Alpha Supermatter Setup

Player-made guides on how stuff works.
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Abbysynth
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Alpha Supermatter Setup

Post by Abbysynth » 26 Jun 2015, 12:47

THIS IS BADLY OUT OF DATE





I had a few people unfamiliar with how supermatter in new Bay works, so here's a quick guide on how to get it running without exploding everything.

Image

First off, the supermatter requires two things: coolant, and power. Coolant is injected using chilled nitrogen, the supermatter crystal constantly expels waste gasses that get hotter and hotter. If those gasses aren't vented, it will quickly go critical and explode, giving everyone on the z-level high doses of radiation and hallucination. So the waste must also be filtered out. Second, the supermatter won't start generating power unless it gets power to begin with, which is why there's an emitter in there.

NEVER enter the reactor chamber without a full radiation suit and meson goggles. There's a bunch of suits in there, and goggles, so use them. Just looking at the crystal without mesons on will give you hallucinations.

If the supermatter starts going critical, there will be obvious warning messages. It will also start to glow bright red. If this is the case, you'll need to eject the core from the ship, you can do so via a button near the consoles. It will launch the core into space.

Setup

When the round starts, the supermatter will be inert. It will just sit there, not gaining power. So it's safe to do a few things before actually firing it up.

First off, fill the orange plasma tanks with the plasma canisters located at the south end of the reactor room (don't spray gas everywhere!). Put 8 of those tanks in the collectors, labeled '2', and turn them on by clicking on them. They draw power from radiation, which the crystal emits once it's powered, into the yellow power cables.

Second, turn on the coolers (labeled 1). They should be set to 0 degrees, the coldest you can get. They will immediately begin cooling off the nitrogen gas that's already in the blue pipes. If you need more nitrogen you can turn on the purple intake pipe, but you'll also need to go up to atmospherics and turn on the other end of it. This will siphon nitrogen directly out of the main tank. You shouldn't need to do this at all, there's plenty of nitrogen canisters you can just replace, but it's there if you need it.

Third, the main coolant pump is labeled '3'. Turn that on and make sure it's at max pressure. This will begin feeding icey-cold nitrogen coolant into the core.

Next, turn on the gas filters. These are labeled '4'. They should already be set to filter out nitrogen, make sure they stay that way and are filtering at maximum pressure. This will suck out the waste gasses, and pump the now-hot nitrogen back into the coolant system if you turn on the pump labeled '6'. The other waste gas (oxygen and plasma) will go into the grey pipes down into the filter area. You shouldn't need to do anything down there unless you want to collect some of it.

If there's a LOT of nitrogen it might not get filtered out properly. Turn on the pump labeled '7' and it will route the waste nitrogen back up to atmospherics and dump it in the waste tanks.

Finally, when everything's all set up, open the central blast door and turn on the emitter, labeled '5'. Firing it around 10-12 times should be more than enough. Any more than that and the coolant will not be able to stop the heat from overloading the crystal, and thus blowing everything to kingdom come. So once it's shot that many times, shut it off, close the door, and never touch it again. You could unweld and drag it away if you're afraid someone might touch it.

In the top left of engineering are the SMES, the station's battery supply. Use the yellow power console in front of the windows to check how much power the supermatter is generating, and then set the SMES input so it about matches that amount total. Ie. if it's generating 450,000 watts, set each one to intake 150,000 and they'll charge at the same speed. This is MORE than enough to power the whole ship for a long time. You can also turn on the core SMES as a spare battery, it'll directly charge from the radiation collectors (it's also used to power the emitter if the main battery runs out).

There are two spare SMES's located in the middle of the ship, near the ladder area.

Image

When the supermatter is stable and the SMES cells are charging, go over and turn these on. If the supermatter explodes at some point you'll be quite glad you had some spare batteries with power in them.
Last edited by Abbysynth on 26 Feb 2016, 23:54, edited 1 time in total.

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Fickmacher
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Re: Alpha Supermatter Setup

Post by Fickmacher » 26 Jun 2015, 13:21

Thanks, Abby. I can hack doors, build walls, tables, etc., and power up Lord Singuloth, but I never learned this due to never playing on a server that used it.
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Butterrobber202
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Re: Alpha Supermatter Setup

Post by Butterrobber202 » 26 Jun 2015, 16:51

I was the idoit that couldn't do this

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Varnock
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Re: Alpha Supermatter Setup

Post by Varnock » 29 Jun 2015, 20:20

Many thanks for this, I've been meaning to learn how to do this for ages.

Sgtkumar
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Re: Alpha Supermatter Setup

Post by Sgtkumar » 23 Aug 2015, 17:51

Thank god you made this. I've blown up the engine 3 times because a proper guide wasn't made for the server's version of the engine. Hopefully this will be adapted into the game's engine setup handbook?

GingerCultLeader
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Re: Alpha Supermatter Setup

Post by GingerCultLeader » 23 Aug 2015, 19:10

I think some people get confused. You should ONLY turn #7 on IF you have too much nitrogen. Otherwise, you will filter all the coolant out of the core and cause it to overheat.

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stolzdude
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Re: Alpha Supermatter Setup

Post by stolzdude » 02 Sep 2015, 04:14

I filtered all of the n2 because of this guide. And when I say all the n2 is because I literally all the n2 in the ship it was horrible, thank you very much Dr.Help.

