Difference between revisions of "User:Rustingwithyou/Deck Technician"

From Baystation 12
Jump to: navigation, search
(Created page with "{{stub}}<div style="width:20%;float:right;clear:right"><onlyinclude>{{Jobcard | access = Cargo Bay | image...")
 
Line 19: Line 19:
 
As members of the Supply department, Deck Technicians answer to both the [[Deck Chief]] and the [[Executive Officer]], though the Deck Chief is by far the more active of the two in this regard.
 
As members of the Supply department, Deck Technicians answer to both the [[Deck Chief]] and the [[Executive Officer]], though the Deck Chief is by far the more active of the two in this regard.
  
== The Role ==
+
== Starting Out ==
[[file:deck_technician.png|thumb|right|The life of a deck technician.]]
+
At roundstart, you'll generally receive a few orders. Generally you want to prioritise the ones from medical, as they'll likely be fairly necessary for helping the crew not die. If you're feeling especially helpful, you could even order some supplies for medical before they do, such as nanoblood, as well as carbon and acetone for chemistry.
The role of the Deck Technician is one of the simplest on board the Torch. When orders are approved by the Deck Chief and the supply shuttle arrives, it is the Deck Technician's job to unload the new crates from the shuttle and either place them in the warehouse or mail them off to their destinations via the mailing room, as appropriate. This latter duty is accomplished by wrapping the crate with wrapping paper and tagging it for its destination via a hand labeler. You then place the crate on the disposals conveyor in the mail room and send it out. Make sure to label it properly, else those expensive diamonds for R&D just took a one-way ticket to space.  
 
  
This is essentially all. In some circumstances, Deck Technicians may have to track down the recipients of their various deliveries in order to get the supply manifests returned, as these need to be shipped back via the supply shuttle for more points to order things with. It is important to remember that nothing on the drone gives credits unless it's in a crate, so make sure to get your crates sent back after delivery. They may also have to approve orders and call for the supply shuttle themselves in the absence of a Deck Chief, but this is about the extent of what any Deck Technician will be asked to do.
+
After that, you'll generally recieve some orders from research and robotics. These will be quite expensive, so it might take a while. Finding some valuable materials such as phoron to export can be very useful to get those orders out of the way fast, and set you up for anything else you might need. Go bother engineering for some phoron crystals, or get the Deck Chief to grab some from the Emergency Armory.  
  
== Refueling Shuttles ==
+
Once you're done with the early orders, you'll want to fuel the shuttles. This is covered more in the helpfully titled section 'Refuelling Shuttles'.
One of common tasks you'd be asked is to top off shuttles like Charon and GUP. It's also usually a good idea to do so without waiting for a request, people would rarely complain about having too much fuel. Shuttles have two types of movement - short-range and long-range. For short-range fuel, hydrogen is needed.
+
 
 +
'''Tools of the Trade'''
 +
* You have in your locker a tool belt, which will be vital for refuelling and maintaining the shuttles.
 +
* You also have a pair of rubber stamps, which are important for sending back supply manifests.
 +
* The Supply Office also has an autolathe, and materials can sometimes be found in the warehouse. This can be useful for saving credits if something minor has been ordered.
 +
* Your stylish hazard vest, which aside from looking good is also a requirement to work in the hangar.
 +
* You also have a package wrapper, which is useful for wrapping crates before you haul them up to the mailroom.
 +
If both lockers in the office are taken, there's a third one up the ladder from the mailroom, on Deck Two.
 +
 
 +
== How To Do Your Job ==
 +
So, the main part of your job is handling supply orders. This can be done from the Supply Management program on a computer. It also lets you send the Supply Drone to and from the Torch. Orders are loaded at the 'remote destination' and then returned to the Torch, so in order to place an order you'll need to have it go away and then come back. For these reasons, it's generally a good idea to keep the supply drone away until you get a few orders placed, to save time on getting them back.
 +
 
 +
Once the drone comes back with orders, you want to deliver them. If you have multiple orders to the same location - e.g multiple different expensive resources for science - you can save time by packing them all into one crate. You then want to stamp all the supply manifests with your cargo rubber stamp, and load them into empty crates or keep them for when you get the crates back. Returning crates and stamped manifests will give more credits, but there are a few important things to note about this.
 +
# You will only get credits from exporting if the item is in a crate, so make sure to get all your crates back from wherever you sent them.
 +
# You can only have one manifest per crate - however, you can have as much of anything else in as you want
 +
# The only items you will gain credits for are manifests, raw materials (e.g gold ingots or phoron sheets) and survey data disks, which are generally worthless due to their extremely low value.
 +
You also slowly gain credits over time. Your best bet for getting more is either snatching some phoron from the E-Arm or Engineering, or waiting for the [[Prospector|Prospectors]] to bring in an enormous pile of ore.
 +
 
 +
One of a deck tech's other duties is refueling the Torch's two shuttles, the Charon and the GUP. It's generally a good idea to get this done at the start of every round, before angry explorers with machetes come after you because their ship's running on fumes and an Adherent they tied to the front of it. Shuttles have two types of movement - short-range and long-range. For short-range fuel, hydrogen and only hydrogen is needed.
  
