I'm a newb...

Discussion about PULSAR: Lost Colony including talking about factions, classes, ship systems, playstyles, etc.
Frankiepals
Posts: 3
Joined: Sun Jan 17, 2016 1:48 pm

I'm a newb...

Post by Frankiepals » Sun Jan 17, 2016 1:51 pm

And I don't really have any idea how to play. Are there any newb friendly crews out there willing to show me the ropes? I feel odd joining games in progress since I will only be a nuisance...

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Luissen
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Re: I'm a newb...

Post by Luissen » Sun Jan 17, 2016 4:18 pm

being a clueless newb is better than being a hostile, trolling, intentionally antagonistic griefer.

all you need is a willingness to learn your roles, and flexibility to take on many of them.

just let me know what you need help with an I will attempt to explain anything you might need to know about general mechanics.

Frankiepals
Posts: 3
Joined: Sun Jan 17, 2016 1:48 pm

Re: I'm a newb...

Post by Frankiepals » Sun Jan 17, 2016 7:51 pm

Luissen wrote:being a clueless newb is better than being a hostile, trolling, intentionally antagonistic griefer.

all you need is a willingness to learn your roles, and flexibility to take on many of them.

just let me know what you need help with an I will attempt to explain anything you might need to know about general mechanics.
Thanks Luissen. I've managed to get in a few games and learn quite a bit from one of them. The others were extremely chaotic or non-friendly towards new players...

The group that I did manage to play with for a while was extremely informative and I had a blast...Seems like if you have a good team this game is a blast! So far weapon specialist seems pretty straightforward, and pilot I do not find hard but seem to get yelled at a lot in that position. The one that confuses me the most is engineer. If you have any reading material or youtube videos that would explain engineer in an easy way I would appreciate it!

Thanks :)

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Luissen
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Re: I'm a newb...

Post by Luissen » Sun Jan 17, 2016 10:49 pm

Image

This is the engineering console of the Intrepid's Bridge. Other ships may have their panels in a different order, but the contents will be the same.

Lets start with the center panel.

Image

At the top, the name of your reactor is listed.

below that, there is a bar with a number on the left and a bar that progressively fills with red from left to right

This is the the Reactor Core Temperature Gauge. As your reactor goes under heavier power draws from components, temperature will rise as it attempts to deliver sufficient power.

When the bar reaches the other end, your reactor will go into emergency shutdown. Based on a statistic of the reactor, this time varies, but afterward, your reactor will come back online, and probably overheat again unless preventative measures are taken.

below the Reactor Core Temperature Gauge, there are 5 blue bars, which stand for the power throttle for the 4 major systems and a last bar which represents the reactor's maximum output.

the portion of the bar which is filled in blue is how much power the system is currently drawing

Some systems such as Science will always draw some power (Science represents both your Cyber Defense + passive sensors as well as Jump Calculations) while others such as Engineering (Engines + Jump Drive) only draw power when thrusters are being fired by the pilot, or when the jump drive is charging.

The total length of the bar represents the maximum power draw that system can use. Due the the nature of the reactor, this value is often higher than the total output of the reactor (last bar at the bottom)

you can adjust how much power a system is allowed to use by clicking on the bar. doing so will move the white triangle. When the throttle is set lower than the power draw a system is currently using, the reactor will only give part of the demand. This will degrade performance by starving the system of power.

Image

To the left of the Reactor Panel is the Auxiliary Reactor Panel

your subsystems are powered by an auxiliary reactor which can contribute power to the primary reactor when it is not under load itself. It has a maximum output of 3200 MW.

The Topmost bar lists the sum of all power not being consumed by subsystems that is free to be used by the Primary Reactor and systems.

below this, there is a list of subsystems and a toggle. You can click on a system to toggle it on or off. When a system is off, it will not function, and the resulting power draw will become available to boost the primary reactor. To the left of the toggle is a value which represents how much power will be freed up if a system is turned off.

Atrium Healing controls the Atrium system in the Science room. It does not presently need to be enabled to respawn, however it must be turned on if you wish to use the atrium system to heal your wounds. (The Science Officer using the Bridge Medic Talent or eating food are alternate sources of healing)

Oxygen Generation is one of the life support systems. If it is turned off, oxygen levels will drop in the ship until it hits 0% at which point all people aboard the ship not in an ExoSuit will begin suffocating at a slow but steady rate.

Climate Control is the other part of life support. Presently it does nothing, however it is planned that the temperature aboard the ship will require regulation such as increasing when the ship is on fire or decreasing as the ship radiates heat into space.

Spotlights will toggle your ships running lights for the Pilot and Turrets. There is one light facing forward for navigating the inside of structures as well as one light slaved to the motion of each of the 3 manually controlled turrets aboard a ship. Some ships also have Spotlights that will illuminate the exterior of the ship.

