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(Total rewrite)
Line 7: Line 7:
|jobtitle = Maintenance Technician
|jobtitle = Maintenance Technician
|difficulty = Medium
|difficulty = Medium
|superior = Chief Engineer
|superior = [[Chief Engineer]]
|duties = Repair damage, set up the S-52 Fusion Reactor and maintain the ship.
|duties = Keep the S-52 Fusion Reactors powered. Maintain and modify the Almayer and its dropships.
|guides = [[S-52 Fusion Reactor]], [[Guide to construction|Construction]]
|guides = [[S-52 Fusion Reactor]], [[Guide to construction|Construction]]
}}
}}
==Role==
The '''Maintenance Technician (MT)''' is employed to '''make sure the [[USS Almayer]] has power at all times''', the hallways are clean and that repairs are being made if needed. Occasionally as an MT you may be sent down to the FOB to construct more defences, if that does happen your primary role is to build not engage in combat, leave the combat to the marines. If the CE orders you to do something it's your job to follow that order (unless it conflicts with the rules.) as one his underlings.


''"The intakes are clogged.  We overheated and burned out a whole cell... Christ, it's really breaking loose down here..."''<br>
― WY Engineer Brett, ''Alien''


==Setting up the Fusion Reactor==
The '''Maintenance Technician''' (MT) is an enlisted USCM crewmember of the [[USS Almayer]]'s engineering department. Trained in all types of engineering work and directly supervised by the commissioned [[Chief Engineer]], they are responsible for maintaining the vessel: repairing broken S-52 reactors with their toolbelt, reloading the dropships with powerloaders, cleaning the halls with a mop and bucket, and much more. With proper authorization, they can also help out with various construction projects, whether on the ship or at the FOB.
*'''All information for setting up the Fusion Reactor can be found on it's own page, [http://www.colonial-marines.com/wiki/S-52_Fusion_Reactor here.]'''




== APC Maintenance==
==Overview==
If the APC hasn't been blown up or destroyed during a gunfight always check the apcs wires by unscrewing the apc frame and click on the apc with your wirecutters, if the wires come up with a mend option, mend the wires with the wirecutters. (Click on mend while holding wirecutters in your active hand.) If someone blew up the apc or blasted it into another dimension follow the steps below.
----
You begin the mission in the engineering department at the back of the ship. Reach out over the engineering radio (''':e''') to report to your department, composed of fellow Maintenance Technicians and the Chief Engineer, whose orders you must carry out. The lockers, crates, vendors, and tables strewn around your workplace should have everything you need for the mission. There are also many rooms maintenance rooms and engineering outposts strewn around the Almayer with supplies for emergency repair.


When you're geared up and ready to get going, you'll likely start by turning on the power.


So, someone decided to throw a grenade next to the APC or you just arrived to a broken APC and your SL has tasked you with fixing it whilst the squad holds off the incoming xeno tide. No need to panic as this section will get you to quickly repair that APC.
 
#First you'll want to whack off the cover; to do this just hit  the APC with any sort of weapon, generally a combat knife is good for this.
==Setting up Power==
#Take out the battery (Power cell) in the APC once the cover is off with an empty hand.
----
#Use a screwdriver on the APC.
The Almayer's S-52 Fusion Reactors, SMESs, and APCs are all connected to each other by the '''grid''' of underfloor cables. They each play a part in getting those electrons moving from the fuel cells to the CIC so that the Commander can watch spacetube while his underlings die.
#Use wirecutters on the APC.
 
