Bedshaped Posted August 20, 2016 Posted August 20, 2016 Respiration and carbon dioxide exhalation is very realistically simulated in baycode. The problem with that statement that realistically, it would take several hours confined in a very small space and with no ventilation for any character to feel the smallest effect from carbon dioxide exhalation. The problem is that when rounds only last 1.5 - 3 hours and atmosphere is always reset to default, this mechanic has zero bearing on the actual game. My suggestion is to increase CO2 produced in respiration by one hundred times. This means that CO2 exhalation is a factor that characters need to be aware of, but it's not so debilitating. Some numbers of what this would mean below: In a closed space with scrubbers and vents turned off Time taken = Carbon Dioxide percentage in air Janitor's closet with 10 mobs 14m23s = 3.5% 21m32s = 5.0% (I went to get pizza and lost track of time but I'd guess it took around 30m) Final: 1 tile square of glass with 1 mob 7m32s = 3.5% 11m21s = 5.0% 15m45s = 10.0% 23m19s = 12% (died) Some RP benefits from using unrealistic values: In power failures or when atmospherics is down, suffocation from lack of ventilation becomes a real concern Gives atmos technicians a new role on the station; monitoring and scrubbing air where there's no vents ie maintenance Since the station will be consuming vastly more oxygen and depleting stores, could possibly lead to having to turn CO2 back into O2 by some mechanic in future (some kind of machine or possibly a tie in with hydroponics with plants needing CO2)
Nikov Posted August 20, 2016 Posted August 20, 2016 As the resident High Priest of Atmos... Do it. Fucking do it. FUCKING MAKE THIS HAPPEN. There are a few additional elements to consider, like an electric CO2 > O2 + C converter, or for hydroponics to convert CO2 back into O2. A feature of plants is that the higher the CO2 in their enviroment, the more efficient photosynthesis is and the less water required (the relationship is geometric). Boosted CO2 levels are easily the greatest fertilizer in agronomy, so a good use for all that waste CO2 is elevating Hydroponics' CO2 level to further O2 and food production. However in the short term, simply spiking CO2 production from mobs will give us a feel for where to go with this. Do seven or eight people crammed in an escape pod choke to death before their pod docks? Lets hope!
Nanako Posted August 20, 2016 Posted August 20, 2016 As mentioned on the PR, i'm onboard with the idea, although i'm not certain about the amount. 100x seems REALLY high
Nanako Posted August 20, 2016 Posted August 20, 2016 Since the station will be consuming vastly more oxygen and depleting stores, could possibly lead to having to turn CO2 back into O2 by some mechanic in future (some kind of machine or possibly a tie in with hydroponics with plants needing CO2) Also, not likely. The supermatter produces oxygen as a byproduct, which is filtered out of the cold loop, and goes to the waste tank. You just take that back to atmos and put it in the system
Guest Marlon Phoenix Posted August 20, 2016 Posted August 20, 2016 Atmospherics would have a lot more to do during down-time, and emergencies and internals would become more vital and threats to atmospherics more real and ominous. I approve!
Nikov Posted August 20, 2016 Posted August 20, 2016 Since the station will be consuming vastly more oxygen and depleting stores, could possibly lead to having to turn CO2 back into O2 by some mechanic in future (some kind of machine or possibly a tie in with hydroponics with plants needing CO2) Also, not likely. The supermatter produces oxygen as a byproduct, which is filtered out of the cold loop, and goes to the waste tank. You just take that back to atmos and put it in the system Superheated O2, which then has to be conditioned down to room temperature before use. Its better to have a CO2 to O2 conversion machine added Later .
Bedshaped Posted August 20, 2016 Author Posted August 20, 2016 (edited) As mentioned on the PR, i'm onboard with the idea, although i'm not certain about the amount. 100x seems REALLY high Well that's why I included a little experiment with the post. If you're a single guy in a small room with no ventilation, you've still got literally ages until you start getting CO2 poisoning. And 100 times is the conservative boost, you could probably double that again and it would still not affect gameplay too drastically. As you know yourself, the initial change is a very simple one and can be readjusted depending on feedback if implemented. Edited August 20, 2016 by Guest
Bedshaped Posted August 20, 2016 Author Posted August 20, 2016 However in the short term, simply spiking CO2 production from mobs will give us a feel for where to go with this. Do seven or eight people crammed in an escape pod choke to death before their pod docks? Lets hope! I didn't think of the escape pod but two people in a two tile space would have this long to breathe. So they would definitely survive the trip. Although stuffing your pod with 10 dudes wouldn't be the best idea if it were implemented 1 tile square of glass with 1 mob 7m32s = 3.5% 11m21s = 5.0% 15m45s = 10.0% 23m19s = 12% (died)
Nanako Posted August 21, 2016 Posted August 21, 2016 oh bedshaped, i have a request. Can you implement this by creating a seperate define, like CO2_SIMULATION_FACTOR and multiply values by that in the code That way, if we should want to return to normal/realistic values at some point, we can simply change that define instead of reworking the whole code
Recommended Posts