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The '''Tesla Engine''' is a power plant that harnesses energy from an energy ball which arcs lightning to tesla coils to provide electricity. On this page you will find instructions on how the '''Tesla Engine''' functions, as well as how to boot up the prefabricated ones found on both the '''NSB Adephagia''' and '''Stellar Delight'''. To learn the steps to turn the engine on, skip to -insert the link here-
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Power is one of the biggest and most important concepts of engineering, and the sooner you learn about it, the smoother your rounds as an engineer will be regarding how power is distributed and contained.


== How it Works ==
=Engines=
The Tesla Engine consists of four primary components: the '''Energy Ball''', the '''Tesla Coils''', The '''Containment Field''', and the '''Particle Accelerator'''.
Interns that were somehow put in charge of what the VORE uses as a power source can't seem to stop arguing, therefore the engine is changed every shift, currently between the [[Supermatter Engine|supermatter]] and the [[Tesla Engine|tesla]], though there's word of more engines being utilized in the rotation.


=== Energy Balls ===
==[[File:Supermatter.png|64px]] [[Supermatter Engine]]==
[[File:Energy_ball.gif|left]]This big floaty ball of pure electricity is the main feature of the Tesla Engine. Every second or so the Energy Ball will 'pulse' and arc electricity towards nearby objects. When the Energy Ball is shot with the Particle Accelerator, it gains energy like a singularity. When it reaches 300 energy, it generates a mini energy ball that orbits the big energy ball. Each mini-ball that forms will send off an extra shock when the energy ball pulses. The energy ball will also naturally generate small amounts of energy so eventually multiple mini-balls will form, and this process can be sped up by increasing the output of the Particle Accelerator.
The supermatter is basically a highly unstable crystal made up of exotic material, which is able to emit radiation and certain gasses once energized. It can be energized by pretty much anything, but is mainly powered by an emitter. This particular setup uses the SM to heat up gas in the core to be extracted and piped into TEGs, which is utilized in tandem with the cold gas from heat exchanging pipes in space to produce power instead of using radiation collectors. A familiar but somewhat unforgiving engine if allowed to delaminate.


'''Be warned''', the energy ball is not stationary, it has a tendency to roam around, typically towards the last object it has shocked. This is why the ball must be kept within a containment field. The more mini-balls the energy ball has, the more shocks it sends out at once, and the further it can travel each time it moves. A good engineer can use this to generate lots of power, and a bad one can cause a catastrophic 'Tesloose' that murders the entire station.
==[[File:Energy_ball.gif|64px]] [[Tesla Engine]]==
The tesla is the engine that started the rotation. It's similar to how the singularity engine functions in that there is a containment field holding an unstable, moving, power generating anomaly, except that it is a ball of energy instead of an angry swirling black hole, but the particle accelerator is still present. Power is generated whenever the ball of energy arcs electricity into a tesla coil, harnessing and transferring the energy into the power net to charge the SMES. A rather safe engine, the only thing that could go wrong would be if the grounding rods weren't secured or if the containment field fails due to a lack of power.


==== Tesla Generator ====
==[[File:R-UST.gif|64px]] [[R-UST Fusion Reactor|R-UST]]==
[[File:Tesla Generator.png]]The Tesla Generator is where the '''Energy Ball''' forms once shot with the Particle Accelerator. It can take several seconds to form the Energy Ball, but increasing the power of the Particle Accelerator will usually speed up the process.
The R-UST fusion reactor is an experimental nuclear fusion engine that, on it's own, utilizes fusion to generate power, though the proposed setup will involve TEGs as well, much like the supermatter setup. Usually deuterium and tritium are fused in a super heated field into helium, releasing a large amount of energy once it occurs. Very safe, will explode if the field is turned off, though, which would probably release super heated kill gas everywhere and EMP a large amount of the equipment surrounding the core.
----
=== Tesla Coils and Energy Ball Targets ===
An energy ball will shoot bolts of electricity off at the nearest conductor, which it prioritizes in this order:
#Tesla coils
#Grounding Rods
#Mobs
#Machines
'''Warning:''' Tesla coils and grounding rods that are either opened with a screwdriver or not firmly wrenched to the floor will explode violently when struck by tesla bolts.


'''Tesla Coils'''
==[[File:Singularity.gif|64px]] [[Singularity Engine]]==
A seemingly popular engine, this setup generates a black hole and keeps it contained by means of a containment field after being shot with particles from a particle accelerator with the resulting radiation being captured by radiation collector arrays. A lot can go wrong with this setup if the singularity is fed carelessly, particularly when it's set loose and begins consuming the station, which would probably warrant an evacuation order.


