Supermatter Reactor: различия между версиями

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>La Villa Strangiato
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=HELP IM THE ONLY ENGINEER=
[[File:Engineroomhorizon.png|thumb|The engine room on the Horizon. Middle click to open the picture in a new tab.]]{{toc_right}}So you're new and no one else has joined engineering and you have no idea how to setup the engine? Well first things first: '''don't panic!''' You could try waiting for an engineer to join and teach you... unless you've joined during deadpop hours, in which case, the following steps (color-coded for your convenience) will get the engine rolling quickly with minimal explanation. You should probably read the rest of this guide to understand how it works in greater detail once you're done:
*'''If everything is out of power, [[#Maintenance and Repairs|skip to here]].'''
#Before you start, go inside the room labelled Supermatter Reactor SMES. There should be a power storage unit inside the room; click on it and MAX the input and output on the power storage popup.
#Open a radiation PPE locker (found inside the airlock to the engine room) and retrieve a radiation suit, radiation hood, and safety goggles. The safety goggles are very important, as they will protect you from hallucinations from looking at the Supermatter Core.
#Retrieve four [[File:Hydrogen_canister.png]]hydrogen canisters from hard storage (the room with a big garage door perpendicular to the locker room) and move them to the engine room.
#Wrench all four of the canisters into the <span style="color:#e61b1b">'''connectors'''</span> near the door. There should be two canisters connected to the green pipes, and two canisters connected to the blue pipes. Turn on all four pumps; they should be MAXed by default, but in case they aren't, MAX them out.
#Directly to the left of the four connectors is a <span style="color:#550c9e">'''pump'''</span> that is labelled Cooling Array to Generators. Turn it on and make sure it's MAXed out.
#*You do not have to open the canister valve on the canister UI. Don't worry about that.
#You should see the canisters beginning to empty. The indicator lights should begin to turn yellow, then red. All four TEG turbines are probably also spinning. You don't need to wait for them to be empty for the Supermatter to start properly, but there should be some gas in the pipes first.
#Move over to <span style="color:#ff00ff">'''the emitter'''</span>, the giant laser facing the crystal, and click on it to turn it on. Do not stand in front of the emitter. Keep track of how many times it has fired; you can shift-click to examine the emitter to see how many shots it has fired.
#After at least thirty-five (35) shots, turn <span style="color:#ff00ff">'''the emitter'''</span> back off by clicking on it. This set-up, with no other upgrades performed, can have up to fifty (50) shots in the core at a time.
#Close the <span style="color:#0000ff">'''SM core blast doors'''</span> so that radiation doesn't spread to the rest of the engineering hallway.
Congratulations, you have successfully set up the engine, and everyone can enjoy their round on a powered ship! You're a hero! Unless you set something up wrong and now everything is either still out of power ''or'' in the process of exploding. For the former's case, refer to the [[#Maintenance and Repairs|quick diagnostic list]]. In the latter's case, head to [[#Emergency!|this section]].


The supermatter engine is primary source of power for the station. While solar arrays may provide enough power to keep critical systems operational, they won't keep the whole station running at full power. This is where Supermatter steps in. This guide will explain basics of supermatter engine operation. Refer to the Contents tab if you wish to read only specific part of this guide.
=The Actual Guide=
Now, assuming you aren't new and actually know a bit of what you're doing, then this guide will attempt to accurately describe the intricacies and in-depth mechanics of most of the systems related to the SM engine, from the SM itself to the SMES units connected to it at the end of the line. An informed mind is one that can potentially save the station from disaster!


{{toc_right}}
==How It Works==
On the surface level, the default engine setup is very simple: SM is energized, SM heats up gas, gas goes to TEGs, TEGs exchange heat and produce power, power goes to the SMES, etc. The sections below will cover what makes each individual part tick.


== Introduction ==
===[[File:Supermatter.png]]The Supermatter===
If you have never attempted to set up the supermatter before, and you're completly riddled with questions, it is best to ask any fellow engineers for tips either IC'ly or OOC'ly with LOOC, and if you have anymore burning concerns, please feel free to ahelp it any staff will assist you.
<small>See also: [[Bluespace#Phoron|Phoron]]</small><br>
The Supermatter (often known as the SM) is a large crystal of tightly compacted Phoron with special properties. This particular crystal differs from typically large quantities of Phoron in that it is a semi-transparent yellow instead of an opaque purple, and it even glows. Another contrast is that the Supermatter is incredibly unstable, and is capable of vaporizing solid and liquid - and sometimes gaseous - matter in an instant (this includes you). It can even consume photonic energy in the form of lasers. This process usually results in the Supermatter becoming "energized", a state at which it will begin to slowly shed Phoron and oxygen particles (roughly at a ratio of ten moles of Phoron to one mole of oxygen, depending on the temperature of the environment), as well as radiate Gamma rays and produce incredible amounts of heat. It is also in this energized state that its visual appearance will distort in the minds of the beholder, assuming they are biologic (excepting Dionae), and will inexplicably stimulate the visual cortex of the brain to hallucinatory extremes. A footnote in its energized state is when high concentrations of oxygen are introduced, forcing the crystal to radiate a red glow instead of its usual yellow. Intermittently, the crystal will also cease glowing all together. This interaction between the SM and oxygen is poorly understood, but what is known is that the crystal will passively energize in its presence at a rate dependent on how much oxygen there is. Put simply, anything shot/thrown at the SM will energize it, producing heat and lethal amounts of radiation, and probably hallucinations.


In the long run, People hate it when the supermatters acts up and is at risk of exploding, generally pissing most of the crew IC'ly and OOC'ly. Hence if you're lost at some point when starting it up, feel free to ask people.
Two factors that determine how energized a Supermatter crystal is are '''power''' and '''decay'''. Power represents how much energy has been projected into the SM, whether it be from an emitter or even large quantities of oxygen. Power determines how hot the crystal can get, how much radiation it emits, how far its hallucinatory effect travels, and how much Phoron and oxygen it will shed. Its power level also influences decay, and decay - in turn -, influences power: decay determines how fast the crystal's power level will drop. What this means is that an emitter shooting the SM constantly will eventually cause the SM's power and decay to reach an equilibrium state, a point that cannot be passed unless even more energy is projected at the SM.


In the mean time, here's a simple guide an engine setup that most engineers use now-a-days!
The Supermatter in its default state does nothing unless you do something to energize it. It does not produce Phoron or oxygen, it does not radiate Gamma rays, it does not generate heat, and it does not cause hallucinations. Though viewing it without protection in an unenergized state is poor form, it is safe nonetheless. It is also safe to '''pull''' the SM around freely. It is not safe to walk into/against the SM, nor is it safe to click on it; this will disintegrate you immediately. Removing the SM from a crate in an environment with oxygen (such as a hallway or poorly maintained SM chamber) also isn't safe for the reasons outlined above.


== The Basic 'Phoron Engine' Setup ==
While being basically space magic is all well and good for the purposes of generating power, it's also incredibly dangerous if not managed properly. Besides being able to heat up its surrounding atmosphere to rather high temperature extremes when energized, it is also capable of exploding spectacularly, known as a "delamination event". Most commonly this occurs when the crystal's structure begins to decay as a result of extremely high heat, particularly at '''five thousand Kelvin''' and above, and the SM will eventually detonate if this is not corrected. It can also decay if it is exposed to vacuum while energized. Though the Supermatter can be "damaged" in a way, it is also capable of regenerating itself if allowed an environment in which it can do so. It is prudent, then, to keep the SM from becoming over-energized and heating its environment up to a point where it can self destruct, a task that isn't that difficult since all Supermatter crystals provided by NT come with a device that will broadcast over the radio its status if it is concerning.
Most engineers who play usually run a simple, easy to use setup that allows for a high output, as well as being reliable and safe.


As a starter, you are going to want to get your safety gear (Read below for more information), as well as three canisters of Phoron. (There will be one in Hard Storage outside of the engine room, but you will need to get the other two from Atmospherics.)
'''TL;DR''': Energizing the SM (shooting it with the emitter/a gun, or touching it with something else/yourself, or introducing oxygen to it) will make it produce heat and radiation, and start spewing Phoron and oxygen, and make you hallucinate without safety goggles. It begins to take damage at 5000 Kelvin (though the borosilicate windows in the core begin to break at 4273 Kelvin), and this damage scales with temperature. It can also take damage if exposed to vacuum (even 0.1 kPa of gas will save it) while energized. It will explode and irradiate the entire map if allowed to take damage for too long and everyone will get pissed at you, mostly because the SM itself will yell at you over the radio if it's taking damage.


Now that you have the things that are needed, you are ready to set up the engine!
===The TEGs===
[[File:TEGUI.png|right|thumb|Your typical TEG UI in an unpowered state.]]Something much better understood compared to the SM are '''thermoelectric generators''', or TEGs as they're often shortened to. The basic operating principle of any TEG is that it uses the difference in temperature between gas to generate electricity, the result being power based on the difference and slightly colder/hotter gas. In practice, the Supermatter - when energized - will heat up its surrounding atmosphere to a rather high degree. These gases are then pumped into one of the turbines (the north one) on the TEG, where it will exchange heat with the turbine on the opposite end (the south one) that ''hopefully'' has gas that is significantly colder. This turbine has gas being pumped in from a somewhat extensive radiator network in space, where it is slowly chilled. The two gases exchange heat with each other, producing energy, and the difference in temperature between the two is lowered slightly. Note that TEGs can safely produce up to five hundred kilowatts individually, beyond which they will begin to grow a little less consistent in their power generating capabilities. There is no danger in going above this threshold, however.


==== Coolant Injection ====
A TEG also needs some sense of flow in order to function, meaning a turbine's input and output sharing the same pipe network without something to break it up will function rather poorly, if it functions at all. In particular, the turbine's input requires gas to be moved towards it specifically. Most commonly, a pump of some sort can be found connecting much of the cold loop to a small section of pipe connected to the turbine's input. While it may not be obvious, the hot loop does actually possess a pump in the form of a vent constantly scrubbing gas from the air. A TEG turbine has specific sides that its input or output can be found on, which can be found by simply examining the turbine.


* Firstly, you’re going to want to add one Can of Phoron in the ‘Hot Loop’ (Color is blue, it is called the hot loop because it is the gas that directly meets the engine)
In all honesty, most of the values shown in the UI aren't necessary at all to know except for output. If the TEG's sprite looks green then all is well on the TEG's end. Regardless, the values will be described anyway:
You are also going to want to put two Cans of Phoron into the ‘Cold Loop’ (Pipe color is green, it is called the cold loop because it is the gasses that will be cooling.)
*'''Total Output''': The amount of power available that can be output into a wire. You even get a cool looking bar that shows how much power is being generated! Wow!
*'''Thermal Output''': The actual amount of power being generated. Due to inefficiencies with the system, some power is lost, hence the existence of the '''Total Output''' value.
*'''Turbine Output''': How much power the turbines themselves are generating, independent of thermal exchange. Probably.
*'''Flow Capacity''': Literal mystery number.
*'''Inlet/Outlet Pressure/Temperature''': The pressure and temperature of the inlet and outlet, measured in kilopascals and Kelvin respectively. As you can imagine, the inlet refers to the pipe network connected to the input of the TEG, while the outlet refers to the pipe network on the output side. You can examine the turbines to see which side the input and output are on.