Projectile Aim Assist affects the Weapons Officer as well as any crew member who uses a turret. it will add a 'PiP' or Predicted Impact Point which takes the shape of a small circle. If you aim at this circle, the shot will hit the target, assuming no change in motion during flight. It is rumored that it influences the flight of missiles, but this is presently unconfirmed.

Cyber Defense represents the computer's ability to resist infection from Viruses broadcasted from enemy ships.

Interior lightsturn the lights on or off aboard the ship

Missile Lock On greatly increases the time it takes to lock a missile on a target.

it may be wise to turn off some systems such as cyberdefense, projectile aim assist, and Missile Lock when the ship is not engaged in combat to reduce the load on the primary reactor to cool it down, but remember to turn them off when they are needed such as when you land in the next system.

to the right of the Reactor Panel is the Jump Computer Panel

Image

there are 3 bars as well as a single large button which is used to initiate jump preparation and engage the drive when fully charged.

the first two bars will fill simultaneously when the order to initiate jump preparation is given.

Jump Calculation is dependent on the number of ARX-JP Processors installed on the ship as well as the amount of power allocated to Science.

Warp Drive Charge is dependent on the Warp Drive module installed on the ship as well as the amount of power allocated to Engineering.

Finalize Jump Data takes approximately 5 seconds to fully charge after both Jump Calculation and Warp Drive charge are completed. Its speed is influenced by the power allocated to both Science and Engineering.

If you have a slow charging drive, such as a GTC Custom or a Long Range Jump Module, you can turn power to science down (but not off) when Jump Calculation has completed, then turn it back up for the Finalizing Jump Data step as the Jump Processor will continue to draw full power from the reactor even when the calculation is completed.

Likewise, if you have a rapidly charging drive such as a GTC Snappy Cricket or your captain has foolishly sold your only ARX-JP unit, you can throttle down on Engineering while you wait for the Jump Calculation to finish.

After all 3 bars are filled in blue, the button will change to "Align Ship To Target" at this point the pilot must maneuver the front of the ship to face a system. The button will change to "Jump to SE <XYZ>" Where <XYZ> is the name of the system the ship is aligned to. Pressing the button again will jump the ship.

On the Bridge there will also be a panel for controlling the Coolant, Jump Fuel Count and Manual Program Charge, and Distress Beacon

Image

Coolant Reserves are represented by the green bar which will drain from right to left. Coolant is consumable and will reduce the Core Temperature of the Reactor. it can be applied at either a Low Rate or a High Rate. Don't be afraid to use Coolant to prevent the reactor from overheating, as it is less costly than the immobilization of the ship during combat, but consider using throttles on system power allocation if not presently in combat unless an overriding order from the captain is given.

the Distress Signal will allow you to toggle between the various types of Distress Beacons. Currently the types installed aboard your ship depend on which faction your ship initially belonged to. Intrepid and Roland class ships will have both a general distress and a Colonial Union Signature Distress beacon. Stargazers and Carriers will have a Gentlemen's Shadow Beacon and the WD Destroyer and Cruiser ships will have a WD Distress Beacon. As of the present moment, the beacons will attract both Civilian ships who will sell you fuel at an alarmingly elevated cost and also attract Security Drones who will attack you. In the future the distress beacon will potentially attract ships of the faction indicated by their type.

the Ship Status Panel on the left and present in many places throughout the ship will give information on the systems installed aboard the ship as well as indicating if a fire is in that system

Image

the control panel icon represents the engineering section.

the radiological symbol represents the weapons section.

the leaf symbol represents the life support section.

the beaker represents the science section.

Please note that the science section is on fire and the weapons system is damaged in this image.

to the right is a numeric representation of the ship's shield and hull integrity. Below that is a status indicator of the reactor's status, indicating if it is operational, shut down, overheated, and critical.

QT shield stands for Quantum Shield. At approximately 70% shield integrity and above, the ship's shields will block quantum signals, preventing teleporting from unauthorized sources. Below that threshold, the indicator will change to "offline" and it will become possible to be boarded by hostile crews. If the indicator reads "Offline" when the shields are not depleted, the shield system may be shut down in the engineering section.

02 Delta represents the ship's change in Oxygen level.

a positive value indicates that the level of oxygen aboard the ship is increasing. a negative value means that oxygen is being depleted faster than it can be regenerated. This will occur if oxygen generation is disabled, a system is on fire, or if more then the standard complement of 5 humanoid life forms are aboard the ship such as during a boarding action.