#Use a crowbar on the APC.
{| class="wikitable"
#Build an APC frame from 2 metal sheets then click on the APC with the APC frame in hand.
! style="background-color:#A9A9A9;"|Picture
#Use wires (Cable Coil) on the APC.
! style="background-color:#A9A9A9;"|Name
#Click on the APC with a power control module in hand.
! style="background-color:#A9A9A9;"|Simple explanation
#Use a screwdriver on the APC.
|-
#Place a new battery (Power cell) in the APC. (Just click on the APC with the battery in hand.)
|[[File:Crit Reactor.png|32px]]|| S-52 Fusion Reactor ('''"Generators", "Gens"''') || The generators that ''create'' power. When fueled and repaired, they output power into grid. The grid then carries that power to the SMES and APCs.
#Use a crowbar on the APC.
|-
#Open up the APC pop up window once you've completed all previous steps and turn on the breaker.
|[[File:SMES.png|32px]]|| Superconducting Magnetic Energy Storage ('''SMES''') || Huge batteries that ''store'' power. When the generators make too much power, the SMES charges itself by taking the excess from the grid. When the generators make too little power, the SMES uses up its charge by feeding power back into the grid.
|-
|[[File:APC.png|32px]]|| Area Power Controller ('''APC''') || Small batteries that ''use'' power. Every "room" has an APC with a power cell inside it. The APC's power cell charges itself by taking power from the grid, and then uses up its charge to wirelessly power the room's equipment, such as its vendors, lights, and airlocks.
|}
 
At the beginning of the shift, you'll want to repair the S-52 reactors, set up the SMES, and check that the APCs are all charging. Remember that the upper and lower deck are '''separate''' power grids, and must both be set up independent of each other.
 
 
===S-52 Fusion Reactor===
----
You'll want to start by repairing, refueling, and re-enabling the S-52 Fusion Reactors. '''Instructions on their maintenance and repair are in [http://www.colonial-marines.com/wiki/S-52_Fusion_Reactor their own page here].'''
 
 
===SMES===
----
Use your empty hand on the SMES to open up its console. The interface looks convoluted, but is fairly simple: you can set how much power it takes and toggle input, and set how much power it gives away and toggle output. A common recommendation is to set it to 250,000W input and 200,000W output: then each SMES only eats up 50,000W while charging, but gives away up to 200,000W to the APCs when the generators aren't working.
 
 
===APC===
----
Like SMES, APCs are pretty content to chug along so long as they're getting power to distribute around the room. But they can often be the first sign of trouble in the grid, so it's important to be able to see that they are working correctly and diagnose any defects.
 
 
====Looking at the APC====
First, try gleaning information from just looking at the APC without interacting with it.
 
{| class="wikitable"
! style="background-color:#A9A9A9;"|Visual cue
! style="background-color:#A9A9A9;"|What it means
|-
|Large, square glow on the left side of the APC. ||
* A '''red''' glow means the APC isn't charging.
* A '''green''' glow means the APC is charging.
* A '''blue''' glow means the APC is fully charged.
|-
|Three small glows in the bottom right of the APC. ||
* Each glow can be '''red''' for unpowered, or '''green''' for powered.
* The top glow corresponds to '''equipment''' (vendors, consoles, machines).
* The center glow corresponds to '''lighting''' (light tubes, light bulbs).
* The bottom glow corresponds to '''environment''' (airlocks, vents, heating).
|-
|Long, thin vertical glow on the right side of the APC. ||
* A '''red''' glow means the APC is locked.
* A '''green''' glow means the APC is unlocked.
|}
 
 
====Using the APC====
Walk up to the APC and use it with an empty hand to open the interface. Most of it is fairly self-explanatory: you can see if it's charging, how much charge it has, and whether equipment, lighting, or environment power are on, etc.
 
If you swipe on the APC with your ID, you will unlock it and be able to change some of the options in its interface.
* You can disable or enable charging.
* You can force disable, force enable, or set automatic the three power draws (equipment, lighting, environment) as needed. For example, you might want to force the equipment in the CIC enabled so that it stays powered even when the APC is very low on charge (normally, automatic mode would disable it at 15% charge), or you might choose to force the lighting in the conference room disabled to save on power.
* You can enable or disable the cover lock, which prevents the APC from being forced open with a crowbar.
 
If you disable the cover lock, you can pry open the cover of the APC by using a crowbar on it, and then take out and replace the power cell inside it with another, freshly charged one. This is an easy way to quickly return power to an area without having to set up the generators and SMES.
 