[[File:Example1.gif]]
For more information on how gas interacts with the TEGs, refer to the [[#Coolant|coolant section]] of this guide.


* You are going to want to turn on both of the pumps that are connected to the ports, and set them to max so they will draw from the cans.
===Gas and Heat===
[[File:Enginemonitor.png|right|thumb|The usual look of the engine cooling control monitor. Notice the presence of Nitrogen at the start of the shift.]]<small>See also: [[Guide to Atmospherics]]</small><br>
So you have some fancy rock that could, by some metrics, be described as the spawn of some eldritch horror dwelling in the cosmos ''and'' some spiny machines that can make power from spicy interactions with said rock. Cool! But it won't just produce power right off the bat; no, you need to supply a medium that can be used to make the TEG do TEG things! The [[#Coolant|coolant subheading]] should be able to give you a brief summary of what gases do what! It even tells you about heat capacity, which is important, so go read it!


[[File:Example2.gif]]
Of course it's not like the gases can just wangjangle all together in open air, that'd be weird! Instead, the gases are pumped into a series of pipe networks that flow into and out of the TEGs, as well as the SM core and the large radiator in space. They're even color coded: cyan is on the output end of the hot loop turbine, where it will be re-injected into the SM core to heat back up. The orange/brown loop is on the input end of the hot loop turbine, where it takes in hot gas from a vent pump siphoning gas from the SM core. The green loop is on the input end of the cold loop turbine, where the gases in the radiator network are pumped in. The black loop is on the output end of the cold loop turbine, where gases that were warmed up in the exchange of thermal energy are output into the radiator network to be cooled back down.


* You should go south, over to the cool loops pump is, you are going to want to set that to max as well, and turn it on.
The pipes can be safely pressurized up to 70000 kPa - a figure that can be pretty hard to reach depending on the size of the pipe network -, beyond which the pipes might begin to '''explode'''. One of the biggest determining factors for pipe pressure is heat, particularly something called '''thermal expansion'''. In the context of gas in pipes, hot gas results in higher pressure. Higher pressures mean that atmospheric devices like pumps attempting to force gas from a lower pressure network into the higher pressure network can be slowed down significantly. The most immediately concerning thing that can result from this is the hot loop functioning at a very high pressure during an emergency, and being unable to inject significant amounts of dump coolant because the pump either cannot force the gas from a canister into the loop fast enough, or the pressure simply exceeds the pump's maximum possible target pressure setting. See the [[#Core Venting|core venting procedures section]] on how to deal with this.


[[File:Example3.gif]]
With the above in mind, it's important to realize that pressure does not equal the amount of gas actually inside a medium. Gas quantity is measured in moles, which should be used as the real determining factor as to how much gas is inside a medium like a pipe network or a canister. Pressure and temperature can be measured with pipe meters, while moles (with pressure, temperature, and gas composition) can be measured with a gas analyzer.


==== Waste Handling ====
Worth mention is something called the '''fire triangle'''. Put simply, the three corners of the triangle represent heat, fuel, and an oxidizer. If all three of these are present then a fire will occur. Conversely, if one of these elements is removed, then you have no fire: Phoron spewing out all around a room and some broken light is sparking, but there's no oxygen or N2O? No fire, no problems, simple as that! This principle may be important to keep in mind if you choose to run an engine that has an oxidizer in the hot loop.


* Next, you should head all the way north to Waste handling, There’s going to be two filters there, you are going to want to change the settings from Nitrogen to Phoron, and turn them on.
Finally, to the right of the screen is the engine cooling control console screen. This will give you basic information such as the core's pressure (measured in kilopascals, kPa), its temperature (measured in Kelvin), and its gas composition (measured in percentages). The first section below these readouts is the controller for the gas injector (the device connected to the cyan loop). By default this device is turned on and set to the maximum volume setting, where it will ''attempt'' to inject gas at a rate of 700 L/s. Below this is the vent pump controller for the vent pump (the device connected to the orange loop). This device works a bit differently: its setting does not determine how fast it will siphon gas from the room it's in - that value is locked to 700 L/s as well -, instead the setting represents a threshold of pressure where it will begin siphoning once that threshold is crossed. By default it is set to 100 kPa, which is why the nitrogen at round start - resting at around 81 kPa - is sitting in the core and not populating the pipes. The maximum threshold value for this setting is 1000 kPa.


* After that, you will want to head past the blast doors into the waste handling room, this is where you are going to want to put your Empty Canister onto the port, and enable the two Waste pumps (Setting them to max like the other pumps, and turning it on)
==Safety First==
Before entering the engine room you should always wear proper PPE. The following will suffice, and are always found inside radiation lockers:
*[[File:MGlasses.png]]'''Safety Goggles''' to prevent hallucinations from developing by looking at the SM. How do they work? Who knows...
*[[File:Radsuit.png]]'''Radiation PPE''' to keep you from receiving a lethal dose of radiation that can very easily kill you within minutes. Dionae and IPCs are exempt from wearing this.
As long as you have these two sets of items you are pretty much safe unless the engine room is either an inferno or vacuum. Certain [[Guide to EVA#Hardsuits|hardsuits]] and [[Guide to EVA#Voidsuits|voidsuits]] are immune to radiation as well if you need to wear those out of necessity.


[[File:Example4.png]]
==[[File:SMES.gif]]SMES Configuration==
There are two SMES units that are immediately relevant to the engine: the '''engine SMES''' and the '''main distribution SMES'''. The former is what receives power from the TEGs and powers the engine room APC directly as well as the emitter. If the output is not high enough, the emitter may not fire, or the APC may not have enough power to allow the pumps to operate. The other SMES also receives power from the TEGs, but it outputs to the rest of the station. It should have its input maximized, since every kilowatt not used is another kilowatt wasted. The output can be adjusted as needed, of course, but one should take into account how populated the departments are and how much power the station will need in general.


* There are a few coolers in the waste room, you should head inside and turn them on so that the heated SM gas can be cooled for the canister!
==Coolant==
An intrinsic property of matter - particularly gas, in SS13's case - is something called '''heat capacity''', a variable that determines how much energy it takes to increase the temperature of a substance. In the context of setting up the SM: how energized the SM needs to be in order for the gases in the hot/cold loops to actually rise in temperature. Heat capacity also factors into how power is generated with the TEGs; higher heat capacity allows a gas to hold more thermal energy, which means more energy can be transferred between the turbines, allowing more energy to be produced.
*[[File:Phoron_canister.png]]'''Phoron''': Arguably the most stable and safe gas to use, Phoron carries with it a stupidly high heat capacity, at least compared to most other available gases. There is a lot of leeway with this particular gas, making it easy to train new apprentices with. It's worth noting, though, that '''phoron is a fuel''', and can start fires. It is also '''a very scarce resource''', and its use should be rationed out carefully if it is actually used. The SM will generate Phoron passively as long as it is energized. This gas is viable for either the hot loop or the cold loop.
*[[File:Hydrogen_canister.png]]'''Hydrogen''': Second best gas to use with the second highest heat capacity, and it compares pretty well to Phoron, at least compared to the other gases. Like Phoron (sans all the wacky space magic that comes with it), Hydrogen '''is a fuel''', and can start fires. It is otherwise inert and safe to breathe as long as you don't light a match. This gas is viable for either the hot loop or the cold loop.
*[[File:Nitrous_canister.png]]'''Nitrous Oxide''': Not nearly as good as Phoron or H2 (in fact it's leagues below these two), it's still a respectable gas nonetheless. Its only caveat is that '''it is an oxidizer''', and it will start a continuous fire if used in the hot loop, though the heat generated from such isn't as bad as one might think. It can also knock people out if exposed to the atmosphere, but almost all of these gases are dangerous in high quantities anyway. This gas is viable for the cold loop, but less so for the hot loop unless it is monitored.
*[[File:Carbon_canister.png]]'''Carbon Dioxide''': ''Just'' under N2O in terms of heat capacity is CO2. This gas pretty much has nothing going for it other than that, but it's still way better than N2. You'll probably see this in the chamber anyway as a result of the SM producing Phoron and oxygen passively (which almost immediately burns up into CO2). This gas is viable for either the hot loop or the cold loop.
*[[File:Nitrogen_canister.png]]'''Nitrogen''': Lowest heat capacity, twined with oxygen, N2 ''has'' been regarded as the standard coolant for the SM engine, but the fact of the matter is that this is '''definitely no longer the case''', and N2 should really only be reserved for experimentation or as [[#Coolant Dump|emergency dump coolant]]. This gas is barely viable for anything.
*[[File:Oxygen_canister.png]]'''Oxygen''': Same heat capacity as N2, except '''it's also an oxidizer''' (obviously). Oxygen can also energize the SM. Because of this, using this in the hot loop will almost definitely result in a roaring, nearly uncontrollable blaze eventually. That's not to say that it can't be controlled, but this shouldn't be the first gas you look at for coolant. The SM will generate oxygen passively as long as it is energized. This gas is barely viable for anything.
*[[File:Air_canister.png]]'''Air''': Literally just 79% N2, 21% O2. Why would you use this. I mean, you have a lot of it, sure, but... why? For the reasons listed on the O2 section, using this is a terrible idea.


==== Emitter Shots ====
==[[File:Filter.gif]]Waste Processing==
[[File:Waste room.png|thumb|The Reactor Waste Management Room.]]


* Finally, all you have left is putting some shots into the Engine. Usually the amount of shots that are put into a 1-2 Phoron engine is around 25, but because the engine is using phoron, it absorbs a lot of heat, so it’s fine if it’s a little more or a little less, you’re still going to get good power output. (Just be in the ballpark of around 25 shots.)
While this area and machinery doesn't impact SM performance ''too much'', it's a good idea to set it up anyway, otherwise TEG performance might be negatively impacted, or worse. The filters up north are what will keep the coolant gas in the loop and the byproducts/gases you don't want out, pushing them towards the room to the north. By default, the filters are set to allow '''hydrogen''' through, so you don't need to change them at all unless you're doing a very strange setup. Incorrectly setting these filters will most likely result in the SM chamber slowly depressurizing until there is no gas left, or the gas leftover is so minuscule that it heats up to dangerous values instantly.


[[File:Example5.gif]]
The room beyond these filters has a black pipe network known as the waste line. Inside are three pumps and two gas coolers. As it turns out, siphoning gas from the inferno of an engine chamber gives you '''very hot gas''' which has expanded considerably. This makes most atmospheric devices function slowly, particularly the devices in Atmospherics, assuming you turn on the Reactor to Mix pump.


And there you are, you have setup an engine that's pretty efficient, and runs at a cool temperature!
Thus, it's a good idea to cool the gas down with the gas coolers. The simple way to set this up is to turn on both gas coolers to their default setting (which is room temperature, 20 Celsius), and maximize the Reactor to Mix pump. '''Don't turn on the Filter Bypass Pump or the Reactor to Scrubbers pump.''' The former will cause gas to filter from the Supermatter, which will cause it to delaminate, and the latter will send extremely hot gas to the scrubber pipeline, slowing it down.