[[File:Tesla Coil.gif|left]]Tesla coils will attract the electrical arcs both from the energy ball and from other tesla coils. They will take half the power of the bolt, pump it into the wire knot directly beneath it, and then will send its remaining energy to the next available conductor, which follows the criteria listed above. Preferably, this will be another coil to harness more of the energy and pump it into the power grid. This is typically referred to as a 'chain strike'.
==Secondary/Backup Power Sources==


'''Grounding Rods'''
===[[File:Solar_rotating.gif|64px]] Solar Farm===
<small>''See also: [[Solars]]''</small>


[[File:Grounding Rod.gif|left]]Grounding rods, being a lower priority for tesla strikes and chained tesla strikes, are a means to safely dissipate any excess electrical arcs that the energy balls may generate. Setting these up at the end of the tesla coil 'chain' will provide a means for the chain to terminate, while installing them near the energy ball will allow excess strikes from the ball itself to also dissipate safely. Grounding Rods also have a secondary function in providing lightning from thunderstorms a target to keep people safe outside should they choose to frolic in the bad weather.
Out west of Surface 1 is the large solar farm, which is always present. The panels are already setup, all that's required is to scan for panels, turn on auto tracking, connect the output wire to the SMES units, and turn the SMES on. Most engineers will deconstruct two of the three SMES units to consolidate the coils into one single SMES, which helps with power management.


'''Mobs'''
===[[File:Superpacman.png|64px]] P.A.C.M.A.N.===
The PACMAN generators are normally used for emergencies when power goes out and must be restored quickly, usually used for the engine room if a crisis strikes there. Wrenching a generator on top a wire knot and turning it on will supply power to that power net. Note that setting their power level to max will generate a lot of heat, and remaining at 300 Celsius (800C for Mrs. PACMAN) will cause the generator to explode. It should also be noted that PACMANs have stock parts and can be upgraded by Research. There are three types of PACMAN generators:


[[File:Catgirl.png]]Being struck by a lightning bolt will severely electrocute the target, often lethally. Huddling around an anchored grounding rod will protect from the tesla's direct wrath.
*'''P.A.C.M.A.N.''': Utilizes phoron to generate power. Rated for 80 kW, can output 100 kW max.
*'''Super P.A.C.M.A.N.''': Consumes uranium. Rated for 80 kW and can output a maximum of 100 kW, but the fuel lasts twice as long with the side effect of emitting low levels of radiation.
*'''Mrs. P.A.C.M.A.N.''': Uses tritium for fuel. Rated for 200 kW and can output a maximum of 250 kW, and the fuel lasts twice as long.


'''Machines'''
=The Net=
The power net can pretty much be summed up as the nervous system of the station, with wires running all throughout the entire facility, connecting everything and powering important rooms. Below are headings that give a rough idea as to how power flows.


'''[[File:EngiVend.png]]''' Machines struck will violently explode with enough strength to breach the hull. This is the primary source of damage to the station from a loose tesla.
==[[File:SMES_animated.gif|64px]] SMES==
----
<small><i>See also: [[SMES Manual]]</i></small>
=== Containment ===
In order to keep the Energy Ball inside the engine room a containment field must be employed. The containment field consists of two parts that function in tandem.


'''Field Generators'''
A SMES (Superconducting Magnetic Energy Storage) unit is basically one large rechargeable battery, capable of storing several megawatts of energy for later distribution, depending on the coils installed inside the unit. These large storage devices are basically what (safely) controls the flow of power throughout the station, determined by how much energy it has and what the output level is set to. In order for a SMES to receive power, a wire must be knotted under the terminal connected to the unit and input must be turned on. In order for a SMES to output the energy it has stored, a wire must be knotted under the unit itself and output must be turned on.


[[File:Field Generator.png|left]]When provided power this will spread a containment force field beam across open space to nearby field generators. The generators must be placed orthagonally (north/south, east/west, at right angles) from each other to properly create the field, however they can be many tiles apart. Field generators cannot be powered by wires or area power controllers, and are instead powered by emitters or gyrotrons. In a typical setup each field generator gets its own emitter. Field generators must be wrenched down, then welded, then activated with an empty hand to function. '''Warning:''' standing near the containment field, even with protective equipment, can quickly become fatal. Stepping directly into the containment field is even deadlier. Watch your step!
===[[File:SMESCoil.png|64px]] Upgrading===
The level at which a SMES can output energy and how much energy it can store is based on the coils installed inside the unit. There's no penalty for mixing different coils. To place coils inside a SMES, unscrew the maintenance panel and simply place them inside, but the SMES has to be completely discharged, otherwise the safety mechanism will prevent you from placing any coils inside (and it's probably a good thing, otherwise you'll explode from arc flash). To remove coils, unscrew the maintenance panel, wirecut the terminal wires out, and crowbar the internal mechanisms out, then just retrieve the coils that you want and rebuild the SMES. A SMES can hold six coils, but all pre-built SMES units around the station will have a couple coils inside already. The following are the types of coils that can be installed:


'''Emitters'''
*'''Basic Superconductive Magnetic Coil''': The most basic of the coils that can be installed in a SMES. Adds 20 kWh to capacity and 150 kW to transmission ability.
*'''Superconductive Magnetic Coil''': The standard coil that you'll be seeing in a lot of units. Adds 100 kWh to capacity and 250 kW to transmission ability.
*'''Superconductive Capacitance Coil''': A coil suited for storing large amounts of energy. Adds 1000 kWh to capacity and 50 kW to transmission ability.
*'''Superconductive Transmission Coil''': A coil suited for taking in and distributing larger amounts of energy. Adds 10 kWh to capacity and 1000 kW to transmission ability.