 
====Repairing the APC====
On occasion, you might find that the APC's wires have been chewed off by rats or slashed by something sharp. You may notice this by either looking at the APC and noticing that the panel is open, exposing the wires on a black background, or that it refuses to charge even with adequate power input. To solve this, open the panel with your screwdriver if it isn't yet open, use your wirecutters on the APC and '''mend''' all the wires, then close the panel with your screwdriver again.
 
Alternatively, the APC might've been outright destroyed. Follow the [[Guide to construction]] to deconstruct and then reconstruct it.




==Hacking==
==Hacking==
Alright, so you wanna be the Hackerman huh? Well here's where you're gonna find out everything you need to know about breaking into places you shouldn't be entering.  
----
In emergency situations, or when legally authorized by command, you might find it necessary to '''hack''' your way through obstacles. For most hacking jobs, you will want to be wearing insulated gloves to protect against shock, pry open a panel with the screwdriver, and then use a multitool and wirecutters as necessary.
 
 
===Airlocks===
----
The /tg/station wiki has detailed instructions on how to hack airlocks (http://www.ss13.eu/wiki/index.php/Hacking#Airlocks). As tampering with airlocks can have ''shocking'' results that might lead to a ''crushing'' defeat, make sure to warn others around you of the danger, whether verbally, over the radio, or with some engineering tape. Don't leave an airlock electrified or with its safety off without a good reason!
 
Some common hacks you can perform are:
 
* Dropping the bolts to force the door to stay closed. To do this, pulse each wire until you see "the bolts have dropped!" at the bottom of the hacking interface.
* Forcing the door open. To do this, pulse each wire until you see "the test light is off!" at the bottom of the hacking interface. Make sure that if you pulse the bolts wire, you pulse it back up right after, since you won't be able to open a bolted door. Then quickly use your crowbar on the door to pry it open before power comes back online. If you want to keep it open forever, just pulse the bolts down once it's open.
* Set the door to close immediately after it is opened, rather than wait the usual 15 seconds. To do this, pulse wires (and reset them when necessary, by either pulsing again or by cut-and-mending) until you reach the "check timing mechanism" wire.
 
 
===Vendors===
----
The /tg/station wiki has detailed instructions on how to hack vendors (http://www.ss13.eu/wiki/index.php/Hacking#Vending_Machines).
 
The two hacks you'll want to perform are pulsing the contraband wire to release extra gear, or cutting the access wire to allow anyone to use the vendor. Don't leave a vendor electrified without a good reason!
 


You're going to want to start off the hack by ensuring you're wearing Budget/Insulated Gloves, and then with a screwdriver in your hand, clicking on the door you plan on hacking, this exposes the wires of the door and from here you'll branch off into one of the two following options:
===Supply Console===
----
The [[Requisitions Officer]] might request for you to modify their Supply Console at the chip level to allow for the procurement of contraband goods. To do this, deconstruct the Supply Console by using the screwdriver, crowbar, wirecutters, screwdriver, crowbar in that order to get the Supply Console chip out. Pulse the access to BROAD on the chip with a multitool. Finally, place the chip back into the console, and then apply a screwdriver, cable coil, glass, and screwdriver again to complete the console.


'''''Hacking the door open using a Multitool.'''''


*Alright, so after you've started the hack with the screwdriver, pull out your multitool and click on the door in question, this should bring up a menu that consist of a bunch of colored wires with the words PULSE and CUT next to them, further down you'll see some text telling you a bunch of systems are ON, look for the system titled 'Test Light', this governs the power flow of the door, finding the 'Test Light' wire and pulsing it will short out the system, allowing you some time to use a crowbar on the door and open it. In order to find the 'Test Light' wire though you'll need to go through the list of wires one by one, pulsing each of them and paying attention to which system they turn on or off, pulsing the 'Door Bolts' wire will lock the door immediately, pulsing it again will lift the lock, as long as the door has power at least, try to avoid this wire. Once you discover the 'Test Light' wire by pulsing it and seeing the text for the system change to 'Test Light is OFF', write down the color of the wire for future use, keeping in mind wires change every round, after this, close the menu, pull out a crowbar and with it in hand, click on the de-powered door, this will force it open for a couple of seconds before it closes and power returns to the system.
==Maintaining the Dropships==
----
As a Maintenance Technician, your faster use of the powerloader and inferior rank to the [[Pilot Officer]] means '''you''' are expected to load their dropships up for them. Head for the hangar, grab a powerloader, and ask them what needs loading and where. Communicate with them in person or over the engineering channel to print new equipment from the dropship fabricator in the future, and be ready to reload their ordinance when they return from close air support missions.


