Discord Name: DeltaFire#7869
Wiki User: -
Living Playtime (OOC: View Tracked Playtime): 147h
Experience with NSV mechanics: Quite a bunch of experience, mostly munitions, engi, bridge staff & fighters. Med / Science / Silicon I haven’t played too much on here, but nonetheless am quite familliar with from other /tg/code servers as those don’t seem that different here.
Why do you want to be a mentor:
I’ve been spending quite some time here lately and thought, hey, why not help out people with the knowledge I’ve gathered in my many hours of playing this game. Besides, some times I’m on, there aren’t any mentors online, which is somewhat problematic when there’s (new) players unfamilliar with specific mechanics, so guess it’d be neat to mitigate that issue aswell.
Please answer the following questions:
#1 Detail how you start a fighter and take off
First, make sure your fighter is all fueled & armed, so you don’t get into any issues.
Get into your fighter, and look at the interface that shows your health / fuel & a bunch of buttons.
Click the canopy lock button, which will close your canopy (or reopen it if already closed), and will make you not space yourself if you accidentally misclick onto the ‘leave fighter’ (stop observing) button.
Then, click ‘Battery’, ‘Fuel injector’, and lastly ‘APU’ to enable each respectively. Each should show green when on, and red when off. Take a look at your RPM (gauge next to fuel & ammo levels), which should now be slowly rising. At this point you may want to inform your Air Traffic Controller (ATC) that you have started to spool, and ask them to cycle the tube your fighter is in (aka, close the interior shutters, then open the exterior ones.
Now, wait patiently till the RPM meter is at its maximum, then hit the ‘Ignite’ button. Waiting is important, as prematurely igniting will cause problems (such as flooding your engine and making it unable / less likely to work till fixed)
If you are still maglocked (indicated by the ‘MAGLOCK’ button having a lock symbol over it) ask your ATC to launch you, which will initiate the launch sequence and launch you out.
If you aren’t maglocked for some reason (like manually un-maglocking yourself by clicking the maglock button, something useful if there is no ATC to launch you), make sure your brakes are off (pressing alt toggles them), aswell as making sure you have the laser-guided movement selected (because it’s far easier than turning via q / e, you toggle this mode via pressing c)
Now, caarefully maneuver through the tube and fly out of the ship, continueing till you hit the end of the ship’s z level. Boom, you are on the overmap! Godspeed.
#2 What parts does one need to start constructing a torpedo?:
All of the parts that will be named have two versions: missile parts and torpedo parts. Make sure you use torpedo ones, as missile parts do not work / will not fit for torpedoes.
Anyways, firstly, acquire a torpedo casing (Usually either in casing crates / the torp workshop, or made via using metal inhand, then selecting ‘torpedo casing’ in the crafting menu that shoulda popped up.
Now, use a torpedo propulsion system on it.
Then, wrench the casing.
Attach a torpedo guidance system.
Screwdriver the casing.
Attach a torpedo IFF card.
Screwdriver the casing again.
Attach a warhead of your choice (Each has their own properties, usually for combat anything save for freight torpedoes / countermeasure ones works)
Wrench the casing.
Use cable on the casing.
Weld the now closed casing together.
And there you go, your first self-made torpedo.
#3 What is a good entry role for those new to NSV?:
If you are just new to NSV, most roles should be okay for you if you have learned them on another tgcode server, save for Flight Leader or Bridge Staff / Command / Sec. Engineering has a few new engines though, so if you don’t want to learn those, probably don’t pick engi. Miners also go to asteroids instead of lavaland, but it’s not that difficult to get used to. Matter of preference, I guess. Munitions is always great to familliarize yourself with the differences to normal SS13, and, y’know, reload the big guns used to shred the syndicate.
#4 What is a good entry role for those new to SS13?:
If you don’t come from tgcode, or are new to SS13 in general, I recommend either Cargo Technician or Munitions. Cargo tech is a very basic role, which familliarizes you with a bunch of mechanics (pulling around crates, making money, ordering stuff for other departments and essentially holding the ship together with not alot of scary / difficult stuff you actually have to do.)
Munitions is a biit more difficult to get used to, but at least you’ll always have something to do. Basically you load & Maintain the ship’s weapon systems, aswell as fabricating missiles and torpedoes. It’s pretty fun and most of the people playing the role love to teach newbies, so, after you learn the general controls of the game like how you move / use stuff & simillar stuff, just join munitions and ask your MAA (Master At Arms) or a fellow Munitions techs how stuff works.
#5 Is an XO supposed to just act like a HoP?:
Not really, the only thing that is the same is that they handle access changes just like an HoP does.
