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{{JobPageHeader
== Overview: The Tesla Engine ==
|headerbgcolor = black
[[File:Tesla_1.png|thumb|left|200px|alt=|Be sure to click enlarge for a closer look.]]
|headerfontcolor = white
(Please note that this guide assumes you have a basic knowledge of the station layout, but limited knowledge of the engineering department layout specifically, and as such, will assume you can do things like “go to the surface level” without being told exactly what steps to take. If you need more help, please ask for help in-character.)
|stafftype = ADMINISTRATIVE
|imagebgcolor = grey
|img = Ia_consultant.png
|jobtitle = NanoTrasen Liaison
|access = The Representatives Office, [[Job_Guides#Station_Command|the Bridge]], and the Odin Shuttle.
|difficulty = Medium to Hard
|qualifications = You've convinced NanoTrasen Central Command you're worth loaning the Odin Shuttle, and you are representing an [[#Interest Group|Interest Group]]
|education = The art of the deal.
|superior = [[Job_Guides#Station_Command|Station Command]] and your [[#Interest Group|Interest Group]]
|duties = Representing your factions interests, conducting interviews and AMAs', <s>Being Less Creepy than the old IAA role</s>
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Station_Directives|Station Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]]
}}


So, the Tesla engine. What is it? Chances are, you’ve never even heard of it before, because it’s tucked away on the Engineering sub-level, and it’s rather out of the way. Or if you have heard of it, you’ve probably heard that it’s an infernal death machine; something that only insane people or the ignorant attempt to utilize. What’s important to know is that, when assembled correctly, the Tesla engine can be a helpful asset, and safer than the Supermatter Engine to operate. It’s more than capable of powering the station all by itself, and you don’t have to deal with the threat of radiation, hallucinations, toxic gas, phoron fires, and complete delamination.


=== What You Need and Where to Find It ===
When you spawn into the game or arrive later, you begin in the Engineering Foyer. To get properly equipped, you’ll need to head over to the Engineering Storage room, which can be found beyond the two double doors to your left.


'''NanoTrasen Liaisons''' (Reps) act as the link between an [[#Interest Group|Interest Group]] and their assigned facility. Their primary concerns are to ensure that the group they're representing is treated more favorably or just ensuring they're treated equally, within [[Corporate Regulations]], via interviews and reports to [[Job_Guides#Station_Command|Command Staff]] about misconduct.
[[File:Tesla_4.png|350px]]
[[File:Tesla_2.png|350px]]


Secondary responsibilities of a '''Rep''' include increasing awareness of whatever factions or cause they represent. For more information on the goal of different kinds of '''Reps''', see: [[#Interest Groups|Interest Groups]]
Inside this room, you have access to all the safety gear that you might need. The table below will explain further.


'''NanoTrasen Liaisons''' can be played by characters of any Species that can be a part of the represented faction, by players with a Head of Staff whitelist, it is not part of [[Job_Guides#Station_Command|Station Command]] however.
*'''Insulated Gloves''' [[File:InsulatedGloves.png|50px]]
*# For protecting your precious hands from electrical shock. Note: DO NOT use Budget Insulated Gloves. Ever.
*# Can be found in the Electrical Supplies Locker (Green Square)
*'''Welding Mask''' [[File:WeldingHelmet.png|50px]]
*# For protecting your eyes from damage while welding. Note: Goggles also work.
*# Available in the Welding Supplies Locker (Pink Square)
*'''Voidsuit''' [[File:Engineering_VoidsuitFull.png|50px]]
*# When combined with Insulated Gloves, it makes the Tesla’s arcs harmless and not deadly. Note: They will still stun you.
*# Available in the Engineering Voidsuit Storage (Blue Square)


Note that '''NanoTrasen Liaisons''' (Though, not the other types of Representatives) are one of three roles on the station that are [[Nanotrasen_Corporation|Loyalty Implanted]] by default. This means that the implantee is almost always supposed to act in a way that they believe is in the best interests of [[Nanotrasen_Corporation|NanoTrasen]]. This implant is part of the reason why [[Nanotrasen_Corporation#Executives|Central Command]] trusts this Liaison to represent them, and it should not be voluntarily removed.
Once you’ve gathered these items, make sure to put them on (save for the voidsuit, which isn’t necessary until you actually fire the engine), and then head onto your next location, Hard Storage, which you’ll find northward.


