11-27-2020, 01:22 PM
(This post was last modified: 11-27-2020, 01:25 PM by Azrun. Edited 1 time in total.)
There isn’t currently a way to my knowledge that surfaces the specific viscosity of a fluid. The most observable way currently is in how a spilled liquid spreads out when poured/spilled. Having a chems have a rheometer and/or engineering a viscometer might be interesting but it seems like something that would only be used until everything gets cataloged.
Empty lubrication system is going to reduce effectiveness of the gas transfer the most -40%, putting terrible solids in is going to reduce it to -30%, and bad fluids -10% but that is all worst case. Otherwise things can provide up to a boost of 10% and with some specific items providing more. The amount of benefit is proportional to the ratio of fluids in the system. 20 units of space lube is going to be the same as 400, assuming that is the only thing in there. Once you start mixing things it is then going to be proportional, which makes it a more difficult problem to solve. I thought I had added a low lubricant penalty but that will have to be a future PR with some kind of check oil light…
Circulators start half full, with a max of 400 units. This is really to cover future cases where the lubricant can leak so you can walk away and mostly ignore the problem. I liked the idea of someone coming back to the engine room wondering why the TEG bled out and there was slippery/flammable/toxic/caustic fluids everywhere.
All lubricants function the same across the board. The only exceptions I have planned are some TEG’s that are intended for event/admeme/pray/antag/shenanigans. And those are intended to be quite apparent in regards to what they do/don’t want.
Haven’t touched anything gas mix related…. Yet. Send all your hellburning love/hate to https://forum.ss13.co/showthread.php?tid=15447
Best temperature ranges are intended to be left to the playerbase to engage with if they want to or they can spoil themselves looking at the code. Otherwise I would expect them to see a +/- 10-15% power output. There is only a chance you will see one of these per round and the behavior is going to be consistant across circulators and TEG.
Right now the serial numbers don’t mean a whole lot. They mean as much as the serial number on your television. This is intended to condition people to look at them and see if there are any patterns. This way if something doesn’t match the pattern it becomes apparent that this TEG has some quirk to be investigated. If this is seen as too obtuse I can try to surface some information that is available to the CE at round start somehow. They are not being procedurally generated such that every TEG is ever so slightly different making it impossible to figure what is what without doing the same burn for the rest of your life, the thought did cross my mind though.
I don’t understand the “consistent, SAFE power for 2 hours”. After about 40min on Horizon the two SMES are full running off two furnaces. Run into the engine room turn off the furnaces, card the APC, and turn off the equipment so the blowers don’t run. If you need more power turn it all back on again. Based on what I've read in Discord some people aren't really getting to any stable power so that is the thing I'm curious about.
It isn’t in “secrets” so as far as I know I have no power to say don’t share the info. I want people to discover things on their own or with a fellow engineer but more importantly I want people to have fun.
For most of the month when I have gotten a chance to play it has been engineer on Goon and the round typically one of a few ways:
Empty lubrication system is going to reduce effectiveness of the gas transfer the most -40%, putting terrible solids in is going to reduce it to -30%, and bad fluids -10% but that is all worst case. Otherwise things can provide up to a boost of 10% and with some specific items providing more. The amount of benefit is proportional to the ratio of fluids in the system. 20 units of space lube is going to be the same as 400, assuming that is the only thing in there. Once you start mixing things it is then going to be proportional, which makes it a more difficult problem to solve. I thought I had added a low lubricant penalty but that will have to be a future PR with some kind of check oil light…
Circulators start half full, with a max of 400 units. This is really to cover future cases where the lubricant can leak so you can walk away and mostly ignore the problem. I liked the idea of someone coming back to the engine room wondering why the TEG bled out and there was slippery/flammable/toxic/caustic fluids everywhere.
All lubricants function the same across the board. The only exceptions I have planned are some TEG’s that are intended for event/admeme/pray/antag/shenanigans. And those are intended to be quite apparent in regards to what they do/don’t want.
Haven’t touched anything gas mix related…. Yet. Send all your hellburning love/hate to https://forum.ss13.co/showthread.php?tid=15447
Best temperature ranges are intended to be left to the playerbase to engage with if they want to or they can spoil themselves looking at the code. Otherwise I would expect them to see a +/- 10-15% power output. There is only a chance you will see one of these per round and the behavior is going to be consistant across circulators and TEG.
Right now the serial numbers don’t mean a whole lot. They mean as much as the serial number on your television. This is intended to condition people to look at them and see if there are any patterns. This way if something doesn’t match the pattern it becomes apparent that this TEG has some quirk to be investigated. If this is seen as too obtuse I can try to surface some information that is available to the CE at round start somehow. They are not being procedurally generated such that every TEG is ever so slightly different making it impossible to figure what is what without doing the same burn for the rest of your life, the thought did cross my mind though.
I don’t understand the “consistent, SAFE power for 2 hours”. After about 40min on Horizon the two SMES are full running off two furnaces. Run into the engine room turn off the furnaces, card the APC, and turn off the equipment so the blowers don’t run. If you need more power turn it all back on again. Based on what I've read in Discord some people aren't really getting to any stable power so that is the thing I'm curious about.
It isn’t in “secrets” so as far as I know I have no power to say don’t share the info. I want people to discover things on their own or with a fellow engineer but more importantly I want people to have fun.
For most of the month when I have gotten a chance to play it has been engineer on Goon and the round typically one of a few ways:
- I’m the only one in engineering so I make a stupid hot chamber burn by myself choosing not to put on space suit and making sure the pipes never burst… they typically do. But at that point I can typically pull the plug on everything so the nightmare is mostly contained.
- I am asking people why they do the things they do as they set up for a Hellburn.. and then trying to repair the engine room if the engineering team hasn’t gone full toxic when things go south.
- Be the guy the CE is screaming for not wearing said space suit telling me I AM GOING TO DIE while I help get the Hellburn setup. Then run off with building materials to help repair the station.
- It's a non-TEG map and I get to play! Typically people refuse to let me feed the singularity and it is a sad day.