In the Engineering Section, all the panels available to the Engineer on the bridge are all present. Also present are many elements directly related to the operation of the ship's core functions

Image

Pictured here is an image of the Manual Program Charging Station. Programs and Viruses from the Science station are charged by the jump drive when the ship enters jump. Each program has a specific number of charges required, represented by empty or full dots below the program at the Science officer's station. The Jump Drive will fill a certain number of dots per jump. It can also recharge the same number of dots by consuming a capsule of jump fuel during an engagement with the enemy, or to prepare more programs during a jump.

To manually charge the programs, first Load Fuel from the Jump Fuel panel. The indicator will change from red to green on the Manual Program Charging Station and the fuel canister will be physically loaded into the device. Pulling the lever will then consume the fuel and charge the programs by the value indicated on your Warp Drive Module.

Also present in the Engineering Section is the Core Safety Toggle.

Image

when the lever is in the down position and green, the safety is enabled. When the lever is in the up position and red, the safety is disabled.

When the reactor's temperature reaches the maximum, when the safety is enabled, the reactor will emergency shutdown, powering the ship's primary systems off in a 'brown-out" If the safety is disabled, the reactor will continue supplying power, but will also begin to destabilize. The Warp Core will change color from white to yellow to red, then finally implode with the force of a CU Enforcer Nuclear Device. An experienced Engineer can tell when a core is going to let go by the sights and sounds, but if there is any uncertainty, the Reactor Core Temperature Gauge will have an estimated time to Core Implosion. If the core is overheating beyond the ability of coolant and throttling to save, the Emergency Core Eject lever can be thrown, ejecting the core. The systems are tied into the Reactor Core Temperature, and will prevent unintentional ejection of the core if it is not critical.

Image

In the event that the core has been ejected, it will likely still implode, creating a void before exploding outward violently, causing serious damage up to 5 Kilometers away.

Configure the auxiliary panel as indicated in the below figure, and cut all power to nonessential systems, diverting it all to engineering to allow the pilot to limp the ship away

Image

Pictured here is the ship's system startup levers.

Image

a display on the right of the 3 levers will dictate the process to boot the ship.

the steps are as follows:

Pull Lever 1 (Left Most Lever, Power)

Boot ShipOS

Pull Lever 2 (Center Lever, Computer Interface)

Prime Warp Core

Pull Lever 3 (Right Most Lever, Shields)

an emergency shutdown of the entire ship (left most lever) may be used to rid the ship of a virus infection if the antivirus does not function or is not installed in your ship computer.

the shields may be manually deactivated to allow the ship to be repaired in a spacedock.

With this information, you are now ready to pull on an orange shirt and be considered a true Scotsman.

Frankiepals
Posts: 3
Joined: Sun Jan 17, 2016 1:48 pm

Re: I'm a newb...

Post by Frankiepals » Mon Jan 18, 2016 1:57 am

Luissen wrote:Image

This is the engineering console of the Intrepid's Bridge. Other ships may have their panels in a different order, but the contents will be the same.

Lets start with the center panel.

Image

At the top, the name of your reactor is listed.

below that, there is a bar with a number on the left and a bar that progressively fills with red from left to right

This is the the Reactor Core Temperature Gauge. As your reactor goes under heavier power draws from components, temperature will rise as it attempts to deliver sufficient power.

When the bar reaches the other end, your reactor will go into emergency shutdown. Based on a statistic of the reactor, this time varies, but afterward, your reactor will come back online, and probably overheat again unless preventative measures are taken.

below the Reactor Core Temperature Gauge, there are 5 blue bars, which stand for the power throttle for the 4 major systems and a last bar which represents the reactor's maximum output.

the portion of the bar which is filled in blue is how much power the system is currently drawing

Some systems such as Science will always draw some power (Science represents both your Cyber Defense + passive sensors as well as Jump Calculations) while others such as Engineering (Engines + Jump Drive) only draw power when thrusters are being fired by the pilot, or when the jump drive is charging.

The total length of the bar represents the maximum power draw that system can use. Due the the nature of the reactor, this value is often higher than the total output of the reactor (last bar at the bottom)

you can adjust how much power a system is allowed to use by clicking on the bar. doing so will move the white triangle. When the throttle is set lower than the power draw a system is currently using, the reactor will only give part of the demand. This will degrade performance by starving the system of power.

Image

To the left of the Reactor Panel is the Auxiliary Reactor Panel

your subsystems are powered by an auxiliary reactor which can contribute power to the primary reactor when it is not under load itself. It has a maximum output of 3200 MW.

The Topmost bar lists the sum of all power not being consumed by subsystems that is free to be used by the Primary Reactor and systems.

below this, there is a list of subsystems and a toggle. You can click on a system to toggle it on or off. When a system is off, it will not function, and the resulting power draw will become available to boost the primary reactor. To the left of the toggle is a value which represents how much power will be freed up if a system is turned off.

