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Airy alternatives to a pressurized environment.
#16
(12-05-2017, 09:09 PM)medsal15 Wrote: Can we simply put jetpacks/air tanks on the back of a spacesuit? Remove with grab intent to refill if needed.

God, yes. Spacesuit + Jetpack = MMU.

I love the oxygen gizmo idea, too. There’s no reason why repressurizing a room should be damn near impossible if you’ve sealed all the holes.
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#17
(12-05-2017, 11:05 PM)LuigiThirty Wrote:
(12-05-2017, 09:09 PM)medsal15 Wrote: Can we simply put jetpacks/air tanks on the back of a spacesuit? Remove with grab intent to refill if needed.

God, yes. Spacesuit + Jetpack = MMU.

I love the oxygen gizmo idea, too. There’s no reason why repressurizing a room should be damn near impossible if you’ve sealed all the holes.

Any chance a brave and handsome coder like you likes the gizmo enough to put your undying robust coding fingers to it? 
shamelessly, jhon.
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#18
im re-bumping this after almost a year because even in these modern times we live upon, air breathe need good.

especially with the (cool and good) Emerg Tank nerf
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#19
Didn't know it was old till now, was agreeing with pretty much all the comments
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#20
IDEA
What if there was a machine that slowly equalized the pressure in a given room? Would be a useful partner to the air tanks, as long as you don't crank up the air to stupid levels.
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#21
or just calculating any enclosed space as a single entity to pressurize, rather than every single tile being pressurized and having to then spill air a tiny bit at a time to nearby tiles. Essentially the FTL method of doing things. Provided a room is sealed, it'll pressurize evenly.

Whenever a turf/wall is created/deleted (and possibly just at random for random checks), the game checks the surrounding area for any enclosed space. If it's enclosed, the game registers the enclosed space as a single atmos entity and any gas added will evenly add to all tiles in the space. If a breach occurs, it'll depressurize the whole thing evenly. While this last bit isn't preferable, it's a side-effect of this method (without any tweaking, such as dividing large enough spaces into smaller spaces to prevent a hole causing depressurization miles away). Also, naturally, a hole into space should probably not instantly depressurize, but it should absolutely make it hard-to-impossible to breathe within a minute or so.
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#22
pretty sure depressurisation is already not perfectly instant ( for example, as an AI, open all the hallway doors & external airlocks, it takes a while for people to suffocate)

So try this: for a given contiguous area, of size N, it requires N*103kpa "airs" to refill. For a breached area, look at the last known "sealed" wall configuration, and then start to calculate the size of the breach M. Add one for every missing wall what interfaces with space, and one for every missing floor.
Breached area loses M*103kpa per BYOND tick.

When adding a wall or floor, if the wall or floor is within a sealed area, sleep.
Else, recalculate breached areas.

When removing a wall or floor, recalculate contiguous area, check for breach, and 20goto10 until the server crashes.

Average round length: 9 minutes.

Success.
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#23
I think hyperoxegenating plants is an awesome
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#24
(11-29-2018, 09:52 AM)Prichard Wrote: I think hyperoxegenating plants is an awesome

dunno if they already do, but plants ought to scrub CO2 and release O2. Could be a modifiable property, so the botanists can splice and breed super-scrubbing trees that convert CO2 to oxygen on an industrial scale. 

Set up a complex with the engine, take burn exhaust, cool it though a radiator, pump it into the grow-room, siphon off the excess oxygen, burn it again.
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