Because of how the filters are setup, using two different gases in the hot loop isn't possible without modifications. Why you would bother using more than one gas in the hot loop is a mystery, but it is worth mentioning.


== Basic Operating Principle ==
==[[File:Emitter.png]]Turn It On==
Before any modifications are made to the engine, it operates as four distinct loops of colored pipes; the engine hot loop (cyan+yellow), the engine cold loop (green+purple), and the waste hot and cold loops (solid purple, opposite side from the engine cold loop). While the engine hot and engine cold loops are physically connected to each other, there are valves preventing them from mixing during normal operation. When energized, the supermatter heats the engine hot loop which flows into the ThermoElectric Generators. The heat transfers through the TEGs, generating electricity, and passes into the engine cold loop. The engine cold loop flows out into a massive radiator in space, providing the actual cooling for the system; without it temperature will run wild until everything melts, which becomes very apparent when a wild space rock or something takes a chunk out of said radiator.
Once everything is all said and done - the pipes are full of gas, the filters are filtering properly, the cold loop pump is turned on, and the TEGs look like they're working -, it's time to turn this sucker on! Assuming you didn't use oxygen in the hot loop (why would you), the SM should be in an inert state, ready to be energized by this big ol' laser thing, '''the emitter'''. The emitter is basically a very high power laser that fires in bursts of four. Because of how the SM's power and decay function (described in [[#The Supermatter|this section]]), each shot to the SM will be functionally weaker than the last, though this effect is really only noticed if you shoot beyond fifty shots. Speaking of shots, an important variable in an engine setup is how many shots the emitter takes, which you should probably be counting. If you managed to lose count, don't sweat it: you can examine the emitter to see how many times it has fired.


While not denoted by different colored pipes like the engine side, the waste loop can be considered two loops as well, separated by a heat exchanger; one side contains hot engine waste and the other is another cold loop that flows through a small radiator in space. As the supermatter does its job, it generates potentially dangerous gasses which end up circulating into the engine's hot loop. You will need to insert a waste canister to store gasses. These gasses are connected to the Atmospherics filtration system that pumps at a rate of 200/s, and will slowly remove the excess gasses stored in Waste canister as well. If you run into any problems, contact your local [[Atmospheric Technician]].
The emitter is connected directly to the engine SMES; it does not receive power from an APC, it must be wired into a powered grid directly. That grid specifically requires thirty kilowatts in order for the emitter to fire. In the context of the engine power grid, the engine SMES output should probably be set far above this value so as to take into account the power draw of the engine room APC.


== Important Information ==
==Emergency!==
This section covers most information you require when operating near active supermatter core.
'''Most of the techniques beneath this subheading assume the engine room is powered. If it is not, head to [[#Maintenance and Repairs|this section]], then come back here.''' So for your first or second go-around, the SM seems like a pretty complex and cruel engine, but that's only half true: in fact, compared to all of the other engines in the code, the SM is actually incredibly forgiving: it takes more than a few minutes to blow up during which it can be saved, it yells over the radio if it begins to take damage, it yells loudly over the radio if it's about to blow, and its scale of destruction - while discouraging - hardly compares to the level of chaos that something like the singularity or tesla can cause. Now that we know that not all hope is lost and that you can easily rescue the engine, it's time to get to work!


=== Safety Gear ===
Firstly, the biggest thing that can go wrong with the engine is the SM overheating. This occurs when the temperature of the core exceeds 5000 Kelvin, a value that can be gleaned by looking at one of the engine core control consoles. What exactly causes it to reach that temperature can be based on a variety of things: poor coolant choice, over energization, coolant backup, missing pipes to name just a few. The sections below will cover how to correct this.
Supermatter is highly radioactive, and safety gear should be equipped when operating near the engine. It is also recommended to wear protective gear when operating in adjacent rooms, for your safety.
* [[File:Radsuit.png]]Radiation Suit
* [[File:MGlasses.png]]Optical Meson Scanners
* [[File:Yellowgloves.png]] (Optional) Insulated Gloves (when manipulating wiring or SMES units.)
* Radiation Hood
* (Optional) Gas Mask (when manipulating gas cans)


=== Setup Gear ===
===[[File:Nitrogen_canister.png]]Coolant Dump===
In addition to previous safety gear, following tools are recommended for setup
'''Assuming the pipes are not pressurized beyond 15000 kPa''', dumping a random coolant (like nitrogen) into the hot loop via the canister connector has proven to be quite effective. How it works is it takes a room temperature gas (usually 20C, unless you chilled it before hand) and introduces it to an incredibly hot inferno. The thermal difference between the new coolant and the old coolant is huge, and it will cool down the core almost instantly. As a bonus, the dump coolant (assuming it isn't the same gas that you set the engine up with) will gradually filter out of the loop via the filters, keeping everything nice and clean once all is said and done. This, of course, is not a permanent solution, but it will buy you a lot of time. There are four N2 canisters sitting around in the corner of the engine room, ready to be used as dump coolant.
* Tool Belt (stocked with all standard tools and multitool)
=== Supermatter Interaction ===
Please note that supermatter is very dangerous, and touching it will instantly reduce you to pile of radioactive ashes. If it is absolutely necessary to physically interact with supermatter core, genetic backup is highly reccomended. The only safe way of moving supermatter (without killing yourself) is pulling (right click on supermatter and select Pull)


== Engine Setup ==
You can, of course, inject more of the gas you used during setup, but for obvious reasons this will offset the balance you set the engine up with... not that it matters that much, probably. If you care about ratios that much, just do the above.
This section covers the most basic supermatter engine setup.


=== Coolant Choice ===
===[[File:Manualvalve.png]]Coolant Valves===
Multiple theories on which gas to use as Supermatter coolant exist. This section will provide information on all commonly used coolant types.
The white squares [[#top|shown in the picture of the engine room at the top of the page]] are the emergency coolant mix valves. These will join the hot and cold loops together to allow the hot loop - the gas that is probably incredibly hot - to be cooled down, at least initially, with the gas from the cold loop, and also cool it off with the radiator network. This will almost certainly result in the TEGs power production being killed off, and will invariably disrupt your gas ratios if you really care about them. This solution is a little more long term than dump coolant, but you should make sure your SMES units have enough power to function while maintenance is being conducted on the SM.
==== Nitrogen ====
[[File:N2_canister.png]] (Standard) Nitrogen is optimal coolant choice for basic setups. It is inert gas with average heat capacity. Engine Room contains four nitrogen canisters, which means it is easy to obtain. Engine filtering system is also preconfigured for Nitrogen coolant, making setup slightly faster
==== Oxygen ====
[[File:O2_canister.png]] (Hardcore Mode) Oxygen both results in lower engine output, is extremely flammable, and induces runaway chain reaction in the core. In other words - do not use oxygen. It's only correct use is cold start as described in "Emergency Procedures" section of this guide.
==== Carbon Dioxide ====
[[File:CO2_canister.png]] CO2 is slightly better than Nitrogen, due to it's 50% larger heat capacity. This means engine cooled by CO2 transfers heat to [[TEG]]'s more efficiently - resulting in slightly lower operating temperature and higher power output. It has no disadvantages over N2.
==== Phoron ====
[[File:Plasma_canister.png]] Phoron is superior coolant type in terms of heat capacity. With 1000% larger heat capacity than nitrogen only small amount of coolant is required to transfer generated heat to TEGs. This results in significant increase of power output when compared to N2 or CO2. Unlike these, however, Phoron is not inert. Phoron based engines are very susceptible to oxygen, as Oxygen + Phoron mix is extremely flammable. It is recommended to ensure filtration operates properly, as oxygen buildup and few sparks can quickly reduce the engine into pile of radioactive slag. Please note that occasional flash fires may occur. Those are generally not dangerous, but it is recommended to leave the core shutters closed.


=== Coolant Injection ===
Using the mix valves when you're using '''two different types of coolant''' is a much harder endeavor. Unless the filters are turned off, all of your cold loop gas will eventually be filtered out. Even if the emergency is handled, you'll be stuck with two different gases in at least one of your loops. Just something to keep in mind.
# Obtain four canisters of coolant you selected in previous section. Nitrogen canisters are available in Engine Room, other types can be obtained in Atmospherics or Engineering Storage. Four canisters are recommended, two are absolute minimum.
# Transport these canisters into engine room.
# Wrench one canister to each of injection ports. Enable pumps, set them to 15 000kPa (MAX setting)
# Wait until canisters are fully injected, then swap them for second pair of filled ones. Amount of gas left in the canister is visible in it's UI, accessible by clicking the canister.


=== Intercooler Setup ===
===Direct Cooling: Maverick Style===
Intercooler cools waste produced by engine. It is located behind shutters in western side of engine room. It has to be filled by coolant gas, in similar way the engine is filled. While Oxygen is safe here (as it won't reach Supermatter), it is still very bad coolant and therefore not recommended. Two nitrogen canisters or one phoron canister is available in Engineering Storage. Alternatively you may obtain any other coolant type from atmospherics depending on your preference, however impact of different coolant is much lower here than it is with engine core itself.
First two methods aren't getting you anywhere, or the pipes were sabotaged in such a way to prevent them from working? Well, this is it everyone. I guess engineering is going to explode now.
# Obtain one canister of coolant gas
# Move coolant canister to intercooler injection port, wrench it in place and turn the pump on. Set the pump pressure to MAX setting.
# Wait until canister is fully injected. Unwrench it. Relabel the canister to "CAUTION" (Click canister, and use the Relabel button, if it's gray the canister isn't empty).
# Wrench the canister on waste output port inside the intercooler room.
''NOTE: The waste output port is NOT the port in the main engine room next to the button for controlling the radiation shutters; wrenching a can there will just drain the good coolant straight back out of the engine.''


=== Filtration Setup ===
Well, maybe if you're a ''quitter''. Throw on a voidsuit and grab an extinguisher and inflatable door. <s>Break into the CE's office</s> Politely ask the CE to unbolt the engine hatches (they may need to press the button twice for it to actually unbolt), setup an inflatable door outside one of the hatches, open the hatch up, and let loose with the extinguisher foam. The result is the room cooling down to such an extreme that you might wonder how you can even wield such power. The day is saved and the SM won't be exploding for a while. Now that that's done, you should probably get the heck out of there since your voidsuit most likely doesn't shield you from as much radiation as you'd like.
# Locate two Omni filters in western side of engine room. These filter out waste from engine core. Click each of them to open the control UI.
# If the engine coolant is Nitrogen, skip to step four.
# Click the Configure button, and change the "Nitrogen" entries to your coolant type. Then click Configure button again to confirm the changes.
# Turn the filters on.
# Locate filter output pump and turn it on (MAX pressure setting).


