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==[[File:Analyzer.png]] What you Can do to Pass the Time== Atmos Techs usually have no clue what they can do, and often drift into a spiral of depression and suicide. Fret not! Here are some suggestions for you to do. ===[[File:Turbine computer.gif]] Set up the [[Turbine Engine]] === The [[Turbine Engine]] is one of the few places where atmospheric technicians can help to generate power. First, max up the pumps leading to and away from the turbine. Up in atmospherics, isolate the black pipes, and inject plasma and oxygen into it via the pumps/computers. Set a filter to create a 66% oxygen and 33% plasma mix, otherwise known as a burn mix. Then input that burn mix into the turbine, and voila, it's generating a relatively steady 110 KW. (which pales when compared to what the SM can do, but well, it's a tertiary engine after all, with solars being the secondary power source) ===[[File:AirAlarm.png]] Repressurization and Filtering === After the [[Engineer]]s have taken care of a hull breach (read: if), or after [[Toxins]] floods the place with plasma, it'll be your job to refill the area and make it breathable. This can be done by using the Atmosphere Alarms mounted in most areas, along with the vents and scrubbers in the area. The primary utility of the Atmosphere Alarm in refilling an area involves the vents. Each vent has a pressure check value on it, and is by default set to pressure check '''externally''' - this means that the vent attempts to bring the tile it's on to the listed pressure. A rapid manner of refilling an area is to remove the external pressure check, switch it over to the internal check - this attempts to regulate the pressure in the pipes of and running to the vent below, which is directly fed by the distribution loop pump in the north end of Atmosia. Setting the "pressure bound" variable to zero with internal pressure checks attempts to void all air in the pipes, effectively reducing their pressure to zero and, in the process, flooding air at an alarming rate into the area. Given the impractically slow rate at which the air alarms normally fill the area, this can be a very expeditious way to work. Pressure is dangerous, so don't simply leave the vent alone for extended periods of time, as you can, eventually, turn smaller areas into death-traps if there is enough pressure in the distribution loop. The alarms can be set to a number of modes: * '''Filtering''' - The default setting. Note that most scrubbers won't filter out plasma or other gases unless you set them to, so do that! * '''Draught''' - This filters out air slowly, creating a draught. Useful if you need to drain a small amount of air due to overpressurization. * '''Panic''' - This drains all the air quickly. Most of the time used to remove all plasma very quickly, or by a malfunctioning AI. * '''Replace Air''' - Drains all the air, then replaces it. Try not to use it if there's nothing toxic in the air. Normally the vents will fill the room slowly by default, though using some filled Portable Air Pumps, or Air Canisters you can refill the area much more quickly. ===[[File:Waterbackpack atmos.png]] '''BE THE FIREFIGHTER THE STATION DESERVES'''=== A fire is easily the most fun thing that can happen in a round (for you anyway); successful firefighting requires a real understanding of the atmospheric system. At all times, wear basic tools in a toolbelt and carry your firefighting gear in your backpack. When the call goes out, don your fire suit and gas mask, get yourself running on internals, put your oxygen tank ''on your back'', and carry your fire first aid kit, extinguisher and reinforced glass in your backpack (carried in a hand slot). Drag a water tank behind you and get to the fire. With AI cooperation, have the burning area bolted or welded off, save one access point the AI can monitor. This keeps the fire from spreading and [[Station Engineer|chucklefucks]] from wandering into a fiery doom. Once inside, you must quickly determine the sort of fire you are dealing with. Pressure tanks of plasma can release massive amounts of fuel (or even burst!) and must be shut off or isolated immediately, while the best way to isolate broken pipes is to box them in with reinforced glass until a proper repair can be done. With fuel shut off, find the atmospheric alarm and set it to Panic Syphon. This drains air out of the room completely. With this process started, check for survivors or bodies and either apply burn patches and epinephrine or simply remove them from the compartment via your access point. Next, seek out any ignition sources such as lit zippo lighters and disable them, reporting them to security for their forensic investigation. Then proceed with extinguishing any remaining pockets of flame. Once the fire is cleared out, focus on clearing any remaining plasma from the atmosphere by dragging in a scrubber. Finally, set the atmosphere alarm to pump in fresh air. It may take several cycles of filling and draining the room to clear all plasma and make larger areas inhabitable again, but once you are done, head to the bar and score some babes while Engineers clean up the mess. (Note