== Interest Groups ==
[[File:Tesla_3.png|350px]]
=== [[Nanotrasen_Corporation|NanoTrasen Liaison]] ===


* A remade combination of [[Nanotrasen_Corporation#Executives|Central Command]] inspectors and Internal Affairs Agents with more liberties to facilitate roleplay. They are expected to advise [[Job_Guides#Station_Command|Station Command]] with the company's benefit in mind and promote [[Nanotrasen_Corporation|NanoTrasen]] interests. They are encouraged to talk to employees about concerns, aspirations, and their general experience. They are authorised to secure contract extensions and other fluff legal paperwork. They may also exercise pressure for regulations and [[Nanotrasen_Corporation#Executives|Central Command]] orders to be followed and enforced by command.
[[File:Tesla_5.png|350px]]
[[File:Tesla 6.png|350px]]


=== [[Contractors#Accepted_Companies|Corporate Representative]] ===
Once inside, you’ll want to go for the Green Crate, and you’ll want to take the following two highlighted things, as they’ll be needed to make the engine able to properly power the station.


* On station liaisons from other Megacorporations with contractors on Station. They are supposed to represent the interests of their parent company, as well as to ensure the well being and prosperity of their contractors. They can pressure [[Job_Guides#Station_Command|Command Staff]], make requests, or even do back-alley deals and bribes.
==== The Engine Room: Where do I find it? ====
Once you have the items that were mentioned above, you’ll need to head down to the Engineering Sublevel, which can easily be accessed from the elevator.


=== [[Biesel|Tau Ceti Representative]] ===
[[File:Tesla_7.png|350px]]


* Tasked by the Biesel government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Republican sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.
Follow that along, and you’ll soon find yourself outside the secondary Engine Room.


=== [[Sol_Alliance|Sol Consular Officer]] ===
[[File:Tesla_8.png|350px]]


* Dispatched by [[Sol|Solarian]] diplomatic missions in [[Mendell_City|Mendell]], their mission is to ensure the fair treatment and prosperity of [[Sol|Solarian]] citizens working on the Aurora. They are authorised to issue [[Sol_Alliance|Alliance]] papers in certain circumstances.
You’ll want to head further inside with the Superconductive Coils from earlier.


=== [[Tajara#People.27s_Republic_of_Adhomai|PRA Consular Officer]] ===
[[File:Tesla_9.png|350px]]


* Dispatched from [[Tajara#People.27s_Republic_of_Adhomai|The Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. The Republic has struggled to insert their representatives onto [[Nanotrasen_Corporation#Stations.2C_Merchant_Fleet_and_the_Fleet_Security_Force|NanoTrasen Stations]], and would not like to upset their host. Thus, the means of the Republican representative to enforce party policy are very limited and soft.
You’ll want to bring the Coils to the SMES unit that’s highlighted above, screwdriver its maintenance panels open, insert them both into it, and then screwdriver it closed once again. The coils will greatly increase the amount of power that the SMES unit can store, and output as well. Feel free to alter the settings as you see fit, but my personal settings are always putting both settings on maximum, like shown further below.


[[File:Tesla_10.png|350px]]


== Your Office ==
(Note: A SMES unit can’t output more power than it’s inputting, so it’s always best to set their Input value to MAX. Output can be adjusted as is necessary to increase or decrease the amount of energy in the main power grid.)
Behold, the seat of regulatory oversight on the NSS Aurora, attached to the east end of the brig. There are a variety of items in your office, most of which have a practical use in your line of work. Take specific note of:


* '''Your Desk''', upon which rests a laptop to review employment records, CCIA notes, and any active CCIA actions placed on a given crew member. There’s also a paper tray, and not one, but THREE kinds of pen. Truly, yours is a land of great wealth. Also note the filing cabinet and paper shredder nearby, for filing or destroying paperwork, respectively.
==== Assembling the Particle Accelerator ====
* The '''Window Tint Control''' behind your chair. Use it to create some privacy when meeting with someone in your office, or when being murdered in your office.
The Particle Accelerator is a vital piece of equipment for setting up the engine. It can be done first, or last, but it’s ultimately required to jumpstart the engine so that it’ll produce power. It does this by firing accelerated particles at the Tesla Generator; so don’t stand in front of it when it’s active, or you’ll be irradiated!
* The '''Requests Console''' on the wall behind you. From here, you can print any form in the company database, as well as contact other departments via messaging. You can also fax other departments from this console - just use the paper or form you want to send on the console, and select a destination.
* The '''Legal Closet''' in the corner contains some snazzy outfits, spare briefcases, and a pair of personal flash devices. Agents can use these in self-defense when necessary to escape from danger, but remember that agents are not [[Security Officer|THE LAW]] - they just have it memorized. You should generally not be attempting to detain or help detain anyone security may be after.
* Your office’s '''Internal Affairs Stamp''', on the table by the window. Use this to prove that something you sign or send to someone has come from you. While important not to lose so that you cannot be impersonated on paper, this stamp does not typically carry any explicit authority on board, and is mostly used to stamp messages to Central Command. There is only one of these, so if you’re sharing the office with another agent, try not to leave with it.
* The '''Universal Recorders''' by the window allow you to take statements from the crew and print transcripts. Try not to use them to spy on conversations unsolicited (though security may agree to let you record an interrogation, if you ask them). These devices can translate all languages into Tau Ceti Basic.
* The '''Quantum-Relay Fax Machine''' by the airlock. Agents may use this machine to transmit a form or other message directly to Central Command. This device is expensive to operate and should not be used lightly. See appropriate uses of it below.


