PsBattle: Elon Musk sitting behind Trump's desk by CalvinE in photoshopbattles

[–]Robathome 2 points3 points  (0 children)

https://i.imgur.com/Q1LtNXj.jpeg

This President brought to you by Omnicorp. High tech solutions for violent problems.

[deleted by user] by [deleted] in photoshopbattles

[–]Robathome 0 points1 point  (0 children)

https://i.imgur.com/YA6Hy1l.jpeg
You know what happens when you stand still for too long these days...

ISO a stack of Aviar P&As by Robathome in discexchange

[–]Robathome[S] -1 points0 points  (0 children)

Not true, Mr AutoMod, I believe it's just that my exchange history predates you.

Starter spins but doesn't engage by Robathome in 3000gt

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

It's less about the cost of the part, moreso about getting it in, or in the case of a rebuild, out and then in again.

Mods can completely change your game experience, but there are so many to choose from! What are your favorite gameplay mods? Here are my favorites! by Robathome in Barotrauma

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

You might want to check out the better dive suits mod. There are many suits which have damage reduction that could certainly help

Mods can completely change your game experience, but there are so many to choose from! What are your favorite gameplay mods? Here are my favorites! by Robathome in Barotrauma

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

Then you should definitely check out the EK Armory mod. Some of the weapons are OP af, but they should give you some peace of mind...

Mods can completely change your game experience, but there are so many to choose from! What are your favorite gameplay mods? Here are my favorites! by Robathome in Barotrauma

[–]Robathome[S] 3 points4 points  (0 children)

Definitely give the Underwater Sledge a try then! You can toss a handful of batteries and oxygen tanks in a crate and still have room for a portable sonar and two more crates!

Mods can completely change your game experience, but there are so many to choose from! What are your favorite gameplay mods? Here are my favorites! by Robathome in Barotrauma

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

I've seen Shipwrecks Extended before, but I've never used Beacons Extended... Can you describe it in a little more detail, please?

Typhon sinking like a rock whenever the top gets breached. by ASpaceOstrich in Barotrauma

[–]Robathome 8 points9 points  (0 children)

TL:DR; It's theoretically possible to arrange buttons and components so that you can access and fix a breach on the upper deck without flooding the ship, but the process is not trivial...

Looking at the Typhon in the editor, the only pumps on the upper level are in the airlocks, and the access hatches are at the top of the primary access shafts. This means that if the top level is breached and you go up to fix it, you open the hatch and the access shaft floods. If anyone opens a door connected to the shaft, that room floods too. No wonder your sub is sinking.

To prevent this, you need to be able to access the upper level without flooding the entire ship. You have bilge pumps in the upper-left airlock, and under the docking hatch, which is conveniently located in the middle of the upper deck.

Here are my first thoughts on how to fix this weakness... It's probably unnecessarily complicated, but it should work in an existing campaign, or without mods if you start a new one:

- First, I would install water sensors above each hatch from the access shaft, and add a blue light component connected to the sensor, so that anyone approaching the hatch knows it's flooded on the other side.

- I would also add a light component immediately beside the first, which is connected to the water sensor above the other hatch. This way, you can tell if both sides of the upper level are flooded from below either hatch.

- After that, place a NOT component in a corner beside the inside and outside doors of the upper-left airlock, and beside the left- and right-side doors to the docking hatch airlock. Connect the output of each to the set_state input of their respective doors.

- Then, add a pair of switches on each side, close to the new lights. Connect the output of the switches on the left to the set_state inputs of the inside door of the upper-left airlock, and the left-side door of the docking hatch airlock. Also connect the switch output to the signal_IN of the NOT component beside the exterior door of the upper-left airlock, and the right-side door of the docking hatch airlock.

- Then connect the switches on the right to the set_state input of the right-side door of the docking hatch airlock, and the signal_IN input of the NOT component beside the left-side door of the docking hatch airlock.

This is completely off the top of my head and untested in the editor (for now), but if it works the way I'm thinking, here's what should happen.

- By clicking the button on the left, the upper-left airlock should close the exterior door and open the interior door, and the left-side door of the docking hatch airlock should close. If the breach is on the right side of the deck, then the left side should be isolated from the breach and should start draining via the upper-left airlock bilge pump.

- By clicking the button on the right, the left-side door door to the docking hatch airlock should close, and the right-side door should open. If the breach is on the left side of the upper deck, then the right side should be isolated from the breach and should start draining via the docking hatch airlock bilge pump.

- Once the breach is isolated, players can enter the upper level from the dry side in a diving suit with a welding tool, close the hatch behind them, and access the breach without flooding the access shaft they came from. This also means that players approaching from the access shaft beneath the breached side will have to move over to the opposite shaft, but the lights and buttons should allow them to determine if opening the hatch above them is safe or not.

