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Messages - wlerin

Pages: 1 ... 14 15 [16] 17 18 ... 35
226
Other Games / Re: Space Station 13: Urist McStation
« on: March 12, 2013, 12:57:10 pm »
Or maybe it just takes an absurdly long time.
This. I've had 8+ hour rounds. If you pay attention the time it spends in stage 2 vs. stage 3 gets progressively longer as time goes on. Eventually it stops going back up to stage 3, and starts occasionally cycling to stage 1.


*dangerous secrets of the trade removed*


Actually nevermind, just keep doing it your way.

227
Other Games / Re: Space Station 13: Urist McStation
« on: March 12, 2013, 12:30:55 pm »
Ah, okay. I've only actually started the singularity once and I just waited til it turned pink to turn it off. >.>
Yeh. That's the 5x5 stage, which the wiki calls 3x3 for some inexplicable reason. If you leave the PA on 0 it will cycle between that and the 3x3 stage for a long while, though it does eventually shrink to 1x1 and then a long while later, disappears.



Just remembered another question. Is there something special I have to do to get an air alarm + scrubber + vent working in a newly created area? I mean built during a game, and created with the master blueprints. I've connected them to the pipe system, and the alarm sees the scrubber and vent, but it won't toggle them from off to on.

228
Other Games / Re: Space Station 13: Urist McStation
« on: March 12, 2013, 12:23:48 pm »
the second stage of growth is 3x3, the third 5x5, the fourth is ... i don't even know. You can maintain a stable singularity between the second and third stage, so 5x5 inner, 7x7 outer would be the smallest recommended field.

There isn't, to my knowledge, a 2x2 stage (even though the wiki talks like there is).

229
Other Games / Re: Space Station 13: Urist McStation
« on: March 12, 2013, 12:19:25 pm »
Your problem is? Also, I'm slightly dissapointed by the fact that the biggest size always breaks containment.
It's great !!FUN!! but it doesn't actually accomplish our goal.


Hmm. But I don't know. Maybe a 5x5 containment field (i.e. enclosing a 5x5 space, so actually 7x7) would work...

230
Other Games / Re: Space Station 13: Urist McStation
« on: March 12, 2013, 12:17:28 pm »
Maybe if you kept them tightly enclosed in a space only just big enough for them.
Pretty sure that's a recipe for disaster.

231
Other Games / Re: Space Station 13: Urist McStation
« on: March 12, 2013, 12:14:04 pm »
Either way we'll need more SMES to build additional singularities and power up da shield.


Of course, 2-3 singularities + a shield barrier around the whole station... the lag, can you even imagine?

It should be possible to exit the shield via a few scattered generators that can be powered on or off as needed. Assuming that is possible.

232
Other Games / Re: Space Station 13: Urist McStation
« on: March 12, 2013, 11:35:13 am »
So what do you wire the radiation collectors to? The input of a SMS? And then what does the SMS go to? How is the main power network off the SMS isolated from the room power from the APC's? I couldn't find any separation when I looked, but I was rather busy trying to keep the station together...
You mean currently or in his (soon-to-not-be-)mini-singularity? In the latter I think he just wired the collectors directly to the emitter-field loop, the accelerator, and the power main.

For the station itself, last I checked, the APC is wired to the SMES, the SMES have six different wires leading off of them, some of which are output (possibly just the one going under the northward wall), but most are input/output, either from the collectors or the solars. The two pairs of emitters on either side are powered by different wires.

This arrangement is relatively new, and possibly the reason our field keeps failing, as the emitters no longer get power directly from the APC, so the emitters fail when the SMES they are linked to does. [If power can move through deactivated SMES, then I am wrong. But it doesn't seem to.]

Can you add extra collectors for added power generation?(Not that it's really necessary).
Yes. And he did. The power generated wasn't very great, initially, and by the time the singularity was large enough to generate significant power, the collectors were gone. You could probably put collectors along the sides of the singularity chamber once it has started. Since there's already a grill there it should be easy to remove... er, well, "easy" (they're reinforced), to remove the walls and install them.

Also, are you supposed to be able to fill plasma tanks to 1013kpa? Or is that an oversight?
All tanks can be filled to 1013 kpa. But remember this is pressure, not volume, so an emergency oxygen tank at 1013 kpa is only holding a fraction of what a full sized oxygen tank at 1013 kpa can hold.



Now for my query. Is it possible to build a *new* SMES?

233
Other Games / Re: Space Station 13: Urist McStation
« on: March 12, 2013, 03:36:00 am »
I think there's a limit to the distance between linked field generators. I'm not sure though. Let me know if you find out, or I can help Friday.

Are you saying defend the station from a loosed singularity? Because I don't think a full size singularity cares about the field, and most other threats don't either.

234
Other Games / Re: Space Station 13: Urist McStation
« on: March 12, 2013, 03:22:26 am »
Unplugging them still works... but yes, you did establish that the field doesn't destroy the emitters. That might one day be useful.

235
Other Games / Re: Space Station 13: Urist McStation
« on: March 12, 2013, 03:12:22 am »
Yeap. Figured it'd do that. Still wanted to be sure, so I let you build it.

Fun fact: At least three of the people pictured in that screenshot escaped on the shuttle.

236
Other Games / Re: Space Station 13: Urist McStation
« on: March 11, 2013, 09:46:40 pm »
I start at 12 and go counter clockwise, then just jump past the last emitter in between shots. 11 won't activate until you switch on 10 or 12, will it?

237
Other Games / Re: Space Station 13: Urist McStation
« on: March 11, 2013, 03:53:01 pm »
It's really a horrible setup though, as the SMES's start pretty low on charge, and cannot be easily recharged without the singulo running. They are also the first things to run out of power, where the APC's still have a cell charged if the SMES's stop providing power. If they were just wired into the engineering APC, you could just put a fresh cell in and have plenty of time to get set up.
Or you could set up the solars near engineering, then disconnect those and engineering from the rest of the station, and have have plenty of time as well (read: All the time in the world). Though you shouldn't need that much time unless something goes wrong (or you have inexperienced lackeys).

I've yet to get blasted setting the thing up, but what I have done is run out of power on the SMS output before I finish setting them up.  But I've always followed the Wiki, which says to turn on all 3 sms outputs first, before even charging the plasma tanks...
Which matters not a whit. They start online, the only time they go offline is if they run out of power, at which point you *can't* turn them online again. You could go and flip them all to auto charging, I guess. Especially if you are going to try running off the solars.

Once you turn the particle accelerator on, *then* go and make sure they are all online, as they'll be getting power from the newly forming singularity. Just don't leave it unattended too long.

238
Other Games / Re: Space Station 13: Urist McStation
« on: March 11, 2013, 12:01:30 am »
It seems both of the servers are down. What's going on?
It was restarting perhaps? Urist McStation is up.

239
Other Games / Re: Space Station 13: Urist McStation
« on: March 10, 2013, 11:08:44 pm »
Gah. Spiders man. Them spiders. Also, we could use an admin to restart the server.

That was shaping up to be a fun round, but then spiders overran the station, and *somehow* all the guns were lost.

240
Other Games / Re: Space Station 13: Urist McStation
« on: March 10, 2013, 04:40:28 am »
I know it's late for a lot of you, but the main Urist McStation server has just been restarted and the power should be stable enough for whatever stories you choose to craft to unfold. I, however, am going to bed.

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