Page 18 of 42

Re: Simple Questions Thread

Posted: Wed Dec 16, 2015 8:51 pm
by CPTANT

Bottom post of the previous page:

Does the amount of damage you receive from overpressure/overheating scale directly with the pressure/temperature?

Re: Simple Questions Thread

Posted: Wed Dec 16, 2015 10:39 pm
by Malkevin
Yes, although the min-max margins are pretty narrow considering you're either suffering temps just shy of absolute zero or baking in sun gas.

Re: Simple Questions Thread

Posted: Wed Dec 16, 2015 11:46 pm
by Zilenan91
Fun fact about EMP'd/emagged defibs, disarm is long enough to cuff, and harm intent EMP defib gives people heart attacks which cannot be stopped without another defib charge on help intent to restart their heart, so it's a guaranteed death. Very robust for Ops that order the medical kit or for traitors on Metastation due to there being an EMP grenade in maint.

Re: Simple Questions Thread

Posted: Fri Dec 18, 2015 1:23 am
by Luke Cox
How do the new fusion reactions in toxins work and how do I use them to make deadlier bombs or other dangerous stuff?

Re: Simple Questions Thread

Posted: Fri Dec 18, 2015 10:20 am
by DemonFiren
Preliminary research suggests they work at insanely high temperatures with a mix of greater than 90% purity (that is, less than 10% of non-plasma/non-CO2 gas).

Presumably, gas can only be heated to such temperatures via burn chamber, which is problematic - any burn process capable of achieving this will most likely automatically result in fusion right in the chamber, unless a large volume of non-reactive gas is added, which further delays the heating process and slows reaction speed.

Re: Simple Questions Thread

Posted: Sat Dec 19, 2015 8:42 pm
by CPTANT
How do I create a meatspike?

Re: Simple Questions Thread

Posted: Sat Dec 19, 2015 8:45 pm
by Remie Richards
CPTANT wrote:How do I create a meatspike?
it's a metal sheet recipe, and then you add rods to the frame.

Re: Simple Questions Thread

Posted: Mon Dec 21, 2015 9:30 pm
by Antimattercarp
Law 211 is insubordination, meaning that when one disobeys a direct order from their superiors they are demoted or incarcerated.
Assistants' superiors are all other jobs.

Therefore I can tell an assistant to do something inane and if he refuses sec can shove him in the brig? Can I get rid of annoying assistants with this?

Re: Simple Questions Thread

Posted: Mon Dec 21, 2015 9:46 pm
by Zilenan91
HoP is the superior to assistants.

Re: Simple Questions Thread

Posted: Mon Dec 21, 2015 9:50 pm
by TheNightingale
Their job text (you know the one that says "You are the Assistant!", just before the "You are the Traitor! Here's your code and passwords...") says it's literally everyone. I kinda like the idea of Assistant jobbans being handed out for not following this.

(Your task now is to work out if I said that ironically or not.)

Re: Simple Questions Thread

Posted: Mon Dec 21, 2015 10:43 pm
by PKPenguin321
TheNightingale wrote:Their job text (you know the one that says "You are the Assistant!", just before the "You are the Traitor! Here's your code and passwords...") says it's literally everyone. I kinda like the idea of Assistant jobbans being handed out for not following this.
Image

Re: Simple Questions Thread

Posted: Mon Dec 21, 2015 11:06 pm
by Anonmare
Assistants should be valid at all times without question to be very honest my friends.

Re: Simple Questions Thread

Posted: Tue Dec 22, 2015 12:33 pm
by Cheimon
Antimattercarp wrote:Law 211 is insubordination, meaning that when one disobeys a direct order from their superiors they are demoted or incarcerated.
Assistants' superiors are all other jobs.

Therefore I can tell an assistant to do something inane and if he refuses sec can shove him in the brig? Can I get rid of annoying assistants with this?
Probably not. Let's lawyer this. Here's the full text: "To disobey a lawful direct order from one's superior officer."

"Charge issued by a head of staff to one of their direct subordinates. The person is usually demoted instead of incarcerated. Security is expected to assist the head in carrying out the demotion."

