Atmos.png|thumb|600px]]


For the following section, it would be best to think of air as a fluid, since, technically, it behaves like one. Imagine it as being a current of water flowing through the pipes. Atmospherics is pretty simple, but the pipe layout makes it slightly confusing for the untrained eye. It consists of four pipe "loops", which are color-coded for easy checking:
For the following section, it would be best to think of air as a fluid, since, technically, it behaves like one. Imagine it as being a current of water flowing through the pipes. Atmospherics is pretty simple, but the pipe layout makes it slightly confusing for the untrained eye. It consists of four pipe "loops", which are color-coded for easy checking:


*The dark blue loop is the '''Distribution Loop''', or '''Distro Loop'''. It sends breathable air (roughly 80% Nitrogen and 20% Oxygen) to all the vents on the station, and is fed by the cyan loop lower down in Atmospherics;
*The dark blue loop is the '''Distribution Loop''', or '''Distro Loop'''. It sends breathable air (roughly 80% Nitrogen and 20% Oxygen) to all the vents on the station, and is fed by the cyan loop lower down in Atmospherics;
*The cyan air mix loop, which contains '''Mixed Air''' to feed into the distribution loop;
 
*The cyan loop is responsible for creating '''Mixed Air''' to feed into the distribution loop;
 
*The red loop is the '''Waste Loop''', which retrieves waste air from the various scrubbers on the station and feeds it to the '''Filtering Loop''';
*The red loop is the '''Waste Loop''', which retrieves waste air from the various scrubbers on the station and feeds it to the '''Filtering Loop''';
*The green loop is the '''Filtering Loop''', which filters out the various gases in the waste air provided by the '''Waste Loop''' at various filters placed on it;
*The yellow loop is the '''Mix Loop''', which is internal to Atmospherics and is used for '''custom air mixes'''


*The green loop is the '''Filtering Loop''', which filters out the various gases in the waste air provided by the '''Waste Loop''' at various filters placed along it;


The arrows on the image indicate the direction of flow of various pipe systems. The dark blue arrow indicates the distribution loop carrying gas out to the rest of the station. The red arrow shows the waste intake. The yellow arrow shows both the direction of mixed air flow and points towards the portable air pumps that are outside Atmospherics.
*The yellow loop is the '''Mix Loop''', which is internal to Atmospherics and is used for '''custom air mixes'''. It is rarely used for anything not highly illegal


The air breathed by humans on Baystation 12 is made out of oxygen and nitrogen, and is mixed on the south end of Atmosia (Air Mixing). The gasses are pumped through the cyan tubes from their respective canisters ('''N2''', '''O2''') and are mixed in the air canister ('''Air'''). The breathable gas is then pumped through the cyan loop to the north of Atmosia, where it is then pumped into the blue loop and out to the station.
The air breathed by humans on the Cyberiad is made out of Oxygen and Nitrogen, and is mixed on the south end of Atmosia (in the cyan pipes). The gasses are pumped from their containment areas and into the '''Air Mix''' containment. The breathable gas is then pumped through the cyan loop to the north of Atmosia, where it is then pumped into the blue loop and out to the station.


The filtering loop basically runs the gasses through the filters along the green piping and injects all gas not filtered into the mixing canister.
The filtering loop runs the gasses through the filters along the green piping and is your main tool in fighting gas spills and large fires.


The "canisters" of the station's Atmospherics network are actually rooms filled with the appropriate gas. The output of these rooms are controlled by their respective Supply Control Computers, a small valve that allows the gas to be injected into the pipes, and a filter pump that moves the gas through the pipes.
The "canisters" of the station's Atmospherics network are actually rooms filled with the appropriate gas. The output of these rooms are controlled by their respective Supply Control Computers and a small valve that allows the gas to be injected into the pipes.
 
To create a custom mix of gas, turn on the output of the supply control computers, open the manual valves, and turn the output of the pump to what you wish it to be. The gas will travel through the orange pipes into the mixing chamber. The air mix is pumped into the mixing chamber via a pump north of the orange loop. The mix obtained can then be pumped into the distribution and filtering loop. Remember to open the hand valve south of dark blue t-shaped  valves and turn on the pumps or your custom mix will just be redistributed through the red loop.


===The Gases===
===The Gases===
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==Setting Up Atmosia==
==Setting Up Atmosia==
[[File:AtmosGuide.png|thumb|300px]]
Properly initialized, Atmosia can keep the station aired-up through nearly any emergency.  Improperly initialized, it's a waste of space at best and an outright fire hazard at worst.


Here's how to do it the right way:
In it's default state, Atmosia can '''technically''' handle most Atmospheric Crisis, albeit highly inefficiently. Experienced Technicians can play with it at will, re-routing the pipes and adding all sorts of machinery to make it more efficient. This, however, requires a lot of experience with the role, and a guide on all possible Atmospheric configurations would probably require a small wiki of its own.