[[File:Emitter On.gif|left]]Emitters are essentially large lasers which are used for a variety of engineering tasks, however their function in a tesla engine specifically is to power up the Field Generators so that the containment field remains active while the engine is on. Emitters draw electricity from a wire knot beneath them to function, typically provided by a dedicated SMES battery. Make sure that the emitters never lose power or else the containment field may fail. You may use your ID on an emitter to lock it to prevent tampering.
===[[File:Breaker.png|64px]] Substations and RCON===
----
There are quite a number of SMES units around the station that are easy to overlook, but the purpose of these units is to provide power to particular areas of the station (medbay, security, etc.), which will divide the grid into sub-grids, which carries a few nice reasons for using these:
=== Particle Accelerator ===


[[File:NewPA.png|left]]The Particle Accelerator fires waves of radioactive energy at the Tesla Generator to form the Energy Ball, and then at the Energy Ball to increase its power. The Particle Accelerator draws its power from the Area Power Controller. The Particle Accelerator consists of seven parts which must be placed in the correct location and orientation to function. While it's not important to know exactly what each part does it is important to understand where each part connects to each other.
*Grub damage/power draw localization
At the back of the Particle Accelerator is the '''Alpha Particle Generation Array''', then comes the '''EM Acceleration Chamber''' followed by the '''Particle Focusing EM Lens'''. At the front end are three '''EM Containment Grid'''s, consisting of a center piece and two end pieces which must be placed on the correct side and orientation from the center piece. Facing towards the front of the Particle Accelerator from the back, the '''Particle Accelerator Control Computer''' should be on the right hand side of the '''EM Acceleration Chamber''', so a Particle Accelerator facing towards the East will have its computer on the South side but if it were facing West it would be on the Northern side.
*Control over specific department power usage
All seven parts must be secured to the floor with a wrench, wired with a single piece of cable each, and then its service hatch must be screwed shut. Once everything is set the computer can be accessed to scan for parts. If you receive an error then ensure all parts are in the correct spot and facing the right way. Otherwise it will detect all parts and be ready to turn on. There are three intensity levels ranging from 0 to 2, but the console can be hacked to enable level 3 power. The Energy Ball and mini-balls will form the fastest at power level 3, while shutting the Particle Accelerator off completely will gradually allow the Energy Ball to lose energy and eventually dissipate. If the energy ball dissipates (or there's been an accident) then a new '''Tesla Generator''' must be ordered from cargo so the engine can be restarted.


'''Warning:''' It is NOT safe to stand in front of the particle accelerator while it is turned on as you will be blasted with radiation. The energy waves are even capable of passing through solid walls so plan accordingly!
All pre-built SMES units (except for the AI Core SMES) have something called RCON (Remote CONtrol) enabled, which allows for anyone with access to a RCON console to adjust the input and output of a SMES unit remotely, which is rather convenient given how many units are present on the station, but the console is also used to control the breaker boxes next to the substations which, when toggled (bypass disabled), will separate the area from the main grid, relying on the area's SMES for power.


== Startup Guide ==
==[[File:CableCoils.png|64px]] Wire==
=== Equipment ===
Wire cables are what transfer power throughout the entire station, usually from a SMES unit to an APC. The amount of power they can transmit is restricted only to what the power source they're connected to is generating, and the power currently in the cable can be measured by using a multitool on it.
The tesla does not require any special setup, such as filling gas tanks or getting the correct ratio of gasses into pipes, in order to function. However, due to the noise the engine produces, they are almost exclusively set up within a vacuum so the appropriate EVA equipment will be required. This guide will assume that you're doing it alone and at the very beginning of the shift, whether because you're the only engineer that signed up, or because everyone else is indisposed. '''If you are joining late and the station is losing power then extra precautionary steps will need to be taken!'''