=== SMES Setup ===
===Core Venting===
Engine has two [[file:SMES.png]] SMES units. SMESs are complex power storage devices. They may be controlled with RCON console located in engine control room, or operated manually by standing next to them. Depending on engine setup, engine produces between 800 to 1200+ kilowatts of energy. Full functionality of SMESs is described on SMES page.
If you've managed to determine that the gas used in the core just simply sucks and can't support the energized state of the SM, it's probably time to just swap to a different gas all together. Or maybe the hot loop is pressurized well over 15000 kPa and you can't inject any dump coolant. First you should set the filters to the new gas that you plan to use so that you don't waste any when you begin injecting it. This will slowly filter the core's old coolant out, but this is going to be way too slow and the SM will probably blow up before you can actually inject a new coolant, thus we will just '''vent the core''' instead. The button up north next to the nitrogen canisters behind a glass window (that you can smash easily) is what will open up the core vent to space, which will rapidly drain the core of all gases. As long as the core has ''some'' pressure, the amount of damage it takes won't spike terribly as a result of being exposed to vacuum. You or another engineer should confirm that the vent is actually open by checking on the camera inside. Once the gases have been drained sufficiently, close the vent and start dumping in the new coolant into the hot loop. If all well and good then the day is saved and you don't have to worry about anything else. Good job!
Engine Room SMES should be set to 250 000 Input (Auto) and 250 000 Output (Online). You always want this SMES to be fully charged, as it powers engine cooling systems, and without these cooling system the engine tends to fail rapidly.
Main SMES should be set to ~750 000 Input (Auto) and similar Output (Online). This is very variable, depending on your current engine output level. Ideally you want to use all power generated by the engine.<br>
''NOTE: You may always check engine output by clicking one of the engine output cables with multitool. Remember to wear safety gear!''


''NOTE: SMES units are clever, and will partially charge when there is not enough available power on input wire. Having slightly higher input settings than actual power generation is okay!''
==Ejection==
'''This is the last resort'''. If the engine room is already somehow blown up, the core cannot be secured in time, and/or many of the pipes are missing and you are very short on time, then maybe it's time to consider ejecting the SM to save the engine room from exploding and saving other people the trouble of being blasted with radiation. You will notice that the SM rests on a mass driver, basically a slingshot. When activated, this will send the SM flying. For obvious reasons, the core vent should be wide open before attempting to use this. The button for the vent can be found on the northern end of the room next to the nitrogen canisters, while the button for ejecting the core is in the CE's office. Considering the severity of the situation, no one will really blame you if you decide to break in and launch the SM out yourself, assuming you really are out of options.


''NOTE: SMES units are capable of balancing loads. When there is not enough power, the SMESs will charge at same percentage of input setting (example: Two SMESs are set to input at 100kW and 200kW, available power is only 200kW, so the SMESs will charge at 66% of input setting)''
Note that the SM takes damage if it is powered and exposed to vacuum. Because of this, you must either be swift or accurately coordinate the SM's ejection so that it doesn't blow up before you launch it.
=== Radiator Setup ===
# Locate the engine radiator circulation pump.
# Turn the pump on (MAX setting)
=== Startup ===
==== Pre-Start Checklist ====
It is a good idea to go through this pre-start checklist before you energise the core, in order to ensure that you didn't skip any critical steps.
# Is there sufficient amount of coolant? You can tell by looking at the TEGs. Left side should be spinning slowly.
# Is the radiator pump enabled? Once again, you can find out by looking at the TEGs. Right side should be slowly spinning too.
# Is there an empty canister on waste port?
# Are the waste filters and two pumps enabled and set correctly?
# Is there coolant gas in the intercooler? This might not be necessary if you installed a freezer.
==== Emitter Activation ====
# You are already wearing your standard safety gear, '''''right?'''''
# Before proceeding ensure all previous steps have been properly completed. Checklist above is good for this.
# Open core charging port with apropriate button located either in engine control or next to the core room.
# Click [[File:Emitter.png]] emitter to turn it on. Emitters fire series of four high powered laser blasts. Do not walk in front of active emitter unless you want a nice new hole in your chest (often instant kill). You may also use apropriate button in engine control room to turn emitter on/off.
# Count carefully. You want to fire at least eight shots. Depending on coolant type you may want to use more emitter shots in order to get more power. Table below describes how many emitter shots may be fired depending on coolant type.
# Close the shutters. This is recommended as rare flash fires may damage the core windows, eventually breaking them and causing core breach.
''NOTE: If emitter failed to start check the SMES unit in engine room. If it is completely discharged read "[[Supermatter Engine#Cold Start|Cold Start]]" part of Emergency Situations section.''


{| class="wikitable"
===Something Went Wrong!===
|-
The mass driver does not know whether or not the vent is open, it just drives mass, that is all it does. Hitting the mass driver before the vent is open will just launch the SM into the blast door and nothing will happen. This severely complicates everything since now you must place the SM back onto the mass driver in order to eject it properly. Yes, this means you have to go into the core yourself to pull it back into position. Yes, you will probably die. Regardless, put on a voidsuit (an atmos suit would be best, otherwise refer to [[#Direct Cooling: Maverick Style|this section]] to make sure you don't melt too bad), get the engine hatches unbolted (the button to do so is in the CE's office. Unless they have been unbolted in the past, you will need to hit the button twice because BYOND sucks), setup an inflatable door outside a hatch, turn your magboots on, and get on in there. '''Pull''' the SM back into position, namely the middle of the core where the mass driver is. Make sure the vent is open and hit the ejection button in the CE's office once more and hope for the best.
! Coolant Type !! Recommended Shots !! Maximal (Safe) Shots !! Average Output (Recommended Shots) !! Average Output (Maximal Shots)
|-
| Nitrogen (N2) || 8-9 || 10 || 1 MW || ~1.1 MW
|-
| Carbon Dioxide (CO2) || 10-11 || 12 || ~1.2 MW || ~1.2-1.3MW
|-
| Phoron (PH) || 20 || ? 50+ ? || 1.6-1.8 MW || ~2-3MW
|}


== Upgrades ==
If the mass driver was somehow destroyed or no longer functions, you will have to eject the Supermatter yourself, with your bare hands. Open the vent, enter the core, '''pull''' the SM and head down the carved path until you reach a large hole in the floor. Set the SM up next to the hole and grab anything to throw at it. The impact of the item against the SM will push it into the hole, saving engineering, yourself, and many others.
Upgrades are optional setup steps which may significantly increase engine performance.


=== Coolant Selection ===
==Troubleshooting and Repairs==
As outlined above, other coolant types than Nitrogen exist. Advantages and disadvantages of other coolant types were already described above. Experiment with different coolant choice to find optimal solution for your engine. As a side note, hybrid setups (different coolant type for hot and cold loops) generally bring minimal increase in output, while complicating use of emergency cooling valves, should you ever require to use them.
For a number of reasons, the Supermatter cannot run indefinitely without periodic input, as its power will eventually decay to the point that the gas that it heats up is not enough to generate meaningful amounts of power. However, given that rounds don't often last more than two hours and atmos processes slower than the time it takes for sauerkraut to ferment (at least three days, by the way), this whole problem won't make itself manifest. In the rare event that this does happen, just turning the emitter on for a few seconds to re-energize the crystal will suffice.


=== Coolant distribution ===
If that doesn't fix your issue, read on.
Experiment with different amounts of your favorite coolant. "More coolant == better" is not true! The radiator loop (right side of TEGs) works better at higher pressure (denser gas is better at radiating heat), while core loop (left side of TEGs) generally works better with lower amount of coolant. 1:3 ratio is one possibility, but feel free to use any ratio you want.


=== SMES Upgrade ===
===No Power!===
Engineering Storage contains some spare parts for SMES units. Refer to page SMES for information on how to upgrade existing units. This will increase energy storage and/or input/output capacity depending on used coils.
Arrived to the shift late and there's no other engineers, or they're totally clueless and neglected to read the wiki? All of the SMES units in engineering have depowered to the point that nothing works? '''Well!''' Guess it's time to cold start the engine!


=== Adding more TEGs ===
# Locate a PACMAN portable generator along with the fuel to run it. At least one can be found in Engineering Hard Storage, along with some graphite sheets to power it.
This is very rarely seen, but it is possible. You can order parts for another TEG in cargo. Each TEG is rated for 500kW stable output. It is possible to output more but TEGs generally get less and less efficient as their power output increases. 1MW/TEG is entirely possible, 2MW/TEG is quite hard, and 3MW/TEG is nearly impossible for prolonged duration.
# Head to the Supermatter SMES Chamber, turn off input on the SMES, and wrench the PACMAN directly over the main SMES unit's input terminal (there's a wire knot there leading to the engine SMES input terminal as well).
# Feed it fuel and turn it on.
# Assuming the engine SMES input is on (it is by default, otherwise use RCON to turn it back on) and no one snipped any wires between the main SMES and the engine SMES ([[Traitor|very strange behavior]]) then bam, power.
# Hit the door bolt button and continue engine setup from there.


=== Customize ===
===Missing Pipes===
Engine was designed to be easily customizable. Other upgrades than those outlined in this section exist. Remember that you should get permission from Chief Engineer before you install any larger modifications. Always try to run practice simulation before testing things on live engine.<br>
If a pipe goes missing then something has gone terribly, terribly wrong. It's more likely, however, that a meteor managed to smash into the radiator network and take out one or two heat exchange pipes, which will invariably sever the link between the output and input ends of the cold loop turbine. Though there are grilles surrounding the coolant network to hopefully prevent this from happening, there's no guarantee that it won't happen; it may be prudent to check on the radiator network after meteors decide to crash through.
'''OOC NOTE: For larger modifications, try testing it on local server first. We are not to be held responsible if any of following occurs: Radiation spikes, core overheat, core structural failure, lynch mobs attempting to hunt you down, supermatter delamination, death. Warranty void when any of previously mentioned incidents occurs. Good Luck.'''


== Maintenance ==
Repairing the missing pipe sections is simple but time sensitive. If you have a handheld pipe dispenser then this process is made that much more easy. Just EVA out, dispense the correct pipe, rotate it as needed, and wrench it in. If you do not have a handheld dispenser then you will need to document all missing pipe segments and vend them out of a normal pipe dispenser, which is a bit more tedious and time consuming.
While engine is designed to be mostly self sustaining, minor maintenance is needed to keep it running at optimal efficiency.


=== Core Reenergisation ===
===Core Underpressure===
Supermatter constantly loses small amount of energy. This, over time, results in drop of temperature, and power output. Depending on used coolant you will, eventually, have to re-energise the core if you want to maintain certain output level. This involves application of additional emitter shots, as already described in engine start section. However, please note that you should only fire one or two emitter blasts at most, otherwise the core may overheat.
If the engine core is inexplicably dropping in pressure, then there's a good chance that something has either exposed the engine room to space, or the hot loop is dumping gas somewhere else (like the waste loop). Checking if the core was breached is a simple enough process, and checking if the pipes are emptying themselves is as simple as checking everything that the network connects to, particularly the gas filters.
=== Waste Canister Replacement ===
Engine produces Oxygen and Phoron as byproducts. Filters (if set up properly) remove every gas except coolant one. This waste gas is piped into waste canister. While pumps can pressurise gas up to 15 000kPa, they lack ability to go any further. For this reason, waste canister should be replaced every few hours (depending on fill level). Usually anything below 7 500kPa is fine even with large reserve. Anything above means the canister should probably be replaced. Obtain new, empty canister and replace the current one on waste port. Then dispose of waste gas canister. Usually [[Atmospheric Technician]]s will be able to handle it easily.


