Guide to EVA
EVA is an often used phrase that means Extravehicular Activity, which more often than not refers to going out into space, or spacewalking, which typically involves working on the Horizon from the outside, or in space during an expedition or even mining work. EVA may also refer to EVA Storage on Deck 1.
Space Suits and Equipment
In order to not succumb to vacuum and have your blood boil out of your pores, you must wear protective equipment. Below are the different types of equipment available.
Softsuits
Softsuits are your most basic protective equipment against vacuum and space. They are commonly found in the blue emergency oxygen closets placed around the station. The suit and helmet are separate, but also quite fragile and susceptible to puncturing and tearing, which would render the suit useless against space. They are also clunky, encumbering, and colored very brightly.
Voidsuits
Voidsuits are much more advanced over softsuits, and provide a slightly better range of options. The only downside is that they must be refit in a suit cycler to fit your species/anatomy if you are not human. Voidsuits, however, contain a suit slot for oxygen tanks so that you don't have to place one on your back, which has the added benefit of letting you wear your backpack. On top of this, voidsuits can also be assembled and compacted down to a single item, which will be covered below. Despite what some may look like, voidsuits are not suits of armor, and can still be damaged beyond optimal operation.
In this expandable list is your go-to voidsuit information and our current departmental voidsuits.
Hardsuits
Hardsuits are perhaps the most advanced pieces of EVA equipment supplied by the SCC. They resemble control modules that fit on your back to deploy and manage components and modules at the press of a button. Refitting hardsuits is unnecessary (and impossible) because the hardsuit will conform to a user's anatomy as soon as it deploys. They also contain a detachable oxygen tank, power cell, and bone support. They are much sturdier than voidsuits and may even work as armor, depending on the control module you're wearing. Hardsuits have more utility over voidsuits in that they contain modules that can perform a variety of tasks, depending on the control module you're wearing. The downsides of hardsuits, however, are that they inflict a speed penalty and they are both uncommon and expensive.
In this expandable list will be station provided hardsuits/maintenance.
Internal Atmosphere

So if you're made of meat and are not synthetic, then you most likely breathe. Not breathing is bad, and space (or vented rooms) don't really grant you the luxury of breathing. If your internal atmosphere (dubbed "internals") isn't enabled, then you are breathing the atmosphere around you which can either be fine or really bad. In most instances to conserve oxygen, you'll want your internals to be turned off while inside the vessel when there's no emergency or anything of that sort. While exploring breached/vented/contaminated rooms or exiting the vessel, however, you'll want to turn your internals on, otherwise you may asphyxiate or breathe in toxins.
The most common method of establishing an internal atmosphere for yourself is with an oxygen tank and a breath mask, both of which are found in the box inside your backpack. It is worth mentioning that, while tanks of all sizes can be pressurized to a little over 1000 kilopascals (kPa), their size still determines how much air is actually contained inside the tank (an emergency oxygen tank at 1013 kPa won't last nearly as long as a normal oxygen tank at 1013 kPa). Another thing to note is that the emergency tank you spawn with isn't topped off to maximum capacity, only holding 303 kPa set to release at 21 kPa, meaning that the tank is truly for emergency use and won't last you more than seven minutes.
Almost all tanks for use as internals are blue tanks of pure oxygen instead of an air mix, the most notable difference between the two being the pressure at which the contents of the tank are released into a mask: O2 releases at 21 kPa by default (16 kPa is the minimum safe pressure before you begin to asphyxiate) while Air releases at 101 kPa. Release pressure can be adjusted by clicking the tank in hand. If you wish to top off your tank (to a maximum of 1013 kPa), you must put your tank in an oxygen canister and open the valve at max pressure until the gauge on the tank matches. Once it does, close the valve and eject the tank.
Cooled Atmosphere
If you don't actually breathe air and are a synthetic user, then you will be using suit cooling units instead of oxygen tanks. Often while wearing a voidsuit, hardsuit, or other vacuum-proof equipment, synthetic individuals will begin to overheat because the atmosphere inside continues to heat up from their warmth. To counteract this, suit coolers are used in place of an oxygen tank to constantly cool the air inside the suit as long as it is turned on and the cell inside has power. For voidsuits and hardsuits, activate the suit cooler and place it on the suit storage slot (preferably quickly). To recharge the cell, use a screwdriver on the unit, then click on the cooler while it is in your hand to pop the cell out, then just place the cell in a cell charger. Coolers cannot be assembled into voidsuits, but Research is able to make a cooling module for hardsuits if need be.
