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FabianK3

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Everything posted by FabianK3

  1. https://www.youtube.com/watch?v=dQw4w9WgXcQ
  2. Server Moderator Application Basic Information Byond Account: K3Fabian (FabianK3 before, ckey updated) Character Name(s): Bradley Knight (Atmospheric technician), Maxwell Fletcher (Chief engineer), Cody Gray (Security officer), T.A.U. (Robot), Aria Blackwell (Security officer), couple of shelved characters in medical AI Name(s): N/A Discord username + tag: FabianK3 [fabiank3] Age: 25-30, DM if specifics are relevant Timezone: GMT+1, Germany When are you on Aurora?: Early to late evening, before and into current high pop peaks Experience How long have you played SS13?: I made my initial account 10+ years ago. I started playing on a nearly nearly daily basis roughly four years ago. How long have you played on Aurora?: I joined on the 31.08.2023; ~2.5 years How much do you know about SS13 (Baystation build) game mechanics?: A lot, but far from everything. I started directly on Baystation four years ago and I am currently a developer for Aurora. Do you have any experience moderating for an SS13 server?: None. Being a dev is my first staff role in SS13. I have moderator experience in other areas, DM if relevant. Have you read through the criteria thread; - and believe that you mark off all the criteria?: I like to think so. I'd happily appreciate feedback on this from others. Have you ever been banned, and if so, how long and why?: No, never. Personality Why do you play SS13?: SS13 probably is the most diverse game I know. The complex game mechanics and the player driven gameplay is what attracted me to it. Why do you play on Aurora?: The community, clearly. I've been around in a lot of other game groups and it's easy to say that Aurora is the most engaging and welcoming, the people in it. I'm happy to call a lot of people here my friends. What do moderators do?: Moderate - They make sure rules and standards are uphold, be it in-game or out on community platforms. The role that is meant to help new and long standing players with questions, concerns or problems. What does it mean to be a moderator for our server?: Be an example to the community and somebody that can be approached for questions and issues. Keep an eye open on RP/rules on the game server, answer questions anywhere and obviously keeping an eye open for misbehavior. Why do you want to be a moderator?: I would like to be said helping hand in this community. I like to help people with the complicated gameplay mechanics and would love to help resolve issues that arise, be it tidying up troll accounts or help resolve players that have a clash. In short, I like to give back what was offered to me when I joined and what's given right now. What qualities do you possess that would make you a good moderator?: I like to think that I have a calm and neutral, but understanding approach when it comes helping other people. Additionally I (hope) to have good communications skill when it comes to exchanging information about different topics and ideas. Important to me personally is the ambition to help people with things to the best of my abilities. How well do you handle stress, anger, or insults?: Very well. I know when to step back before things spiral out of control and I have no hesitation to ask somebody else for a reality check when I'm not sure if I'm still objective/fair or biased. Anything Else You Want to Add: I have played with the thought of applying for quite some time and it was suggested a couple of times for me to apply. I think I'm at the point where I would be comfortable with the responsibilities of being part of the mod-team. I'd love feedback, of any kind, in here or DM, feel free to reach out. Further contact options, say Hi! https://fabiank3.cloud/
  3. Very late notification, but this was implemented a while ago by me: https://github.com/Aurorastation/Aurora.3/pull/21649
  4. Observed a couple of rounds of them playing and I think they are more then suited for the role. They know their department in-and-out, attempt to include everyone in it and don't hesitate to teach new comers personally. Even during a couple of more then chaotic antag rounds they kept their head above water, gave the antags a lot of room to let the gimmick unfold while still maintaining their composure as commander. I think OffRoad will be a great addition to the WL. +1
  5. Recently saw a documentation about the semiotic standard used in e.g. Alien and thought about what if Aurora had it's own semiotic standard - Came to the conclusion that it probably won't work so well as there are *a lot* of different warning and info signs to convert or rather that need to be created to form a complete set... At least in the format of Ron Cobb. Another issue I found is that some specific signs in the Ron Cobb style can look so abstract that they lose the ability to immediately convey the meaning of info or hazards, especially for technical oriented areas. ...At least compared to how we are used to any form of signs nowadays. Nonetheless, in terms of style: I find them very very very cool.
