Role Time-Requirements and Sec/Command Standards

ofc not, i am not saying “It is LRP, all goes”.
I am saying that having a quiz requirement in an LRP server is going too far. The whole point of LRP is accessibility.

We need a solution, but we need a SENSIBLE solution.

Refer to higher in the thread. People have to ahelp it if they want it to get punished. But it IS very much punishable to ignore space law breach as a high standard role. Depending on the severity ofc.
We have not found omniscient staff (yet), so ahelping is a must.

One of the big hurdles I see with demoting or otherwise removing them from their duties is that sec (at least on lizard) is always notoriously understaffed. If some sec member is breaking space law in a minor way, (like forgetting to give back comms or not uncuffing once jailed) 99/100 times the supervising positions are going to correct the offending officers just so that staffing levels don’t plummet. Most of us have seen what happens when there is a serious station threat and sec only has hos, warden, and a cadet. The VAST majority of the time command staff will counsel and correct sec officers unless the offense is especially egregious.

I think a quiz is meh. Role times worked for me a lot of other players, they should work for others. I spent a lot of time as an engineer and made sure to learn everything before picking CE the first time, same with sec and HoS, and I was very nervous about my first captain shifts. The reason I was so cautious was because the heads I was playing with at the time were very competent, knew all the rules, and RP’d well on top of it, and I wanted to meet those standards.

The expectation for picking captain or a head role should be “I am going to fulfill all of my responsibilities, not break the rules, and set a high standard, or I’m going to get rolebanned.”

Role times filter out ignorance and malice, but there needs to be added scrutiny and accountability on command players, especially on LRP.

I don’t think the solution has to be super complicated. The maintainers had their reasons for not wanting command roles to take forever to unlock, they might just have undertuned it a little. Completely innocently, it doesn’t surprise me that a new CE might have never set up a TEG or singulo before when it only takes a few shifts to unlock the position. Hell I unlocked CE before the role times were lowered and I had never done the singulo either, because someone else would always get to it first. (Also because it was broken and the AME was supercharged but whatever)

I think it just needs a bit more fine tuning so that individual jobs require more than single digit hours of playtime to become the boss of the department.

They certainly did not for me, ever.
And i mean, sure it gave me enough time to learn engineering, but i still fumbled hard as CE at first. I still did not know how to set up singulo or tesla on my own. To this day i still do not know how to setup the TEG either after 1000 hours. And i main engineering btw (or maybe it is just that one cursed TEG setup that has me too confused).

Had the same problem with sec, had HoS and i could barely reload in a gunfight. I hadn’t even been able to pull off the baton and arrest combo without a couple of retries.

And with the new science reworks, i joined as RD the other day and i was completely useless. I was carried hard by the actual scientists who even had to remind me to spend points since i was too busy learning the new stuff.

And YET, with all of those complaints, i feel like timers are the best we have rn. Because the current issues are THAT bad.

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Oh. If you want i can teach you TEG in-game(with live examples) or out of game(Literally writing a guide with pictures).
Can also explain wiring and how to put HV wire from power source so Power Console actually display thing right and not some nonsense it do with current station wire design.(it`s only useful if you can read power console map tho. Wish atmos had pipemap)

On other thing i agree timers are the best thing for now.

I mean, it is not like i have tried much. There is usually enough to do or someone else to do it way better than i could.

If i stood looking at the pipes i could figure out how to get it going (i know you get hot air one side and cold air in the other). But those perfect self-sustaining setups are beyond me. It is also because i do not like to always repeat meta-designs like those, i find them boring.

I dont do meta glass box desigh. I do 2 closed loops with radiators. And put radiators in burn chamber. Aka classic teg

for me in depends on the station and my mood. some stations its just fine to use the prebuilt, sometimes I build my own non-meta variation and sometimes I GAR teg.

a written guide would genuinly be really useful (Hello i also barely know how to do TEG)

  • Teg works on the difference between one side and the other sides temp. the greater the difference the better it runs.
  • on the middle of the Teg is a bar that goes from red, to yellow to green this bar roughly estimates the power generation, if its full your teg is running good.
  • to carry on working the gas must constantly be moving. it requires 300kpa of gas in the pipes traveling to work in the ‘green’ zone
  • When gas passes into the TEG heat will mix over the hot and cold sides (heating the Cool, side and cooling the hot side)
  • Any gas can be used to run a teg but gaseous plasma normally is the best as it has a high level of thermal reactivity (heats up faster and cools down faster)
  • Plasma fires create Massive ammounts of heat, but make more heat with O2 rather than pure Plasma, The guidebook declares 3% Plasma to 97% oxy (Teg mix) as optimal for heat production. Some Engis say 2.4% Plasma to 98.6% Oxy burns hotter. I personally stick with the guidebook
  • For the hot side you have two major ways you can tackle it. either have a plasma fire chamber and then pump that air into the Teg (either made yourself or use the station provided one) or alteratively you can pump gas in a circle with a radatior inside the burn chamber.
  • either way one thing you need to watch out for is Over pressure. Hot gas expands, should the pipes hit 9000+ pressure the pumps jam if that happens you’ll need to flow out some gas. Room tempature plasma expands to roughly 85x when exposed to burn tempatures so deafult pressure normally is fine for the burn chamber.
  • Another thing is burn chamber stalling. once the gas has burned off the chamber will stall, pressures too high for new plasma to enter being now in the high 8500’s if you pumped in at 101kpa base and its full of water vapor. you can either eject this into space or filter it. One by product of the burn chamber is Trit, so you can filter out the trit into a can to make frezon if desired.
  • if you dont remove the super hot gas you can turn up your pump to 4.5kpa, as the burn chamber cools eventually it’ll get to get point where its under 4.5kpa as cool gas retracts and the pump will start refilling. this way requires no maintaince but is not as efficent.
  • cool loop wants to dump the heat it gets from the burn side as fast as possible. best way to do that is Raditors in space. Spaced area’s are automatically set to 0k and radiators exchange heat with the enviroment. rapidly cooling the pipes.
  • Issue on cold side is under pressure. as the gas cools its pressure falls, having a gas can attached set to 500kpa to keep it stable is a good way to fill the cool loop.

