Difference between revisions of "Engineer"

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(Tidies up the required gear; mentions a DC duffel. Makes gear more parseable in general. Adds a table of recommended RCON values.)
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|employers = [[Hephaestus Industries]], [[Zavodskoi Interstellar]]
|employers = [[Hephaestus Industries]], [[Zavodskoi Interstellar]]
|superior = [[Chief Engineer]]
|superior = [[Chief Engineer]]
|duties = Start the engine, wire the solars, repair ship hull and wiring damage, repair equipment, etc. Basically, do everything that has anything to do with repairs.
|duties = Start the engine, repair the hull, point an emitter at a blob. Forget your insulated gloves and shock all of the blood from your body after touching a wire.
|guides = <!--[[Guide to Engineering]]--> [[Hacking]], [[Guide to Construction]], [[Guide to Thrusters]], [[Supermatter Engine]], [[Telecommunications]], [[Guide to Shields]], [[Guide to Gunnery]]
|guides = <!--[[Guide to Engineering]]--> [[Hacking]], [[Guide to Construction]], [[Guide to Thrusters]], [[Supermatter Engine]], [[Telecommunications]], [[Guide to Shields]], [[Guide to Gunnery]]
}}
}}
As a '''Ship Engineer''' you are the man that, when called, fixes a broken light bulb, repairs a door, or, rarely, helps break into a rogue AI's core. You watch over the engine, ensure the electrical machinery aboard the ship is up and running, and, most of all, repair the ship when it inevitably explodes due to [[Guides#Antagonist_Guides|unforeseen consequences]].
As a '''Ship Engineer''', you are the individual who provides power to the ship and keeps it running. When called upon, you may also be asked to hack a door, debug a vending machine, and clean up a [[Xenobotanist]]'s [[K'ois|mess]]. You watch over the engine, ensure the electrical machinery aboard the ship is up and running, and, most of all, repair the ship when it inevitably explodes due to [[Guides#Antagonist_Guides|unforeseen consequences]].


== Equipment ==
== Starting Out and Equipment ==
You start in Engineering with a hard hat, a T-Ray scanner, an engineering headset, an engineering jumpsuit, tool belt, and an Engineering PDA.
You spawn in your engineering break room, right next to shield control and above the engineering deck. Your initial equipment is a hard hat, a t-ray scanner, a tool belt, and assorted departmental uniforms and headsets. Before getting right into any repairs, you will require:
* '''Insulated gloves:''' Impossibly useful and found in an electrical locker, they shield your hands from any electrical damage you might take while you're dealing with wires. '''Never forget insulated gloves.'''
* '''Multitool:''' Found in an electrical locker. Useful for hacking doors, checking the power running through cables, and changing the color of cable coil.
* '''Global positioning device:''' Found in your personal locker. Click on it while it is in your hand to set your GPS tag, and track other GPSes.
* '''Welding goggles/helmet:''' A helmet or set of goggles to be worn when you are welding; if you don't wear them while you weld, say hello to eye damage.


Items that are recommended for Ship Engineers include webbing, multitool, welding goggles, and a GPS.
In your loadout and in your personal equipment locker, you can equip items such as drop pouches, webbing, and engineering overalls. These have several extra storage slots that you can use to store your myriad equipment. Hazard vests enable an engineer to wear an emergency oxygen tank in the suit storage slot. And of course, your suit sensors are excellent to enable for when you fall victim to a workplace accident.


Webbings allow for the storage of tools and other such items in your jumpsuit slot, freeing your hands up. The multitool is a nifty piece of kit, used for checking the amount of power flowing through wires, fixing machines infected with rampant brand intelligence, and <!--[[Hacking]]--> repairing wires in doors. The welding goggles are vital to protect your eyes while welding. Cable coils are used while laying new power lines and completing a few constructions such as lights or machines. Hazard vests are bright orange and it enables an engineer to wear an emergency oxygen tank in the suit storage slot, freeing the belt slot for the utility belt. Should all others options fail, the GPS will allow other engineers to rescue your remains. Suit sensors are a great addition for a young engineer.
In the Engineering storage room, there are also stacks of steel, glass, plasteel, and inflatable doors. It is highly recommended you prepare a duffel bag with materials, circuit boards, and any extra gear you may require, so you may quickly respond to any damages that occur. It is also helpful to have a [[Guide to EVA|prepared voidsuit]]. To assemble one for yourself, apply magboots and a helmet to the main suit item, and fill an oxygen tank. Attach the oxygen tank to the suit, and equip the suit when necessary. Remember your magboots when entering a vacuum!


