Chief Engineer: Difference between revisions

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|jobtitle = Chief Engineer
|jobtitle = Chief Engineer
|difficulty = Hard
|difficulty = Hard
|superior = Commander, Executive Officer
|rank = Second Lieutenant
|duties = Coordinate engineering, ensure equipment doesn't get stolen, make sure the Supermatter doesn't escape.
|superior = [[Auxiliary Support Officer]], [[Executive Officer]], [[Commanding Officer]]
|guides = [[Supermatter Engine]]
|unlock = Ten hours as a [[Combat Technician]], [[Maintenance Technician]], or [[Ordnance Technician]].
|duties = Coordinate engineering. Keep the power on.
|guides = [[S-52 Fusion Reactor]], [[Guide to Construction|Construction]], [[Guide to Engineering|Guide to Engineering]]
|description = Your job is to maintain the ship's engine and keep everything running. <br>You oversee [[Maintenance Technician]]s and [[Ordnance Technician]]s and ensure all systems such as the Orbital Cannon are operational.
}}
}}
= Role =
As the Chief Engineer, it is your responsibility to ensure the structural stability of the USS Sulaco, and that all alterations made to it by the Engineering Team are structurally sound and safe. You are also responsible for coordinating the Maintenance Technicians and ensuring they don't overload the Supermatter or release toxic gases all over the ship.


''"I want to know why they never come down here.  This is where the work is."''<br>
- Corporate Chief Engineer Parker, ''Alien''


=How to Set Up the Supermatter=
The '''Chief Engineer''' (CE) is a commissioned USCM crewmember and head of the [[USS Almayer]]'s engineering department. They are expected primarily to delegate and supervise their department's [[Maintenance Technician]]s (MTs) and [[Ordnance_Technician]]s (OTs) to overcome any engineering challenges that may present themselves on the vessel.


[[File:SMEngineNov2015.png]]


 
=Introduction=
==Basic Overview==
At the start of the mission, you'll find yourself in the engineering department at the back of the ship. Report for duty over the engineering (''':n''') and command (''':v''') channels and head for your upstairs office to gear up. Then you'll need to take account of your workforce and start getting some work done.
----
The Supermatter is a big chunk of radioactive material. When the Supermatter is activated, it releases heat and radiation. Sufficient heat or radiation will harm the crew, so both must be controlled. Using phoron, the Sulaco collects the Supermatter's radiation and turns it into power. There's a cooling loop using nitrogen (N2) to control the heat.
 
''Notes:''




==Set Up the Cooling Loop==
=Delegation=
----
As the Chief Engineer, you are capable of doing everything your MTs can do - and more - but as an officer, you are expected to delegate the work to your enlisted subordinates.
The Supermatter is cooled using nitrogen (N2). There's a console in the engineering office that controls the cooling loop. At first, it's not injecting any coolant. Adjust the settings until it's injecting coolant to input at the maximum of 700L/s. The output pressure should stay at 0, toggled open.


''Notes:'' An input of 700L/s may be overkill for most engine setups. Once the engine is fully up and running, this could be adjusted downwards to find a lower equilibrium and conserve nitrogen but in a way that will still sufficiently cool the Supermatter.
Most of the time, you will only be able to rely on your Maintenance Technicians to get work done. In an emergency, you might need to rely on the [[Commanding Officer]], [[Executive Officer]], [[Auxiliary Support Officer]], [[Combat Technician]]s, [[Staff Officer]]s, or [[Quartermaster]] - in descending order of skill - to help you out with an engineering task.




==Use Safety Gear==
==The Power Grid==
----
----
The Sulaco engine room is extremely dangerous. The radiation will injure, blind, cause hallucinations, and eventually kill. Before entering the engine room, put on Optical Meson Scanners, a Radiation Suit, and a Radiation Hood.
Your engineering department is the home of the backbone of the power grid - the S-52 Fusion Reactors and the SMESes - and so it is '''your''' chief responsibility to make sure that the reactors are working, SMES are set, and APCs are charging. Make sure to guide and delegate your OTs through setting up the power grids on both the upper and lower floors, or '''you''' will be found at fault for allowing power blackouts to happen.
 
''Notes:'' The Optical Meson Scanners do not protect your eyes when welding.


The Power Grid is now entirely self-sufficient and requires minimal oversight.


==Prepare the Radiation Collectors==
==The Hangar==
----
----
===Fill Eight Phoron Tanks===
The [[Pilot Officer]]s may request help from your department to load and reload their dropships. As your MTs are faster at using the powerloader than the pilots and have less to do, you'll want to have them mount systems onto the dropship and prepare reloads and new fabricator printouts for when the POs return from a fire mission.
Phoron is an extremely dangerous substance, but essential to the power generation process. There are eight orange tanks already in the Sulaco engine room. These tanks are engineered to store phoron. There are several orange phoron canisters in the engine room.
 