Now the intention of this is relatively clear, it's about getting demoting staff from departments. It's a crime security can't normally police because they're not hanging around to see it. Ignoring someone is not nearly as obvious as assault or trespass, and indeed lots of it will just be not noticing something on the radio, or whatever. Very easy to do if you're focused on a task, examining stuff, anything that might make your chat scroll up quickly. Unusually, this is a law that says "probably don't brig them", and it's also something the Head of Staff has to agree with: after all, not all disobedience is deliberate.

Now the phrase used is "superior officer", which implies not just your superior, but the superior assigned to manage you. This means the Head of Personnel, not the Captain above him or anyone below him. Assuming there is a HoP, or course: if not, the captain is the direct superior. Remember, subverting or overthrowing the chain of command (without a good reason) is a different crime, mutiny, and that one's capital. That can be applied to an individual too.

As for "getting rid of" someone, it's only a 2 minute/100 point crime. That's not a lot of time. Why is the assistant being annoying? Theft, pickpocketing, assault, vandalism, trespass, major trespass? Many of these will result in longer briggings. But if you want to use it: get the HOP to issue a direct and lawful order, get the assistant to disobey it, get the HOP to agree to the "insubordination" charge and issue it, and then get security to arrest and brig the individual.

Are laws applied like this in game? No, but in game a security officer can pretty much make up crimes and assign an arbitrary number of minutes in the brig, so long as it's under 10. Most people won't disagree.

Re: Simple Questions Thread

Posted: Tue Dec 22, 2015 11:06 pm
by 1g88a
How do put the det revolver to someone's head, and can this be done with any firearm?

Re: Simple Questions Thread

Posted: Tue Dec 22, 2015 11:10 pm
by Zilenan91
Works for most guns, be on help intent, target the mouth, then click on them with the gun in your hand

Re: Simple Questions Thread

Posted: Wed Dec 23, 2015 2:51 am
by confused rock
How do I make a lizard tail hat?

Re: Simple Questions Thread

Posted: Fri Dec 25, 2015 12:06 am
by Luke Cox
What is the optimal fusion mix?

Re: Simple Questions Thread

Posted: Fri Dec 25, 2015 12:28 am
by Zilenan91
The unloved rock wrote:How do I make a lizard tail hat?
Tablecrafting with a lizard tail I think

Re: Simple Questions Thread

Posted: Sat Dec 26, 2015 3:25 am
by confused rock
Zilenan91 wrote:
The unloved rock wrote:How do I make a lizard tail hat?
Tablecrafting with a lizard tail I think
tried that, tried activating the item in my hand too.

Re: Simple Questions Thread

Posted: Wed Jan 06, 2016 9:24 am
by 1g88a
How do you remove a syndibomb's payload?

Re: Simple Questions Thread

Posted: Wed Jan 06, 2016 12:34 pm
by newfren
1g88a wrote:How do you remove a syndibomb's payload?
Disarm it with your superior luck
Cut all the wires maybe?
Crowbar at some point that's the last step.
You have to have the panel open.

Hope I helped!

Re: Simple Questions Thread

Posted: Wed Jan 06, 2016 1:36 pm
by Actionb
It's important to make the bomb buzz three times. Use a multitool.

Re: Simple Questions Thread

Posted: Wed Jan 06, 2016 5:28 pm
by TheNightingale
TL;DR: Get a multitool, remember that you can space it, and you've got a 2/3 chance of making it out alive. Pulse until you find "The bomb seems to hesitate for a moment" or "The bolts spin in place for a moment", then cut that wire (and if it was the bolts wire, space it).

Bomb defusal time (If I disappear, it's because the MoD arrested me for this):

How to disarm an active bomb.
If you want to disarm it entirely (as opposed to disarming or spacing), you've got a 50% chance of dying, by the way (since 'bolts' counts as 'other'). This increases if you don't use a multitool.