The Tesla engine is housed inside the Tether in the north-west portion of Asteroid 1, or the Stellar Delight in the south-east end of Deck 2. You'll need some tools to set it up, all of which you can conveniently acquired right in engineering. You will need:
==[[File:APC.gif|64px]]APC==
* [[File:Wrench.png]] Wrench
An APC (Area Power Controller) is a console localized to any room that supplies power to equipment, doors and peripherals, and [[lighting]]. All APCs have an interface that allows you to control the three categories mentioned, but they all remain locked unless you swipe an engineering ID over it. APCs have terminals connected to them that are, in turn, connected by wire to the power net. Based on the charge of the cell and how much power the APC is receiving, as long as the categories are set to auto, it will automatically turn off equipment to conserve power, starting with turning off equipment, then lighting, then environment once the cell eventually runs out of charge. Conveniently, the screen color on an APC will change depending on it's status:
* [[File:Welderon.gif]] Fueled welding torch
* [[File:CableCoils.png]] Some wires
* [[File:Screwdriver_tool.png]] Screwdriver
* [[File:Oxygen_tank.png]] Set of internals
* [[File:Engineer Hardsuit.png]] A vacuum-capable suit appropriate for your species.
* [[File:WeldingHelmet.png]] If your species does not need to wear an EVA suit then you will need welding goggles or helmet to protect your eyes while welding.
* [[File:Yellowgloves.png]] Insulated gloves (optional, but highly recommended). You will not need to touch any wires following this guide, but better safe than sorry.


Now that you have your supplies, it's time to get to work! Setting up the Tesla consists of three major steps. Steps 1 and 2 can be done in either order, however step 3 '''must''' come last.
*<span style="color:green">'''Green'''</span>: Receiving power, cell at full charge.
*<span style="color:blue">'''Blue'''</span>: Receiving power, cell charging.
*<span style="color:red">'''Red'''</span>: Not receiving power, therefore not charging.


=== Step 1: Outside Engineering (Spaceproof Equipment Required) ===
There are also lights on the side of the APC that show what equipment is receiving power:
For the following section steps 1-3 can be done in any order, however they will be listed in the order the author of this guide typically does things. Breaking each part into these steps helps keep track of what you have and have not done. '''Note:''' if you are the first to arrive to the generator room then everything should already be located right where it needs to be, there should be no need to move anything around! While moving or adding some things can be beneficial, this guide is meant to keep things simple.


==== 1. Wrench the Field Generators and the Tesla Generator ====
*'''Black''': APC breaker turned off.
[[File:Field Generator.png]][[File:Tesla Generator.png]]First wrench down all four '''Field Generators''' and check that you cannot push or pull them. The '''Tesla Generator''' should already be wrenched down for you but it couldn't hurt to double check. If you wish you can also weld the field generators down now or do it in step 4.
*<span style="color:blue">'''Blue'''</span>: Category is set to auto and is turned on.
*<span style="color:green">'''Green'''</span>: Category is set to on.
*<span style="color:red">'''Red'''</span>: Category is set to off.
*<span style="color:orange">'''Orange'''</span>: Category is set to auto but is turned off.


==== 2. Wrench Down Tesla Coils and Grounding Rods ====
===[[File:Powercell.png|64px]] Power Cell===
[[File:Tesla Coil.gif]][[File:Grounding Rod.gif]]First wrench down the four '''Grounding Rods''', check that you cannot move them. Once that's done there should be six '''Tesla Coils''' for you to wrench down. If you see any exposed wire knots then it's possible that one of the coils has been pushed off of its knot and needs to get put back onto it, otherwise it won't actually capture any electricity. Try pushing or pulling each one to make sure you can't move them, if they can move it means they're not wrenched.
Power cells are most commonly found inside APCs, but are certainly found in other pieces of equipment as well. Without cells, the APC would quickly cut power to all equipment it's in charge of the moment there's a discrepancy in the grid. Below are the different types of power cells as well as their charge capacity:


==== 3. Secure the emitters ====
*'''Potato Battery''': 0.3k
[[File:Emitter_On.gif]]The emitters should already be wrenched down and located in the correct locations when first entering the engine room, however this is the step where the emitters would be relocated if desired. For now just make sure they cannot be pushed or pulled. If desired you can also activate your welding tool to weld them to the floor, but '''do not activate them yet'''.
*'''Heavy Duty Cell''': 5k
*'''Default Borg Cell''': 7.5k
*'''Charged Slime Core''': 10k, plus passive recharging.
*'''High Capacity Cell''': 15k
*'''Super Capacity Cell''': 20k
*'''Hyper Capacity Cell''': 30k
*'''Infinite Capacity Cell''': Infinite charge, duh.


==== 4. Enable the containment field ====
=SMES Settings=
[[File:Field Generator.png]][[File:Emitter_On.gif]]Once everything is secure it's time to enable the containment field. Once the containment field is activated it is '''extremely dangerous''' to stand near it, so we are going to do it in a specific order. It's a good idea to activate generators and emitters in pairs, working your way around the area in a circle. First stand near two of the field generators and be ready to quickly move to the corresponding emitters. If you have not already done so, weld down the '''Field Generators''', then using an empty hand activate them, then quickly run to the emitters, ensure you are not standing in front of them, then activate them (weld them down first if you have not already before activating them). Circle around to the set of field generators that are still inactive and repeat the process. Make sure that you activate them in a way that will allow you to reach the airlock without having to pass in front of an emitter beam. If you need to step in front of an emitter then you can deactivate them briefly, or if you are feeling brave then know that emitters fire in bursts of 4 before pausing for a few seconds, giving an opening to move in front.
Below is a list of RCON settings for the multiple SMES units around the station. Ensure the substation bypasses are disabled when you turn the input and output on for the substations.<br>
Note that these are only one configuration, and that others can be perfectly acceptable. Feel free to experiment.