It is also recommended that you carry a stack of metal and glass with you in your backpack at all times. This will allow you to respond quickly to any ship damage that may occur. Another healthy addition are inflatable walls, since those will stop breaches from spreading and help you create airlocks on the fly. All this gear can be obtained in the Engineering storage room, left of the main lobby. A prepared hardsuit also never hurts, you can make one for yourself by attaching magboots and helmet to the main suit item and putting an oxygen tank in. If all the metal and glass is gone more can be obtained from the sublevel or the [[Operations Manager]] in the Operations Bay.
If your materials are all gone, more can be obtained from a sub-level storage on Deck 1, or ordered from Operations.


== Doing Your Duty ==
== Doing Your Duty ==
Keeping the lights on and the air inside of the ship is your primary task. Apart from that, you will frequently face smaller events such as broken vendors, cameras, or the occasional ship-wide blackout event. All of those can be overcome through communication and a calm head. Your teamwork will be tested when the level 7 biohazard alarm rings.
Your primary task is to keep the ship powered, and the air supply breathable and inside the ship. Apart from that, you will frequently face smaller events such as glitching vending machines, broken cameras, or the occasional wall-destroying fungi. All of these are simple to fix, and can be overcome by communication with your team and a clear head. Your teamwork, however, will be tested when the level 7 biohazard alarm rings.


=== Starting the Engine ===
=== Starting the Engine ===
This is an extremely important task. Luckily, it is [[Supermatter Engine| simple enough]]. Make certain you follow the instructions precisely; an engineer who accidentally '''floods Engineering with phoron''' is not a popular person, but we all started somewhere and after a rather lengthy stay at the medbay your coworkers will most likely have repaired any damages.
''See: [[Supermatter Engine]]''
Your most important task at the start of the shift. Luckily, provided you follow directions, it is simple to set up. It is ''highly recommended'' that you ask a more senior engineer to assist you with engine setup if you are new to the work.


=== Working the Thrusters ===
=== Working the Thrusters ===
While the thrusters are the purview of your Atmospheric Technician colleagues, if they're not around you might have to set them up yourself with the [[Guide_to_Thrusters| guide]] open. Best of luck.
''See: [[Guide to Thrusters]]''
 
The thrusters are the purview of your Atmospheric Technician colleagues; however, if they're not around, you might have to set them up yourself. Use the guide as a reference, and good luck!


=== Fixing the Ship ===
=== Fixing the Ship ===
If there is, indeed, a breach, a broken door, or some other problem you can fix, you can go ahead and do so. See the [[Guide to Construction]] for more details. This also involves fixing parts of the ship layout you do not like. Speak to heads of staff first if it is something that influences the overall crew safety.
''See: [[Guide to Construction]]''
 
As an engineer, it is your job to repair a door, re-pressurize a vented area, seal a hull breach, or repair broken furniture. This versatility also gives you the leeway to start renovation projects on the ship, and add elements that weren't there prior for convenience. However, this requires permission from the [[Chief Engineer]] to start out on.


=== Power Management ===
=== Power Management ===
Remember that you can use your ID on the Power Monitoring Computer to remotely controls APCs. In the event that your power sources run dry, it may be worth turning off a few unneeded APCs or entire departments via the RCON. On the other hand, make sure to charge everything with excess power in advance whenever possible.
You can use your ID on the Power Monitoring Computer to remotely controls APCs. In the event that your power sources run dry, it may be worth turning off a few unneeded APCs or entire departments via the RCON. On the other hand, make sure to charge everything with excess power in advance whenever possible.
 
