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==[[File:Light Bulb.png]] Tips== *'''Ninety-plus percent of people don't know jack shit about Atmospherics.''' * It may sound obvious, but sealing breaches as fast as possible is critical to not only helping out the rest of the crew, it also cuts back on the amount of work you have to put in later. The longer the area is exposed to space, the more time air has to escape and cool down, the ultimate root cause of the infamous Firelock Hell. Meaning of course, more time you have to spend refilling the air and heating parts of the station until the firelocks lift. *Holofans projected on the same tile as firelocks will force the firelock to stay open to allow easier passage through heavily firelocked areas. *With major station damage due to meteor storms or mass catastrophic bombing, your primary goal is to secure safe passage through departures. Seal up the breaches, shore up the damaged parts with smart metal foam and ATMOS resin, and get some portable pumps running to keep at least the pressure within tolerable conditions. The situation may not be salvageable, but you can at least make evacuation a lot safer. *Air pumps can fill tanks beyond the ~1013.25 kPa pressure limit. Connect the pump to a port, then pop in a canister. *Firesuits protect between 60 to 30,000 Kelvin. *Setting air vents to 0 kPa internal check (or just turning off the check) will make them pump out air like crazy, which makes it excellent to restore air to an area quickly. But be careful with the pressure on the vent tile itself, if the pressure in the outgoing distro loop is very high it might be dangerous. ADDED: Don't max the vents. Set the vents to internal and desired pressure 0 instead. Maxed vents at 5000 KPA in a 100 KPA room will output 2450 KPA in the first tick, then 1225 KPA, 612.5 KPA, 306.25 KPA, 153.125 KPA, etc etc (assuming vents are always provided with max air). Zero'd vents will output 5000 KPA, then 5000 KPA, then 5000 KPA, etc. *N2O knocks out in low amounts, suffocates in high amounts. *If you're an atmos tech trying to repair a hull breach without a fire/space suit: Turn off the vents. No more air will be vented into the room, which means there won't be any space wind to fight against if you accidentally fall out the window. *Atmos tech is actually an interesting job, disposal tubes give such wonderful opportunities for killing people, however, it takes a shitton of time to build everything you need. *Any sort of air mix is survivable as long as it has at least 16 kPa of oxygen on the output. This means you can easily compute the release pressure you'd need for a given airmix by dividing 16 by the percentage of oxygen in the mix; i.e. for 20/80 O2/N2 air mix you'd need a release pressure of 16/0.2 = 80 to be fine. * An extremely good idea when setting up atmos at the start of the shift is to replace the waste intake pump with a volume pump and to increase the pressure output of the air to distro pump to something above 303pka, probably more. The reasons/pros/cons for this and more are explained on the [[Guide to Atmospherics]] more, but in short, more air in distro makes the vents work faster and the volume pump can help bring gas into atmos faster in more scenarios than the gas pump. *A maxed volume pump and a maxed normal pump pump at the same rate given ideal circumstances. The difference is the volume pump won't stop pumping once its output end is at 4500 kpa or more. This makes it excellent for waste in, where no matter how much gas the previous fire/atmos experiment clogged the filtering loop with, Waste In is still pumping waste out of the scrubbers pipes, and by extension, helping keep the scrubbers from getting clogged to the point of uselessness. *Black Pill: Setting up atmos doesn't really matter that much anyway as long as you give the distro loop some pressure. The entire supply and equipment is designed for a space station that's supposed to last months. There's about two instances in which a proper setup is useful: massive hullbreaches which will drain a lot of air (most of which will then uselessly disappear in space anyway) and station-wide plasma fires which might fill the waste loop (in which case you're at fault as an atmos tech for not keeping an eye on the system in the first place). * If you are an atmos tech and want to greatly reduce possibility of harmful atmos manipulations... or if you are an AI and you spotted a guy just turning valves to release plasma to distro: :*Open atmospherics console for a specific chamber and toggle power on output. 90% of players don't check this console. As AI I laughed many times as sabotager was running back and forth, checking every pump 3 times, and still, no plasma appeared. In this way you can also shut down harmful gases pumping when one is smart and changed pipes under grilles. :* Or put manual valves in front of every harmful gas, switch out some gas pumps for volumetric pumps, and adjust the mixing pipes to disallow the mix tank to provide into the distro. '''Beware:''' Setting up Atmos in such a way it can't be sabotaged by the AI before there's a reason to think the AI might sabotage Atmos is not only metagaming, it is also '''bannable'''. If you see this happen, adminhelp it!) *You can rotate a pipe in your hand by clicking on it. *Fire extinguishers fit in firesuit suit storage. *The Fire Axe Cabinet can be opened with a multitool. *You can disable fire alarms by multitooling them. *You can trigger fire alarms by shooting them with a projectile or hitting them with anything.
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