 
To refuel a shuttle's hydrogen supply, do the following:
 
To refuel a shuttle's hydrogen supply, do the following:
Line 38: Line 55:
 
# If you have access to the shuttle's helm, check shuttle console for the hydrogen level. The Delta-V budget should be at 2912 if a full tank of hydrogen is loaded.
 
# If you have access to the shuttle's helm, check shuttle console for the hydrogen level. The Delta-V budget should be at 2912 if a full tank of hydrogen is loaded.
  
For long-range, most gases can be used. The Charon and GUP both use Carbon Dioxide for their fuel, and that's what you'll be fuelling them with.  
+
For long-range, most gases can be used, although the Charon and GUP both use Carbon Dioxide by default, meaning that's what you'll be filling them with.
 +
 
 +
To refuel a shuttle's CO2 supply, do the following:
 
# Ask engineering to maximise the CO2 output to the Hangar, as it'll make filling canisters a lot faster.  
 
# Ask engineering to maximise the CO2 output to the Hangar, as it'll make filling canisters a lot faster.  
 
# Grab the CO2 canister from the shuttle you're fuelling. For the GUP, it's in plain sight, whereas for the Charon it's in the room directly aft of the airlock
 
# Grab the CO2 canister from the shuttle you're fuelling. For the GUP, it's in plain sight, whereas for the Charon it's in the room directly aft of the airlock
 
# Drag it down to the fuel bay, wrench it onto the connector port and max the output on the gas pump.
 
# Drag it down to the fuel bay, wrench it onto the connector port and max the output on the gas pump.
# Wait for the canister to fill to its maximum level - around 15000kpa - and then take it back to the shuttle and wrench it back where it came from.  
+
# Wait for the canister to fill to its maximum level - around 15000 kPa - and then take it back to the shuttle and wrench it back where it came from.  
 
# Make sure any fuel valves are open, and wait for the CO2 to drain into the thrusters.
 
# Make sure any fuel valves are open, and wait for the CO2 to drain into the thrusters.
# If fuelling the Charon, you may want to repeat the process one or two more times, as it takes more fuel than the GUP. For the GUP, one canister is normally enough, though you may want to give them a second one for a particularly long trip.
+
# If fueling the Charon, you may want to repeat the process one or two more times, as it takes more fuel than the GUP. For the GUP, one canister is normally enough, though you may want to give them a second one for a particularly long trip. It's also advisable to use the engine control console for the GUP to set the thrust limiters to 10%, as this will make the fuel last longer with a negligible impact on speed.
 
{{navbox jobs}}
 
{{navbox jobs}}
 
[[Category:Supply Jobs]]
 
[[Category:Supply Jobs]]
 
[[Category:Jobs]]
 
[[Category:Jobs]]
 
[[Category:Supply]]
 
[[Category:Supply]]

Revision as of 08:59, 17 May 2020

Wrench.png This article is a stub and needs your attention. Please help by adding content to the page!
Deck Technician
DT-EC.pngDT-Fleet.pngUnathiSupply 96px.png
Accept orders. Deliver crates. Send mail. Refuel Guppy.
Difficulty: Very Easy
Access: Cargo Bay
EC branch ranks: Explorer(E-3)
Fleet branch ranks: Petty Officer Third Class(E-4), Crewman(E-3), Crewman Apprentice(E-2)
Civ branch ranks: Contractor

The Deck Technician is the grunt worker of the Cargo Bay. They are responsible for sending mail, receiving cargo, and generally ensuring that all the deliveries to the Supply department get where they need to go.

As members of the Supply department, Deck Technicians answer to both the Deck Chief and the Executive Officer, though the Deck Chief is by far the more active of the two in this regard.

Starting Out

At roundstart, you'll generally receive a few orders. Generally you want to prioritise the ones from medical, as they'll likely be fairly necessary for helping the crew not die. If you're feeling especially helpful, you could even order some supplies for medical before they do, such as nanoblood, as well as carbon and acetone for chemistry.