Once all four emitters are firing and all four field generators are active you should see the '''Tesla Generator''' completely surrounded by the containment field. This can take a few seconds while the field generators are powering up, so stick around and confirm that the field is active before proceeding to the next step.
{| class="wikitable"
 
!SMES!!Input!!Output!!Notes
=== Step 2: Inside Engineering ===
|-
==== Set up the Particle Accelerator ====
|'''Engine - Core'''||250||250||Powers the engine room. Draw is variable depending on the engine, though these two values should remain maxed.
[[File:NewPA.png|left]]There's only one thing that needs to be done in the comfort of breathable atmosphere, it's time to set up the particle accelerator itself. First, then wrench each piece in place. Second, wire all the pieces with a cable coil. Finally, use a screwdriver to close all the panels. Click on the console and hit "Scan for parts" to link the console with the actual PA. This is your particle accelerator set up!
|-
 
|'''Power - Main'''||1000||950||Powers anything not covered by a substation. This is considered the main grid, though care should be considered regarding the input based on how the engine was setup. It should also be noted that this SMES unit takes priority when drawing power from the engine over the Engine SMES.
If any of the parts were bumped or pushed around, you may need to put them back into place. All the components must be in the correct locations and facing the same direction. If a part was secured in the wrong place, they can be deconstructed by using a screwdriver to open the panel, wire cutters to remove the wiring, and a wrench to loosen it.
|-
 
|'''Atmos'''||200||250||Powers atmospherics. Draw is variable depending on how atmospherics was configured that shift.
 
|-
 
|'''Cargo'''||40||80||Powers the cargo department. Normally draws 8 kW, has 1 recharger.
 
|-
=== Step 3. Fire it up! ===
|'''Civ West'''||40||80||Powers surface EVA, tool storage, The three floors of the Garden, Pool, Fitness Room (As well as showers/bathrooms) and first aid station. Normally draws 7 kW, has 2 rechargers.
Once the field generator beams form a box around the tesla generator and the Particle Accelerator is ready return to the Particle Accelerator if you aren't already there..
|-
 
|'''Civilian'''||80||160||Powers, Dorms (including Maint ones), Tram, laundry room, washing room, holodeck, cryo pods, and library. Normally draws 32 kW, can raise higher than 80 kW if holodeck is in use.
The particle accelerator is used to feed the tesla and make it grow, which results in more energy balls spinning around, which results in more energy.
|-
 
|'''Command'''||60||120||Powers bridge, CD and HoP offices, teleporter, meeting room, IAA office, and EVA. Normally draws 18 kW, has 3 rechargers and 1 cell charger.
Move over to the particle accelerator control box and set the output to 2 (If you know how to you can hack it and set it to 3). You can leave the particle accelerator at its max settings permanently without any ill effect. The Tesla also doesn't generate any radiation, so you don't have to close the radiation shutters or worry about radiation collectors. The Particle Accelerator blasts do cause radiation however, so don't get hit by its energy waves!
|-
 
|'''Engineering'''||80||160||Powers the engineering department, including the three space-side telecomms relays. Normally draws 37 kW, has 4 rechargers and 3 cell chargers.
==== Activate the SMES Cells ====
|-
Make sure the engine grid SMES is set to charge and output enough to keep the emitters and PA going (which is maximum input AND output. Seriously, do this.). The Main SMES should be second priority, and is where the rest of the station gets it power.
|'''Exploration'''
 
|60
After setting the SMES units up, check that they're charging. If it says charging and the total stored power is increasing, the station will now receive plenty of power! If you're still the only engineer, you may want to consider setting up the solars to ensure a source of backup power if the engine becomes unusable or just as supplementary power.
|120
 
|Powers the hanger, gateway
=== Maintenance ===
|-
The tesla is very low maintenance. All you have to do is to check that the emitters are still powering the shield generators.
|'''Medical'''||100||200||Powers the medical department. Normally draws 36 kW, has 2 rechargers and 1 gas cooler. Given high input due to value to the facility.
'''Ensuring that the engine power grid remains powered is vital. If the power to the engine network is lost, the emitters will stop firing and the tesla orb will rapidly escape.'''
|-
 