== Emergency Situations ==
===Poor Power Production===
This section contains information on how to handle dangerous situations that may occur during engine operation.
TEGs aren't producing much power? First you should determine whether or not both turbines are spinning. If they are, then gas is flowing fine. If they aren't, then something has stopped the flow of gas, or the gas has disappeared.


=== Important Information ===
Ensure the filters are running properly if the hot loop mysteriously empties. For the cold loop, ensure the cold loop pump is maxed and turned on. For the hot loop, ensure that the air injector and vent pump are both functioning; the injector will have a red light if it is not, and the vent won't animate if it is off. They can be turned on via the [[#Gas and Heat|engine coolant control console]] in the monitoring room. If the TEGs still aren't producing power in spite of there being flowing gas, make sure the SM is actually energized. In other words ''make sure the hot loop is hot''. If the round has dragged on long enough, or you just didn't shoot it enough, then it probably isn't generating enough heat. If all else fails, refer to the [[#Missing Pipes|missing pipes]] section above.
This subsection will cover basic information on engine behavior


==== Temperature ====
===Broken Windows or Containment===
Core temperature is shown by core monitoring computer in engine control room. Temperature is critical for two reasons.
So the SM got too hot and broke all the windows? Let's hope you turned down the Engine Core blast doors. If you did, it's not the end of the world, and the Supermatter is still safely contained so long as the blast doors are not raised. You should probably make sure the SM isn't on its way to delamination during this whole process, but if the windows are only damaged instead of broken, then you actually can repair them. Note that the usual reinforced borosilicate windows take damage at ''4273 Kelvin''.
* Supermatter core begins taking integrity damage above ~5000 Kelvins
* High temperature may result in fire risk (if other conditions are met, ie: Fuel and Oxygen are present)
'''Optimal temperature for engine operation is at most 3500 Kelvins. Safety cap is 4000 Kelvins. Core meltdown begins at 5000 Kelvins.''' This may be different depending on Chief Engineer's preferences and used coolant. However, 5000 Kelvins is maximal safe temperature. After exceeded core begins taking damage. Also do note that the core windows begin breaking around ~4300 Kelvins!<br>
Temperature may be dropped by adding more TEG units, expanding the cooling radiator, operating core at lower energy level, or (temporarily) by injecting more coolant. Please note that if you inject too much coolant, pressure will begin negatively affecting coolant flow, which may in fact result in increase of temperature.


==== Integrity ====
==== How to Repair a Window ====
Integrity is numerical value used to determine core status. When integrity reaches 0% core delamination occurs. Currently, only two ways of damaging crystal integrity exist. Usually, this is caused by too large temperature, however very fast, sharp objects (such as bullets) may cause surface fractures which also result in integrity damage. Supermatter, however, can regenerate itself. This takes some time, and requires temperature to be below 5000 Kelvins. Low temperatures speed this up.<br>
# Set up inflatable doors right up against your working area.
To make monitoring easier, Supermatter has an integrated monitoring circuit and emergency transmitter. If integrity drops below 90% automated warnings will be broadcasted on engineering radio channel. If core passes critical point an alert will be sent to main channel. Integrity damage also results in phase shift in emitted light, described by eyewitnesses as "searing light that burns your eyes". This light intensifies with integrity damage, until integrity reaches zero. Firmware update 1.19.0 changed crystal's monitor software to allow remote monitoring by station AI or other synthetic lifeforms that are in range. This monitoring shows core temperature, pressure and integrity.
# Alt click the turf to bring up turf view - a tab that shows you every single item - so that you can work on what you want easily.
 
# [[Guide to Construction#Windows|Deconstruct the damaged window]] ('''making sure that there's another window in the same place first''') and build a new one. Alternatively, splash some [[Guide to Chemistry#Silicate|silicate]] on it if you really want.
==== Delamination ====
# Move the window panes back around to make sure it's nice and flush, and remember to secure them back in place.
Supermatter crystal is held together by well balanced tension and gravitation forces. Should integrity be damaged too much, these forces will be disbalanced, causing delamination. First, the external gravity force intensifies to massive level, causing almost everything nearby to be pulled to supermatter. This quickly annihilates the outer layer. When outer layer is annihilated (after ~15 seconds) gravitation force disappears. This will allow tension to shatter the crystal, resulting in massive release of all remaining energy (which is approximately 42,9 TJ depending on age of your specific core) This energy will be released in form of:
* 3% Radiation - Massive radiation pulse, usually large enough to give dangerous dosage of radiation to everyone onboard.
* 6-8% Psionic Shockwave - This effect isn't completely understood yet. Delamination releases massive amount of multispectral tetra radiation, which is known to have negative effect on neurological tissue. This may cause hallucinations.
* 0.2% - 0.6% Photons - Delamination results in large flash of light, which may result in eye damage if you stand near it.
* 90.8% - 88.4% Thermal/Kinetic energy - Crystal shatters, resulting in massive explosion.
''OOC NOTE: Delamination is very laggy, and usually takes up to 1-2 minutes to fully process. During this time server will be completely lagged. Simply wait until it finishes exploding.''
=== Diagnostics ===
Previous section explained effects of engine failure. This section will explain failure diagnostics. Engine consists of large amount of components that cooperate to generate power. If one of the components fails whole engine or parts of it may cease to function.
# Obtain all protective gear.
# Visually check the emitter from engine control room. Wasn't it left online unattended? If yes, immediately disconnect it. If the emitter was left on by malfunctioning computer system it might be worthwhile to cut the cable to it, to prevent reactivation.
# Check core monitoring console. If core temperature is very high, but coolant pressure very low (lower than 100-200 kPa) coolant leak may have occured. Verify that both inpump and outpump are enabled (NOT in "on hold" state). If coolant circulation is confirmed while pressure remains low it is suggested to proceed "Coolant Injection" section. Otherwise continue.
# Check cameras in engine room. If there is any structural damage present proceed to "Core Breach" section. Otherwise continue.
# Enter engine room. Verify piping and power supply. If any pipes were removed/damaged determine if current piping is sufficient to ensure cooling. This usually means core output leads to TEGs, and back into input. If this is not the case, repair pipes in a way which connects input, output and TEGs. If TEGs are damaged connect the cold and hot loops together. Filtering is not mandatory, as system can operate for limited amount of time even without it.
# Begin checking all machinery. Is APC receiving enough power to run circulation? If not, either replace the APC cell, or ensure sufficient amount of power for it to operate (usually done by adjusting SMES settings or, if SMESs are damaged, by installing an emergency PACMAN generator)
# Check TEGs. Are they operating properly? Are they wrenched down properly?
# Is all machinery behaving as it should? If machine appears to be malfunctioning, attempt to bypass it or otherwise resolve the situation depending on machine which is causing failure.
''OOC NOTE: Remember that bugs exist, if you confirm that machine is working in very abnormal way, adminhelp it for immediate help, and if possible submit bug report. Thank you.''
# If you didn't manage to find the issue and core integrity dropped below 30% emergency core ejection is reccomended to ensure preservantion of station structure. After this, full investigation is recommended to determine cause of failure. Appropriate actions (at Heads of Staff discretion) should be taken.
 
=== Actions ===
This list shows list of possible actions that may be done to resecure overloaded core.
 
==== Coolant Injection ====
Very quick and quite efficient "first aid" method to help stabilize the core. Remember that newly injected coolant will combine with old coolant, so it usually won't drop temperature to normal level. Still, it buys you more time to act and begin working on other methods of core stabilization.
 
==== Injection Of Different Coolant (IODC) ====
With how current filtering works, this may greatly help mitigate overheat depending on amount of coolant used. This is most efficient with N2 as engine coolant. With how gases share heat capacity, you may inject canister of different gas (Phoron works best, CO2 is good too. It has to be '''different''' gas than main coolant type!). Gas will pass through chamber, equalizing heat with other gases If gas with high heat capacity is used (such as Phoron or CO2) it will soak up large portion of heat from existing coolant. With how filtering works, this gas will be quickly filtered out into waste loop, where it may be processed. While this is somewhat harder from logistical point of view, when used properly it helps secure even critically damaged core.
 
==== Coolant Replacement ====
Most efficient yet slightly wasteful method, if given enough time to do it. First obtain two canisters of fresh coolant (pre-cooled is good, but it can be room temperature too). Activate Core Vent button to begin venting all coolant into space. This quickly purges the coolant. Wait until coolant is vented, then close the vent shutters and begin injecting new coolant from prepared canisters. This will almost entirely eliminate any overheat (enough to return the core into safe mode below 5000K).
'''NOTE: This will temporarily increase the rate at which supermatter takes damage, until new coolant is injected. Do not proceed if the core already took severe damage!'''
 
==== Emergency Cooling Valves (EC) ====
Engine is fitted with two digital EC valves. Opening these valves bypasses the TEGs and connects the engine output directly to the main radiator. This results in rapid cooling, but almost completely shuts down power generation. This also equalizes pressure between cold and hot loop, which may be undesired when specific ratio is used. Yet, it is very effective measure that resolves almost any overload. It is not advised to use this measure if you used different coolant gases for hot and cold loops!
 
==== Emergency Core Ejection ====
If core integrity drops below 30% activation of emergency core ejection is reccomended. Emergency core ejection is last resort function that uses mass driver to fire overloaded supermatter core away from station. However, core remains in station's SOI (Sphere Of Influence) and small probability exists that it will fly around the station and collide with different part of it. Alternatively it may impact Telecommunications or another valuable installation. This risk is however better than delamination inside engine room. Switch for emergency core ejection is located in [[Chief Engineer]]s office. If necessary, ask the station's [[AI]] to let you in, or hack in.
# Break protective glass cover on emergency core ejection button.
# Press core vent button
# Confirm that core vent is open, either by asking AI, other engineer, or checking the camera. There is a telescreen that allows you to check this in the office.
# Press the emergency core ejection button.
# Pray it worked.
 
''NOTE: Please note that if core ejection fails death is inevitable. Your PDA may be used as portable recorder for your last testament. Have a nice day.''
''NOTE2: If core ejection is activated when vent doors are closed, core will be displaced from mass driver. Manual repositioning will be needed. This is very dangerous and likely to get you killed. You might want to find some poor [[Cyborg]] to do it instead of you. Good luck.''
 
=== Other Situations ===
This last section describes possible situations that may occur during engine operation.
 
==== Core Breach ====
Core breach is very dangerous situation, during which core room is compromised. We have two kinds of core breach, each is handled in slightly different way.
 