After that, you'll generally recieve some orders from research and robotics. These will be quite expensive, so it might take a while. Finding some valuable materials such as phoron to export can be very useful to get those orders out of the way fast, and set you up for anything else you might need. Go bother engineering for some phoron crystals, or get the Deck Chief to grab some from the Emergency Armory.

Once you're done with the early orders, you'll want to fuel the shuttles. This is covered more in the helpfully titled section 'Refuelling Shuttles'.

Tools of the Trade

  • You have in your locker a tool belt, which will be vital for refuelling and maintaining the shuttles.
  • You also have a pair of rubber stamps, which are important for sending back supply manifests.
  • The Supply Office also has an autolathe, and materials can sometimes be found in the warehouse. This can be useful for saving credits if something minor has been ordered.
  • Your stylish hazard vest, which aside from looking good is also a requirement to work in the hangar.
  • You also have a package wrapper, which is useful for wrapping crates before you haul them up to the mailroom.

If both lockers in the office are taken, there's a third one up the ladder from the mailroom, on Deck Two.

How To Do Your Job

So, the main part of your job is handling supply orders. This can be done from the Supply Management program on a computer. It also lets you send the Supply Drone to and from the Torch. Orders are loaded at the 'remote destination' and then returned to the Torch, so in order to place an order you'll need to have it go away and then come back. For these reasons, it's generally a good idea to keep the supply drone away until you get a few orders placed, to save time on getting them back.

Once the drone comes back with orders, you want to deliver them. If you have multiple orders to the same location - e.g multiple different expensive resources for science - you can save time by packing them all into one crate. You then want to stamp all the supply manifests with your cargo rubber stamp, and load them into empty crates or keep them for when you get the crates back. Returning crates and stamped manifests will give more credits, but there are a few important things to note about this.

  1. You will only get credits from exporting if the item is in a crate, so make sure to get all your crates back from wherever you sent them.
  2. You can only have one manifest per crate - however, you can have as much of anything else in as you want
  3. The only items you will gain credits for are manifests, raw materials (e.g gold ingots or phoron sheets) and survey data disks, which are generally worthless due to their extremely low value.

You also slowly gain credits over time. Your best bet for getting more is either snatching some phoron from the E-Arm or Engineering, or waiting for the Prospectors to bring in an enormous pile of ore.

One of a deck tech's other duties is refueling the Torch's two shuttles, the Charon and the GUP. It's generally a good idea to get this done at the start of every round, before angry explorers with machetes come after you because their ship's running on fumes and an Adherent they tied to the front of it. Shuttles have two types of movement - short-range and long-range. For short-range fuel, hydrogen and only hydrogen is needed.

To refuel a shuttle's hydrogen supply, do the following:

  1. Locate the fuel port on the exterior of shuttle.
  2. Use a crowbar to open the fuel port.
  3. Click on the fuel port with an empty hand to remove the fuel tank.
  4. Put fuel tank into a Hydrogen canister. There's one in the Fuel Bay near the Hangar.
  5. Fill it to the max pressure, like an usual air tank.
  6. Click on the fuel port with the canister to put it back.
  7. Crowbar it closed.
  8. If you have access to the shuttle's helm, check shuttle console for the hydrogen level. The Delta-V budget should be at 2912 if a full tank of hydrogen is loaded.

For long-range, most gases can be used, although the Charon and GUP both use Carbon Dioxide by default, meaning that's what you'll be filling them with.

To refuel a shuttle's CO2 supply, do the following:

  1. Ask engineering to maximise the CO2 output to the Hangar, as it'll make filling canisters a lot faster.
  2. Grab the CO2 canister from the shuttle you're fuelling. For the GUP, it's in plain sight, whereas for the Charon it's in the room directly aft of the airlock
  3. Drag it down to the fuel bay, wrench it onto the connector port and max the output on the gas pump.
  4. Wait for the canister to fill to its maximum level - around 15000 kPa - and then take it back to the shuttle and wrench it back where it came from.
  5. Make sure any fuel valves are open, and wait for the CO2 to drain into the thrusters.
  6. If fueling the Charon, you may want to repeat the process one or two more times, as it takes more fuel than the GUP. For the GUP, one canister is normally enough, though you may want to give them a second one for a particularly long trip. It's also advisable to use the engine control console for the GUP to set the thrust limiters to 10%, as this will make the fuel last longer with a negligible impact on speed.