The pieces of the PA all start in the places that they need to be, so wrench them all to secure the pieces in place. Following that, you should use some cable to start adding wires to the components. They should look like this if done properly:


[[File:Tesla_11.png|350px]]


== Embrace The Bureaucracy ==
Once wired, you should then close their panels by using a screwdriver, at which point the assembly should look like this;
So, your shoes are polished, your tie is on straight, your stamp is inked up and there’s a full cup of coffee on your desk - what now?


Typically, the broad duties of Internal Affairs Agents can be sorted into three major categories:
[[File:Tesla_26.png|350px]]


# '''Regulatory Compliance''': It is the job of the Captain and the Heads of Staff to ensure that the station accomplishes its mission. It is an IAA's job to ensure that it does so in accordance with NanoTrasen's interests. Agents make sure that all Station Directives, Corporate Regulations, and other official policies are being followed and enforced to the best of the crew’s ability. It goes without saying that an agent’s knowledge of these regulations and policies should be excellent.
==== Assembling the Engine ====
# '''Corporate Oversight''': While Central Command may directly contact the Captain and crew with orders or other concerns, it is the job of Internal Affairs to ensure that the station carries out Central's wishes. When Central Command issues the station a task, agents are expected to communicate via the quantum-relay fax machine in their office with updates when necessary. In emergency scenarios, when station command is unable to do so, agents may also request an [[Emergency Response Team]] via this fax machine.
To start properly assembling the Engine, you’ll need to grab the components from inside the storage room.
# '''Impartial Arbitration''': When there are disputes between crew members that cannot be resolved by their appropriate supervisor(s), it is the job of Internal Affairs to provide an objective and unbiased perspective for the crew and recommend appropriate resolutions to the conflict, either to the appropriate Heads of Staff, the Captain, or if necessary, directly to Central Command. An agent may also file an Incident Report (on the server’s forums) on behalf of a crew member, if they are unable to do so themselves.


[[File:Tesla_13.png|350px]]


Before you sign on for that first shift, recognize a hard truth about Internal Affairs: you are not, strictly speaking, a necessary component of the station’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are not a part of station command despite your access, fax machine and headset. While you ideally have an excellent knowledge of how people on the station ''should'' be working, you have no authoritative say in the day-to-day operations of the Aurora until Central Command explicitly empowers you to do something. They won't do that often.
The devices highlighted in green are Tesla Coils, which are vital pieces of equipment for generating power. When the Tesla fires arcs of lightning, tesla coils convert it into usable electricity.


Your ability to effectively do your job therefore relies on your ability to communicate with the station’s various departments, their leaders, and Central Command. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.
The devices highlighted in orange are the Grounding Rods, which don’t generate any power, however they instead exist as safety equipment. They’re placed in certain locations within the engine room in order to attract the tesla arcs to them. That means, standing near them stops you from getting fried by a stray arc of lightning.


The device highlighted in red is the Tesla Ball Generator, which is what turns into the giant ball of electricity when shot by a Particle Accelerator. It is the last part that should go into the engine setup, and is consumed in the reaction that jumpstarts the engine; so don’t let it go to waste.


In order to help build those working relationships, there are a few things IAAs should try to avoid doing:
To begin setting up the engine, first drag the Tesla Coils into the engine room.


#'''Do Not Threaten''': Because they (usually) have Central Command's trust, agents have the potential to make an employee’s life difficult via reporting and review. Abusing the Internal Affairs office by threatening people with administrative action is one of the fastest ways to lose that trust. An agent who recklessly throws around Central Command's authority to try get their way is bound to have a short career.
[[File:Tesla_14.png|350px]]
#'''Do Not Play Security''': Internal Affairs Agents are not THE LAW, and should not take direct action against crew members or other threats who are in violation of regulations. Agents can (and should) notify the appropriate party when they see those issues however, whether that is Security, a Head of Staff, the Captain, or Central Command.
#'''Do Not Look For Trouble''': While a critical eye is a welcome quality in Internal Affairs, agents should have legitimate reasons to open an investigation into a crew member’s behavior. Unduly harassing the crew is bad for both productivity and the department's reputation.
#'''Do Not Play Favorites''': Any decision an agent makes should be the result of facts, evidence, and policy. Actions and decisions that illustrate clear bias toward one side of a dispute have no credibility. Get every side of a story, and assume nothing.
#'''Do Not Give Orders''': Because you can’t, really. While you represent Central Command’s interests on the station, you exist largely outside the station Chain of Command, and the crew is not obligated to listen to you like they are a Head of Staff.