===== Inner Breach =====
Inner breach occurs when walls, windows or doors between engine core and engine room are breached. This situation is very dangerous as coolant will merge with engine room atmosphere. Also, since engine room atmosphere contains oxygen, it will begin reacting with supermatter core inducing possible runaway reaction. First step should be repairing the breach, using any means possible. If repair is not immediately possible it is suggested to close the core shutters to prevent further contact with engine room atmosphere. If large amount of core coolant was lost it is suggested to use Coolant Replacement procedure or inject appropriate amount of coolant to restore standard levels.
 
This type of breach is mostly caused by operating the engine at too high temperature levels. While reinforced borosilicate windows are highly resistant to high temperatures, they will, eventually, break. Maximal safe temperature is approximately 4300 Kelvins. Above this temperature you risk damage to the windows.
 
===== Outer Breach =====
Outer breach occurs when walls (or blast doors) between engine core and space are damaged to degree that causes coolant leak. If this occurs, coolant levels very quickly reach zero. However emergency solution exists. Immediately disable core input via control console. If you manage to do this in time you may save enough coolant to operate the core until wall is repaired. If more engineers are available (Engineering/Construction [[Cyborg]]s are great for this, as they are resistant to both low pressure and radiation) send someone EVA to repair breached core. Notify [[medbay]] that radiation treatment will be needed, engineering hardsuits are partially shielded, but won't offer 100% protection. Until core damage is repaired obtain more coolant. Inject it into coolant loop, but don't enable core input. When core breach is repaired re-enable injecting to ensure core is cooled. Remember that when core remains in low pressure heat builds up rapidly and integrity begins taking damage at much higher rate. Due to this reason you have to act quickly. If the core already reached dangerous integrity level you may want to briefly enable the core input. This will briefly cool the core, buying a little more time.
 
This type of breach is mostly caused by operating the engine at extreme temperatures. Reinforced plasteel walls can handle only temperatures up to 6000 Kelvins. Meteors, space dust, and similar things may also cause this type of breach.
 
''NOTE: ALWAYS repair engine core walls with plasteel. Any wall other than reinforced plasteel one will have much lower melting temperature, which will most likely result in another core breach!''
 
==== Cold Start ====
When SMES in engine room is completely depleted emitter won't have enough energy to fire. Therefore you need to do a cold start. There are few methods (sorted from best to worst):
* PACMAN assisted jump start - This is the simplest way. Disable charging on main SMES, and enable charging on engine SMES at full power. Connect a PACMAN portable generator with a wrench to the input cable of the engine room SMES. Turn on the PACMAN generator and wait a while. After one minute turn output to Online in UI of engine room SMES. Emitter should briefly regain power, which should be enough to fire at least one blast. After this some energy will be produced, which is enough to charge the SMES normally. The PACMAN generator uses solid Phoron as fuel.
* PACMAN out of fuel? Use the [[Solars]]. You will need wiring knowledge for this. Connect the Engine Room SMES input to the main power grid and charge it a bit with solars. Then continue with startup.
* [[Solars]] gone? Don't worry, other ways exist. Ask one of your friendly security officers/heads of staff with access to Energy Guns to come to Engineering with one. While lasers are weaker than emitters, they are enough to slightly energize the core. Fire a few laser blasts at the supermatter core and it should be enough to start a weak reaction which will generate a small amount of power. Do not use ballistic weapons, they cause core damage!
* No weapons on board? You may also use Oxygen. Large enough concentration of oxygen causes a runaway chain reaction inside the Supermatter, which should be enough to generate a small amount of power. Doing this with Phoron cooling is extremely dangerous, however, due to involved fire risks. This is also somewhat unpredictable and oxygen should be filtered out as soon as possible.
* No oxygen on board? (What are you breathing?!) Throw random objects at supermatter to energize it.


As for walls, well... if they're breached then something's gone very wrong. Regardless, you should always build '''reinforced''' walls with plasteel, otherwise you'll have a wall with a very low melting point!


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Текущая версия от 11:11, 15 октября 2023

HELP IM THE ONLY ENGINEER

The engine room on the Horizon. Middle click to open the picture in a new tab.

So you're new and no one else has joined engineering and you have no idea how to setup the engine? Well first things first: don't panic! You could try waiting for an engineer to join and teach you... unless you've joined during deadpop hours, in which case, the following steps (color-coded for your convenience) will get the engine rolling quickly with minimal explanation. You should probably read the rest of this guide to understand how it works in greater detail once you're done:

  1. Before you start, go inside the room labelled Supermatter Reactor SMES. There should be a power storage unit inside the room; click on it and MAX the input and output on the power storage popup.
  2. Open a radiation PPE locker (found inside the airlock to the engine room) and retrieve a radiation suit, radiation hood, and safety goggles. The safety goggles are very important, as they will protect you from hallucinations from looking at the Supermatter Core.
  3. Retrieve four hydrogen canisters from hard storage (the room with a big garage door perpendicular to the locker room) and move them to the engine room.
  4. Wrench all four of the canisters into the connectors near the door. There should be two canisters connected to the green pipes, and two canisters connected to the blue pipes. Turn on all four pumps; they should be MAXed by default, but in case they aren't, MAX them out.
  5. Directly to the left of the four connectors is a pump that is labelled Cooling Array to Generators. Turn it on and make sure it's MAXed out.
    • You do not have to open the canister valve on the canister UI. Don't worry about that.
  6. You should see the canisters beginning to empty. The indicator lights should begin to turn yellow, then red. All four TEG turbines are probably also spinning. You don't need to wait for them to be empty for the Supermatter to start properly, but there should be some gas in the pipes first.
  7. Move over to the emitter, the giant laser facing the crystal, and click on it to turn it on. Do not stand in front of the emitter. Keep track of how many times it has fired; you can shift-click to examine the emitter to see how many shots it has fired.
  8. After at least thirty-five (35) shots, turn the emitter back off by clicking on it. This set-up, with no other upgrades performed, can have up to fifty (50) shots in the core at a time.
  9. Close the SM core blast doors so that radiation doesn't spread to the rest of the engineering hallway.

Congratulations, you have successfully set up the engine, and everyone can enjoy their round on a powered ship! You're a hero! Unless you set something up wrong and now everything is either still out of power or in the process of exploding. For the former's case, refer to the quick diagnostic list. In the latter's case, head to this section.

The Actual Guide

Now, assuming you aren't new and actually know a bit of what you're doing, then this guide will attempt to accurately describe the intricacies and in-depth mechanics of most of the systems related to the SM engine, from the SM itself to the SMES units connected to it at the end of the line. An informed mind is one that can potentially save the station from disaster!

How It Works

On the surface level, the default engine setup is very simple: SM is energized, SM heats up gas, gas goes to TEGs, TEGs exchange heat and produce power, power goes to the SMES, etc. The sections below will cover what makes each individual part tick.

The Supermatter

See also: Phoron
The Supermatter (often known as the SM) is a large crystal of tightly compacted Phoron with special properties. This particular crystal differs from typically large quantities of Phoron in that it is a semi-transparent yellow instead of an opaque purple, and it even glows. Another contrast is that the Supermatter is incredibly unstable, and is capable of vaporizing solid and liquid - and sometimes gaseous - matter in an instant (this includes you). It can even consume photonic energy in the form of lasers. This process usually results in the Supermatter becoming "energized", a state at which it will begin to slowly shed Phoron and oxygen particles (roughly at a ratio of ten moles of Phoron to one mole of oxygen, depending on the temperature of the environment), as well as radiate Gamma rays and produce incredible amounts of heat. It is also in this energized state that its visual appearance will distort in the minds of the beholder, assuming they are biologic (excepting Dionae), and will inexplicably stimulate the visual cortex of the brain to hallucinatory extremes. A footnote in its energized state is when high concentrations of oxygen are introduced, forcing the crystal to radiate a red glow instead of its usual yellow. Intermittently, the crystal will also cease glowing all together. This interaction between the SM and oxygen is poorly understood, but what is known is that the crystal will passively energize in its presence at a rate dependent on how much oxygen there is. Put simply, anything shot/thrown at the SM will energize it, producing heat and lethal amounts of radiation, and probably hallucinations.

Two factors that determine how energized a Supermatter crystal is are power and decay. Power represents how much energy has been projected into the SM, whether it be from an emitter or even large quantities of oxygen. Power determines how hot the crystal can get, how much radiation it emits, how far its hallucinatory effect travels, and how much Phoron and oxygen it will shed. Its power level also influences decay, and decay - in turn -, influences power: decay determines how fast the crystal's power level will drop. What this means is that an emitter shooting the SM constantly will eventually cause the SM's power and decay to reach an equilibrium state, a point that cannot be passed unless even more energy is projected at the SM.

The Supermatter in its default state does nothing unless you do something to energize it. It does not produce Phoron or oxygen, it does not radiate Gamma rays, it does not generate heat, and it does not cause hallucinations. Though viewing it without protection in an unenergized state is poor form, it is safe nonetheless. It is also safe to pull the SM around freely. It is not safe to walk into/against the SM, nor is it safe to click on it; this will disintegrate you immediately. Removing the SM from a crate in an environment with oxygen (such as a hallway or poorly maintained SM chamber) also isn't safe for the reasons outlined above.

While being basically space magic is all well and good for the purposes of generating power, it's also incredibly dangerous if not managed properly. Besides being able to heat up its surrounding atmosphere to rather high temperature extremes when energized, it is also capable of exploding spectacularly, known as a "delamination event". Most commonly this occurs when the crystal's structure begins to decay as a result of extremely high heat, particularly at five thousand Kelvin and above, and the SM will eventually detonate if this is not corrected. It can also decay if it is exposed to vacuum while energized. Though the Supermatter can be "damaged" in a way, it is also capable of regenerating itself if allowed an environment in which it can do so. It is prudent, then, to keep the SM from becoming over-energized and heating its environment up to a point where it can self destruct, a task that isn't that difficult since all Supermatter crystals provided by NT come with a device that will broadcast over the radio its status if it is concerning.

TL;DR: Energizing the SM (shooting it with the emitter/a gun, or touching it with something else/yourself, or introducing oxygen to it) will make it produce heat and radiation, and start spewing Phoron and oxygen, and make you hallucinate without safety goggles. It begins to take damage at 5000 Kelvin (though the borosilicate windows in the core begin to break at 4273 Kelvin), and this damage scales with temperature. It can also take damage if exposed to vacuum (even 0.1 kPa of gas will save it) while energized. It will explode and irradiate the entire map if allowed to take damage for too long and everyone will get pissed at you, mostly because the SM itself will yell at you over the radio if it's taking damage.

The TEGs

Your typical TEG UI in an unpowered state.

Something much better understood compared to the SM are thermoelectric generators, or TEGs as they're often shortened to. The basic operating principle of any TEG is that it uses the difference in temperature between gas to generate electricity, the result being power based on the difference and slightly colder/hotter gas. In practice, the Supermatter - when energized - will heat up its surrounding atmosphere to a rather high degree. These gases are then pumped into one of the turbines (the north one) on the TEG, where it will exchange heat with the turbine on the opposite end (the south one) that hopefully has gas that is significantly colder. This turbine has gas being pumped in from a somewhat extensive radiator network in space, where it is slowly chilled. The two gases exchange heat with each other, producing energy, and the difference in temperature between the two is lowered slightly. Note that TEGs can safely produce up to five hundred kilowatts individually, beyond which they will begin to grow a little less consistent in their power generating capabilities. There is no danger in going above this threshold, however.