|'''MedSec'''||40||80||Powers surface triage and surface drunk tank. Normally draws 8 kW, has 1 recharger.
== Pros and Cons of the Tesla engine ==
|-
=== Pros ===
|'''Mining'''||40||80||Powers the mining department. Normally draws 7 kW, has 1 recharger and 1 cell charger.
* Doesn't generate radiation.
|-
* Doesn't generate gravity, which means you can't be pinned against the shield.
|'''Mining Outpost'''||20||40||Powers the off-station mining outpost. Normally draws 5 kW, has 1 recharger, 1 cell charger, and 1 mech charging station.
* Don't need eye protection to look at it safely, very pretty.
|-
* Practically no maintenance when set up.
|'''Research'''||100||200||Powers the research department. Normally draws 46 kW, but has a lot of different rechargers, hence the high input.
* The grounding rods mean that you ''probably'' won't get shocked.
|-
* When released, won't eat the entire station.
|'''Science Outpost'''||80||160||Powers the toxins outpost. Normally draws 15 kW, but houses atmospherics equipment which can increase power usage greatly. Otherwise it is mostly unused.
* The total energy generated by the tesla naturally increases without intervention over time.
|-
* Can be enhanced with additional tesla coils. The circuitboards can be found in the closet in front of the airlock on Tether and in the small room north of the PA room on Tether, or more can be printed from Science. This can only be done before the engine is active.
|'''Secondary Command'''
* Tesla coils be be upgraded with better capacitors using a bluespace part exchanger (opening them with a screwdriver will make them explode).
|60
 
|120
=== Cons ===
|Powers Secondary Command and its Teleporter Room, which is the highest power draw when in use.
* Generates much less energy than the singularity.
|-
* A singularity, if released, has a 50/50 chance of heading towards the station or heading towards deep space. For a tesla, on the other hand, its more of an 80/20 chance because it is attracted to conductible materials.
|'''Security'''||80||160||Powers the security department. Normally draws 32 kW, has numerous wall rechargers.
* The tesla can kill from extreme distances.
|-
* The tesla has little to no warning that something is wrong. You won't know you've made a mistake until it's already blown up and going on a rampage.
|'''Surface Civilian'''||80||160||Powers hydroponics, the bar and kitchen, reading rooms, phoron shelter, and backup shuttle landing pads. Normally draws 23 kW, has 1 cyborg recharger. Power draw will increase significantly if the Tour Bus SMES is set to charge as it draws from the same lines as Surface Civilian. Recommendations are to boost the numbers if/when the Tour Bus SMES is being used.
* Cannot add more coils while it's turned on.
|-
 
|'''Telecomms'''||80||160||Powers surface telecommunications. Normally draws 22 kW.
== TESLOOSE ==
|-
If the energy ball is to get out of containment somehow, it will pass through walls, windows, anything. It will shoot electricity at conductors, mobs, etc, and direct bolts from the energy ball will instantly kill just about anyone. Being hit by the ball itself will turn you into a pile of dust regardless of protection. Any piece of electronics, such as consoles, machines, or airlocks, will violently explode when hit, causing vast damage to the station.
|'''AI Chamber'''||200||200||Powers the AI Core. Normally draws 10 kW, but increases to 60 kW if an AI is present. This SMES cannot be accessed remotely.
 
|}
The energy ball usually moves towards the last direction it shocked, which means that it will actively seek areas with more machines and conductive materials.


{{Gameplay guides}}
{{Gameplay guides}}
 
[[Category: Guides]]
[[Category:Guides]]

Revision as of 19:35, 16 February 2023

This section or article is being updated. Certain details are subject to change. You can help this by contributing.


Power is one of the biggest and most important concepts of engineering, and the sooner you learn about it, the smoother your rounds as an engineer will be regarding how power is distributed and contained.

Engines

Interns that were somehow put in charge of what the VORE uses as a power source can't seem to stop arguing, therefore the engine is changed every shift, currently between the supermatter and the tesla, though there's word of more engines being utilized in the rotation.

Supermatter.png Supermatter Engine

The supermatter is basically a highly unstable crystal made up of exotic material, which is able to emit radiation and certain gasses once energized. It can be energized by pretty much anything, but is mainly powered by an emitter. This particular setup uses the SM to heat up gas in the core to be extracted and piped into TEGs, which is utilized in tandem with the cold gas from heat exchanging pipes in space to produce power instead of using radiation collectors. A familiar but somewhat unforgiving engine if allowed to delaminate.

Energy ball.gif Tesla Engine

The tesla is the engine that started the rotation. It's similar to how the singularity engine functions in that there is a containment field holding an unstable, moving, power generating anomaly, except that it is a ball of energy instead of an angry swirling black hole, but the particle accelerator is still present. Power is generated whenever the ball of energy arcs electricity into a tesla coil, harnessing and transferring the energy into the power net to charge the SMES. A rather safe engine, the only thing that could go wrong would be if the grounding rods weren't secured or if the containment field fails due to a lack of power.

R-UST.gif R-UST

The R-UST fusion reactor is an experimental nuclear fusion engine that, on it's own, utilizes fusion to generate power, though the proposed setup will involve TEGs as well, much like the supermatter setup. Usually deuterium and tritium are fused in a super heated field into helium, releasing a large amount of energy once it occurs. Very safe, will explode if the field is turned off, though, which would probably release super heated kill gas everywhere and EMP a large amount of the equipment surrounding the core.