[[File:Tesla_15.png|350px]]


Once you’ve taken them inside, you’ll notice three wire knots on the North, South, and West sides of the engine room, making nine in total. Which is handy, because there are exactly nine Tesla Coils as well. The Tesla Coils need to be placed above each wire knot, and wrenched into place, like in the image below. And you’ll want to use them all, or the engine won’t make enough power.


== Interacting With The Crew ==
[[File:Tesla_16.png|350px]]
When working with the Aurora’s crew, you may be asked to perform certain tasks by employees, the Heads of Staff, or by Central Command. Generally, these are roleplaying tasks like receiving minor employee complaints, auditing departments for productivity, or monitoring security processing of detainees for compliance.


These things serve as good excuses to get out and see what’s going on around the station, and most of them do not have strict processes or universal methods. However as a general rule, it’s wise to get the approval of a supervising Head of Staff or the Captain before walking into a department and starting a review. No-one appreciates unexpected disruptions to their day, and having a department head who supports what you’re doing will make your life much easier in general. Having one who doesn't may get you kicked out into the corridor.
Once you’ve secured all nine Tesla Coils, you’ll want to turn to these devices, the Emitters, and the Field Generators.


Agents may also issue injunctions to non-Command crew members if deemed absolutely necessary. Injunctions are effectively restrictions on crew behavior - use them to prohibit behavior that is disruptive but not necessarily covered by regulations, or to serve as a restraining order for crew members who are causing problems for one another. Once active, violating the terms of an injunctions is a violation of regulations and may be enforced by Security. However, '''remember that you are not Security, or a departmental Head of Staff.''' Always try to work with a crew member's direct superiors to resolve an issue before considering an injunction.
Both of these need to be wrenched into place. There are four emitters in total; two on the south side of the engine room, and two on the north side. As for field generators, there are eight, and they form a square around the center of the room; they also need to be wrenched down, as well.


The Captain's orders may override your injunctions. Only the Captain, the rest of Command acting as a Captain by unanimous decision, or Central Command itself may issue injunctions to a Head of Staff.
[[File:Tesla_17.png|350px]]


Next, flip down your welding mask or goggles, because you also need to weld down each emitter and field generator too, or they won’t function. The reason behind this is that these pieces of equipment are also used in the outdated Singularity Engine setup, and they needed to be able to resist immense gravitational pull; not that the Tesla emits one, however. But nonetheless, flip those goggles down, and weld all those pieces down too. Four emitters, and eight field generators.


IAAs should take note of the following helpful forms when they decide to wander out of their office:
Next, go back to storage and start carrying out the Grounding Rods. These don’t have specific locations that they’re absolutely required to be placed in, just so long as they’re placed and wrenched down. My prefered locations for them are as follows; South, East, and North.


* '''NCF-0109 Complaint Form''': A simple document summarizing an employee complaint.
[[File:Tesla_18.png|350px]]
* '''NCF-0110 Internal Affairs Audit''': Used to summarize your findings when auditing a department on the station.
* '''NCF-0111 Internal Affairs Employee Review''': Used to review an individual’s job performance, conduct, and records.
* '''NCF-0113 Station Directives''': A list of the Station’s directives in paper format. Mainly useful for reminding the crew that they exist.
* '''NCF-0115 Incident Report''': A form used to take down employee information and submit an official Incident Report to Central Command. More on these below.


===Submitting an Incident Report===
[[File:Tesla_19.png|350px]]
When there is a serious behavioral or procedural issue with an employee or group that cannot be resolved by security or the station’s chain of command, Internal Affairs may process an Incident Report for CCIA to review. These reports are IC complaints that server staff investigate after the round. Incident Report investigations can take several days to weeks, as staff members track down the characters involved, and the outcomes of these investigations can have lasting effects on a character’s employment or records. Because of this, Incident Reports should not be submitted lightly.