A TEG also needs some sense of flow in order to function, meaning a turbine's input and output sharing the same pipe network without something to break it up will function rather poorly, if it functions at all. In particular, the turbine's input requires gas to be moved towards it specifically. Most commonly, a pump of some sort can be found connecting much of the cold loop to a small section of pipe connected to the turbine's input. While it may not be obvious, the hot loop does actually possess a pump in the form of a vent constantly scrubbing gas from the air. A TEG turbine has specific sides that its input or output can be found on, which can be found by simply examining the turbine.

In all honesty, most of the values shown in the UI aren't necessary at all to know except for output. If the TEG's sprite looks green then all is well on the TEG's end. Regardless, the values will be described anyway:

  • Total Output: The amount of power available that can be output into a wire. You even get a cool looking bar that shows how much power is being generated! Wow!
  • Thermal Output: The actual amount of power being generated. Due to inefficiencies with the system, some power is lost, hence the existence of the Total Output value.
  • Turbine Output: How much power the turbines themselves are generating, independent of thermal exchange. Probably.
  • Flow Capacity: Literal mystery number.
  • Inlet/Outlet Pressure/Temperature: The pressure and temperature of the inlet and outlet, measured in kilopascals and Kelvin respectively. As you can imagine, the inlet refers to the pipe network connected to the input of the TEG, while the outlet refers to the pipe network on the output side. You can examine the turbines to see which side the input and output are on.

For more information on how gas interacts with the TEGs, refer to the coolant section of this guide.

Gas and Heat

The usual look of the engine cooling control monitor. Notice the presence of Nitrogen at the start of the shift.

See also: Guide to Atmospherics

So you have some fancy rock that could, by some metrics, be described as the spawn of some eldritch horror dwelling in the cosmos and some spiny machines that can make power from spicy interactions with said rock. Cool! But it won't just produce power right off the bat; no, you need to supply a medium that can be used to make the TEG do TEG things! The coolant subheading should be able to give you a brief summary of what gases do what! It even tells you about heat capacity, which is important, so go read it!

Of course it's not like the gases can just wangjangle all together in open air, that'd be weird! Instead, the gases are pumped into a series of pipe networks that flow into and out of the TEGs, as well as the SM core and the large radiator in space. They're even color coded: cyan is on the output end of the hot loop turbine, where it will be re-injected into the SM core to heat back up. The orange/brown loop is on the input end of the hot loop turbine, where it takes in hot gas from a vent pump siphoning gas from the SM core. The green loop is on the input end of the cold loop turbine, where the gases in the radiator network are pumped in. The black loop is on the output end of the cold loop turbine, where gases that were warmed up in the exchange of thermal energy are output into the radiator network to be cooled back down.

The pipes can be safely pressurized up to 70000 kPa - a figure that can be pretty hard to reach depending on the size of the pipe network -, beyond which the pipes might begin to explode. One of the biggest determining factors for pipe pressure is heat, particularly something called thermal expansion. In the context of gas in pipes, hot gas results in higher pressure. Higher pressures mean that atmospheric devices like pumps attempting to force gas from a lower pressure network into the higher pressure network can be slowed down significantly. The most immediately concerning thing that can result from this is the hot loop functioning at a very high pressure during an emergency, and being unable to inject significant amounts of dump coolant because the pump either cannot force the gas from a canister into the loop fast enough, or the pressure simply exceeds the pump's maximum possible target pressure setting. See the core venting procedures section on how to deal with this.

With the above in mind, it's important to realize that pressure does not equal the amount of gas actually inside a medium. Gas quantity is measured in moles, which should be used as the real determining factor as to how much gas is inside a medium like a pipe network or a canister. Pressure and temperature can be measured with pipe meters, while moles (with pressure, temperature, and gas composition) can be measured with a gas analyzer.

Worth mention is something called the fire triangle. Put simply, the three corners of the triangle represent heat, fuel, and an oxidizer. If all three of these are present then a fire will occur. Conversely, if one of these elements is removed, then you have no fire: Phoron spewing out all around a room and some broken light is sparking, but there's no oxygen or N2O? No fire, no problems, simple as that! This principle may be important to keep in mind if you choose to run an engine that has an oxidizer in the hot loop.

Finally, to the right of the screen is the engine cooling control console screen. This will give you basic information such as the core's pressure (measured in kilopascals, kPa), its temperature (measured in Kelvin), and its gas composition (measured in percentages). The first section below these readouts is the controller for the gas injector (the device connected to the cyan loop). By default this device is turned on and set to the maximum volume setting, where it will attempt to inject gas at a rate of 700 L/s. Below this is the vent pump controller for the vent pump (the device connected to the orange loop). This device works a bit differently: its setting does not determine how fast it will siphon gas from the room it's in - that value is locked to 700 L/s as well -, instead the setting represents a threshold of pressure where it will begin siphoning once that threshold is crossed. By default it is set to 100 kPa, which is why the nitrogen at round start - resting at around 81 kPa - is sitting in the core and not populating the pipes. The maximum threshold value for this setting is 1000 kPa.

Safety First

Before entering the engine room you should always wear proper PPE. The following will suffice, and are always found inside radiation lockers:

  • Safety Goggles to prevent hallucinations from developing by looking at the SM. How do they work? Who knows...
  • Radiation PPE to keep you from receiving a lethal dose of radiation that can very easily kill you within minutes. Dionae and IPCs are exempt from wearing this.

As long as you have these two sets of items you are pretty much safe unless the engine room is either an inferno or vacuum. Certain hardsuits and voidsuits are immune to radiation as well if you need to wear those out of necessity.

SMES Configuration

There are two SMES units that are immediately relevant to the engine: the engine SMES and the main distribution SMES. The former is what receives power from the TEGs and powers the engine room APC directly as well as the emitter. If the output is not high enough, the emitter may not fire, or the APC may not have enough power to allow the pumps to operate. The other SMES also receives power from the TEGs, but it outputs to the rest of the station. It should have its input maximized, since every kilowatt not used is another kilowatt wasted. The output can be adjusted as needed, of course, but one should take into account how populated the departments are and how much power the station will need in general.

Coolant

An intrinsic property of matter - particularly gas, in SS13's case - is something called heat capacity, a variable that determines how much energy it takes to increase the temperature of a substance. In the context of setting up the SM: how energized the SM needs to be in order for the gases in the hot/cold loops to actually rise in temperature. Heat capacity also factors into how power is generated with the TEGs; higher heat capacity allows a gas to hold more thermal energy, which means more energy can be transferred between the turbines, allowing more energy to be produced.

  • Phoron: Arguably the most stable and safe gas to use, Phoron carries with it a stupidly high heat capacity, at least compared to most other available gases. There is a lot of leeway with this particular gas, making it easy to train new apprentices with. It's worth noting, though, that phoron is a fuel, and can start fires. It is also a very scarce resource, and its use should be rationed out carefully if it is actually used. The SM will generate Phoron passively as long as it is energized. This gas is viable for either the hot loop or the cold loop.
  • Hydrogen: Second best gas to use with the second highest heat capacity, and it compares pretty well to Phoron, at least compared to the other gases. Like Phoron (sans all the wacky space magic that comes with it), Hydrogen is a fuel, and can start fires. It is otherwise inert and safe to breathe as long as you don't light a match. This gas is viable for either the hot loop or the cold loop.
  • Nitrous Oxide: Not nearly as good as Phoron or H2 (in fact it's leagues below these two), it's still a respectable gas nonetheless. Its only caveat is that it is an oxidizer, and it will start a continuous fire if used in the hot loop, though the heat generated from such isn't as bad as one might think. It can also knock people out if exposed to the atmosphere, but almost all of these gases are dangerous in high quantities anyway. This gas is viable for the cold loop, but less so for the hot loop unless it is monitored.
  • Carbon Dioxide: Just under N2O in terms of heat capacity is CO2. This gas pretty much has nothing going for it other than that, but it's still way better than N2. You'll probably see this in the chamber anyway as a result of the SM producing Phoron and oxygen passively (which almost immediately burns up into CO2). This gas is viable for either the hot loop or the cold loop.
  • Nitrogen: Lowest heat capacity, twined with oxygen, N2 has been regarded as the standard coolant for the SM engine, but the fact of the matter is that this is definitely no longer the case, and N2 should really only be reserved for experimentation or as emergency dump coolant. This gas is barely viable for anything.
  • Oxygen: Same heat capacity as N2, except it's also an oxidizer (obviously). Oxygen can also energize the SM. Because of this, using this in the hot loop will almost definitely result in a roaring, nearly uncontrollable blaze eventually. That's not to say that it can't be controlled, but this shouldn't be the first gas you look at for coolant. The SM will generate oxygen passively as long as it is energized. This gas is barely viable for anything.
  • Air: Literally just 79% N2, 21% O2. Why would you use this. I mean, you have a lot of it, sure, but... why? For the reasons listed on the O2 section, using this is a terrible idea.

Waste Processing

The Reactor Waste Management Room.

While this area and machinery doesn't impact SM performance too much, it's a good idea to set it up anyway, otherwise TEG performance might be negatively impacted, or worse. The filters up north are what will keep the coolant gas in the loop and the byproducts/gases you don't want out, pushing them towards the room to the north. By default, the filters are set to allow hydrogen through, so you don't need to change them at all unless you're doing a very strange setup. Incorrectly setting these filters will most likely result in the SM chamber slowly depressurizing until there is no gas left, or the gas leftover is so minuscule that it heats up to dangerous values instantly.

The room beyond these filters has a black pipe network known as the waste line. Inside are three pumps and two gas coolers. As it turns out, siphoning gas from the inferno of an engine chamber gives you very hot gas which has expanded considerably. This makes most atmospheric devices function slowly, particularly the devices in Atmospherics, assuming you turn on the Reactor to Mix pump.

Thus, it's a good idea to cool the gas down with the gas coolers. The simple way to set this up is to turn on both gas coolers to their default setting (which is room temperature, 20 Celsius), and maximize the Reactor to Mix pump. Don't turn on the Filter Bypass Pump or the Reactor to Scrubbers pump. The former will cause gas to filter from the Supermatter, which will cause it to delaminate, and the latter will send extremely hot gas to the scrubber pipeline, slowing it down.

Because of how the filters are setup, using two different gases in the hot loop isn't possible without modifications. Why you would bother using more than one gas in the hot loop is a mystery, but it is worth mentioning.

Turn It On

Once everything is all said and done - the pipes are full of gas, the filters are filtering properly, the cold loop pump is turned on, and the TEGs look like they're working -, it's time to turn this sucker on! Assuming you didn't use oxygen in the hot loop (why would you), the SM should be in an inert state, ready to be energized by this big ol' laser thing, the emitter. The emitter is basically a very high power laser that fires in bursts of four. Because of how the SM's power and decay function (described in this section), each shot to the SM will be functionally weaker than the last, though this effect is really only noticed if you shoot beyond fifty shots. Speaking of shots, an important variable in an engine setup is how many shots the emitter takes, which you should probably be counting. If you managed to lose count, don't sweat it: you can examine the emitter to see how many times it has fired.