Put a phoron tank in your hand and touch it to a phoron canister. This should attach the phoron tank to the phoron canister. Touch the phoron canister and it gives you options. Set the output pressure to its maximum of 1013 kPa. Click to open the release valve. This transfers phoron from the canister to the tank until it reaches a pressure of 1013 kPa. '''Click to close the release valve.'''  Then click to eject the phoron tank. This phoron tank should now be full of phoron. Do this for all eight phoron tanks.
 


===Turn on the Radiation Collectors===
Once there are eight full orange phoron tanks, it's time to set up the radiation collectors. There are eight radiation collectors total, four on each side of the Supermatter. Open the blast doors using the switch and carry your full phoron tanks inside this tunnel. Put one full tank in each radiation collector and it should turn orange. Then click on all eight radiation collectors to activate them. '''Close the blast doors when you exit.'''


''Notes:'' If you've released phoron into the Sulaco engine room, this is bad. ''WiP: How to fix it?''
==Maintenance Work==
 
 
==The Engine Room SMES Unit==
----
----
The generated power needs to be stored. There are seven big white SMES units across the ship that function like enormous batteries. One of them is in the Sulaco engine room. Turn its input and output online and use the maximum settings. The SMES is now on the power grid and will start to draw power to charge itself and output power to the rest of the ship as necessary.
Broken lights, scuffed floors, trash pileups, and so on are all '''maintenance work''', and hence something you'll need to delegate. Ensure your MTs are keeping the Almayer clean, organized, and maintained as necessary.
 
''Notes:''




==Use the Emitter==
==Almayer Projects==
----
----
The Supermatter is mostly inert before it's activated. There's an emitter in the Sulaco engine room for this purpose. An emitter is essentially a giant laser. It's wired into the SMES and the power grid. Open the blast door to the Supermatter and tap the emitter to turn it on. Count every zap from the emitter and hit the Supermatter 8-10 times. Turn off the emitter. '''Close the blast door.'''
As the Chief Engineer, you are responsible for making sure all construction and modification work on the ship by your Maintenance Technicians is properly legally authorized and structurally sensible.
 
''Notes:'' The Supermatter can be zapped more than 10 times. Every zap will produce additional power, but every extra zap is risky. Obviously, exploding the Supermatter is a bad idea. If the Supermatter isn't set up near the beginning of the round, there may not be enough juice left to fire the emitter. Find a way to charge the SMES to 1%. That should be enough to use the emitter. Or, set up a portable generator near the emitter for power. Make sure to reset the engine room once you're finished.




==Charge the Nitrogen Cooling Loop==
==Planetside Operations==
----
----
There are three nitrogen (N2) canisters at the top of the Sulaco engine room already connected to the cooling loop. These canisters are probably empty and the red light is blinking. Wrench them loose to pull them free of the cooling loop. Find the other nitrogen canisters in the engine room and pull them to these spots. Wrench them into place and the nitrogen will flow out of the canisters and fill up the cooling loop.
Command may find it necessary to send down you or some of your MTs to the FOB to oversee its construction. Make sure to keep in touch with your subordinates and keep them out of unnecessary danger. You might sometimes find it useful to contact the Squad Engineers on your engineering channel, though they will usually be busy with their own squads. You cannot deploy if there is no ASO aboard the Almayer.


''Notes:'' This step may be unnecessary at the beginning of the round, but it's probably good for preventing the Supermatter from overheating later. If the Supermatter starts overheating, add more nitrogen to the cooling loop. There are other nitrogen canisters on the Sulaco.


=Your Skillset=
{{MarineSkills
|firearms=1
|endurance=1
|engineering=3
|construction=3
|leadership=3
|police=1
|powerloader=2
|jtac=4
|intel=1
|fireman=1
}}


==Secure the Emitter==
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].
----
A common terrorist or mutinous act is to try and overload the Supermatter. It's usually done by turning the emitter on and zapping the Supermatter until it blows up. To prevent this, consider either cutting the wires to the emitter, unwelding it, or doing something else so that it's not so easy for a baldie terrorist to push two buttons and and blow up the ship.
 
''Notes:'' The Optical Meson Scanners don't protect your eyes when welding.
 
 
==Six More SMES Units==
----
There are six additional SMES units scattered around the Sulaco. These are enormous batteries and will help to maintain power if anything happens with the Supermatter. There are three in a row in engineering. There is one on the top deck in each maintenance tunnel on both sides of the central ladders. The last one is  on the lower level between the Corporate Liason's office and telecommunications. If all SMES units are turned on to maximum, it's probably too much load on the power grid and there may be brownouts and blackouts. After setting up the Supermatter, activate the two SMES units at the central ladders and set them both to maximum. The three other SMES units in engineering should probably be deactivated or set to low input levels until the other three SMES units are at full charge. Once there's 100% backup power in the first three SMES units, slowly activate and charge the other SMES units.
 