In addition to making sure you understand [https://forums.aurorastation.org/topic/11096-incident-report-rules-and-format-last-update-read-before-posting/| the rules for submitting an Incident Report], keep in mind:
Once you’re done with those, go back into storage, grab the Tesla Ball Generator, and put it in the very center of the engine room, like so;


* Faxed reports are generally meant for players without forum accounts. Agents should only fax Incident Reports that the crew has asked them to help process. If an IAA wants to submit a report with themselves as the reporting party, they should make a forum post after the round instead.
[[File:Tesla_20.png|350px]]
* If a report is faxed and no CCIA team members are available, it is important that you ahelp and alert someone that the report needs documenting. While the reports are normally added to the correct subforum after the end of the round, if no-one is available to process one when it is faxed, it may get lost when the round ends. In all cases, it is more reliable to submit the report via the forums. It may be wise to take screenshots of the report beforehand, if you are concerned someone will not see it.
* If you process someone’s Incident Report as an Internal Affairs Agent, your character will be expected to make themselves available for an IC interview with CCIA team members as part of the investigation. This may be necessary to clarify information in the original report, or to discuss new information.
* As Internal Affairs, it is part of your job description to help resolve issues like these before they require Central Command involvement. Be sure that the crew member you are helping has tried to resolve their problems within the station’s chain of command before they submit a report. Participate in that process, if you can help them!


== Traitoring ==
And once you’ve done that, head back into the observation room for now.
This scenario is unlikely, as the loyalty implant all agents are required to have prevents you from betraying NanoTrasen, and most game modes will not automatically select you as a traitor. However, if for some reason that implant is absent and you find yourself a traitor, congratulations! You are an antagonist trusted implicitly by both station command staff and Central Command. Wield your bureaucracy against the company you've devoted your career to! The morphic clerical kit may be of use to a traitorous IAA, as the stamps it provides allow you to forge command staff approval of just about anything. If anyone questions what you're doing, remind them that you have the best interests of the company at heart.


An IAA in this position should not touch Incident Reports or recommend CCIA actions to Central Command, as antagonists are not allowed to submit these reports.
=== Final Steps ===


{{Command}}
There are a few final steps for the Tesla Engine to make it safe and effective. The first one being a bypass from the Tesla Grid to the Containment Grid, which will be explained below.
{{Jobs}}
 
[[Category:Jobs]]
First, go to the northernmost SMES unit, and change its settings to match the image below.
[[Category:Command]]
 
[[File:Tesla_21.png|350px]]
 
This SMES will always start with 40% charge, which is important, as the input and output need to be enabled in order for the engine room emitters to work properly. If this isn’t enabled, the emitters will draw from the room’s APC, which does not have enough capacity to sustain them, and the containment field will fail mid-firing.
 
Once the containment SMES is enabled, we’re ready to start up the engine.
 
==== Firing the Engine ====
Head into the engine room once more, and turn on all four emitters by clicking on them, and make sure they stay on. Pay attention to the warning markings on the floor, and don’t walk into the beams, because they can very easily kill you -- even with a voidsuit on. Don’t forget to swipe your ID card on them after you’ve turned them on to lock the controls, so that nobody can turn them off.
 
Once the emitters are up, head into the central square, and start turning on each of the field generators by clicking on them, as well. Make sure to click on them all, even the ones not being shot by emitters, but don’t get yourself stuck inside! Generally a good idea is to turn on just seven, then step outside before enabling the last one, like so.
 
[[File:Tesla_22.png|350px]]
 
Make sure NOT to walk into the energy field, or you’ll be launched back, and that’ll hurt quite a bit on its own. But you might also fly into a wall or window or piece of machinery, and that’ll hurt even more. This can and will kill you if you’re careless. Make sure to be careful, and watch your step. Also, if you do trap yourself inside the energy field, call out over the radio and ask another engineer or the AI to disable the containment SMES so that the emitters are no longer powered. You’ll have to wait for the field generators to run out of power (just a couple seconds) for the energy fields to fail.
 
Once you do step outside the square, enable the last generator, and it should look like this.
 
[[File:Tesla_23.png|350px]]
 
Now that this is done, you’re finally ready to turn on the Particle Accelerator! Go back into the observation room, activate the Control Computer (Run Scan for parts if you haven’t already), turn the PA’s power up to 2, and turn it ON. It should look like this;
 
[[File:Tesla_24.png|350px]]
 
(Note: I walked into the energy field and died so I had to respawn as a drone. BE CAREFUL!)
 
 
Once you enable the Particle Accelerator, it’ll take a minute or two for the engine to properly start up. Don’t worry if nothing happens for a bit, because that’s quite normal. You’ll know the engine is working when you suddenly hear a loud and repetitive sound of thunder, and see arcs of electricity flying around. You should keep it on for a little bit and watch the energy ball generate smaller ones that float around it. It’s worth keeping in mind that the more of these small balls there are, the more electricity the Tesla engine will produce, and the further the bolts can travel. However, if it produces too many, the Tesla will grow too powerful for containment and begin to melt the equipment to escape. Roughly 8 to 10 balls is a good target, as that will max out the amount of power the SMES can input, and it won’t be strong enough to escape its cage.
 