Singularity.gif Singularity Engine

A seemingly popular engine, this setup generates a black hole and keeps it contained by means of a containment field after being shot with particles from a particle accelerator with the resulting radiation being captured by radiation collector arrays. A lot can go wrong with this setup if the singularity is fed carelessly, particularly when it's set loose and begins consuming the station, which would probably warrant an evacuation order.

Secondary/Backup Power Sources

Solar rotating.gif Solar Farm

See also: Solars

Out west of Surface 1 is the large solar farm, which is always present. The panels are already setup, all that's required is to scan for panels, turn on auto tracking, connect the output wire to the SMES units, and turn the SMES on. Most engineers will deconstruct two of the three SMES units to consolidate the coils into one single SMES, which helps with power management.

Superpacman.png P.A.C.M.A.N.

The PACMAN generators are normally used for emergencies when power goes out and must be restored quickly, usually used for the engine room if a crisis strikes there. Wrenching a generator on top a wire knot and turning it on will supply power to that power net. Note that setting their power level to max will generate a lot of heat, and remaining at 300 Celsius (800C for Mrs. PACMAN) will cause the generator to explode. It should also be noted that PACMANs have stock parts and can be upgraded by Research. There are three types of PACMAN generators:

  • P.A.C.M.A.N.: Utilizes phoron to generate power. Rated for 80 kW, can output 100 kW max.
  • Super P.A.C.M.A.N.: Consumes uranium. Rated for 80 kW and can output a maximum of 100 kW, but the fuel lasts twice as long with the side effect of emitting low levels of radiation.
  • Mrs. P.A.C.M.A.N.: Uses tritium for fuel. Rated for 200 kW and can output a maximum of 250 kW, and the fuel lasts twice as long.

The Net

The power net can pretty much be summed up as the nervous system of the station, with wires running all throughout the entire facility, connecting everything and powering important rooms. Below are headings that give a rough idea as to how power flows.

SMES animated.gif SMES

See also: SMES Manual

A SMES (Superconducting Magnetic Energy Storage) unit is basically one large rechargeable battery, capable of storing several megawatts of energy for later distribution, depending on the coils installed inside the unit. These large storage devices are basically what (safely) controls the flow of power throughout the station, determined by how much energy it has and what the output level is set to. In order for a SMES to receive power, a wire must be knotted under the terminal connected to the unit and input must be turned on. In order for a SMES to output the energy it has stored, a wire must be knotted under the unit itself and output must be turned on.

SMESCoil.png Upgrading

The level at which a SMES can output energy and how much energy it can store is based on the coils installed inside the unit. There's no penalty for mixing different coils. To place coils inside a SMES, unscrew the maintenance panel and simply place them inside, but the SMES has to be completely discharged, otherwise the safety mechanism will prevent you from placing any coils inside (and it's probably a good thing, otherwise you'll explode from arc flash). To remove coils, unscrew the maintenance panel, wirecut the terminal wires out, and crowbar the internal mechanisms out, then just retrieve the coils that you want and rebuild the SMES. A SMES can hold six coils, but all pre-built SMES units around the station will have a couple coils inside already. The following are the types of coils that can be installed:

  • Basic Superconductive Magnetic Coil: The most basic of the coils that can be installed in a SMES. Adds 20 kWh to capacity and 150 kW to transmission ability.
  • Superconductive Magnetic Coil: The standard coil that you'll be seeing in a lot of units. Adds 100 kWh to capacity and 250 kW to transmission ability.
  • Superconductive Capacitance Coil: A coil suited for storing large amounts of energy. Adds 1000 kWh to capacity and 50 kW to transmission ability.
  • Superconductive Transmission Coil: A coil suited for taking in and distributing larger amounts of energy. Adds 10 kWh to capacity and 1000 kW to transmission ability.

Breaker.png Substations and RCON

There are quite a number of SMES units around the station that are easy to overlook, but the purpose of these units is to provide power to particular areas of the station (medbay, security, etc.), which will divide the grid into sub-grids, which carries a few nice reasons for using these:

  • Grub damage/power draw localization
  • Control over specific department power usage

All pre-built SMES units (except for the AI Core SMES) have something called RCON (Remote CONtrol) enabled, which allows for anyone with access to a RCON console to adjust the input and output of a SMES unit remotely, which is rather convenient given how many units are present on the station, but the console is also used to control the breaker boxes next to the substations which, when toggled (bypass disabled), will separate the area from the main grid, relying on the area's SMES for power.

CableCoils.png Wire

Wire cables are what transfer power throughout the entire station, usually from a SMES unit to an APC. The amount of power they can transmit is restricted only to what the power source they're connected to is generating, and the power currently in the cable can be measured by using a multitool on it.