As such, it's important that you understand how exactly gases work, and how they flow from one place to another. Take your time to become acquainted with the Atmospheric layout, and try and wait for a few Crisis before attempting any major redesign projects. However, here are some important things to keep in mind:


*1) Go to every green-circled pump and filter (shown on the image) except the topmost one. Make sure they're all on and set to max pressure (4500 kPa), so gas will actually be moved.
* '''Hotter Gas is under Higher Pressure''' - The hotter a gas is, the more pressure it exerts on the piping. This means that a single room's amount of gas, if properly heated up, can be the equivalent of half the station's atmosphere in pressure alone. This becomes problematic if you're using Pressure Pumps, since they only go so far. In addition, the Filters on the Filtering Loop work on pressure as well, so keeping gas cool and low-pressure is '''incredibly''' important.
*2) Go to the topmost green-circled pump (the one feeding air into distribution from the cyan air mix loop) and set it to 700 kPa
*3) Go to every yellow-circled valve and make sure they're turned on. You can tell if it's on by looking at the small light on its side; if it's green, it's on.
*4) Go to every computer at the edge of the room and click "Search", so that the computer will actually register that it has gas to inject into the system. Use the O2 and N2 computers and set their vents to the maximum pressure (5066.25 KPA).
*5) Go outside, to the external ports, and make sure the portable air pumps are connected to the gas ports so that they'll fill.


* '''Volume Pumps are Far Better''' - Pressure Pumps are, by and large, useless in dealing with Waste Air when compared with Volume Pumps. Pressure Pumps should be used for projects that require very specific amounts of gases to be pumped, such as some Turbine setups. Volume pumps bypass this by ignoring pressure and instead moving volume of gas. Seeing as the gas' volume remains constant inside the pipes, this translates into a faster Waste Loop.


Now that Atmosia is set up, there is a short list of things which fall under your stead:
* '''Less is More, does not apply''' - At least for pumps. While you '''do''' still have limited room to work with, three Volume Pumps will always work better than one. Just remember to keep the number of Pump clusters constant: you don't want three Pumps feeding a single one, bottlenecking the whole thing.


*First and by far most important: make sure pipes don't get broken and if they do, fix them.
* '''Space is Cold, and so is Gas''' - Aside from the Freezers, which are very inefficient if not upgraded, there are two main ways of cooling down gas (which is useful when handling fires, as it reduces pressure and helps it clear out faster): the Space Loop and Heat Exchange Pipes. Routing a gas through the Space Loop will cool it down to the temperature of the vacuum outside (a chilly 21 Kelvin), quickly and efficiently. Heat Exchange is a bit more complicated, however. It works by having one of set of Exchangers have pre-cooled gas (either via Freezers or Space Loop), and having another set of Exchangers adjacent to the first one. Any gas that flows through the second group will transfer its heat to the pre-cooled gas, also quickly and efficiently.
*Fix breaches that happen due to meteors or certain individuals.
 
*Fight any fires that start.
* '''Round and round and round it goes''' - It's perfectly possible for you to just send gas back into the Space Loop. Having T-Valves set up to create tiny loops is a great way of further cooling down gases and setting up buffer zones to keep gases rolling without clogging up the Filtering Loop. This is '''especially''' useful in the case of fires and large spills, where you '''must''' reduce the Waste Air's pressure as much as possible in order not to clog the various Air Filters.
*Keep the loop clean. Make sure nobody is messing with pipes or adding dangerous gas into the system.
*Least importantly, maintain the disposals system. You can generate pipes with the disposal pipe dispensers.


==Air Alarms==
==Air Alarms==


Air alarms are the central tool of an atmos tech outside setting atmospherics up. To use an air alarm, simply swipe your ID across it. Here's the different options:
Air alarms are the central tool of an Atmospheric Technician, outside setting Atmospherics up. To use an air alarm, simply swipe your ID across it, or access it via the Central Atmospherics Computer. Here are the available options:


'''Panic Siphon:''' Turn off all the vents and activate the scrubbers to remove '''all''' the air, quicker than normal.


'''Panic Siphons:''' They turn all vents off and set all scrubbers to siphon.  
'''Vents:''' you control vents through the air alarm. The pressure and gas settings are already perfectly set up by default, so don't bother touching them.


'''Scrubbers''': two settings, scrubbing and siphoning:


'''Vents:''' you control vents through the air alarm. There are the following settings:
*Scrubbing will slowly drain any gasses set to scrub in the air of the tile they are on, and transfer it to their pipe;
*External on, Internal off: will drain/add air from the tile the vent is on to make it the correct amount. All air being moved goes into/comes out of the pipe the vent is attached to. Set to 0 to drain air, or pressurize to specific levels.
*Both on: completely useless. Don't bother.
*External off, Internal on: Drains/adds air to the tile to get the pipe attached to the correct level. Setting a vent to internal and the desired pressure to 0 causes ALL gas which enters the pipe to be shunted out onto the tile.