Now, turn the PA strength down to 0 and leave it on, this should stop it from gaining more energy and will keep it sustained. Now, there’s no need to worry, the Tesla is up and running and likely powering the station! Make sure to check up on it over the cameras every now and then, just to be sure things are running smoothly, or check on it in person.
 
A PA on 0 looks like this:
 
[[File:Tesla_25.png|350px]]
 
== TESLOOSE ==
In the event that the Tesla gets loose, the most important thing you can do is keep calm. The ball is capable of jumping z-levels, and it will vaporize any walls, windows, machines or people in its path, while also shooting blasts of lightning as it does so. Luckily, located in Hard Storage is an emergency beacon that exists for this very event that will save the day, called the emergency singularity beacon. It’s called this because it also works for an escaped Singularity, too.
 
[[File:Tesla_27.png|350px]]
[[File:Tesla_28.png|200px]]
[[File:Tesla_29.png|350px]]
 
Once screwed down, all you need to do is click on it with a free hand to turn it on, and it should light up. You should step behind it, not in between it and the raging lightning ball.
 
When the Tesla ball gets close enough, it will shoot a lightning arc at the beacon - which will turn it to ash. Don’t panic, that’s supposed to happen! After that happens, the Tesla ball will disappear.
 
[[File:Tesla_30.png|215px]]
 
Now that that’s handled; conduct repairs, and if necessary have evac called. You stopped the tesla, but depending on how long it has been rampaging, you might not have much of a station left. Survey the damage and pass on to the rest of command your opinion on the matter.
 
== Final Notes ==
In the event that you need to start the Tesla due to an issue with the Supermatter -- most likely delamination, it’s important that you coordinate with the other engineers to get it set up as fast as possible, because starting the Tesla is not easy when you lack any power in the Tesla Bay APC, which is what the Particle Accelerator draws from. If you need to set it up, and power is low, make sure to bring some extra charged power cells to swap out with ones in the APC -- or bring along a PACMAN generator, and temporarily disconnect the cable that leads out into the station’s main grid, so that you can keep the APC powered, and the PA functioning, until the engine is properly up. Also remember: if someone tells you that setting up the Tesla is a bad idea, that you’re not allowed to without the Captain’s/CE’s permission (though please ask your CE’s permission if you do have one), that it’s dangerous, or that it can’t power the station; then politely inform them they’re wrong, and set it up anyway. It’s always a good idea to have a backup, you don’t need permission unless it’s explicitly prohibited by Command, and it can power the station, so don’t listen to them. Be the hero that the station needs.
 
Enjoy your much more interesting engine!

Latest revision as of 05:32, 8 December 2019

Overview: The Tesla Engine

Be sure to click enlarge for a closer look.

(Please note that this guide assumes you have a basic knowledge of the station layout, but limited knowledge of the engineering department layout specifically, and as such, will assume you can do things like “go to the surface level” without being told exactly what steps to take. If you need more help, please ask for help in-character.)

So, the Tesla engine. What is it? Chances are, you’ve never even heard of it before, because it’s tucked away on the Engineering sub-level, and it’s rather out of the way. Or if you have heard of it, you’ve probably heard that it’s an infernal death machine; something that only insane people or the ignorant attempt to utilize. What’s important to know is that, when assembled correctly, the Tesla engine can be a helpful asset, and safer than the Supermatter Engine to operate. It’s more than capable of powering the station all by itself, and you don’t have to deal with the threat of radiation, hallucinations, toxic gas, phoron fires, and complete delamination.

What You Need and Where to Find It

When you spawn into the game or arrive later, you begin in the Engineering Foyer. To get properly equipped, you’ll need to head over to the Engineering Storage room, which can be found beyond the two double doors to your left.

Tesla 4.png Tesla 2.png

Inside this room, you have access to all the safety gear that you might need. The table below will explain further.

  • Insulated Gloves InsulatedGloves.png
    1. For protecting your precious hands from electrical shock. Note: DO NOT use Budget Insulated Gloves. Ever.
    2. Can be found in the Electrical Supplies Locker (Green Square)
  • Welding Mask WeldingHelmet.png
    1. For protecting your eyes from damage while welding. Note: Goggles also work.
    2. Available in the Welding Supplies Locker (Pink Square)
  • Voidsuit Engineering VoidsuitFull.png
    1. When combined with Insulated Gloves, it makes the Tesla’s arcs harmless and not deadly. Note: They will still stun you.
    2. Available in the Engineering Voidsuit Storage (Blue Square)

Once you’ve gathered these items, make sure to put them on (save for the voidsuit, which isn’t necessary until you actually fire the engine), and then head onto your next location, Hard Storage, which you’ll find northward.

