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So what's the secret to dealing with ships that have the space between crew compartments and hull filled with air? Using the flush air button inevitably leaves that part still gassed up. I was wondering if I was supposed to pressurize the crew compartment, cut a hole through the inner hull, and then depressurize everything, but that doesn't seem to work. Do I just gotta deal with explosive decompression?
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# ? Jun 11, 2024 03:01 |
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Yes. I believe some violent decompression is inevitable after a certain hazard level. Use your gloves (z/x by default, I think) to grab onto a wall before toggling the door open for some added protection
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might have to laser the door panel too to get the air out
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Caufman posted:Yes. I believe some violent decompression is inevitable after a certain hazard level. Use your gloves (z/x by default, I think) to grab onto a wall before toggling the door open for some added protection Yeah I can survive them just fine I just hate how it often fragments chunks of hull and destroys stuff.
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Stingering those whole big panels off on the javelin requires an upgraded laser but is the fastest way to quickly free sections of the ship from each other and also handles decompressing reasonably well.
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Eschatos posted:So what's the secret to dealing with ships that have the space between crew compartments and hull filled with air? Using the flush air button inevitably leaves that part still gassed up. I was wondering if I was supposed to pressurize the crew compartment, cut a hole through the inner hull, and then depressurize everything, but that doesn't seem to work. Do I just gotta deal with explosive decompression? Explosive decompression only really seems to be an issue if it throws objects around, and those spaces seem to rarely have much in the way of freefloating objects. I usually pressurize the cabin with the regulator, do a once over the crawspace to look for anything that might get tossed around (and move it into the cabin if I find something), then I depressurize the cabin, hold on to something, and open the door to the crawlspace (or laser it if there's no door control). It hasn't killed me or blown up the ship - yet.
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If you're not playing with shift time-limits, one useful way to deal with ships that are difficult to safely depressurize is to do the ghost ship variants of them. While the AI nodes still exist, they will randomly open and close doors on the ship, and also pressurize or depressurize compartments that can still seal airtight (You may have to blast one or two AI nodes first to activate the rest). Notably, they can (de)pressurize a compartment even if the atmos regulator in it is broken, or you have removed it entirely. The way to go about this is to depressurize as many rooms as you can safely, then cut out a wall, window or whatever to make them ineligible to be pressurized by the AI nodes again. Then you just go about whatever other salvage tasks you can do until you hear the AI nodes have depressurized another compartment. Once you hear that, you race over there and break the air tightness of that compartment as well. Eventually all compartments should be depressurized.
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I've not seen an AI node yet.
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Good, you should be glad. Opening a door, vaporizing a door, or vaporizing a full aluminum panel are exceedingly safe especially if you spend even 5 seconds thinking order of operations of what will fly around and what can explode. If it isn't safe this one time well you can just give up the shift and get a different ship. The danger tends to come if you splitsaw breach or another small explosion nicks a compartment open. The violence is dependent on the volume of air vs the size of the opening.
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I've run into two situations that made me go "well this is awkward" when dealing with depressurization. The first was when I cut the canopy glass off a Mudskipper, peeled the rest of the nose nanocarbon away, and was left with two still pressurized crawlspaces exposed to hard vacuum. Obviously a bug, but still very bizarre. The second, also on a Mudskipper, was when I decompressed the entire ship as best I could, but there was straight up no way to get into the crawlspaces to depressurize them. No doors from the cabin to the sides, I had to rip the whole back section off and depressurize that way. Just a weird quirk of the randomly generated layouts, I think. e: mackeral? i dunno where i got mudskipper from Steelion fucked around with this message at 01:28 on Jun 13, 2022 |
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Popping the rear end cap off is an effective way to depressurise a Mackerel's bilges
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GotLag posted:Popping the rear end cap off is an effective way to depressurise a Mackerel's bilges I've tried that and at least once gotten a reactor explosion for my trouble.
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I mean the large nanocarbon piece that houses the thruster and caps off the hull, not the thruster cap
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From inside?
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My second ghost ship had three AI nodes stuck to the reactor. I was able to laser them off without blowing myself to bits ![]() ![]()
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Eschatos posted:From inside? Decompression will only make a reactor explode if some loose debris hits the reactor (or hits something else that damages the reactor through area damage, like a fuel barrel or electrical item). If the reactor's in the main hull, then there's no violent movement of debris to set it off. If the reactor's in the bilges there are no moving objects in there to set it off.
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I love how the large Javelin Cargo ships actually have cargo containers inside them now. No idea how they get in or out of course.
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Alkydere posted:No idea how they get in or out of course. At the shipbreaker's yard, obviously
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Has there been any indication that there's a timeline for content updates post-release? Game could really use a few more ship classes, not to mention there's a few ingame references to poo poo like class III reactors that I'm sure are definitely safer and easier to salvage.
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Alkydere posted:No idea how they get in or out of course. There are some furnace plates on part of the nanocarbon rings that I assume are doors but are not treated like the cargo hatches/doors on other ships, in that they aren't barge parts and you have to cut them out of the ring yourself (no cut points).