*Siphoning will do the same, except indiscriminately and with '''all''' gases, not just harmful ones


'''Scrubbers''': two settings, scrubbing and siphoning.
In addition to this, you also have several available '''modes''', which change how the vents/scrubbers work:
*Scrubbers will slowly drain any gasses set to scrub in the air of the tile they are on, and transfer it to their pipe. Really, really slow with N2O.
*Siphons will do the same, except indiscriminately and drain all gasses on their tile.


* '''Filtering''' - Default setting. Keeps rooms filtered of harmful gases, at a comfortable 101.325 kPa and at a warm 20 degrees Celsius (unless someone fiddled with the thermostat);


Unlike other stations, the air alarms are already setup to filter dangerous gases so there is no need to fiddle with the alarms.
* '''Draught''' - Will set Scrubbers to Siphoning, while simultaneously venting new gas;


==Pipe Dispensers==
* '''Panic Siphon''' - See above;


There are a few different pipes and devices that you can get from the dispensers, each with specific uses.
* '''Cycle''' - Siphons out all the air, then vents in new one;


Pipe Dispenser:
* '''Siphon''' - Like Panic Siphon, only slower;


*'''Regular pipes''' - The station is infested with these things.
* '''Contaminated''' - Very quickly siphons out all harmful gases. Great for gas spills;
*'''Insulated pipes''' - Keeps the cold out if you're placing pipes out in space. (Regular pipes don't transfer outside heat at all from the environment, so these are pretty much regular pipes without the luxury of manifolds.)


'''Devices'''
* '''Refill''' - Triples vent output for fast repressurization;
*Connector - Used to attach canisters, pumps or scrubbers to a pipe network. If you can't get a pipe network easily to the filter loop, an empty canister can be a good substitute.
*Unary vent - See: Vent. Once placed down it will have to be turned on by activating it at an Air alarm terminal.
*Gas pump - The basic pumps you'll find all over atmospherics. Good for precise pressure levels. Goes up to 4500 kPa.
*Passive gate - Think of it as a one-way manual valve, but electronic. Doesn't pump gas, but lets certain pressure through. Can let up to 4500 kPa pressure through. It should be noted that its on status can be easy to miss, being just a small red/green light.
*Volume pump - A bit like the gas pump, but pumps via volume rather than going for pressure. 200 is its max output, but this is fairly significant. Faster than a gas pump (You can even fill canisters up past the standard 4500 kpa pressure!), so best used in systems where precise pressure isn't needed. (Such as anything to do with the waste loop.)
*Scrubber - Self explanatory, scrubs the nasty out of things, or acts like a vacuum. Like unary vents, needs to be turned on by an Air alarm terminal after wrenched into place.
*Meter - Wanna know how much gas is in a pipe? Use these. (Helpful hint: In a room with the default 101.3kPa atmosphere pipes < 303.9 kPa pressure can be unwrenched.)
*Gas Filter - Them big ol' blocks of things that ring Atmosia, takes certain gasses out. Filters them if you will.
*Gas Mixer - Like a filter, but mixes gasses instead of filters. There is one in Atmosia that mixes nitrogen and oxygen.


'''Heat Exchange'''
* '''Off''' - Vents and Scrubbers are shut down
*Pipes - H/E pipes transfer temperatures between the environment and gas within'. Besides looking spiffy, you can place some in space to cool gasses, or create a burning length of death pipe.
*Junction - Turn that regular pipe network into a H/E network, and back again! After all, you have to get that gas safely into space ''somehow''!
*Heat Exchanger - These strange and esoteric devices equalize the temperature between two pipe networks without actually mixing the gasses. To use, place them facing each other. (So you're going to need at LEAST a 1 X 4 area to set this up.)


==Pipe Dispensers==


Disposal Pipe Dispenser:
There are a few different pipes and devices that you can get from the dispensers, each with specific uses.
 
'''Disposal Pipes'''
Those pipes are made through the disposal pipe dispenser, use them to fix or expand to the disposal system of the Exodus.
 
 
 
==Pipe Prospecting==


Atmospherics isn't the only place with pipes, the entire pipe system is there to explore.  
* '''Regular pipes''' - The ones used in Atmospherics. Useful for remodeling projects;


*Officially, Atmospherics has one other official room on the station, a small room in maintenance just north of the [[Fitness Room]]  and just east of the [[Detective's Office]]. This room can isolate the Security wings distribution system with its own feed of gas, canister of air mix included within.
* '''Supply/Waste pipes''' - Outside Atmospherics, there are two big loops: Supply and Waste. These are represented by blue and red pipes, respectively, which can only connect to the same type of specialized pipe. In order to connect them with Regular pipes, you need to use an Universal Adapter;


*The [[Incinerator]] provides a good off-site burn room.
* '''Heat Exchange pipes''' - Allow you to cool/heat gases based on the ambient temperature of the tile they're on. Think Space Loop (for cooling) or the Toxins Burn Chamber (for heating)