this lengthy guide is only really useful for those big "Research done herped-a-derp" fires that engulf Med/Sci or are caused by very skillful arsonists. Smaller fires, such as the sort chemists who just learned the napalm recipe cause, really only require some fire-extinguisher blasts and setting up a room's scrubber to remove plasma and CO2. Never presume, however, that you won't need your full toolkit. This author spent well-nigh an hour in the fiery bowels of med-sci on one occasion, but not only did I never have to leave after I stepped in and sealed it off, but I had the situation so well under control that after five minutes normal shipboard life resumed and admins eventually had to spawn facehuggers to return a sense of danger to the crew.) But wait! Theres more. Let me introduce you to a little something called... ====[[File:Atmos nozzle.png]] ATMOS Resin==== By taking one of the Backpack Firefighter Tanks [[File:Waterbackpack atmos.png]] from one of your lockers in Atmospherics, you can become the ultimate firefighting machine. This stuff works like a miracle when dealing with mass Plasma floods, and may be your only chance at stopping massive fires. The resin it spews has the following effects: * Repairs hull breaches similarly to [[Guide_to_chemistry#Smart Metal Foam|Metal Foam]]. * Cleans the air from toxins. * Normalises air temperature to room temperature (20Β°C or 293.15K). * Removes slipperiness from floors (from water etc). * The foam itself is not slippery. To use the Backpack Firefighter Tank, equip it on your backpack slot and click the new hud icon to take out the nozzle[[File:atmos_nozzle.png]]. You can then cycle modes between extinguisher, resin launcher and single tile resin launcher (foamer) by activating the nozzle in your hand. It spends water when used. Use the nozzle on a water tank to refill it. Examine the nozzle to see water remaining. More of these bad boys can be ordered from [[Supply_crates#Backpack Firefighting Crate|cargo]]. '''DO NOT''' spray a Supermatter engine with atmos resin if you don't want it to delaminate. Sure, it seems like a good idea if it's on fire and full of plasma, but impairing the movement of gasses around the crystal doesn't help the situation the way you might think. ---------------- ===[[File:Fireaxe.png]] Total Emergency: The Fire Axe and you=== The Fire Axe is your tool during emergencies (because you can use it as a crowbar to open an airlock when the power is off) and your weapon (traitors, revolutionaries, and cultists usually try to steal the axe because you can kill a person in seconds). The fire axe is protected with a Fire Axe Cabinet. To open it, just take a multitool and use it on the cabinet to reset the circuitry and unlock/lock it. Or you could just do it the classic way and give it a good whack a couple of times with a lit welder or some other hefty blunt object, that works as well too. ===[[File:Welder.png]] Window Repair=== A good way to be proactive within your job is fixing the broken windows that occur every round. Gird your loins with a toolbelt if you can, grab some metal and glass, and patrol the outer passageways. Almost always, the task requires a low-pressure or no-pressure exposure to the great beyond. By creatively rotating and moving surviving windows you can lock in your precious atmosphere, then replace the broken glass and grill. The truly hardcore technicians do minor spacewalks with only the flame of their welding torch for heat, sipping sweet oxygen through their breath masks behind a welding helmet. Are you hardcore? No, you're not. Go back to being a hardsuited engineer who can't find a hull breach without a pair of mesons and never bothers to fix them anyway. ===[[File:PortablePump.png]] Life Sucks and Blows=== You can purge the air out of rooms using an emergency siphon, or change the air filter controls with the air alarm attached to walls! Just take your ID in hand, and click to un/lock it and play with the controls. Setting up the pumps in Atmos now allows you to pump any gas to any point in the station! You could also do this more manually with the use of Portable Air Pumps if you needed to. Protip: Pure oxygen lets people survive in a breached compartment much longer. Protip: Pure oxygen makes plasma fires much, much worse. Protip: Since you're in charge of both breathing and firefighting, Murphy's Law says you're screwed. ===[[File:PipeDispenser.png]] Laying Some Pipe=== You have two machines! One machine is for dispensing gas pipes, and one for dispensing disposal pipes. To install gas pipes, simply click on them in your hand until they are properly aligned, drop them on the tile they are needed, and use the wrench on them. For disposal pipes, one must drag them into position, wrench them in place on the subfloor, then weld them to seal it all together. A personal locker makes a great method to haul all the air pipes you'd ever need between job sites, but disposal pipes must be dragged one at a time. Expect Security to frequently and irrationally demand the locker be checked for bodies, usually three or four times a minute, if you use the main hallways.
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