Tesla 3.png

Tesla 5.png Tesla 6.png

Once inside, you’ll want to go for the Green Crate, and you’ll want to take the following two highlighted things, as they’ll be needed to make the engine able to properly power the station.

The Engine Room: Where do I find it?

Once you have the items that were mentioned above, you’ll need to head down to the Engineering Sublevel, which can easily be accessed from the elevator.

Tesla 7.png

Follow that along, and you’ll soon find yourself outside the secondary Engine Room.

Tesla 8.png

You’ll want to head further inside with the Superconductive Coils from earlier.

Tesla 9.png

You’ll want to bring the Coils to the SMES unit that’s highlighted above, screwdriver its maintenance panels open, insert them both into it, and then screwdriver it closed once again. The coils will greatly increase the amount of power that the SMES unit can store, and output as well. Feel free to alter the settings as you see fit, but my personal settings are always putting both settings on maximum, like shown further below.

Tesla 10.png

(Note: A SMES unit can’t output more power than it’s inputting, so it’s always best to set their Input value to MAX. Output can be adjusted as is necessary to increase or decrease the amount of energy in the main power grid.)

Assembling the Particle Accelerator

The Particle Accelerator is a vital piece of equipment for setting up the engine. It can be done first, or last, but it’s ultimately required to jumpstart the engine so that it’ll produce power. It does this by firing accelerated particles at the Tesla Generator; so don’t stand in front of it when it’s active, or you’ll be irradiated!

The pieces of the PA all start in the places that they need to be, so wrench them all to secure the pieces in place. Following that, you should use some cable to start adding wires to the components. They should look like this if done properly:

Tesla 11.png

Once wired, you should then close their panels by using a screwdriver, at which point the assembly should look like this;

Tesla 26.png

Assembling the Engine

To start properly assembling the Engine, you’ll need to grab the components from inside the storage room.

Tesla 13.png

The devices highlighted in green are Tesla Coils, which are vital pieces of equipment for generating power. When the Tesla fires arcs of lightning, tesla coils convert it into usable electricity.

The devices highlighted in orange are the Grounding Rods, which don’t generate any power, however they instead exist as safety equipment. They’re placed in certain locations within the engine room in order to attract the tesla arcs to them. That means, standing near them stops you from getting fried by a stray arc of lightning.

The device highlighted in red is the Tesla Ball Generator, which is what turns into the giant ball of electricity when shot by a Particle Accelerator. It is the last part that should go into the engine setup, and is consumed in the reaction that jumpstarts the engine; so don’t let it go to waste.

To begin setting up the engine, first drag the Tesla Coils into the engine room.

Tesla 14.png

Tesla 15.png

Once you’ve taken them inside, you’ll notice three wire knots on the North, South, and West sides of the engine room, making nine in total. Which is handy, because there are exactly nine Tesla Coils as well. The Tesla Coils need to be placed above each wire knot, and wrenched into place, like in the image below. And you’ll want to use them all, or the engine won’t make enough power.

Tesla 16.png

Once you’ve secured all nine Tesla Coils, you’ll want to turn to these devices, the Emitters, and the Field Generators.

Both of these need to be wrenched into place. There are four emitters in total; two on the south side of the engine room, and two on the north side. As for field generators, there are eight, and they form a square around the center of the room; they also need to be wrenched down, as well.

Tesla 17.png

Next, flip down your welding mask or goggles, because you also need to weld down each emitter and field generator too, or they won’t function. The reason behind this is that these pieces of equipment are also used in the outdated Singularity Engine setup, and they needed to be able to resist immense gravitational pull; not that the Tesla emits one, however. But nonetheless, flip those goggles down, and weld all those pieces down too. Four emitters, and eight field generators.

Next, go back to storage and start carrying out the Grounding Rods. These don’t have specific locations that they’re absolutely required to be placed in, just so long as they’re placed and wrenched down. My prefered locations for them are as follows; South, East, and North.

Tesla 18.png

Tesla 19.png

Once you’re done with those, go back into storage, grab the Tesla Ball Generator, and put it in the very center of the engine room, like so;

Tesla 20.png

And once you’ve done that, head back into the observation room for now.

Final Steps

There are a few final steps for the Tesla Engine to make it safe and effective. The first one being a bypass from the Tesla Grid to the Containment Grid, which will be explained below.

First, go to the northernmost SMES unit, and change its settings to match the image below.

Tesla 21.png

This SMES will always start with 40% charge, which is important, as the input and output need to be enabled in order for the engine room emitters to work properly. If this isn’t enabled, the emitters will draw from the room’s APC, which does not have enough capacity to sustain them, and the containment field will fail mid-firing.