=== Setting Up RCON ===
 
RCON is the term for the remote-control power network that runs through the entire ship. When you set up the Supermatter at the start of the round, the power it generates will run freely through its connected power storage unit [[file:SMES.png]], and to the rest of the ship. Depending on the setup you are using, this can mean any amount of electricity from three to ten megawatts running through the grid.
 
There are several issues with this:
* If someone accidentally touches a wire, they will be severely injured.
* With no prior changes to RCON, the grid will attempt to supply every APC on the ship with an equal amount of power. Depending on the amount of power being generated by the engines, this can overload the grid and bottleneck the power.
 
In practice, what this means is editing how much power each power storage unit receives from the engine. If you browse the <code>RCON Remote Control</code> program on an engineering console, you can see all of the substations on the ship. Each of these substations is labelled with the department and area they power.


=== Setting up RCON ===
By default, the values all substations are set to are set to '''15,0000 watts input''', and '''14,0000 watts output'''. Below is a table that recommends values you can set each substation to.


Once the Ship's power source of choice has been set up, you will want to go around Maintenance and go into all of the departmental power ships and turn the breaker boxes [[file:Breakeron.png]] that are next to the power units '''off''' by clicking them with an empty hand. After a second or so, it will disable the box. What this does is disable the bypass that allows the main grid to directly power the department grids, and instead means the department's SMES will control it.
{| class="wikitable"
|+ RCON Values
|-
! Substation !! Input Value (W) !! Output Value (W)
|-
| Deck 3 Civilian || 15,0000 || 14,0000
|-
| Deck 3 Command || 15,0000 || 14,0000
|-
| Engineering Lower Deck || 21,0000 || 20,0000
|-
| Engineering Main Deck || 11,0000 || 10,0000
|-
| Hangar || 15,0000 || 14,0000
|-
| Medical || 15,0000 || 14,0000
|-
| Operations || 15,0000 || 14,0000
|-
| Port Wing || 5,0000 || 5,0000
|-
| Research || 21,0000 || 20,0000
|-
| Security || 15,0000 || 14,0000
|-
| Service || 15,0000 || 14,0000
|-
| Starboard Wing || 5,0000 || 5,0000
|-
| Xenoarchaeology || 11,0000 || 10,0000
|}


After the breaker box is off, you should then go to the SMES [[file:SMES.png]] and enable the input and output. As a general reference, 75000W output and 50000W Output ''should'' be enough for most, if not all, departments, but you may have to adjust the settings. Try to keep the input higher than the output so that the units can properly charge.
Research, which includes the [[Machinist]] workshop, draws a significant amount of power due to the many machines running off its grid. Engineering Lower Deck requires a large amount of power because of the atmospheric systems. It's worth noting that the power needs may change throughout the round depending on how many guns security is charging at the moment. You can use the Power Monitoring program on an engineering console to get a good idea of what departments may need more power at any given moment.


Alternatively, you can use the RCON program on one of the engineering computers to do all this remotely. To turn breaker boxes on/off, use the bypass function at the bottom.
At the bottom of the RCON program, you will see a list of breaker controls. These control whether the bypass that allows the main grid to directly power the department grids is on or off. You will want to turn all of these off, but '''make sure that the substations mentioned above are slightly charged before you turn off bypasses'''. At best, you'll have the common channel annoyedly informing you their power is gone; at worst, you'll have ship-wide blackouts as power adjusts.


== Traitoring ==
== Traitoring ==

Revision as of 11:57, 1 August 2023

ENGINEERING STAFF
Engineer
Engineer
Access: Engineering, Tech Storage, External Airlocks, Maintenance, Engines
Qualifications: At least 25 years of age, applicable Bachelors degree or 7 years experience in engineering-related field.
Employers: Hephaestus Industries, Zavodskoi Interstellar
Supervisors: Chief Engineer
Duties: Start the engine, repair the hull, point an emitter at a blob. Forget your insulated gloves and shock all of the blood from your body after touching a wire.
Guides: Hacking, Guide to Construction, Guide to Thrusters, Supermatter Engine, Telecommunications, Guide to Shields, Guide to Gunnery

As a Ship Engineer, you are the individual who provides power to the ship and keeps it running. When called upon, you may also be asked to hack a door, debug a vending machine, and clean up a Xenobotanist's mess. You watch over the engine, ensure the electrical machinery aboard the ship is up and running, and, most of all, repair the ship when it inevitably explodes due to unforeseen consequences.