*By [[Arrivals]] and also the airlocks leading to the [[Toxins Test Chamber]] in the maintenance tunnels are two large cans of emergency air mix that can be put into the system with the turn of a valve.
'''Devices''':


Finally, the entirety of the maintenance system itself is a giant playground of pipes. Try using your T-ray to explore the vast pipe systems.
* '''Connector''' - Used to attach canisters, pumps or scrubbers to a pipe network. If you can't get a pipe network easily to the filter loop, an empty canister can be a good substitute;


Whatever you do, be responsible with your experiments. When in doubt, adminhelp what you're going to do.
* '''Vent''' - Once placed down it will have to be turned on by activating it at the room's Air Alarm;


==Useful Atmos Trivia==
* '''Pressure Pump''' - The basic pumps you'll find all over Atmospherics. Good for precise pressure levels. Goes up to 4500 kPa;
*Using H/E pipes in space you can cool things down to a very low temperature very quickly. By making a cross with two off them you can have two on one tile, which is known as 'sequesteral' cooling.
*Air Filters on currently burning mixes can siphon out heated but PURE O2 and Plasma. Do the O2 first then the plasma, as there is less O2 in a fire and thus it functions faster. This (and H/E) allow you to reach really obscene temperatures.
*Air Filters and H/E allow you to expose gasses to the heat of fires (or their CO2 product) but keep/make them pure, allowing for hot N2O or similar.
*You can use fire to burn out floor tiles into space tiles.
*Using a small starter flame/heater you can have in pipe combustion.
*Canister bombs are heated Plasma in a canister, with a O2 tank placed in the canister, and then open the valve between them. You will also need to run very, very fast.
*The gas diverted by an air filter has no maximum pressure, and can therefore reach an insane amount. For example, you can filter out the oxygen into one sealed pipe and it will keep rising.
*You can hack an air alarm to use it as a non-atmostech.
*Any time chemistry sets off an air-affecting grenade (Think Welderfuel/Ground Plasma), the particles spread themselves as part of an airmix. This is bloody annoying, because though the Air Alarms pick them up as "High Concentration of Unknown Particles Detected", they are impossible to suck down to Atmos. Spacing the entire affected air is, as far as I know, the only real "cure". There is a viable way to clean this, if you can safely cordon off the area. Detonating a welding fuel tank usually (always?) cuts a hole to space on the tile beneath it, and thus if you set your internals on and wear a fire suit, is an highly unsafe but effective way of draining the air. It is also one of the few ways to destroy pipes which are at a high pressure and thus can be a useful emergency cut-off if there is plasma irrevocably linked to distribution. It does KO you, do damage, and can make a space tile, which means without internals and a fire suit it can kill you. Caution is advised.
*Pipes at around 300 kPa pressure can be unwrenched, however, devices such as pumps and filters don't really 'hold' pressure and can be unwrenched at any time! (Assuming they're off.)
*Gas pumps are for precise pressure control, volumetric pumps are for really fast pumping, and passive gates are for having 'one way' manual valves.


* '''Volume pump''' - A bit like the Pressure Pump, but pumps via volume rather than going for pressure. 200 is its max output, but this is fairly significant. Faster than a Pressure Pump (You can even fill canisters up past the standard 4500 kpa pressure!), so best used in systems where precise pressure isn't needed, such as the Waste Loop;


==Fun projects==
* '''Passive gate''' - Think of it as a one-way manual valve, but electronic. Doesn't pump gas, but lets certain pressure through. Can let up to 4500 kPa pressure through. It should be noted that its on status can be easy to miss, being just a small red/green light;
*The Atmospherics system is far from optimal, and I'm talking about just the pipe configuration! Break out that wrench and start experimenting! (Just make sure you know what's what.)
*Extremely high temperature gasses (Like those from a panic siphoned fire.) can really clog the waste loop. Can something be done to correct that?
*No one uses the ports outside of the 'refilling' station, but that doesn't mean that functionality can't be added onto them!
*The main cargo area inside Cargo has a laughably small number of vents, and how many times have those dumb dumbs sent the shuttle off while the doors are open?
*The brigs distribution system is set up to be potentially independent of the rest of the stations distribution loop, maybe other places can be set up like this as well?
*The mining station doesn't have air recycling. Very long rounds might make this a problem for any miners working there.


==HOW TO BE A TRAITOROUS BASTARD==
* '''Scrubber''' - Self explanatory, scrubs the nasty out of things, or acts like a vacuum. Like Vents, needs to be turned on by an Air Alarm after being put in place;


*1) Open valves connected to harmful gas you want to add to the station.
* '''Meter''' - Wanna know how much gas is in a pipe? Use these;
*2) Set pumps to the distribution loop to maximum pressure output (4500kPa)
*3) Set filters to not filter harmful gasses you want to add to the station
*4) Open valve from custom mix chamber
*5) Turn on pump leading to distribution loop
*6) Wait for vents to slowly kick out your deathgas mix as regular atmos drains out through the inevitable hull breaches. (Alternatively turn off pressure checks on atmos alarms vents)
*7) If you need to kill someone for your objective, and you want to be more proactive, the Fire Axe mounted in the wall is surprisingly effective. Use a multitool to open it without breaking the case. Just don't leave it lying around, because there are only two. (The other axe is kept in the bridge.)


