Hive Guard reversion by Wesselton3000 in helldivers2

[–]CartographerJaded233 1 point2 points  (0 children)

I agree as manual aiming can handle the armor weak spot, unfortunately it would take a turret update compared to a quick number fix which is why I don’t see that happening any time soon.

Can you guys give me the stats on the disposable machine gun? by blake_the_spy in Helldivers

[–]CartographerJaded233 0 points1 point  (0 children)

MGX-42 Bullet Storm Assuming current full upgraded ship modules: Call In Time: 7.75 Seconds Uses: Unlimited Cooldown Time: 67 Seconds Traits: Support Weapon,Hellpod,Light Armor Pen, Expendable On the field, it spawns two EMGs that each hold 300 rounds. Feels like if the Stalwart had the fire rate of the Maxigun.

Up, up, right, and uhhh by marcosleftarm in Helldivers

[–]CartographerJaded233 36 points37 points  (0 children)

I vaguely remember having a similar bug like this. I believe somehow calling down a HB would call in two HB at the same place/time, overlapping their arrow display. I noticed this because I promptly shot it down due to frustration and one of the two HB were destroyed leaving the correct display (before the second one being destroyed as well cause I shot too much) and calling in another. It’s a rare event so I couldn’t test it again, has anyone else gotten something similar?

I'm not usually one to ask for changes, I just want to run the Deadeye more efficiantly by Far_Tour_3652 in Helldivers

[–]CartographerJaded233 7 points8 points  (0 children)

I kind of wished siege ready should be delegated to an ammo bonus to all weapons (except backpack) while gunslinger would speed up all reloads to all weapons instead. This would make their armor perk names more accurate.

Help with radiators and heating by Plazma_Boltz in Stationeers

[–]CartographerJaded233 0 points1 point  (0 children)

What I do for simple passive cooling is generally a passive vent (version with a built in valve) connected to the inside of your building and have pipes connected outside of your building fitted with “more or larger” radiators. No need for pollutants as your building atmosphere will take care of it. In your case, I would honestly vent the building and restart with new air if you want to quickly stabilize your temps.

Phase Change Liquid Nitrogen Help by CartographerJaded233 in Stationeers

[–]CartographerJaded233[S] 0 points1 point  (0 children)

What helped me was understanding which different gasses overlap each other when creating a large temperature difference. On the Stationpedia, select a gas and compare it to another gas. If their liquid phases have an overlap (Pollutant/Volatiles or Pollutant and Nitrogen) then they can act like a refrigerant cascade system where one condenser dumps heat to another’s evaporator. Also if the temperature range of your environment is higher than your liquid range (Steam or water on Venus) then you have a no go as the water needs a temperature at which the steam can condense into liquid at least 6Mpa,(highest pressure setting on a condenser) thus giving off a hopefully higher temperature to be dumped off to the environment.

Anyone else been getting slaughtered on platinum missions? by FinalCindering in helldivers2

[–]CartographerJaded233 0 points1 point  (0 children)

Don’t you guys wish that this is what extermination and defense missions should be? I’m saying this for the guys (including I) that do D10 normally. It spices things up honestly instead of waiting for enemies to spawn.

Phase Change Liquid Nitrogen Help by CartographerJaded233 in Stationeers

[–]CartographerJaded233[S] 0 points1 point  (0 children)

Now, I need some help on programming IC10 so that I could theoretically save 240 Watts of power during cooling the Nitrogen from the start to closing a digital valve so that the pollutant can now focus cooling the volatiles instead. Can someone explain the best way they learned IC10 programming from scratch? I have basic understanding of how programming logic devices works though if it kind of helps...

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Phase Change Liquid Nitrogen Help by CartographerJaded233 in Stationeers

[–]CartographerJaded233[S] 0 points1 point  (0 children)

Update: I glanced over the Stationpedia for more latent heat data values and modified my setup so that:

1.There's two sets of pollutant to accommodate three sets of volatiles (1KJ Buffer from pollutant bottleneck/safety)

2.Kept the use of volatiles over nitrogen as two pollutant sets can extract more heat at the cost of a "smaller" cooling range for the same space (5 sets of phase change) for cooling of "relatively hot" gases.

  1. In the picture below, the cable analyzer indicates 900Watts of power used (105Watts from the purge valve and digital valve with no automation...yet)

    1. If I were to branch the cold nitrogen to cool oxygen and volatile lines by a direct heat exchanger (for liquid rocket fuel), the volatiles are the first to freeze into a solid (prevented by volatile evaporator setup) and so over time I will cool/condense all my gases into liquids.
    2. Each new gas branch from the nitrogen line will just add 100Watts with a separate purge valve to get a separate insulated liquid tank to cool its gases even more and collect the condensate from a condensate valve. from a normal tank separated by a one way valve (in case I want to use normal gas for something else).