What is different though is that they are effectively the second in command after the captain and have the duty of coordinating the different departments by e.g. relaying orders, aswell as assigning squads to whatever role they are needed for the most. All in all, not as relaxing as paperpusher-HoPs on most tgcode-servers, but instead a pretty demanding job.
#6 What is the difference between a Railgun and a Mac cannon?
A Railgun has a Four-shot magazine with slightly lower damage than a MAC, and is mounted to only be able to fire directly forwards, being controlled by the ship’s pilot.
A MAC only has one shot and requires very frequent reloading, but does more damage, aswell as being able to turn in a full 360° angle. It is controlled by the bridge staff manning the tactical console.
Though both have in common that they’ve been removed from the ships in rotation after the munitions rework.
#7 What is the difference between flying a regular fighter and flying the main ship?
Fighters are extremely squishy, but more maneuverable than the main ship, so they should be always strafing / hit & running, because a few good hits, especially with stronger weaponry, will take you out.
The main ship in return maneuvers like a brick, fly it carefully and tactically, don’t get outmaneuvered or pincered, because if you do, you’ll likely get some very severe issues.
Additionally, all weapons of fighters fire directly forwards, whereas the main ship has a multitude of weapons that can turn.
Another difference is that while all your Fighter’s guns are controlled by yourself, ships generally have the weapon systems controlled by the bridge staff manning the tac console, so you have to manuver for them to line up their shots and coordinate with them. There’s also generally a bunch of crew-manned guns, like the gauss cannons and the 50cal deck guns.
#8 How do you exit an AI shell?
There’s a ‘return to core’ button on the top left, next to the other buttons you should have there. Click it, and you return to your core.
#9 Detail a stormdrive setup for beginners
First thing, go to the console that controls the Stomdrive, access it and then click the ‘Maintenance mode’ button (which should be white if on)
Now, find the control rods crate which should be somewhere around engineering near the stormdrive, and insert five control rods into it. Be sure it’s actual control rods, and not suspicious-looking plasma-filled control rods, because yeah, those are baad.
Anyways, now thats done, go back to the console, and disable maintenance mode by clicking the maintenance mode button again, which then should stop being white.
Now, assemble the particle accelerator (generally, each part requires the steps wrench -> wire -> screwdrive), aswell as the PA console (needs the same steps). Leave it OFF for now though.
Go to atmospherics. There should be a few gas mixers called ‘Stormdrive fuel mixers’. Adjust these to have a okay mix for the SD (Node 1 is the input opposite to the output, node 2 is the remaining input), aswell as turning on the plasma constrictors by clicking on them. Generally, a 1/3 constricted plasma 1/3 oxygen and 1/3 nitrogen mix is good for beginners. If you want, add a bit of N2O to the mix aswell, which will help the drive if it ever starts going to high temperatures.
When thats done, go back to engi, though not before acquiring a can of CO2 from atmospherics. CO2 is pretty good for shutting down the drive if it starts going haywire, so, it’s goo to have closeby for if things start going bad.
Use an analyzer on the fuel line to check if your gas mix is coming though, and if not, setup the pumps on the line to be on. The one pumping directly to the reactor from the fuel line should be set to at least ~1000-1500 kpa.
Now that’s done, go back to the console & particle accelerator. Turn on the particle accelerator. Wait for temperature to rise a bit & the reactor announcing it has begun operating. Now, disable the particle accelerator, and look at the reactor console. Setup rod insertion so the reactor temperature stabilizes at a okay temp level, so, ~500°, or alternatively, so its power output is around 2MW (or higher). You’ll have to play around with rod insertion levels a bit to get it done, but just start with the rods a bit too deeply inserted and slowly raise them if you want the temp to be higher. Now, just setup the SMES to max input & a good amount of output and your setup is done.
Also, download the Stormdrive Monitoring program on your tablet and look at it every now and then while you work on different things, to make sure it won’t meltdown on you.
#10 Detail the steps to take if the Stormdrive is close to melting down
Shutdown the particle accelerator immediately if active, put the rods to 100 insertion via hitting SCRAM on the Stormdrive control console. Connect a CO2 can to the fuel input, and modify the fuel mix: Remove power gasses like plasma, and instead flood the fuel line with N2O + N2 + CO2, aswell as enabling the fuel dump to get your emergency gas mix in faster. Make sure the output isn’t being clogged with a plasmafire, because that’ll make the fuel purge more difficult.
If you are an IPC and you are sure you can’t stop the meltdown (For example because the rods already fully failed), run away from engineering as far as you can, because the meltdown EMP can and will kill you. Alternatively if some / all rods have failed, try manually inserting a new control rod into the active, melting, reactor. This is a very bad idea that will kill you more often than not, but if you are lucky you can delay the meltdown for at least a bit longer, maybe enough for your other measures to work.
#11 What is your favorite color?
Red, though Blue is a pretty close competitor.