'''''Hacking the door open without a Multitool, AKA, using Wirecutters.'''''
The dropship might sometimes come back with destroyed airlocks. Make it a high priority to replace them with new ones, especially the cockpit airlock.


*Misplaced your Multitool? Or perhaps you forgot to get one in the first place, well don't worry you can still do the job as long as you've got everything else in your toolbelt, this guide follows the same steps as the Multitool guide up to the point where you'll need to start pulsing wires to find the test light, since you can't make use of that PULSE button you'll be testing out the CUT button instead, with Wirecutters in hand you'll want to start going through and cutting wires one by one, and preferably mending them if they aren't the 'Test Light' wire, so you don't cause any irreparable damage to the poor door. Be careful when cutting the 'Door Bolts' wire as it will drop them, and you will be unable to lift them without access to a multitool. After you've cut the 'Test Light' wire, use the Crowbar to open the door and you're golden.


*You can also hack vendors by using a screwdriver on them to allow you to access the wires then, you can use a multitool to pulse the wires until you release the extra gear (The extra gear will pop up.), once that's done you'll know the exact wire to pulse each time to release the extra gear in the vendor.
==FOB duty==
----
Command may find it necessary to send a few MTs down to the FOB to keep it running, repaired, and ready for action. Keep in touch with your Chief Engineer as much as possible when deploying. The Squad Engineers will be subordinate to you, so should it be necessary, you can order them around on FOB related matters; try to have them do any dangerous frontline work.


==Repairing the Dropships.==
If the dropships both come back up with broken windows it's your job to either replace those windows as they were before with full tile reinforced glass and a grille underneath, or to find a better alternative to help keep the [[Pilot Officer]] and the ships' passengers safe. If the pilot is in a hurry to get back down to the planet for an evac quickly construct grilles where the windows were so at least there is some kind of defence.


==Almayer Projects==
----
Sometimes you might find it necessary to unleash your creativity with some construction and modification work on the ship; just make sure you have the proper legal authorization required by [[Marine Law]]. If you can't think of what to create, ask for ideas from other folks or just explore the Almayer until an idea pops into your head.


==Being sent to the FOB.==
Just make sure it's not a bar.
If command decides they require more engineers on the ground you may be sent to the FOB as an MT to help get defences up and make sure that FOB is secure, this can include making barricades and setting up sentries. Normally after the FOB has been made secure you'll be extracted back to the Almayer to make sure everything runs smoothly and the ship doesn't blow up.





Revision as of 02:45, 18 October 2017

ENGINEERING
MaintTech.png
Maintenance Technician
Difficulty: Medium
Supervisors: Chief Engineer
Rank: Not defined
Duties: Keep the S-52 Fusion Reactors powered. Maintain and modify the Almayer and its dropships.
Guides: S-52 Fusion Reactor, Construction
Unlock Requirements: Not available.
Detailed Description:
|__________|
Not defined
|__________|


"The intakes are clogged. We overheated and burned out a whole cell... Christ, it's really breaking loose down here..."
― WY Engineer Brett, Alien

The Maintenance Technician (MT) is an enlisted USCM crewmember of the USS Almayer's engineering department. Trained in all types of engineering work and directly supervised by the commissioned Chief Engineer, they are responsible for maintaining the vessel: repairing broken S-52 reactors with their toolbelt, reloading the dropships with powerloaders, cleaning the halls with a mop and bucket, and much more. With proper authorization, they can also help out with various construction projects, whether on the ship or at the FOB.