  6. Ill-Fated's characters are not only very distinct from each other but also feature a lot of depth. RP with them has always been fun and engaging, personally especially with Eliana. I think their answers are well put and I was rather surprised to learn about their previous WL - I'm certain Ill-Fated is quite capable to play a command position and based of their current mindset; I'm surprised they had an issue before - Looks like a lesson well learned. I'd love to see them have at it once again. +1
  7. I cannot overstate how high Joe set the bar for engaging HRP with their characters. Darvan alone is an example that I believe really speaks for itself in this case. I have no doubt that Joe is more then capable of providing command characters to the crew that will bring meaningful interactions, HRP and live up to the whitelists expectations. I'm rather surprised Joe doesn't have the WL already. +1
  8. I'm sorry, could you repeat that?
  9. FYI - @TheGreyWolf recently came up with a fix that likely addresses the issue described here. https://github.com/Aurorastation/Aurora.3/pull/21679
  10. Issue addressed via https://github.com/Aurorastation/Aurora.3/pull/21610
  11. Some jokes even continue themselves: (Credit goes to @hellfirejag )
  12. Besides the changes to the PDAs capacity / round start value - Where would outlets be fitting within the brig? I'd assume the community area of the brig, cells sounds a bit much, no? Would outlets pose any threat within a brig to security or the prisoners? Otherwise outlets are easily added.
  13. Personally am not a fan of extending emergency kits, as @Jasorn suggested, this can lead to involuntary/accidental powergaming - Why would a doctor, gardener, librarian have a crowbar at all? Doesn't seem right RP wise either. I think the emergency kits should be replaced with more publicly available equipment like medkits, O2 lockers and so on- But this is a whole other topic. I believe safety mechanisms that don't require additional tools sounds very reasonable for a ships design and operation. You would expect a ship / area to have the basic functionality to assist in emergencies, in this particular case door overrides on power failures. Generally, personal safety equipment is something to me for specific roles, jobs or tasks.
  14. How about 2x capacity? Would result in 180min of charge if I'm not mistaken. Would give you a fair chance to get through a basic round without your PDA dying, which I think would be neat if you charged your PDA before the shift (high roll on the initial charge).
  15. Perhaps we can give everyone a different battery level at round start (70-100% for example?) to fix the unified death of PDAs and buff it's capacity? The small capacity and synced battery death is annoying, but I do like the battery mechanic, it's nice RP fluff.
  16. Currently airlocks that are considered secure don't open on power loss, reactor doors or external airlocks for example. If the behavior is switched around, all doors could get that manual override on power loss feature, except those who are currently considered secure. Those would keep closed and won't be able to be opened without power to keep them secure. Unless concerns about that idea are voiced, I can look into that.
  17. "Emergency hydraulic release. Pull lever five times to release hydraulic pressure to override locking mechanism. Mechanism only functional during loss of power." Sounds great.
  18. After another dead-pop round* without power I once again noticed that airlocks open when they loose power. Thinking about it, it seems kind of odd to me: Does it imply that airlocks are actively held close? Seems counter intuitive to me. Would it be better if it were the other way around? Things I considered: - Open areas allow any kind of hostile creature to roam around uncontrolled. - Venting will result in pressure loss as shutters are not always instant to close. - Depowered areas are immediately free to enter for anyone without regard. Considering a spaceship requires area segmentation for multiple reasons, I think the other way around would be more reasonable. Are there gameplay reason opposing a closed-by-default behavior? - Crowsbars and emergency axes are around, so depending on the circumstance, crew can free other crew if the default would be closed without power. What do you think? Would it be worth it or possible to change this behavior? *Most commonly seen on dead-pop rounds, but also a concern in any other setting.