If you have time (over a minute):
Pulse the first wire. If you get the "An alarm sounds! It's go-" message, run for the hills and hope you're far away enough to not be gibbed. That's the boom wire.
If you get "The bomb buzzes ominously!", this is the proceed wire. This makes the bomb go faster - examine the bomb to see how much time you have left. Don't touch this wire until the bomb is defused, and move onto the next wire.
If you get "The bolts spin in place for a moment", this is the bolts wire. Cut that wire to deactivate the floor bolts, allowing the bomb to be pulled. Now move onto the next wire... or just space it.
If you get "The bomb chirps", this is the delay wire. This is also a very nice wire. Every time you pulse it, you get ten more seconds to disarm the bomb. Cutting this does nothing. Now move onto the next wire. (If you ever need more time, pulse this wire.)
If you get "The bomb seems to hesitate for a moment", this is the activation wire. This is the best wire. Pulsing it adds five seconds to the timer... and cutting it defuses the bomb, allowing you to cut all the other wires without it exploding. Cut this wire.

Congratulations, you've disarmed a bomb, if you're reading this. Or you're dead. Or preparing to disarm a bomb, in which case, good luck.
When using wirecutters, the delay wire does nothing. You've got a 20% to hit bolts, 20% to hit activation, 20% to hit delay (nothing happens), and 40% to hit either proceed or boom (both of which explode when cut).

Maths ahead.
Spoiler:
When using a multitool (assuming you can space the bomb instead, and you don't run out of time):
Probability of a Round 1 failure: 20% (boom).
Probability of a Round 1 success: 40% (activation, bolts).
Probability of a Round 1 other event: 40% (delay or proceed).
--> You hit Delay or Proceed. Try the next wire, and move to Round 2.
Probability of a Round 2 failure: 25% (boom).
Probability of a Round 2 success: 50% (activation, bolts).
Probability of a Round 2 other event: 25% (delay or proceed).
--> You hit the other non-important wire. Try the next wire, and move to Round 2.
Probability of a Round 3 failure: 33% (boom)
Probability of a Round 3 success: 66% (activation, bolts)
Probability of a Round 3 other event: 0% (both delay and proceed have been found)

So when using a multitool, your probability of exploding the bomb is...
Round 1 failure: 20%
Round 2 failure: (40% * 25%)
Round 3 failure: (40% * 25% * 33`%)
20% + 10% + 3.3% = a 33.3% chance of failure, and so you'll succeed 66.6% of the time. You're smart, I like you.

How about if you want to defuse it entirely, and you're not comfortable with (or have time for) spacing an active bomb?
P of R1 success: 20%
P of R1 failure: 20%
P of R1 other: 60% (eliminate 1 wire, now 4 wires left)
P of R2 success: 25%
P of R2 failure: 25%
P of R2 other: 50% (eliminate 1 wire, now 3 left)
P of R3 success: 33%
P of R3 failure: 33%
P of R3 other: 33% (eliminate one wire, now 2 left)
P of R4 success: 50%
P of R4 failure: 50%
Total: 20% + (60%*25%) + (50%*33%) + (33%*50%) = You have a 68% chance of failure, and only a 32% of success. You're honestly better off just spacing it.

Okay, and if you have wirecutters, but you can space it?
P of R1 success: 40%
P of R1 failure: 40%
P of R1 other: 20% (eliminate 1 wire, now 4 left - 2 good, 2 death)
P of R2 success: 50%
P of R2 failure: 50%
Total: 40% + (20%*50*) = You have a 50% chance of being able to safely dispose of the bomb, and a 50% chance of death. Get a multitool.

And if you want to permanently defuse a bomb just using wirecutters?
P of R1 success: 20%
P of R1 failure: 40%
P of R1 other: 40% (eliminate 1 wire, now 4 left - 1 good, 2 death, 1 other)
P of R2 success: 25%
P of R2 failure: 50%
P of R2 other: 25% (eliminate 1 wire, now 3 left - 1 good, 2 death)
P of R3 success: 33%
P of R3 failure: 66%
Total: 40% + (40%*50%) + (25%*66%) = You have a 76.6% chance of death, and a 23.3% chance of success. Don't do this.

Re: Simple Questions Thread

Posted: Wed Jan 06, 2016 11:21 pm
by PKPenguin321
how the fuck do you track people with the camera bug, people keep saying it can be done but i had one the other day and i saw no option to do so

Re: Simple Questions Thread

Posted: Fri Jan 08, 2016 1:07 am
by InsaneHyena
What's up with all the logs? Why do they just end after december the 20th?