Jetpacks
To get these to work the best use them on your characters BACK slot Unless you're using a hardsuit with maneuvering jets, jetpacks are necessary to navigate environments without gravity, otherwise you will drift perpetually unless another force acts on your character, such as throwing or coming into contact with an object. Activating a jetpack will allow you to move around quickly, and activating stabilization (at the cost of more propellant) will allow for more precise movement, as well as keeping you from falling through holes. Jetpacks must be placed on your back to work, and should not be used as internals if the paint on the jetpack is black. If you are not granted the luxury of using a jetpack, a fire extinguisher will work as well.
Oxycandles
Oxycandles are basically cans containing a chemical mixture capable of generating breathable air upon combustion. These are for emergency use and don't provide much air; it produces roughly enough to sustain two or three turfs with stable atmosphere, therefore lighting this in a vented hallway may as well be a waste. They can be found in emergency closets, sometimes providing as much as three candles. These can be useful for refilling airlocks that have been forced open or if the canister that provides air happens to be empty.
Air Bubbles
Air bubbles are pretty much self-explanatory, being a bubble filled - for the most part - with air. They are used in emergencies where the user is trapped in/unable to move away from hazardous atmospheric conditions, primarily vacuum. They are found inside emergency closets, though they are small enough to fit inside your emergency internals box. Deploying the bag is simple, all it takes is for you to activate it in-hand and the air bubble will deploy on the same turf as you, now it's as simple as unzipping it, stepping onto it, and zipping it back over yourself. The atmosphere inside isn't pleasant, but it's better than vacuum, though be careful; moving will place you outside of the bag! The tank that supplies oxygen is an extended engineering airtank which, by default, is capable of supplying around an hour or so of oxygen. Without an air tank enabled, the bubble's atmos contents will simply mimic whatever's around it. This tank may be removed with the right click context menu, and can be replaced by clicking on the air bubble with any tank. Examining the bubble will tell you if a tank is attached and how much pressure is left in it. Once you are safe, you may exit the bag and click-drag it onto your character to fold it back up, albeit poorly, leaving you with a larger mess of material that will no longer fit in your internals box. Additionally, it can only fit one person... or perhaps victim; cable restraints can be used on the zipper to lock it, preventing anyone from the inside or the outside from opening it unless they have wirecutters, perfect for abductions when combined with the right air mix.
Exiting the Ship

Once your have the gear you need, you're ready to exit the ship. Most of the time, exiting the ship is done by cycling through an airlock, which will depressurize the room you're in momentarily and open to the outside. If the airlock has not been operated before or it is not cycled to your side of it, you must press the button on your side of the door to open it. From there, click the control panel and select Cycle to Exterior. DO NOT click any buttons that will force the doors, otherwise the airlock and the adjacent room will depressurize and you'll probably fly out as a result. It is highly recommended that your activate your internals and magboots before operating the airlock interface in case an accident occurs during the cycling procedure. Once the vents shut off and the opposite door opens, you are free to walk through.
Working around the Horizon
If for some reason you need to head outside of the Horizon to work on it, you will need to remain fully aware of your surroundings and of the current situation as you do. While catwalks and railings should allow you to move around the ship's hull without slipping, magboots are always advised. Most importantly however, make sure that it is safe to go or stay outside in the first place. Firstly, make sure that no hazardous elements are actually around the ship, rogue drones and carps can easily prove to be your end... Thankfully however, the automated announcement system will warn you. In doubt, communicate with the crew, ask it if it is safe outside. Secondly, make sure that the ship is not moving. Being outside once the Horizon starts moving will throw you off and leave you to float in the void, most likely to your demise. Any good command member or bridge crew should warn the crew if the Horizon is about to move, and an "EVA ban" will be set up, if you are already outside at that time, warn your crew over the comms and head for the first airlock you see.
Exploring Space
Space is... well, space. Aesthetically and mechanically. There's no air, no floor, and no gravity. Without a jetpack, you will be forced to use magboots and cling to the exterior of any kind of structure you find to navigate. If you fall out of range of said structure, you will have to throw something in the direction you are traveling in order to send yourself back. If someone is unconscious in space, they will have to be pulled towards the to a place where they can be helped. If they are fully conscious but unable to maneuver in space, switching to an intent other than help and bumping into them will move them.
If you accidentally fall into space and begin orbiting any kind of structure, go ahead and rest to prepare yourself to land. When you hit the asteroid again, you'll tuck and roll, reducing the amount of damage you take greatly and negating chances of bleeding and/or puncturing your suit as a result.
Returning
Returning to the ship is about the same as exiting except you're going into the airlock from the other side and maybe also tracking in a ton of dust from your boots. Simply bring up the interface and click Cycle to Interior and wait for the room to repressurize. In the event that there's not enough air in the supply canisters, allow the room to pressurize as high as it will go before forcing the interior door, though using an oxycandle may prove useful here. While a little dangerous, depending on the size of the airlock and what the atmosphere is, at least you won't be stuck.
Guides of the Aurora
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