To hurry this process up, you can set the air vents at local control panels to maximum output pressure. Not doing so gives the AI and atmos techs more time to notice what you've done and shut it off before it takes effect.
* '''Gas Filter''' - Checks for whatever gas you set it to, then filters it out into another pipe;


Crafty atmos traitors will want to cut cameras, replace pumps with pipes, and use tricky pipe configurations to avoid the AI interfering or the detective trying to fix it.
* '''Gas Mixer''' - Like a filter, but mixes gasses instead of filters. There is one in Atmosia that mixes nitrogen and oxygen


'''Warning'''
==Disposals Pipe Dispenser==
If you plan using any dangerous gas as a traitor, adminhelp first. Say what you're planning and wait to get approval. Do not act without an admin greenlight.


==The less well know hazards of gasses==
In addition to handling the station's Atmosphere, a secondary job you share with the Engineers is making sure the Disposals network is functioning properly.
*Any gas at pressure over 1000 KPA will cause you to start suffocating as in a vacuum. You can just use internals, though.
*N2O is invisible at low pressures. If you start giggling, put on your internals to avoid passing out.
*Any gas can displace O2, and less than ''16'' (also useful for optimizing internals) KPA of oxygen starts the Oxyloss. CO2 can be removed with the scrubbers, but to get rid of N2 simply apply some way of removing gas from the air and adding O2. My personal favorite is 2 air pumps, 3 connectors and a Air Filter and a canister: 1 pump draws in, goes through the connection and filters N2 into the canister, and the rest to the other pump, which expels it. Can also be used for N2O which is only sluggishly scrubbed otherwise.
*Pressure's above 750KPA do 10DPS + 5DPS for every extra 375KPA above that mark,  rounded off. Space suits completely block it all, but there is no other defence.


Seeing as these don't actually handle anything, it's literally as simple as drawing lines from point A to point B.


That said, it's still possible to create truly dizzying contraptions with the use of Outlets and Pipes, such as quick travel "highways" in Central Primary.


==Notes about Pressure, Temperature, Volume and Heat Capacity==
==Traitor Atmos: horrible deaths ensue==


'''PV=nRT''' where R = 8  The following are linked by this equation. Sadly, without either Volume or Moles, it's not useful in game and is here for the theory.
There is precisely one occasion where large scale Atmos sabotage is permitted: the Hijack Objective. In any under condition, sabotaging the station in any large scale will result in the Staff getting '''very''' annoyed, so unless you have Hijack, '''ADMINHELP BEFORE TRYING ANYTHING BIG'''.


'''Pressure (P)''': Measured in kPa, kiloPascals, Pressure is lethal above 750 KPA's.
With that said, wreaking havoc with Atmosia is as easy as hooking up the Plasma/Carbon Dioxide/Nitrous Oxide containment areas (or an unholy combination of all three) to the main Distribution Loop, then remotely replacing the air on the station's Air Alarms. Slowly, but surely, death ensues.


'''Temperature(T)''': Measures in K, Kelvin, Temperature above x and below y causes burn damage. Bomb making usually relies on a temperature at or in excess of 90 kK. Floors and walls melt at a temperature of z.
If, however, misery may not be global, you have a variety of tools at your disposal. Your '''AXE''' can very easily murder anyone if dual-handed, you have Engineering right next door, and Atmospherics itself is out of the way and rarely looked at. In addition, you're the one closest to the AI Minisat. Use that advantage wisely.


'''Moles(n)''': While not a variable that can be seen, Moles are the amount of particles of a gas in the air. It is moles that cause odd effects with a certain chemical. As it dumps so many moles to a turf, to keep the pressure acceptable, the moles have to be very, very cold, causing the infectious effect.
==The Supermatter: Time to Shine, Baby==


'''Volume(V)''': Another unseen variable, Volume is the size of a turf, or a canister, tank or piped tank. This helps dictate how much gas it can hold. (Potential list of volume for a tile, pipe, airtanks, etanks, canisters, ect?)
The Supermatter Engine is perhaps the epitome of Atmospheric excellence. It represents a beautiful, pseudo-scientific amalgamation of Engineering and Atmospheric work, and can be used for truly astounding effect.