Re: Simple Questions Thread

Posted: Sat Jan 09, 2016 7:21 pm
by Anonmare
What do the R&D machines' (Circuit imprinter, protolathe etc.) wires do? They affect the lights in the hack interface but I can't tell what the lights represent.

Re: Simple Questions Thread

Posted: Sun Jan 10, 2016 1:12 am
by Super Aggro Crag
does increasing the pressure on pneumatic cannons increase the imbed chance of the fired objects?

Re: Simple Questions Thread

Posted: Sun Jan 10, 2016 3:27 am
by IcePacks
Admin PM from-Shaps: You have my express Shaps(tm) permission to do murderfy or whatever any ERP'ers next round and you can frame this on your wall as proof if anyone asks

can this be my sex police badge

Re: Simple Questions Thread

Posted: Sun Jan 10, 2016 6:50 am
by PKPenguin321
IcePacks wrote:Admin PM from-Shaps: You have my express Shaps(tm) permission to do murderfy or whatever any ERP'ers next round and you can frame this on your wall as proof if anyone asks

can this be my sex police badge
no

Re: Simple Questions Thread

Posted: Tue Jan 12, 2016 6:03 pm
by Reece
Can the clown use the mining shuttle to reach the clown planet? The quartermaster had a massive rant at me for giving clown mining access and cited clown planet as the reason why.

Re: Simple Questions Thread

Posted: Tue Jan 12, 2016 6:09 pm
by Drynwyn
Super Aggro Crag wrote:does increasing the pressure on pneumatic cannons increase the imbed chance of the fired objects?
No, but you have to set the pressure to at least 2 using a wrench to have any embed chance.

Re: Simple Questions Thread

Posted: Tue Jan 12, 2016 11:53 pm
by PKPenguin321
Reece wrote:Can the clown use the mining shuttle to reach the clown planet? The quartermaster had a massive rant at me for giving clown mining access and cited clown planet as the reason why.
nope
although iirc there's an item in the code that appears to be a centcomm ID and it's labelled "coordinates to clown planet" (although as far as i can tell it does nothing)

Re: Simple Questions Thread

Posted: Wed Jan 13, 2016 12:00 am
by DemonFiren
Ages ago it allegedly used to be teleporter or gateway or whatever coordinates, and an ancient Research guide had this as one of the reasons to get to the White Ship.

Re: Simple Questions Thread

Posted: Wed Jan 13, 2016 12:11 am
by PKPenguin321
i'm pretty sure before i started playing there was a clown planet off-station z-level (kinda like the derelict but clown planet)
i guess it's been removed and that coordinates ID is just unused memorabilia

Re: Simple Questions Thread

Posted: Wed Jan 13, 2016 12:17 am
by DemonFiren
Let's replace it with a Honkrender, same results.

Re: Simple Questions Thread

Posted: Wed Jan 13, 2016 12:28 am
by Super Aggro Crag
Drynwyn wrote:
Super Aggro Crag wrote:does increasing the pressure on pneumatic cannons increase the imbed chance of the fired objects?
No, but you have to set the pressure to at least 2 using a wrench to have any embed chance.
ya shittin me no wonder my glass cannon wasn't glass cannoning enough

Re: Simple Questions Thread

Posted: Wed Jan 13, 2016 12:31 am
by Reece
PKPenguin321 wrote:i'm pretty sure before i started playing there was a clown planet off-station z-level (kinda like the derelict but clown planet)
i guess it's been removed and that coordinates ID is just unused memorabilia
There is a clown asteroid still there with a crashed clown shuttle and a tonne of bannanium ore.

