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Maintenance Technician

From CM-SS13 - Wiki
Revision as of 02:45, 18 October 2017 by Challenger (talk | contribs) (Total rewrite)
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:
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Not defined
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"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