  19. The state in which the Horizon is leaving the expanse right now...
  20. Ckey/BYOND Username: k3fabian (Initially fabiank3, updated after account was lost, current linked to forum) Discord Name: FabianK3 Position Being Applied For: Coder Past Experiences/Knowledge: Professional software development for nearly a decade as a full stack developer with partial experience as team lead. Previous experiences include but are not limited to: - Full stack development (Primarily C#, expected web standards) - Database development (MSSQL/T-SQL, Sqlite, MariaDB) - Development operations (GitLab, Ansible) - Service development (Linux, Windows) - Containerization (Docker, Kubernetes) - Windows/Linux administration (along game server hosting) - Generic game modding, as presumably expected Examples of Past Work: Highlights: - Persistent data framework - Persistent trash - Persistent dirt (WIP) - Issue and pull request stale triage workflow Other; Different PRs all over the codebase: Code fixes, map fixes, minor sprite conversions: Full GitHub PR list - Engineering lobby revision - Rework of wall damage visuals - Hangar air station Additional Comments: I've been told this application was overdue. I'm happy to bring my ideas into action, but I'm not entirely certain with what capabilities regarding available time on my end. I'm hesitant to commit to timeframes, but like to contribute as much as I can. Further contact options, say Hi! https://fabiank3.cloud/
  21. IC statement MSG-CRC: 25059e4d350b0466df3c0648da6b9cec5daa07bb AUTH-ID: Bradley Knight AUTH-STATE: VERIFIED TIMESTAMP: 15707785235 FROM: Bradley Knight, Atmospheric technician (Heph) TO: Marianne Frauke Minamoto di Trevisani, Chief engineer (SCC) TITLE: RE: Ice processing update TYPE: Hephaestus standard lossless audio codec (HLAC) ----- [You can hear heavy humming in the background, sounds similar to chemical processing plants or even a refinery. Occasional clanks in the background and the use of impact drills. The voiceline is mixed in but still okay-ish to understand. With progressing time the humming fades out, as if the noise source is gaining distance to the speaker.] Knight here, sorry for the voice message but we're still busy in atmos. We now got all of the canisters we filled up from down there, good amount— Oxygen and hydrogen primarily of course but we also found a good amount of trace elements in the ice. Turns out the trace amounts are primarily helium-3 and luck's on our side— It's enough to make good use in our drive, I think we can squeeze out a good jump from it. Nonetheless, things are taking a bit longer then anticipated. While we are making good constant progress, we noticed that we got some contaminants in the gas cans we have to filter out coming from the ice before we can inject the contents into our storage tanks. We're going to stow away the helium in standard canisters, as usual. Following our earlier discussion the additional jump capability is great to have as I said before, even though it seems like it's not much use for our current location. General thrust is still looking a bit dire at the moment as I have mentioned in the shift already— Phoron supplies are dwindling and we really need to keep an eye on it. We are mixing in carbondioxid into the fuel line but this isn't the efficiency we are used to, might affect thrust quality. I think it would be great if you could put some attention on the matter on the bridge, perhaps we can save more propellant by limiting the amount of course changes. Save every delta-V we have left. [The speakers volume turns down for a moment, you hear an exclaiming tone.] Err— Yeah! Those two cans are done— Okay, put them over there for now. [The voice returns to a normal level once again. Humming still underlines the voice even with distance to it.] —Sorry. About your question; While the additional jump is good to have, it's not much use. I think our best bet right now would be to turn to Vela. CES One-four-six looks like a death trap... On the other hand, with the jumps available we might be able to just jump over those bastar- pirates. —That might actually work... We also have the interdiction we got from the cartographer. I feel like I might not have all details to make a decision right now. —Hell, then there was the idea of a shuttle bomb? What a situation we find ourselves in... Anyways, we should hope for more supplies of any kind. Obviously. Let me know if you need any other details, I'll let you know if anything rapidly changes down here of course. That's all, Knight out. OOC plan No decision. Awaiting further feedback. Vela could be an exit. CES-146 could be an exit. Vela: We might run out of supplies when we are going in a circle with the Malebranche if we take the Vela route and a bluespace jump might be impossible due to the corners of the routes (if that is a thing?). CES-146: Dead end but Bluespace jump over them / interdiction / shuttle bomb(?) could provide the fallback option in that case?
  22. BUDDY is a menace.
  23. Small update: Persistent trash is waiting for review and persistent dirt is next on my list.
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