Overview


You begin the mission in the engineering department at the back of the ship. Reach out over the engineering radio (:e) to report to your department, composed of fellow Maintenance Technicians and the Chief Engineer, whose orders you must carry out. The lockers, crates, vendors, and tables strewn around your workplace should have everything you need for the mission. There are also many rooms maintenance rooms and engineering outposts strewn around the Almayer with supplies for emergency repair.

When you're geared up and ready to get going, you'll likely start by turning on the power.


Setting up Power


The Almayer's S-52 Fusion Reactors, SMESs, and APCs are all connected to each other by the grid of underfloor cables. They each play a part in getting those electrons moving from the fuel cells to the CIC so that the Commander can watch spacetube while his underlings die.

Picture Name Simple explanation
Crit Reactor.png S-52 Fusion Reactor ("Generators", "Gens") The generators that create power. When fueled and repaired, they output power into grid. The grid then carries that power to the SMES and APCs.
SMES.png Superconducting Magnetic Energy Storage (SMES) Huge batteries that store power. When the generators make too much power, the SMES charges itself by taking the excess from the grid. When the generators make too little power, the SMES uses up its charge by feeding power back into the grid.
APC.png Area Power Controller (APC) Small batteries that use power. Every "room" has an APC with a power cell inside it. The APC's power cell charges itself by taking power from the grid, and then uses up its charge to wirelessly power the room's equipment, such as its vendors, lights, and airlocks.

At the beginning of the shift, you'll want to repair the S-52 reactors, set up the SMES, and check that the APCs are all charging. Remember that the upper and lower deck are separate power grids, and must both be set up independent of each other.


S-52 Fusion Reactor


You'll want to start by repairing, refueling, and re-enabling the S-52 Fusion Reactors. Instructions on their maintenance and repair are in their own page here.


SMES


Use your empty hand on the SMES to open up its console. The interface looks convoluted, but is fairly simple: you can set how much power it takes and toggle input, and set how much power it gives away and toggle output. A common recommendation is to set it to 250,000W input and 200,000W output: then each SMES only eats up 50,000W while charging, but gives away up to 200,000W to the APCs when the generators aren't working.


APC


Like SMES, APCs are pretty content to chug along so long as they're getting power to distribute around the room. But they can often be the first sign of trouble in the grid, so it's important to be able to see that they are working correctly and diagnose any defects.


Looking at the APC

First, try gleaning information from just looking at the APC without interacting with it.

Visual cue What it means
Large, square glow on the left side of the APC.
  • A red glow means the APC isn't charging.
  • A green glow means the APC is charging.
  • A blue glow means the APC is fully charged.
Three small glows in the bottom right of the APC.
  • Each glow can be red for unpowered, or green for powered.
  • The top glow corresponds to equipment (vendors, consoles, machines).
  • The center glow corresponds to lighting (light tubes, light bulbs).
  • The bottom glow corresponds to environment (airlocks, vents, heating).
Long, thin vertical glow on the right side of the APC.
  • A red glow means the APC is locked.
  • A green glow means the APC is unlocked.


Using the APC

Walk up to the APC and use it with an empty hand to open the interface. Most of it is fairly self-explanatory: you can see if it's charging, how much charge it has, and whether equipment, lighting, or environment power are on, etc.

If you swipe on the APC with your ID, you will unlock it and be able to change some of the options in its interface.

  • You can disable or enable charging.
  • You can force disable, force enable, or set automatic the three power draws (equipment, lighting, environment) as needed. For example, you might want to force the equipment in the CIC enabled so that it stays powered even when the APC is very low on charge (normally, automatic mode would disable it at 15% charge), or you might choose to force the lighting in the conference room disabled to save on power.
  • You can enable or disable the cover lock, which prevents the APC from being forced open with a crowbar.