The emitter is connected directly to the engine SMES; it does not receive power from an APC, it must be wired into a powered grid directly. That grid specifically requires thirty kilowatts in order for the emitter to fire. In the context of the engine power grid, the engine SMES output should probably be set far above this value so as to take into account the power draw of the engine room APC.

Emergency!

Most of the techniques beneath this subheading assume the engine room is powered. If it is not, head to this section, then come back here. So for your first or second go-around, the SM seems like a pretty complex and cruel engine, but that's only half true: in fact, compared to all of the other engines in the code, the SM is actually incredibly forgiving: it takes more than a few minutes to blow up during which it can be saved, it yells over the radio if it begins to take damage, it yells loudly over the radio if it's about to blow, and its scale of destruction - while discouraging - hardly compares to the level of chaos that something like the singularity or tesla can cause. Now that we know that not all hope is lost and that you can easily rescue the engine, it's time to get to work!

Firstly, the biggest thing that can go wrong with the engine is the SM overheating. This occurs when the temperature of the core exceeds 5000 Kelvin, a value that can be gleaned by looking at one of the engine core control consoles. What exactly causes it to reach that temperature can be based on a variety of things: poor coolant choice, over energization, coolant backup, missing pipes to name just a few. The sections below will cover how to correct this.

Coolant Dump

Assuming the pipes are not pressurized beyond 15000 kPa, dumping a random coolant (like nitrogen) into the hot loop via the canister connector has proven to be quite effective. How it works is it takes a room temperature gas (usually 20C, unless you chilled it before hand) and introduces it to an incredibly hot inferno. The thermal difference between the new coolant and the old coolant is huge, and it will cool down the core almost instantly. As a bonus, the dump coolant (assuming it isn't the same gas that you set the engine up with) will gradually filter out of the loop via the filters, keeping everything nice and clean once all is said and done. This, of course, is not a permanent solution, but it will buy you a lot of time. There are four N2 canisters sitting around in the corner of the engine room, ready to be used as dump coolant.

You can, of course, inject more of the gas you used during setup, but for obvious reasons this will offset the balance you set the engine up with... not that it matters that much, probably. If you care about ratios that much, just do the above.

Coolant Valves

The white squares shown in the picture of the engine room at the top of the page are the emergency coolant mix valves. These will join the hot and cold loops together to allow the hot loop - the gas that is probably incredibly hot - to be cooled down, at least initially, with the gas from the cold loop, and also cool it off with the radiator network. This will almost certainly result in the TEGs power production being killed off, and will invariably disrupt your gas ratios if you really care about them. This solution is a little more long term than dump coolant, but you should make sure your SMES units have enough power to function while maintenance is being conducted on the SM.

Using the mix valves when you're using two different types of coolant is a much harder endeavor. Unless the filters are turned off, all of your cold loop gas will eventually be filtered out. Even if the emergency is handled, you'll be stuck with two different gases in at least one of your loops. Just something to keep in mind.

Direct Cooling: Maverick Style

First two methods aren't getting you anywhere, or the pipes were sabotaged in such a way to prevent them from working? Well, this is it everyone. I guess engineering is going to explode now.

Well, maybe if you're a quitter. Throw on a voidsuit and grab an extinguisher and inflatable door. Break into the CE's office Politely ask the CE to unbolt the engine hatches (they may need to press the button twice for it to actually unbolt), setup an inflatable door outside one of the hatches, open the hatch up, and let loose with the extinguisher foam. The result is the room cooling down to such an extreme that you might wonder how you can even wield such power. The day is saved and the SM won't be exploding for a while. Now that that's done, you should probably get the heck out of there since your voidsuit most likely doesn't shield you from as much radiation as you'd like.

Core Venting

If you've managed to determine that the gas used in the core just simply sucks and can't support the energized state of the SM, it's probably time to just swap to a different gas all together. Or maybe the hot loop is pressurized well over 15000 kPa and you can't inject any dump coolant. First you should set the filters to the new gas that you plan to use so that you don't waste any when you begin injecting it. This will slowly filter the core's old coolant out, but this is going to be way too slow and the SM will probably blow up before you can actually inject a new coolant, thus we will just vent the core instead. The button up north next to the nitrogen canisters behind a glass window (that you can smash easily) is what will open up the core vent to space, which will rapidly drain the core of all gases. As long as the core has some pressure, the amount of damage it takes won't spike terribly as a result of being exposed to vacuum. You or another engineer should confirm that the vent is actually open by checking on the camera inside. Once the gases have been drained sufficiently, close the vent and start dumping in the new coolant into the hot loop. If all well and good then the day is saved and you don't have to worry about anything else. Good job!

Ejection

This is the last resort. If the engine room is already somehow blown up, the core cannot be secured in time, and/or many of the pipes are missing and you are very short on time, then maybe it's time to consider ejecting the SM to save the engine room from exploding and saving other people the trouble of being blasted with radiation. You will notice that the SM rests on a mass driver, basically a slingshot. When activated, this will send the SM flying. For obvious reasons, the core vent should be wide open before attempting to use this. The button for the vent can be found on the northern end of the room next to the nitrogen canisters, while the button for ejecting the core is in the CE's office. Considering the severity of the situation, no one will really blame you if you decide to break in and launch the SM out yourself, assuming you really are out of options.

Note that the SM takes damage if it is powered and exposed to vacuum. Because of this, you must either be swift or accurately coordinate the SM's ejection so that it doesn't blow up before you launch it.

Something Went Wrong!

The mass driver does not know whether or not the vent is open, it just drives mass, that is all it does. Hitting the mass driver before the vent is open will just launch the SM into the blast door and nothing will happen. This severely complicates everything since now you must place the SM back onto the mass driver in order to eject it properly. Yes, this means you have to go into the core yourself to pull it back into position. Yes, you will probably die. Regardless, put on a voidsuit (an atmos suit would be best, otherwise refer to this section to make sure you don't melt too bad), get the engine hatches unbolted (the button to do so is in the CE's office. Unless they have been unbolted in the past, you will need to hit the button twice because BYOND sucks), setup an inflatable door outside a hatch, turn your magboots on, and get on in there. Pull the SM back into position, namely the middle of the core where the mass driver is. Make sure the vent is open and hit the ejection button in the CE's office once more and hope for the best.

If the mass driver was somehow destroyed or no longer functions, you will have to eject the Supermatter yourself, with your bare hands. Open the vent, enter the core, pull the SM and head down the carved path until you reach a large hole in the floor. Set the SM up next to the hole and grab anything to throw at it. The impact of the item against the SM will push it into the hole, saving engineering, yourself, and many others.

Troubleshooting and Repairs

For a number of reasons, the Supermatter cannot run indefinitely without periodic input, as its power will eventually decay to the point that the gas that it heats up is not enough to generate meaningful amounts of power. However, given that rounds don't often last more than two hours and atmos processes slower than the time it takes for sauerkraut to ferment (at least three days, by the way), this whole problem won't make itself manifest. In the rare event that this does happen, just turning the emitter on for a few seconds to re-energize the crystal will suffice.

If that doesn't fix your issue, read on.

No Power!

Arrived to the shift late and there's no other engineers, or they're totally clueless and neglected to read the wiki? All of the SMES units in engineering have depowered to the point that nothing works? Well! Guess it's time to cold start the engine!

  1. Locate a PACMAN portable generator along with the fuel to run it. At least one can be found in Engineering Hard Storage, along with some graphite sheets to power it.
  2. Head to the Supermatter SMES Chamber, turn off input on the SMES, and wrench the PACMAN directly over the main SMES unit's input terminal (there's a wire knot there leading to the engine SMES input terminal as well).
  3. Feed it fuel and turn it on.
  4. Assuming the engine SMES input is on (it is by default, otherwise use RCON to turn it back on) and no one snipped any wires between the main SMES and the engine SMES (very strange behavior) then bam, power.
  5. Hit the door bolt button and continue engine setup from there.

Missing Pipes

If a pipe goes missing then something has gone terribly, terribly wrong. It's more likely, however, that a meteor managed to smash into the radiator network and take out one or two heat exchange pipes, which will invariably sever the link between the output and input ends of the cold loop turbine. Though there are grilles surrounding the coolant network to hopefully prevent this from happening, there's no guarantee that it won't happen; it may be prudent to check on the radiator network after meteors decide to crash through.

Repairing the missing pipe sections is simple but time sensitive. If you have a handheld pipe dispenser then this process is made that much more easy. Just EVA out, dispense the correct pipe, rotate it as needed, and wrench it in. If you do not have a handheld dispenser then you will need to document all missing pipe segments and vend them out of a normal pipe dispenser, which is a bit more tedious and time consuming.

Core Underpressure

If the engine core is inexplicably dropping in pressure, then there's a good chance that something has either exposed the engine room to space, or the hot loop is dumping gas somewhere else (like the waste loop). Checking if the core was breached is a simple enough process, and checking if the pipes are emptying themselves is as simple as checking everything that the network connects to, particularly the gas filters.

Poor Power Production

TEGs aren't producing much power? First you should determine whether or not both turbines are spinning. If they are, then gas is flowing fine. If they aren't, then something has stopped the flow of gas, or the gas has disappeared.

Ensure the filters are running properly if the hot loop mysteriously empties. For the cold loop, ensure the cold loop pump is maxed and turned on. For the hot loop, ensure that the air injector and vent pump are both functioning; the injector will have a red light if it is not, and the vent won't animate if it is off. They can be turned on via the engine coolant control console in the monitoring room. If the TEGs still aren't producing power in spite of there being flowing gas, make sure the SM is actually energized. In other words make sure the hot loop is hot. If the round has dragged on long enough, or you just didn't shoot it enough, then it probably isn't generating enough heat. If all else fails, refer to the missing pipes section above.

Broken Windows or Containment

So the SM got too hot and broke all the windows? Let's hope you turned down the Engine Core blast doors. If you did, it's not the end of the world, and the Supermatter is still safely contained so long as the blast doors are not raised. You should probably make sure the SM isn't on its way to delamination during this whole process, but if the windows are only damaged instead of broken, then you actually can repair them. Note that the usual reinforced borosilicate windows take damage at 4273 Kelvin.

How to Repair a Window

  1. Set up inflatable doors right up against your working area.
  2. Alt click the turf to bring up turf view - a tab that shows you every single item - so that you can work on what you want easily.
  3. Deconstruct the damaged window (making sure that there's another window in the same place first) and build a new one. Alternatively, splash some silicate on it if you really want.
  4. Move the window panes back around to make sure it's nice and flush, and remember to secure them back in place.

As for walls, well... if they're breached then something's gone very wrong. Regardless, you should always build reinforced walls with plasteel, otherwise you'll have a wall with a very low melting point!

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