if your unsure about the Teg you can make a GAR. GAR tegs on 101kpa can make the energy to run the station at the cost of slowly losing plasma.
to make a GAR do the following

  1. Pump 3% Plasma, 97% Oxy (or the mix you like) to TEG room
  2. Remove all pipes provided by Central command that are within 2 tiles of the TEG and move them away
  3. put an air injector on the long side of the TEG right in the middle from the side the gas enters in from with its pipe facing away from the TEG.
  4. put a passive vent either side of the injector with those pipes connected directly to the teg
  5. pipe from the Teg mix to the injector making sure it has a pump and the pump is OFF.
  6. go to the other long side of the TEG and make a corner raditor a normal raditor and another corner radatior so it makes a C shape coming out and back into the Teg.
  7. using glass make reiforced pannel windows on both halfs of the Teg. You will need to use your RCD to do the second side
  8. put up glass windows on the tiles outside of the Radiators tile so they are contained leaving a 1 window hole.
  9. use your holofan on the space you purposely didn’t put a window into.
  10. entering the radiator area use your RCD to remove the floor spacing all 3 radiators
  11. leave the spaced radiator area and put up the last window, containing the spaced area.
  12. Return to the side with the injector and shift click the TEG to check the flow. one arrow will be pointing into Teg and one out of TEG.
  13. on the side pointing out of the Teg place glass windows on the tiles outside the passive vent, leaving a 1 tile hole thats not on the same side as the injector
  14. use your holofan to put up a holo on the side you left the hole on.
  15. use your RCD to space that passive vent
  16. place the missing window.
  17. Place a window next to the other passive vent on the side it lacks the injector
  18. place a window on the tile the pipe into the injector is
  19. use your holo fan above the passive vent that isn’t spaced.
  20. turn on the pump to default pressure is fine
  21. use a lighter from your starting kit, or blow torch to light the plasma gas that now fills the 1x2 burn chamber (make sure to pick your torch back up once its lit unless you have a spare)
  22. seal in the burn chamber

and your GAR is done. it will run until either Plasma is out or sabotage happens. All in All this setup takes 15 glass, 15 rods, a few steel for pipes and 1 RCD fuel. and though I have alot of instructions I can set it up about the same time folks are turning on PA. Normally a Gar will only fail after the 1 hour 40 minute mark when everyone should have evac’d, if you extend the shift buy and refill the plasma side.

I shall edit in a picture of the finished GAR when I next get into Atmos-shift~

Here basic universal TEG i threw up in an hour

Basically TEG have 2 circles filled with gases. One is cold and another is HOT.
Difference in temperature between two make turbine in middle go brrrrrrrrrrrrrrrr.

I am more of “Try making it with your own hands. Observe it. Understand it” type of teacher.
Basic things.
-You need to check pipes with your fancy atmos nokia. To see how hot they are
-If volumetric pump flash red, you are cloged. So open release valve and release a bit of gas into space
-Dont focus on being optimal. Focus on understanding by doing mental 1 goes to 2, 2 goes to 3 etc.
-Manage amount of you cold radiator and gas inside it. Manage amounts and in hot side. Find a sweet spot where they keep plus minus 200 of temperature zone.

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Here is that finished TEG I promised. sorry it took me a bit to get into a Atmos Shift

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All the TEG talk is taking away from the topic at hand. Please, start a new thread if you wanna give atmos tips.

The only thing I want to add is something another user has said in one of the like, 3 threads we have about this. You shouldn’t be expected to know everything about a role before you can play as that role. I would never expect a Medical Doctor to know how to cook chems before becoming a Chemist.

In that same vein, you can’t expect every head to be good at being a head. People can be new to being in a command position. Command roles do requires the same skills as their subordinate roles, yes, but they also require so much more.

I play Sec a ton. Hundred of hours split between Detective, SecOff, & Ward. Every single time I queue HoS I still feel like I’m not good enough at it, even though I feel perfectly comfortable in those other roles. Why? Because there is more responsibility, more leadership, more decision making. Those are skills not inherent to the subordinate roles necessarily.

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