If you disable the cover lock, you can pry open the cover of the APC by using a crowbar on it, and then take out and replace the power cell inside it with another, freshly charged one. This is an easy way to quickly return power to an area without having to set up the generators and SMES.


Repairing the APC

On occasion, you might find that the APC's wires have been chewed off by rats or slashed by something sharp. You may notice this by either looking at the APC and noticing that the panel is open, exposing the wires on a black background, or that it refuses to charge even with adequate power input. To solve this, open the panel with your screwdriver if it isn't yet open, use your wirecutters on the APC and mend all the wires, then close the panel with your screwdriver again.

Alternatively, the APC might've been outright destroyed. Follow the Guide to construction to deconstruct and then reconstruct it.


Hacking


In emergency situations, or when legally authorized by command, you might find it necessary to hack your way through obstacles. For most hacking jobs, you will want to be wearing insulated gloves to protect against shock, pry open a panel with the screwdriver, and then use a multitool and wirecutters as necessary.


Airlocks


The /tg/station wiki has detailed instructions on how to hack airlocks (http://www.ss13.eu/wiki/index.php/Hacking#Airlocks). As tampering with airlocks can have shocking results that might lead to a crushing defeat, make sure to warn others around you of the danger, whether verbally, over the radio, or with some engineering tape. Don't leave an airlock electrified or with its safety off without a good reason!

Some common hacks you can perform are:

  • Dropping the bolts to force the door to stay closed. To do this, pulse each wire until you see "the bolts have dropped!" at the bottom of the hacking interface.
  • Forcing the door open. To do this, pulse each wire until you see "the test light is off!" at the bottom of the hacking interface. Make sure that if you pulse the bolts wire, you pulse it back up right after, since you won't be able to open a bolted door. Then quickly use your crowbar on the door to pry it open before power comes back online. If you want to keep it open forever, just pulse the bolts down once it's open.
  • Set the door to close immediately after it is opened, rather than wait the usual 15 seconds. To do this, pulse wires (and reset them when necessary, by either pulsing again or by cut-and-mending) until you reach the "check timing mechanism" wire.


Vendors


The /tg/station wiki has detailed instructions on how to hack vendors (http://www.ss13.eu/wiki/index.php/Hacking#Vending_Machines).

The two hacks you'll want to perform are pulsing the contraband wire to release extra gear, or cutting the access wire to allow anyone to use the vendor. Don't leave a vendor electrified without a good reason!


Supply Console


The Requisitions Officer might request for you to modify their Supply Console at the chip level to allow for the procurement of contraband goods. To do this, deconstruct the Supply Console by using the screwdriver, crowbar, wirecutters, screwdriver, crowbar in that order to get the Supply Console chip out. Pulse the access to BROAD on the chip with a multitool. Finally, place the chip back into the console, and then apply a screwdriver, cable coil, glass, and screwdriver again to complete the console.


Maintaining the Dropships


As a Maintenance Technician, your faster use of the powerloader and inferior rank to the Pilot Officer means you are expected to load their dropships up for them. Head for the hangar, grab a powerloader, and ask them what needs loading and where. Communicate with them in person or over the engineering channel to print new equipment from the dropship fabricator in the future, and be ready to reload their ordinance when they return from close air support missions.

The dropship might sometimes come back with destroyed airlocks. Make it a high priority to replace them with new ones, especially the cockpit airlock.


FOB duty


Command may find it necessary to send a few MTs down to the FOB to keep it running, repaired, and ready for action. Keep in touch with your Chief Engineer as much as possible when deploying. The Squad Engineers will be subordinate to you, so should it be necessary, you can order them around on FOB related matters; try to have them do any dangerous frontline work.


Almayer Projects


Sometimes you might find it necessary to unleash your creativity with some construction and modification work on the ship; just make sure you have the proper legal authorization required by Marine Law. If you can't think of what to create, ask for ideas from other folks or just explore the Almayer until an idea pops into your head.

Just make sure it's not a bar.


Your Skillset

Mt skill set.png

To find out about how the skill system works head over to the skills system page.

Reading and Sources