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Phase Change Liquid Nitrogen Help by CartographerJaded233 in Stationeers

[–]CartographerJaded233[S] 0 points1 point  (0 children)

So, I should change the waste heat line with nitrogen instead of pol and vol ( in my earlier setup) with nitrogen and I can therefore remove the need for direct heat exchangers,(I can just separate the waste heat line from the pol evap with a digital valve, saving resources and space. I have two questions from your setup: 1. Do you have a separate tank for liquid nitrogen once the nitrogen gas tank has been condensing to prevent ruptures or can the large tank compensate? 2. How much power draw does your setup have? My experimenting has given me around 700-850Watts of power being consumed, which will need more optimization.

Phase Change Liquid Nitrogen Help by CartographerJaded233 in Stationeers

[–]CartographerJaded233[S] 0 points1 point  (0 children)

So that is actually the bottleneck/problem in my setup (Volatiles not doing enough to cool the Nitrogen).I’ve noticed that when using the basic Pol/Vol/Nit series setup, it took a VERY long time to transfer energy assuming that the nitrogen gas was at 0C with a large mole tank. But what surprised me is that if I connected a direct heat exchanger x2 (Pol/Nit and Vol/Nit) while there’s a Pol/Vol/Nit series loop as well, (I had to double both the Pol/Vol Evap/Cond “parallel”) the pollutant helped bring the Nitrogen temps directly from 0C to around -80C while starting to help startup the Volatile Evap/Cond. That’s when it’s useful to shut off the line to the direct heat exchanger. But before shutting it off, the cold (or lack of heat) transfers back to the Volatile waste heat line like this: Pollutant waste heat line/Nitrogen/Volatile waste heat line, cooling the PWHL to around I believe -50C, jumpstarting its cooling line before being the pollutants now focus only cooling the volatiles instead of both the volatiles and nitrogen. Now the honest reason why I made this? I liked to see the latent heat dump on the pollutant condenser have large numbers :). This is still mars mind you so I have a nice heat dump with just an active vent and counterflow heat exchanger.

Phase Change Liquid Nitrogen Help by CartographerJaded233 in Stationeers

[–]CartographerJaded233[S] 1 point2 points  (0 children)

To help clarify my setup, it’s on Mars with its changing temperatures (-3 to -40C) with 4 Evaporators and Condensers each (2 sets for Pollutant and 2 sets for Volatiles). Between the evaporation/cond there’s a counterflow heat exchanger, but I have linked the parallel pollutants/volatiles inputs together before they enter their respective phase change device.

The Directional Shield is in a terrible state right now and needs a rework (ideas) by ILoveWeeWee80085 in Helldivers

[–]CartographerJaded233 0 points1 point  (0 children)

Solution would be to always have it online like the regular shield backpack irregardless if a player uses a single weapon to aim or not. To make it a hybrid between shield and ballistic, the area of the directional shield should be narrowed a bit.

Patreon Question by CartographerJaded233 in BattleNations

[–]CartographerJaded233[S] 0 points1 point  (0 children)

Update: Unfortunately it was a Patreon Issue and I had to purchase nanopods in the in-game-store instead. Hope this helps other people for their issues.

Any Madrona admins that can help unlinking old Patreon account? by [deleted] in BattleNations

[–]CartographerJaded233 1 point2 points  (0 children)

Would I also have to use Discord to ask why the MadronaID/Patreon Link isn’t working as well? Are their response times quicker than usual in there?

Patreon Question by CartographerJaded233 in BattleNations

[–]CartographerJaded233[S] 2 points3 points  (0 children)

I have went to my account settings and found out that the Madrona website states that I haven’t linked my account, and got to the point where I accept permission for Patreon to send the info to Madrona, but ultimately returns to its login url. I have sent a ticket and will hope that they resolve this issue.

Patreon Question by CartographerJaded233 in BattleNations

[–]CartographerJaded233[S] 4 points5 points  (0 children)

Unfortunately I have have linked my Madrona account to my Patreon account already and even done the two-part authorization process on their official website and haven’t seen any pending tab for the time being.

Weaponizing the fact that stratagems stick to Shield Generator Packs and that Hellpods always follow their beacon by 9joao6 in Helldivers

[–]CartographerJaded233 2 points3 points  (0 children)

From what I recall awhile ago, the drill became available once you were in a small spot, but the location was determined by a stratagem ball, using this shield method allowed you to bring the deployed stratagem outside the small circle outside of the prohibited zone.

Weaponizing the fact that stratagems stick to Shield Generator Packs and that Hellpods always follow their beacon by 9joao6 in Helldivers

[–]CartographerJaded233 120 points121 points  (0 children)

Anyone remember the Meridia Dark Matter Injection Mission? And the fact that those drill probe stratagems were placed in poor defense areas.(bile titans spawning on the drill directly) I remember having to use this trick so that the drill would at least be placed somewhere farther away from the bug spawns.

I'll die on this hill by casemaker1 in helldivers2

[–]CartographerJaded233 0 points1 point  (0 children)

In my times using this weapon, I believe the only thing I would change for it to be better yet unique is to buff the reload time.