'''Heat Capacity''': A gasmix has heat capacity, and it is calculated by taking into account the quantity of all of the gases in the air and their specific heat. Oxygen has a specific heat of around 20, CO2 has 30, and N2 has 300. When you factor in the normal 70% N2 it leaves you with a very high specific heat. The higher the specific heat, the more energy required to heat up the mixture, meaning that with an air mix vs. pure O2 mix, it takes much more energy to heat the air than the O2, and the increase in energy required also decreases how much the fire spreads. Simply slowing it down means that heat energy will be 'soaked up' by the air instead of super-heating everything extremely quickly.  
While Engineering concerns itself with constructing the Supermatter's containment area and emergency disposal system, you'll be the one responsible for constructing the system that will scrub out the waste Plasma produced, and supply fresh coolant to keep the Shard from delaminating. This is the '''single most important''' component of the Supermatter Engine, and a well-designed cooling system can allow for continuous Emitter fire without so much as a minor hiccup. This can snowball into absolutely ridiculous amounts of power.


'''Fire''': An effect caused by burning plasma, fire comes in two different forms of hotspot. It causes massive burn damage, and a strong fire will not be stopped by standard firesuits. Plumbing N2 into a room might work, but heavy firefighting is not the point of this section. Fire will ignite any form of combustibles in near tiles. Sufficiently hot fires use less oxygen as they rise in temperature. This is due to the fact that fires remove X plasma and X*(1.4-Y, Y< or = 1) oxygen. X CO2 is produced.
In addition, you can also cool down Plasma for use in Radiation Collectors. The colder the Plasma, the more you can fit into a plasma tank, and the more power it will generate!




[[Category:Guides]]
[[Category:Guides]]

Revision as of 22:47, 20 January 2016

Template:Needs revision


Atmospherics (or Atmosia) is the land of pipes and air, a peaceful place often left to its automatic work. To the untrained eye, it might appear to be entirely impenetrable and useless, just a mess of pipes that should be left alone to do their own work while the Atmospheric Technicians goof off in the break room. But this is far from the truth. In the hands of a competent Technician, Atmosia can just as easily save the station as it can horribly destroy it.


Atmosia

Content

Atmosia contains several notable things that every Atmospheric Technician should know about:

  • Atmospheric Alert Computer: This computer console will tell you where your attention is needed. A green indicator signals everything is alright, a yellow indicator signals something went wrong, and a red indicator means you should get your ass in gear and move out;
  • Central Atmospherics Computer: From this computer, you have complete control of every Air Alarm on the station, allowing you to change Vent, Scrubber and Mode options. By default, every Air Alarm has their Remote Access enabled, so you can theoretically do your job without ever leaving Atmosia, assuming you have competent Engineers;
  • The Atmospheric Pipe System: This system takes in the station's waste air, filters it, and provides fresh air for everyone (except Vox and Plasmamen) to breathe;
  • The Distribution Computers: These computers allow you to see how much of a certain gas you have in storage, in addition to letting you change the rate at which they are outputted;
  • The Gas Contaiment Areas: These are small, walled off areas containing large amounts of all gases. Vital for maintaining a breathable atmosphere aboard the station.
  • Reserve air canisters: Extra canisters of Air Mix, Oxygen, Nitrogen and Nitrous Oxide that can be used to refill portable tanks, or as emergency reserves to fill rooms after a breach;
  • Firefighting equipment: Enables Atmospheric Technicians to survive easily for extended periods in difficult atmospheres. These include specialized firefighting armour and backpacks that fire metal foam;
  • Atmospherics Hardsuit: This hardsuit is completely fireproof and can withstand raging plasma fires, in addition to, of course, freely allowing spacewalking (yes, you too can always be on fire and laugh it off);
  • Portable Scrubbers / Portable Air Pumps: Allow you to quickly filter/repressurize (respectively) areas of the station;
  • Portable space heaters: Can be used to keep an area from freezing;
  • Pipe dispensers: Allow repair/construction of Disposal Pipes, Air Pipes, Supply/Waste Pipes and Heat Pipes;
  • Fuel and water tanks: For use when fighting fires or other hazards;
  • Freezers and Heater: Allow you to freeze or heat the gas in the pipes when routed through them;


The Pipes

For the following section, it would be best to think of air as a fluid, since, technically, it behaves like one. Imagine it as being a current of water flowing through the pipes. Atmospherics is pretty simple, but the pipe layout makes it slightly confusing for the untrained eye. It consists of four pipe "loops", which are color-coded for easy checking:

  • The dark blue loop is the Distribution Loop, or Distro Loop. It sends breathable air (roughly 80% Nitrogen and 20% Oxygen) to all the vents on the station, and is fed by the cyan loop lower down in Atmospherics;
  • The cyan loop is responsible for creating Mixed Air to feed into the distribution loop;
  • The red loop is the Waste Loop, which retrieves waste air from the various scrubbers on the station and feeds it to the Filtering Loop;
  • The green loop is the Filtering Loop, which filters out the various gases in the waste air provided by the Waste Loop at various filters placed along it;
  • The yellow loop is the Mix Loop, which is internal to Atmospherics and is used for custom air mixes. It is rarely used for anything not highly illegal

The air breathed by humans on the Cyberiad is made out of Oxygen and Nitrogen, and is mixed on the south end of Atmosia (in the cyan pipes). The gasses are pumped from their containment areas and into the Air Mix containment. The breathable gas is then pumped through the cyan loop to the north of Atmosia, where it is then pumped into the blue loop and out to the station.