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TR-BlackDragon
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Re: Alpha Supermatter Setup

Post by TR-BlackDragon » 09 Sep 2015, 08:27

Most of the steps are useless now

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Abbysynth
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Re: Alpha Supermatter Setup

Post by Abbysynth » 09 Sep 2015, 19:08

Yes, this is pretty outdated. I'll write a new one soon.

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kurugi
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Re: Alpha Supermatter Setup

Post by kurugi » 09 Sep 2015, 19:13

New one: put the containers that don't really need filled into the collectors and fire the laser 8-12 times.
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WyattH
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Re: Alpha Supermatter Setup

Post by WyattH » 18 Sep 2015, 10:54

kurugi wrote:New one: put the containers that don't really need filled into the collectors and fire the laser 8-12 times.
Honestly this is so true, just jam containers in the collectors, flip em on, shoot the SM like 10 times, and you're done.

All the fine tuning and extra stuff doesnt matter because there's no point whatsoever in optimizing the SM output and doing the extra work for it with the neutered powergrid on the sulaco that's been nerfed to prevent deadly grill shocking.

If you doubt me try doing some re-wiring and you'll see how it is.

snow5445
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Re: Alpha Supermatter Setup

Post by snow5445 » 20 Sep 2015, 19:44

Nerfed to prevent deadly grille shocking u say? I'll see about that. Let's see if I can turn all the numbers to zero. Sadly my dual sing design won't work here. And being unable to order a seperate core make it challenging. However I believe solar panels are still an option. I would need sevral crates on one array. But possible. Perhaps adding extra collectors would work as we'll.
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Jdobbin49
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Re: Alpha Supermatter Setup

Post by Jdobbin49 » 20 Sep 2015, 20:20

I am going to need this a lot trying to learn engineering this has always stumped me

snow5445
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Re: Alpha Supermatter Setup

Post by snow5445 » 20 Sep 2015, 20:32

Besides I always hated the damned super matter engine. It's for servers that don't really want to have an engine or power or atoms. Besides it's bay code based. Which I have my issues about. For a multitude of reasons.
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Mac
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Re: Alpha Supermatter Setup

Post by Mac » 30 Sep 2015, 00:34

I just want to stress that if you're new to the SM please don't hit random wall switches, read what they do (bottom left of the client) as I just showed someone how to set everything up and then when it was done they ran over to the wall and hit the eject button. It was a legitimate mistake and not a troll attempt as the player really was interested in learning, but it made me facepalm when he started going "ut oh" and I had to ask him what he did.
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Arachnidnexus
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Re: Alpha Supermatter Setup

Post by Arachnidnexus » 01 Nov 2015, 01:59

Tried to follow this guide on the new Sulaco. The SM hasn't blown up yet, but I'm not very optimistic about the next half hour.

Edit: Tried to get too much juice out of SM. SM blew.

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WyattH
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Re: Alpha Supermatter Setup

Post by WyattH » 01 Nov 2015, 03:35

Arachnidnexus wrote:Tried to follow this guide on the new Sulaco. The SM hasn't blown up yet, but I'm not very optimistic about the next half hour.

Edit: Tried to get too much juice out of SM. SM blew.
oh god this guide and the pictures are all out of date ~_~

you should let me teach you muh robust way during next lowpop

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TR-BlackDragon
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Re: Alpha Supermatter Setup

Post by TR-BlackDragon » 01 Nov 2015, 08:43

Yea this guide isn't correct

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FoxTail
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Re: Alpha Supermatter Setup

Post by FoxTail » 06 Nov 2015, 07:31

I was one of the two that died on this one...I touched it and he continued attempting to repair but zapped himself aswell....watched as it overheated and blew. I found this guide very helpful. Thank you much

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Mac
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Re: Alpha Supermatter Setup

Post by Mac » 06 Nov 2015, 09:21

Honestly here is the simplest way to set it up without it blowing up. It's not the best or most efficient but it will deal with general power.

1) Don a rad suit and mesons.
2) Turn the input on using the core monitoring computer and clicking "refresh".
3) fill the small phoron canisters using the big phoron tank at max pressure. This is done by inserting the canister and clicking on the pluses of the big tank, then clicking "open" until the pressure changes, then click "close" and them "eject". If you click eject without closing the connection, you will have phoron everywhere and the players and admins will hate you.
4) Put the canisters into the radiation collectors which are behind 2 different blast doors on either end of the SM. They're opened by a button on the wall.
5) Turn the rad collectors on by clicking them. You will see a sprite change.
6) Open the charge port in front of the emitter.
7) Turn the emitter on and let it fire a total of 12 times. It fires in bursts of 4 with a small pause until the next burst.
8) Close up the blast doors and you're all done.

You can check the various computers in the monitoring room, but if you did this right you won't have any issues. The temperature and pressure will climb and then stabilize in the mid 300s for their respective units.

If there are any questions regarding this, see me in game and I can show you how it's done.

Edit: it's worth noting that this only applies to the current CM Sulaco. On other servers there are way more steps and only doing what I've listed here will lead to core destruction on another server.
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Re: Alpha Supermatter Setup

Post by Feweh » 21 Mar 2017, 15:55

This is out of date and requires updating, its been unstickied.

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