Once the containment SMES is enabled, we’re ready to start up the engine.

Firing the Engine

Head into the engine room once more, and turn on all four emitters by clicking on them, and make sure they stay on. Pay attention to the warning markings on the floor, and don’t walk into the beams, because they can very easily kill you -- even with a voidsuit on. Don’t forget to swipe your ID card on them after you’ve turned them on to lock the controls, so that nobody can turn them off.

Once the emitters are up, head into the central square, and start turning on each of the field generators by clicking on them, as well. Make sure to click on them all, even the ones not being shot by emitters, but don’t get yourself stuck inside! Generally a good idea is to turn on just seven, then step outside before enabling the last one, like so.

Tesla 22.png

Make sure NOT to walk into the energy field, or you’ll be launched back, and that’ll hurt quite a bit on its own. But you might also fly into a wall or window or piece of machinery, and that’ll hurt even more. This can and will kill you if you’re careless. Make sure to be careful, and watch your step. Also, if you do trap yourself inside the energy field, call out over the radio and ask another engineer or the AI to disable the containment SMES so that the emitters are no longer powered. You’ll have to wait for the field generators to run out of power (just a couple seconds) for the energy fields to fail.

Once you do step outside the square, enable the last generator, and it should look like this.

Tesla 23.png

Now that this is done, you’re finally ready to turn on the Particle Accelerator! Go back into the observation room, activate the Control Computer (Run Scan for parts if you haven’t already), turn the PA’s power up to 2, and turn it ON. It should look like this;

Tesla 24.png

(Note: I walked into the energy field and died so I had to respawn as a drone. BE CAREFUL!)


Once you enable the Particle Accelerator, it’ll take a minute or two for the engine to properly start up. Don’t worry if nothing happens for a bit, because that’s quite normal. You’ll know the engine is working when you suddenly hear a loud and repetitive sound of thunder, and see arcs of electricity flying around. You should keep it on for a little bit and watch the energy ball generate smaller ones that float around it. It’s worth keeping in mind that the more of these small balls there are, the more electricity the Tesla engine will produce, and the further the bolts can travel. However, if it produces too many, the Tesla will grow too powerful for containment and begin to melt the equipment to escape. Roughly 8 to 10 balls is a good target, as that will max out the amount of power the SMES can input, and it won’t be strong enough to escape its cage.

Now, turn the PA strength down to 0 and leave it on, this should stop it from gaining more energy and will keep it sustained. Now, there’s no need to worry, the Tesla is up and running and likely powering the station! Make sure to check up on it over the cameras every now and then, just to be sure things are running smoothly, or check on it in person.

A PA on 0 looks like this:

Tesla 25.png

TESLOOSE

In the event that the Tesla gets loose, the most important thing you can do is keep calm. The ball is capable of jumping z-levels, and it will vaporize any walls, windows, machines or people in its path, while also shooting blasts of lightning as it does so. Luckily, located in Hard Storage is an emergency beacon that exists for this very event that will save the day, called the emergency singularity beacon. It’s called this because it also works for an escaped Singularity, too.

Tesla 27.png Tesla 28.png Tesla 29.png

Once screwed down, all you need to do is click on it with a free hand to turn it on, and it should light up. You should step behind it, not in between it and the raging lightning ball.

When the Tesla ball gets close enough, it will shoot a lightning arc at the beacon - which will turn it to ash. Don’t panic, that’s supposed to happen! After that happens, the Tesla ball will disappear.

Tesla 30.png

Now that that’s handled; conduct repairs, and if necessary have evac called. You stopped the tesla, but depending on how long it has been rampaging, you might not have much of a station left. Survey the damage and pass on to the rest of command your opinion on the matter.

Final Notes

In the event that you need to start the Tesla due to an issue with the Supermatter -- most likely delamination, it’s important that you coordinate with the other engineers to get it set up as fast as possible, because starting the Tesla is not easy when you lack any power in the Tesla Bay APC, which is what the Particle Accelerator draws from. If you need to set it up, and power is low, make sure to bring some extra charged power cells to swap out with ones in the APC -- or bring along a PACMAN generator, and temporarily disconnect the cable that leads out into the station’s main grid, so that you can keep the APC powered, and the PA functioning, until the engine is properly up. Also remember: if someone tells you that setting up the Tesla is a bad idea, that you’re not allowed to without the Captain’s/CE’s permission (though please ask your CE’s permission if you do have one), that it’s dangerous, or that it can’t power the station; then politely inform them they’re wrong, and set it up anyway. It’s always a good idea to have a backup, you don’t need permission unless it’s explicitly prohibited by Command, and it can power the station, so don’t listen to them. Be the hero that the station needs.

Enjoy your much more interesting engine!