The filtering loop runs the gasses through the filters along the green piping and is your main tool in fighting gas spills and large fires.

The "canisters" of the station's Atmospherics network are actually rooms filled with the appropriate gas. The output of these rooms are controlled by their respective Supply Control Computers and a small valve that allows the gas to be injected into the pipes.

The Gases

  • N2: One of the components of the Air mix. N2 soaks up heat in the air, and lowers the temperature of a fire. By association, it can very quickly lower the temperature of a fiery rupture to the point where the flames self-extinguish.


  • O2: You breathe this. Running out of O2 will cause your slow death by suffocation damage. It is also required for a fire to even start, and hold, ending the fire when the O2 or Plasma is depleted. Having less than 16 kPa of O2 flowing into your lungs chokes you.


  • Air: The gas mix that is distributed in the station. It is composed of 70% N2 and 30% O2.


  • CO2: An invisible, heavy gas, CO2 is one of the first and fastest gases the scrubbers suck out of the air. It chokes people effectively and quickly, and if you can be bothered to set the alarms up, will result in a invisible room that kills those in it. Takes some setup and can be very, very annoying. The emote for this at low levels is (gasps alone? chokes and gasps?)


  • N2O: A white-flecked gas. Makes you laugh at low doses and at higher ones puts you to sleep. Scrubbers don't deal with it too well and portable scrubbers just choke on it. If using this as a sleep gas mix do *not* forget the O2 at at least 16 kPa, or you will kill someone.


  • Plasma: The one truly flammable gas on the station, plasma is purple, and highly toxic. Of note is the fact that in the presence of any oxygen at high pressures, Plasma pumped into air can and will spontaneously ignite on turf at high pressures.

Setting Up Atmosia

In it's default state, Atmosia can technically handle most Atmospheric Crisis, albeit highly inefficiently. Experienced Technicians can play with it at will, re-routing the pipes and adding all sorts of machinery to make it more efficient. This, however, requires a lot of experience with the role, and a guide on all possible Atmospheric configurations would probably require a small wiki of its own.

As such, it's important that you understand how exactly gases work, and how they flow from one place to another. Take your time to become acquainted with the Atmospheric layout, and try and wait for a few Crisis before attempting any major redesign projects. However, here are some important things to keep in mind:

  • Hotter Gas is under Higher Pressure - The hotter a gas is, the more pressure it exerts on the piping. This means that a single room's amount of gas, if properly heated up, can be the equivalent of half the station's atmosphere in pressure alone. This becomes problematic if you're using Pressure Pumps, since they only go so far. In addition, the Filters on the Filtering Loop work on pressure as well, so keeping gas cool and low-pressure is incredibly important.
  • Volume Pumps are Far Better - Pressure Pumps are, by and large, useless in dealing with Waste Air when compared with Volume Pumps. Pressure Pumps should be used for projects that require very specific amounts of gases to be pumped, such as some Turbine setups. Volume pumps bypass this by ignoring pressure and instead moving volume of gas. Seeing as the gas' volume remains constant inside the pipes, this translates into a faster Waste Loop.
  • Less is More, does not apply - At least for pumps. While you do still have limited room to work with, three Volume Pumps will always work better than one. Just remember to keep the number of Pump clusters constant: you don't want three Pumps feeding a single one, bottlenecking the whole thing.
  • Space is Cold, and so is Gas - Aside from the Freezers, which are very inefficient if not upgraded, there are two main ways of cooling down gas (which is useful when handling fires, as it reduces pressure and helps it clear out faster): the Space Loop and Heat Exchange Pipes. Routing a gas through the Space Loop will cool it down to the temperature of the vacuum outside (a chilly 21 Kelvin), quickly and efficiently. Heat Exchange is a bit more complicated, however. It works by having one of set of Exchangers have pre-cooled gas (either via Freezers or Space Loop), and having another set of Exchangers adjacent to the first one. Any gas that flows through the second group will transfer its heat to the pre-cooled gas, also quickly and efficiently.
  • Round and round and round it goes - It's perfectly possible for you to just send gas back into the Space Loop. Having T-Valves set up to create tiny loops is a great way of further cooling down gases and setting up buffer zones to keep gases rolling without clogging up the Filtering Loop. This is especially useful in the case of fires and large spills, where you must reduce the Waste Air's pressure as much as possible in order not to clog the various Air Filters.

Air Alarms

Air alarms are the central tool of an Atmospheric Technician, outside setting Atmospherics up. To use an air alarm, simply swipe your ID across it, or access it via the Central Atmospherics Computer. Here are the available options:

Panic Siphon: Turn off all the vents and activate the scrubbers to remove all the air, quicker than normal.

Vents: you control vents through the air alarm. The pressure and gas settings are already perfectly set up by default, so don't bother touching them.