APC.gifAPC

An APC (Area Power Controller) is a console localized to any room that supplies power to equipment, doors and peripherals, and lighting. All APCs have an interface that allows you to control the three categories mentioned, but they all remain locked unless you swipe an engineering ID over it. APCs have terminals connected to them that are, in turn, connected by wire to the power net. Based on the charge of the cell and how much power the APC is receiving, as long as the categories are set to auto, it will automatically turn off equipment to conserve power, starting with turning off equipment, then lighting, then environment once the cell eventually runs out of charge. Conveniently, the screen color on an APC will change depending on it's status:

  • Green: Receiving power, cell at full charge.
  • Blue: Receiving power, cell charging.
  • Red: Not receiving power, therefore not charging.

There are also lights on the side of the APC that show what equipment is receiving power:

  • Black: APC breaker turned off.
  • Blue: Category is set to auto and is turned on.
  • Green: Category is set to on.
  • Red: Category is set to off.
  • Orange: Category is set to auto but is turned off.

Powercell.png Power Cell

Power cells are most commonly found inside APCs, but are certainly found in other pieces of equipment as well. Without cells, the APC would quickly cut power to all equipment it's in charge of the moment there's a discrepancy in the grid. Below are the different types of power cells as well as their charge capacity:

  • Potato Battery: 0.3k
  • Heavy Duty Cell: 5k
  • Default Borg Cell: 7.5k
  • Charged Slime Core: 10k, plus passive recharging.
  • High Capacity Cell: 15k
  • Super Capacity Cell: 20k
  • Hyper Capacity Cell: 30k
  • Infinite Capacity Cell: Infinite charge, duh.

SMES Settings

Below is a list of RCON settings for the multiple SMES units around the station. Ensure the substation bypasses are disabled when you turn the input and output on for the substations.
Note that these are only one configuration, and that others can be perfectly acceptable. Feel free to experiment.

SMES Input Output Notes
Engine - Core 250 250 Powers the engine room. Draw is variable depending on the engine, though these two values should remain maxed.
Power - Main 1000 950 Powers anything not covered by a substation. This is considered the main grid, though care should be considered regarding the input based on how the engine was setup. It should also be noted that this SMES unit takes priority when drawing power from the engine over the Engine SMES.
Atmos 200 250 Powers atmospherics. Draw is variable depending on how atmospherics was configured that shift.
Cargo 40 80 Powers the cargo department. Normally draws 8 kW, has 1 recharger.
Civ West 40 80 Powers surface EVA, tool storage, The three floors of the Garden, Pool, Fitness Room (As well as showers/bathrooms) and first aid station. Normally draws 7 kW, has 2 rechargers.
Civilian 80 160 Powers, Dorms (including Maint ones), Tram, laundry room, washing room, holodeck, cryo pods, and library. Normally draws 32 kW, can raise higher than 80 kW if holodeck is in use.
Command 60 120 Powers bridge, CD and HoP offices, teleporter, meeting room, IAA office, and EVA. Normally draws 18 kW, has 3 rechargers and 1 cell charger.
Engineering 80 160 Powers the engineering department, including the three space-side telecomms relays. Normally draws 37 kW, has 4 rechargers and 3 cell chargers.
Exploration 60 120 Powers the hanger, gateway
Medical 100 200 Powers the medical department. Normally draws 36 kW, has 2 rechargers and 1 gas cooler. Given high input due to value to the facility.
MedSec 40 80 Powers surface triage and surface drunk tank. Normally draws 8 kW, has 1 recharger.
Mining 40 80 Powers the mining department. Normally draws 7 kW, has 1 recharger and 1 cell charger.
Mining Outpost 20 40 Powers the off-station mining outpost. Normally draws 5 kW, has 1 recharger, 1 cell charger, and 1 mech charging station.
Research 100 200 Powers the research department. Normally draws 46 kW, but has a lot of different rechargers, hence the high input.
Science Outpost 80 160 Powers the toxins outpost. Normally draws 15 kW, but houses atmospherics equipment which can increase power usage greatly. Otherwise it is mostly unused.
Secondary Command 60 120 Powers Secondary Command and its Teleporter Room, which is the highest power draw when in use.
Security 80 160 Powers the security department. Normally draws 32 kW, has numerous wall rechargers.
Surface Civilian 80 160 Powers hydroponics, the bar and kitchen, reading rooms, phoron shelter, and backup shuttle landing pads. Normally draws 23 kW, has 1 cyborg recharger. Power draw will increase significantly if the Tour Bus SMES is set to charge as it draws from the same lines as Surface Civilian. Recommendations are to boost the numbers if/when the Tour Bus SMES is being used.
Telecomms 80 160 Powers surface telecommunications. Normally draws 22 kW.
AI Chamber 200 200 Powers the AI Core. Normally draws 10 kW, but increases to 60 kW if an AI is present. This SMES cannot be accessed remotely.
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