Starting Out and Equipment

You spawn in your engineering break room, right next to shield control and above the engineering deck. Your initial equipment is a hard hat, a t-ray scanner, a tool belt, and assorted departmental uniforms and headsets. Before getting right into any repairs, you will require:

  • Insulated gloves: Impossibly useful and found in an electrical locker, they shield your hands from any electrical damage you might take while you're dealing with wires. Never forget insulated gloves.
  • Multitool: Found in an electrical locker. Useful for hacking doors, checking the power running through cables, and changing the color of cable coil.
  • Global positioning device: Found in your personal locker. Click on it while it is in your hand to set your GPS tag, and track other GPSes.
  • Welding goggles/helmet: A helmet or set of goggles to be worn when you are welding; if you don't wear them while you weld, say hello to eye damage.

In your loadout and in your personal equipment locker, you can equip items such as drop pouches, webbing, and engineering overalls. These have several extra storage slots that you can use to store your myriad equipment. Hazard vests enable an engineer to wear an emergency oxygen tank in the suit storage slot. And of course, your suit sensors are excellent to enable for when you fall victim to a workplace accident.

In the Engineering storage room, there are also stacks of steel, glass, plasteel, and inflatable doors. It is highly recommended you prepare a duffel bag with materials, circuit boards, and any extra gear you may require, so you may quickly respond to any damages that occur. It is also helpful to have a prepared voidsuit. To assemble one for yourself, apply magboots and a helmet to the main suit item, and fill an oxygen tank. Attach the oxygen tank to the suit, and equip the suit when necessary. Remember your magboots when entering a vacuum!

If your materials are all gone, more can be obtained from a sub-level storage on Deck 1, or ordered from Operations.

Doing Your Duty

Your primary task is to keep the ship powered, and the air supply breathable and inside the ship. Apart from that, you will frequently face smaller events such as glitching vending machines, broken cameras, or the occasional wall-destroying fungi. All of these are simple to fix, and can be overcome by communication with your team and a clear head. Your teamwork, however, will be tested when the level 7 biohazard alarm rings.

Starting the Engine

See: Supermatter Engine Your most important task at the start of the shift. Luckily, provided you follow directions, it is simple to set up. It is highly recommended that you ask a more senior engineer to assist you with engine setup if you are new to the work.

Working the Thrusters

See: Guide to Thrusters

The thrusters are the purview of your Atmospheric Technician colleagues; however, if they're not around, you might have to set them up yourself. Use the guide as a reference, and good luck!

Fixing the Ship

See: Guide to Construction

As an engineer, it is your job to repair a door, re-pressurize a vented area, seal a hull breach, or repair broken furniture. This versatility also gives you the leeway to start renovation projects on the ship, and add elements that weren't there prior for convenience. However, this requires permission from the Chief Engineer to start out on.

Power Management

You can use your ID on the Power Monitoring Computer to remotely controls APCs. In the event that your power sources run dry, it may be worth turning off a few unneeded APCs or entire departments via the RCON. On the other hand, make sure to charge everything with excess power in advance whenever possible.

Setting Up RCON

RCON is the term for the remote-control power network that runs through the entire ship. When you set up the Supermatter at the start of the round, the power it generates will run freely through its connected power storage unit File:SMES.png, and to the rest of the ship. Depending on the setup you are using, this can mean any amount of electricity from three to ten megawatts running through the grid.

There are several issues with this:

  • If someone accidentally touches a wire, they will be severely injured.
  • With no prior changes to RCON, the grid will attempt to supply every APC on the ship with an equal amount of power. Depending on the amount of power being generated by the engines, this can overload the grid and bottleneck the power.

In practice, what this means is editing how much power each power storage unit receives from the engine. If you browse the RCON Remote Control program on an engineering console, you can see all of the substations on the ship. Each of these substations is labelled with the department and area they power.