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So once I've got the entire hull off and into the processor, is it reasonably possible to drag the whole inner hull into the smelter with larger ships? I'll put down like six tethers and it won't move until I chop it up into smaller bits. It takes like 50 cuts and annoys me to do so when I'm just trying to hit a quick progression milestone before moving on to a new ship.
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Nah you gotta cut it up into a couple or three pieces. I usually do the javelin in sections and cut up a long section toward the front into half, and then on a gecko it depends on the layout but it’s something like cockpit front half and back half. Make sure you’ve got all the flammable poo poo out of there and just go nuts with the splitsaw when you’re down to the skeleton
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I've found stingering the aluminum ribs in the inner hull to be a better use of my time. Splitsaw and demo charges leave me hunting for the 6 pixels holding it together. I think the latter ends up faster when you get good but it's so frustrating till then.
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You can take a heavy cargo gecko, vaporize the glass in the cockpit, then drag the entire thing down into the barge using the 500 kg nanocarbon pieces stuck behind the fender (?) at the front. Expect tier 3 salvage goal in 5 minutes or less.
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Eschatos posted:So once I've got the entire hull off and into the processor, is it reasonably possible to drag the whole inner hull into the smelter with larger ships? I'll put down like six tethers and it won't move until I chop it up into smaller bits. It takes like 50 cuts and annoys me to do so when I'm just trying to hit a quick progression milestone before moving on to a new ship. Stuff going in to the furnace is so laughably cheap it's probably worth ignoring. Strip the outer hull then dunk the core in to the barge. Seats and terminals and stuff end up worth more.
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It's amazing that they never changed how worthless aluminum is. But it's probably for the best considering how miserable it is to try to separate aluminum panels
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bird food bathtub posted:Stuff going in to the furnace is so laughably cheap it's probably worth ignoring. Strip the outer hull then dunk the core in to the barge. Seats and terminals and stuff end up worth more. Well, I typically get to the point where ~30% is left on the progress bar after I've processed and barged almost everything. Usually some junk gets left behind in the inner hull but I'll happily toss it in the furnace if it pops me another progress tier or two.
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I believe the release version made furnace stuff much more valuable, at least going by my memory. Not enough for it to really be worth it time wise to completely break everything down, but I do it anyway because that's kind of what the game is about.
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I play without shift timers, so there's nothing inhibiting my natural impulse to methodically take apart and sort everything into its proper bin. Any shift I don't get the 95% sticker, something major went wrong and caused a big explosion.
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I plugged some numbers into a spreadsheet once when I was taking apart a Mackeral, and nanocarbon and titanium were worth about $100 per kg, and aluminum was $70. The glass windshield was around $3400 (!) per kg, and the wires (I think it was an exo variant, so there was a lot in the crawlspaces) were around $400 per. I dunno how consistent these numbers are as you scale up the ships, though. Steelion fucked around with this message at 08:02 on Jun 14, 2022 |
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They severely increased the value of fuel pipes too. The piping is often worth more than the things it's connected to now.
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Glass is super valuable, mostly to make dealing with the mackerel cockpit a real PITA.
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I decided to get cute and use demo charges to pop the front off a Javelin from a safe distance. Sadly I accidentally left the door between the hull & crew compartments open. The front section finished nose up which made throwing the remnants out the back and into the barge more convenient, and I managed to pull the spine apart and into the relevant holes in one easy motion once I got it down off the jacks it was stuck on, but the cloud of debris I made was too much of a chore to bother cleaning up.
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zedprime posted:I've found stingering the aluminum ribs in the inner hull to be a better use of my time. Splitsaw and demo charges leave me hunting for the 6 pixels holding it together. Oh you gotta just spam splitsaw, the result is pretty jagged but very fast. Otherwise a lot of the time the furnace stuff isn’t even worth it like on a gecko you’ve probably already hit the last salvage goal, but I like to do it if I have time. But I’m not gonna wait forever on a slow tether or carefully disassemble the skeleton.
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They should have a one use item like a mega-splitsaw that you can use to split a gecko in half.
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Should have an upgrade to be able to make the splitsaw a toggle that continuously cycles faster and faster until it overheats. Call it 'safety removal'
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Beefeater1980 posted:Glass is super valuable, mostly to make dealing with the mackerel cockpit a real PITA. with a couple upgrades to decrease their explosion radius, a vertical detonator on each side of the cockpit from the outside can get that out of there with almost no fuss and usually nothing even destroyed
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So I discovered that the long nanocarbon plates of the Quasar thrusters are invincible. I got one stuck across the mouth of the processor and couldn't break it with demo charges. Whoopsie.
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Heffer posted:They should have a one use item like a mega-splitsaw that you can use to split a gecko in half.
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# ? Jun 11, 2024 03:01 |
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Didn't we have that sort of thing during early access at one point? I could've sworn there was some splitsaw upgrade that made it cut through literally everything in one go.
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