Scrubbers: two settings, scrubbing and siphoning:

  • Scrubbing will slowly drain any gasses set to scrub in the air of the tile they are on, and transfer it to their pipe;
  • Siphoning will do the same, except indiscriminately and with all gases, not just harmful ones

In addition to this, you also have several available modes, which change how the vents/scrubbers work:

  • Filtering - Default setting. Keeps rooms filtered of harmful gases, at a comfortable 101.325 kPa and at a warm 20 degrees Celsius (unless someone fiddled with the thermostat);
  • Draught - Will set Scrubbers to Siphoning, while simultaneously venting new gas;
  • Panic Siphon - See above;
  • Cycle - Siphons out all the air, then vents in new one;
  • Siphon - Like Panic Siphon, only slower;
  • Contaminated - Very quickly siphons out all harmful gases. Great for gas spills;
  • Refill - Triples vent output for fast repressurization;
  • Off - Vents and Scrubbers are shut down

Pipe Dispensers

There are a few different pipes and devices that you can get from the dispensers, each with specific uses.

  • Regular pipes - The ones used in Atmospherics. Useful for remodeling projects;
  • Supply/Waste pipes - Outside Atmospherics, there are two big loops: Supply and Waste. These are represented by blue and red pipes, respectively, which can only connect to the same type of specialized pipe. In order to connect them with Regular pipes, you need to use an Universal Adapter;
  • Heat Exchange pipes - Allow you to cool/heat gases based on the ambient temperature of the tile they're on. Think Space Loop (for cooling) or the Toxins Burn Chamber (for heating)

Devices:

  • Connector - Used to attach canisters, pumps or scrubbers to a pipe network. If you can't get a pipe network easily to the filter loop, an empty canister can be a good substitute;
  • Vent - Once placed down it will have to be turned on by activating it at the room's Air Alarm;
  • Pressure Pump - The basic pumps you'll find all over Atmospherics. Good for precise pressure levels. Goes up to 4500 kPa;
  • Volume pump - A bit like the Pressure Pump, but pumps via volume rather than going for pressure. 200 is its max output, but this is fairly significant. Faster than a Pressure Pump (You can even fill canisters up past the standard 4500 kpa pressure!), so best used in systems where precise pressure isn't needed, such as the Waste Loop;
  • Passive gate - Think of it as a one-way manual valve, but electronic. Doesn't pump gas, but lets certain pressure through. Can let up to 4500 kPa pressure through. It should be noted that its on status can be easy to miss, being just a small red/green light;
  • Scrubber - Self explanatory, scrubs the nasty out of things, or acts like a vacuum. Like Vents, needs to be turned on by an Air Alarm after being put in place;
  • Meter - Wanna know how much gas is in a pipe? Use these;
  • Gas Filter - Checks for whatever gas you set it to, then filters it out into another pipe;
  • Gas Mixer - Like a filter, but mixes gasses instead of filters. There is one in Atmosia that mixes nitrogen and oxygen

Disposals Pipe Dispenser

In addition to handling the station's Atmosphere, a secondary job you share with the Engineers is making sure the Disposals network is functioning properly.

Seeing as these don't actually handle anything, it's literally as simple as drawing lines from point A to point B.

That said, it's still possible to create truly dizzying contraptions with the use of Outlets and Pipes, such as quick travel "highways" in Central Primary.

Traitor Atmos: horrible deaths ensue

There is precisely one occasion where large scale Atmos sabotage is permitted: the Hijack Objective. In any under condition, sabotaging the station in any large scale will result in the Staff getting very annoyed, so unless you have Hijack, ADMINHELP BEFORE TRYING ANYTHING BIG.

With that said, wreaking havoc with Atmosia is as easy as hooking up the Plasma/Carbon Dioxide/Nitrous Oxide containment areas (or an unholy combination of all three) to the main Distribution Loop, then remotely replacing the air on the station's Air Alarms. Slowly, but surely, death ensues.

If, however, misery may not be global, you have a variety of tools at your disposal. Your AXE can very easily murder anyone if dual-handed, you have Engineering right next door, and Atmospherics itself is out of the way and rarely looked at. In addition, you're the one closest to the AI Minisat. Use that advantage wisely.

The Supermatter: Time to Shine, Baby

The Supermatter Engine is perhaps the epitome of Atmospheric excellence. It represents a beautiful, pseudo-scientific amalgamation of Engineering and Atmospheric work, and can be used for truly astounding effect.

While Engineering concerns itself with constructing the Supermatter's containment area and emergency disposal system, you'll be the one responsible for constructing the system that will scrub out the waste Plasma produced, and supply fresh coolant to keep the Shard from delaminating. This is the single most important component of the Supermatter Engine, and a well-designed cooling system can allow for continuous Emitter fire without so much as a minor hiccup. This can snowball into absolutely ridiculous amounts of power.

In addition, you can also cool down Plasma for use in Radiation Collectors. The colder the Plasma, the more you can fit into a plasma tank, and the more power it will generate!