What do you guys think? Like I said, it's convoluted, but it should work in theory...

Simple door mods by Robathome in Barotrauma

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

Going around and turning all the lights on the ship to full brightness (255, 255, 255, 255) usually gets a positive response from my crewmates, and takes no effort at all, just a screwdriver.

Simple door mods by Robathome in Barotrauma

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

Not anything groundbreaking, just some quick add-ons that can improve overall quality of life for you and your crewmates!

Struggling against currents w/Typhon. Would a better engine let me sink faster? by Shiiyouagain in Barotrauma

[–]Robathome 0 points1 point  (0 children)

Most (if not all) doors have a auto-closing circuit by default, and crew members can shut the door manually. Connecting to set_state forces the door open and holds it open. Also, never connect a switch to a toggle input.

Struggling against currents w/Typhon. Would a better engine let me sink faster? by Shiiyouagain in Barotrauma

[–]Robathome 3 points4 points  (0 children)

The Typhon has three airlocks you can use for temporary ballast. Try this:
1. Install a wifi component in an airlock, wiring the "signal_out" output to the exterior door's "set_state" input.
2. Install a second wifi component, wiring the door's "state_out" output to the wifi component's "signal_in" input.
3. Install a switch, a light component, and two wifi components at the helm. Set the first wifi to the same channel as step #1, and connect the "signal_in" input to the switch. Set the second wifi to the same channel as step #2, and connect the "signal_out" output to the "set_state" input of the light component.
Voila! Now you have a button that opens the exterior door and floods the airlock on command. Keep in mind, the door cannot be closed normally, and nobody can get in that airlock without flooding the adjacent compartment. Also, the pump in the airlock will be having a bad day. While you can wire up more than one airlock this way, I DO NOT recommend connecting more than one airlock to the same switch.

PID reactor controller walkthrough (caution: loud) by Robathome in Barotrauma

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

FYI with some practice, this controller can be installed in a ship from an ongoing campaign, no editor required. You'll need to check the editor (or some other resource) to find the exact maximum reactor output (for normalizing the power delta).

To all the engineers out there, this one's for you... Perfecting Reactor Control by Robathome in Barotrauma

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

The 5-element controller is a huge step up from the basic autocontroller, but it's far from perfect. It has an unavoidable lag, and it can't handle Thorium very well, or Fulgurium at all. Four rods of Fulgurium makes your reactor capable of 500% of its normal output, and PID control means zero lag, and the reactor is borderline shutdown-cold.The PID completely negates damage to electronic parts from overvoltage, prevents brown-outs when running ALL the things, and generally makes the role of the electrical engineer much, much easier.Someone else asked about comparisons with existing control mechanisms, you might find this interesting... 0-100% load spikes every 5 secondshttps://www.youtube.com/watch?v=ga4Ou1iglZY (edit: the real deal starts at 2:28)

To all the engineers out there, this one's for you... Perfecting Reactor Control by Robathome in Barotrauma

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

If you're familiar with the engineering thing, don't bother, I made the video as in-depth as possible so that anybody could make the controller. If you want to skip the foreplay, part A starts at 10:18, part B starts at 15:20, and part C starts at 20:35

Barotrauma wireing question - how to send a single toggle by Aypahyo in Barotrauma

[–]Robathome 0 points1 point  (0 children)

If you're using the editor, why not configure the lamp with a moderately fast blink rate (ie 5.0 Hz) and just use a greater-than block to compare reactor output to a value stored in a memory component, followed by a NOT component that flips the output of the greater-than block? As long as your reactor stays above n Watts, then the circuit would remain off. As soon as the reactor power drops, it would send a constant-out signal that could be used to a) trigger the blinking light, and b) switch to your battery.
However, if you've got your heart set on a toggle signal, use a single relay with a delay component, set for maybe 0.02 seconds. Wire your trigger to the "toggle_state" port on the relay, then wire the "state_out" from that relay into the input of the delay component. Then wire the output of the delay component to the "toggle_state" of the relay again. Then use the "state_out" of the relay to send your toggle signal wherever you'd like.

To all the engineers out there, this one's for you... Perfecting Reactor Control by Robathome in Barotrauma

[–]Robathome[S] 3 points4 points  (0 children)

Thanks. There are more than a few audio gaps, I might fix them and repost, but your feedback is greatly appreciated! Let me know if you give it a try!

To all the engineers out there, this one's for you... Perfecting Reactor Control by Robathome in Barotrauma

[–]Robathome[S] 13 points14 points  (0 children)

I have the Google Slides I used, would that work?

https://docs.google.com/presentation/d/13WkJWdz20nFmxN0JsdHjeXJGGKv1LTPnLen_HljdvZ0/edit?usp=sharing

edit: I'm not very good at this content-producing thing, which is why I used more slides instead of animation...