''Notes:'' There's no hard and fast rule for the SMES units because it would depend on how much power the Supermatter generates. If the APC in the Sulaco engine room is mysteriously losing its charge, the battery power is probably being sucked into the power grid because there's too much drain on the system from the SMES units. To fix this, turn the input levels down on a few SMES units.
 
 
==Monitor the Engine==
----
Use the consoles in the engineering office to check the power output from the Supermatter and the current load on the system. Habitually check up on the Supermatter temperature. It's probably fine under around 300K, but be concerned if the temperature crosses around 500K.
 
''Notes:''
 
 
==Ejecting the Supermatter==
----
If the Supermatter all goes to hell, don't be too proud to eject it using the failsafe buttons in engineering. That's a better outcome than any resulting explosion that could irradiate and destroy most of the Sulaco.
 
 
=What Else Should the Chief Engineer Do?=
WiP
 
 
=Guides and Sources=
----
* [http://www.colonial-marines.com/viewtopic.php?f=94&t=8488 Starting the Engine]
* [http://www.colonial-marines.com/viewtopic.php?f=94&t=2513 Supermatter Guide]
* [http://www.colonial-marines.com/viewtopic.php?f=94&t=8203 How to repair tcomms from alien damage]

Latest revision as of 15:44, 14 December 2023

ENGINEERING
CE.png
Chief Engineer
Difficulty: Hard
Supervisors: Auxiliary Support Officer, Executive Officer, Commanding Officer
Rank: Second Lieutenant
Duties: Coordinate engineering. Keep the power on.
Guides: S-52 Fusion Reactor, Construction, Guide to Engineering
Unlock Requirements: Ten hours as a Combat Technician, Maintenance Technician, or Ordnance Technician.
Detailed Description:
|__________|
Your job is to maintain the ship's engine and keep everything running.
You oversee Maintenance Technicians and Ordnance Technicians and ensure all systems such as the Orbital Cannon are operational.
|__________|


"I want to know why they never come down here. This is where the work is."
- Corporate Chief Engineer Parker, Alien

The Chief Engineer (CE) is a commissioned USCM crewmember and head of the USS Almayer's engineering department. They are expected primarily to delegate and supervise their department's Maintenance Technicians (MTs) and Ordnance_Technicians (OTs) to overcome any engineering challenges that may present themselves on the vessel.


Introduction

At the start of the mission, you'll find yourself in the engineering department at the back of the ship. Report for duty over the engineering (:n) and command (:v) channels and head for your upstairs office to gear up. Then you'll need to take account of your workforce and start getting some work done.


Delegation

As the Chief Engineer, you are capable of doing everything your MTs can do - and more - but as an officer, you are expected to delegate the work to your enlisted subordinates.

Most of the time, you will only be able to rely on your Maintenance Technicians to get work done. In an emergency, you might need to rely on the Commanding Officer, Executive Officer, Auxiliary Support Officer, Combat Technicians, Staff Officers, or Quartermaster - in descending order of skill - to help you out with an engineering task.


The Power Grid


Your engineering department is the home of the backbone of the power grid - the S-52 Fusion Reactors and the SMESes - and so it is your chief responsibility to make sure that the reactors are working, SMES are set, and APCs are charging. Make sure to guide and delegate your OTs through setting up the power grids on both the upper and lower floors, or you will be found at fault for allowing power blackouts to happen.

The Power Grid is now entirely self-sufficient and requires minimal oversight.

The Hangar


The Pilot Officers may request help from your department to load and reload their dropships. As your MTs are faster at using the powerloader than the pilots and have less to do, you'll want to have them mount systems onto the dropship and prepare reloads and new fabricator printouts for when the POs return from a fire mission.


Maintenance Work


Broken lights, scuffed floors, trash pileups, and so on are all maintenance work, and hence something you'll need to delegate. Ensure your MTs are keeping the Almayer clean, organized, and maintained as necessary.


Almayer Projects


As the Chief Engineer, you are responsible for making sure all construction and modification work on the ship by your Maintenance Technicians is properly legally authorized and structurally sensible.


Planetside Operations


Command may find it necessary to send down you or some of your MTs to the FOB to oversee its construction. Make sure to keep in touch with your subordinates and keep them out of unnecessary danger. You might sometimes find it useful to contact the Squad Engineers on your engineering channel, though they will usually be busy with their own squads. You cannot deploy if there is no ASO aboard the Almayer.


Your Skillset

Master
Elite
Expert
Specially Trained
Trained
CQC Endurance Fireman Carry
Elite
Expert
Specially Trained
Trained
Medical JTAC
Expert
Specially Trained
Trained
Construction Engineering Surgery Leadership Vehicles
Specially Trained
Trained
Firearms Police Powerloader Melee Piloting Domestic Intel
Trained
Research
Trained
Smartgun M5-RPG M4RA Battle Rifle M42A Scoped Rifle M92 Grenade Launcher M240-T Incinerator



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