By default, the values all substations are set to are set to 15,0000 watts input, and 14,0000 watts output. Below is a table that recommends values you can set each substation to.

RCON Values
Substation Input Value (W) Output Value (W)
Deck 3 Civilian 15,0000 14,0000
Deck 3 Command 15,0000 14,0000
Engineering Lower Deck 21,0000 20,0000
Engineering Main Deck 11,0000 10,0000
Hangar 15,0000 14,0000
Medical 15,0000 14,0000
Operations 15,0000 14,0000
Port Wing 5,0000 5,0000
Research 21,0000 20,0000
Security 15,0000 14,0000
Service 15,0000 14,0000
Starboard Wing 5,0000 5,0000
Xenoarchaeology 11,0000 10,0000

Research, which includes the Machinist workshop, draws a significant amount of power due to the many machines running off its grid. Engineering Lower Deck requires a large amount of power because of the atmospheric systems. It's worth noting that the power needs may change throughout the round depending on how many guns security is charging at the moment. You can use the Power Monitoring program on an engineering console to get a good idea of what departments may need more power at any given moment.

At the bottom of the RCON program, you will see a list of breaker controls. These control whether the bypass that allows the main grid to directly power the department grids is on or off. You will want to turn all of these off, but make sure that the substations mentioned above are slightly charged before you turn off bypasses. At best, you'll have the common channel annoyedly informing you their power is gone; at worst, you'll have ship-wide blackouts as power adjusts.

Traitoring

Being a traitor engineer can be both the easiest and hardest task on the ship. On the one hand, you can go almost everywhere on the ship, and have easy access to the tools to get rid of any pesky doors (or walls) in your way. Also, many crew members don't bat an eyelid when they see an engineer wearing a jetpack, or standing in a hole in the wall. Any curious crewmen are usually deflected by saying you are doing engineering work ("I need this to repair hull damage, Captain!")

On the other hand, Engineers lack ranged weapons. With the right know-how, you can easily use the fire axe or make your own weapons. Also note, engineers loitering near their target may quickly arouse suspicion without a good task at hand. Find something to do like APC upgrades or installing some spare stuff like lights or machines. And finally, if you truly hate the ship, it is within your grasp to generally sabotage the power supply of the ship, but you should only touch the main engines after making sure that it is okay with staff via an ahelp.

Engineering Apprentice

ENGINEERING STAFF
Engineering Apprentice
Engineering Apprentice
Access: Engineering, Tech Storage, External airlocks, Maintenance
Qualifications: At least 18 years of age, currently studying for an applicable Bachelors degree or under 7 years experience in any engineering-related field.
Employers: Hephaestus Industries, Zavodskoi Interstellar
Supervisors: Chief Engineer, All of Engineering.
Duties: Assist Engineering in all of their tasks, be supervised. Learn!
Guides: Hacking, Guide to Construction, Guide to Thrusters, Supermatter Engine, Telecommunications, Guide to Shields

As an Engineering Apprentice, you are here to get hands-on experience in Engineering. Either you are new to engineering, demoted, or waiting for some missing paperwork, like your bachelor's degree. This is a learners' role, you shouldn't be expected to know much about Engineering in this role, but the skill gap is pretty much open-ended. Someone at the end of their studies might just lack practical experience for example but know a ton about the power grid theory. Established characters shouldn't jump into this position outside of very unique circumstances like CCIA actions or other staff approval.

Guides of the Aurora
Game Mechanics Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink
Jobs on Aurora
Command Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager
Command Support Corporate Liaison - Consular Officer - Bridge Crewman
Security Security Officer - Warden - Investigator - Security Cadet
Engineering Engineer - Atmospheric Technician - Engineering Apprentice
Medical Surgeon - Physician - First Responder - Psychologist - Pharmacist - Medical Intern
Research Scientist - Xenobiologist - Xenobotanist - Lab Assistant
Operations Hangar Technician - Shaft Miner - Machinist
Service Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter
Non-human AI - Cyborg - Personal AI
Special Merchant - Ghost Roles