Re: Simple Questions Thread

Posted: Wed Jan 13, 2016 12:39 am
by PKPenguin321
Reece wrote:
PKPenguin321 wrote:i'm pretty sure before i started playing there was a clown planet off-station z-level (kinda like the derelict but clown planet)
i guess it's been removed and that coordinates ID is just unused memorabilia
There is a clown asteroid still there with a crashed clown shuttle and a tonne of bannanium ore.
yep. that same shuttle has a note referencing ye olde clown planet too

Re: Simple Questions Thread

Posted: Wed Jan 13, 2016 2:08 am
by Reece
PKPenguin321 wrote:
Reece wrote:
PKPenguin321 wrote:i'm pretty sure before i started playing there was a clown planet off-station z-level (kinda like the derelict but clown planet)
i guess it's been removed and that coordinates ID is just unused memorabilia
There is a clown asteroid still there with a crashed clown shuttle and a tonne of bannanium ore.
yep. that same shuttle has a note referencing ye olde clown planet too
Oh, I thought it meant the place where the shuttle crashed. Man I kind of want to see the clown planet now.

Re: Simple Questions Thread

Posted: Wed Jan 13, 2016 2:54 am
by Super Aggro Crag
Reece wrote:
PKPenguin321 wrote:
Reece wrote:
PKPenguin321 wrote:i'm pretty sure before i started playing there was a clown planet off-station z-level (kinda like the derelict but clown planet)
i guess it's been removed and that coordinates ID is just unused memorabilia
There is a clown asteroid still there with a crashed clown shuttle and a tonne of bannanium ore.
yep. that same shuttle has a note referencing ye olde clown planet too
Oh, I thought it meant the place where the shuttle crashed. Man I kind of want to see the clown planet now.
it was a green field full of npc clowns and nanners and bananium mines

Re: Simple Questions Thread

Posted: Wed Jan 13, 2016 3:01 am
by Reece
That sounds both terrible and brilliant. Bring back the cluwn legion to flood the station.

Re: Simple Questions Thread

Posted: Wed Jan 13, 2016 9:30 am
by InsaneHyena
Can the clown use the mining shuttle to reach the clown planet? The quartermaster had a massive rant at me for giving clown mining access and cited clown planet as the reason why.
Yes. No. Sort of. There's no clown planet (anymore), but there is a clown asteroid that you need a hardsuit to reach. There is, however, a much easier and less anal way to do it than getting mining access and hoping you'll end up on the right z-level.

Re: Simple Questions Thread

Posted: Wed Jan 13, 2016 2:01 pm
by Zilenan91
Yeah just go to the derelict and go in an upward direction from the middle of it. You should hit the asteroid from there.

Re: Simple Questions Thread

Posted: Thu Jan 14, 2016 6:01 am
by PKPenguin321
Zilenan91 wrote:Yeah just go to the derelict and go in an upward direction from the middle of it. You should hit the asteroid from there.
nah nah, you got it backwards
you wanna go to the EVA airlock just south of where the white ship used to dock at the derelict, and just float straight south

Re: Simple Questions Thread

Posted: Thu Jan 14, 2016 6:58 am
by IcePacks
why do people keep posting threads instead of this topic

Re: Simple Questions Thread

Posted: Thu Jan 14, 2016 7:28 am
by 1g88a
Does lamarr have eggs?

Re: Simple Questions Thread

Posted: Thu Jan 14, 2016 1:50 pm
by Zilenan91
Lamarr cannot implant people, no.

Re: Simple Questions Thread

Posted: Thu Jan 14, 2016 8:48 pm
by Cheimon
Who came up with the lore for the different syndicate factions? How far back does it go?

Re: Simple Questions Thread

Posted: Thu Jan 14, 2016 11:08 pm
by Drynwyn
Cheimon wrote:Who came up with the lore for the different syndicate factions? How far back does it go?
According to Factions.dm and the Github Blame log, they go all the way back to the Before Time (when we were still on google code)

Re: Simple Questions Thread

Posted: Sat Jan 16, 2016 10:27 am
by 1g88a
The factions need to be played up more, like ops/traitors being given bonus objectives styled after each faction that don't count towards or against their greentext.

Re: Simple Questions Thread

Posted: Sat Jan 16, 2016 10:36 am
by DemonFiren
On mech-mounted weapons, does the light or the heavy laser have a higher DPS?

I mean, the heavy laser has higher damage, but if I recall correctly, it fires much more slowly.