Atrium Healing controls the Atrium system in the Science room. It does not presently need to be enabled to respawn, however it must be turned on if you wish to use the atrium system to heal your wounds. (The Science Officer using the Bridge Medic Talent or eating food are alternate sources of healing)

Oxygen Generation is one of the life support systems. If it is turned off, oxygen levels will drop in the ship until it hits 0% at which point all people aboard the ship not in an ExoSuit will begin suffocating at a slow but steady rate.

Climate Control is the other part of life support. Presently it does nothing, however it is planned that the temperature aboard the ship will require regulation such as increasing when the ship is on fire or decreasing as the ship radiates heat into space.

Spotlights will toggle your ships running lights for the Pilot and Turrets. There is one light facing forward for navigating the inside of structures as well as one light slaved to the motion of each of the 3 manually controlled turrets aboard a ship. Some ships also have Spotlights that will illuminate the exterior of the ship.

Projectile Aim Assist affects the Weapons Officer as well as any crew member who uses a turret. it will add a 'PiP' or Predicted Impact Point which takes the shape of a small circle. If you aim at this circle, the shot will hit the target, assuming no change in motion during flight. It is rumored that it influences the flight of missiles, but this is presently unconfirmed.

Cyber Defense represents the computer's ability to resist infection from Viruses broadcasted from enemy ships.

Interior lightsturn the lights on or off aboard the ship

Missile Lock On greatly increases the time it takes to lock a missile on a target.

it may be wise to turn off some systems such as cyberdefense, projectile aim assist, and Missile Lock when the ship is not engaged in combat to reduce the load on the primary reactor to cool it down, but remember to turn them off when they are needed such as when you land in the next system.

to the right of the Reactor Panel is the Jump Computer Panel

Image

there are 3 bars as well as a single large button which is used to initiate jump preparation and engage the drive when fully charged.

the first two bars will fill simultaneously when the order to initiate jump preparation is given.

Jump Calculation is dependent on the number of ARX-JP Processors installed on the ship as well as the amount of power allocated to Science.

Warp Drive Charge is dependent on the Warp Drive module installed on the ship as well as the amount of power allocated to Engineering.

Finalize Jump Data takes approximately 5 seconds to fully charge after both Jump Calculation and Warp Drive charge are completed. Its speed is influenced by the power allocated to both Science and Engineering.

If you have a slow charging drive, such as a GTC Custom or a Long Range Jump Module, you can turn power to science down (but not off) when Jump Calculation has completed, then turn it back up for the Finalizing Jump Data step as the Jump Processor will continue to draw full power from the reactor even when the calculation is completed.

Likewise, if you have a rapidly charging drive such as a GTC Snappy Cricket or your captain has foolishly sold your only ARX-JP unit, you can throttle down on Engineering while you wait for the Jump Calculation to finish.

After all 3 bars are filled in blue, the button will change to "Align Ship To Target" at this point the pilot must maneuver the front of the ship to face a system. The button will change to "Jump to SE <XYZ>" Where <XYZ> is the name of the system the ship is aligned to. Pressing the button again will jump the ship.

On the Bridge there will also be a panel for controlling the Coolant, Jump Fuel Count and Manual Program Charge, and Distress Beacon

Image

Coolant Reserves are represented by the green bar which will drain from right to left. Coolant is consumable and will reduce the Core Temperature of the Reactor. it can be applied at either a Low Rate or a High Rate. Don't be afraid to use Coolant to prevent the reactor from overheating, as it is less costly than the immobilization of the ship during combat, but consider using throttles on system power allocation if not presently in combat unless an overriding order from the captain is given.

the Distress Signal will allow you to toggle between the various types of Distress Beacons. Currently the types installed aboard your ship depend on which faction your ship initially belonged to. Intrepid and Roland class ships will have both a general distress and a Colonial Union Signature Distress beacon. Stargazers and Carriers will have a Gentlemen's Shadow Beacon and the WD Destroyer and Cruiser ships will have a WD Distress Beacon. As of the present moment, the beacons will attract both Civilian ships who will sell you fuel at an alarmingly elevated cost and also attract Security Drones who will attack you. In the future the distress beacon will potentially attract ships of the faction indicated by their type.

the Ship Status Panel on the left and present in many places throughout the ship will give information on the systems installed aboard the ship as well as indicating if a fire is in that system

Image

the control panel icon represents the engineering section.

the radiological symbol represents the weapons section.

the leaf symbol represents the life support section.

the beaker represents the science section.

Please note that the science section is on fire and the weapons system is damaged in this image.

to the right is a numeric representation of the ship's shield and hull integrity. Below that is a status indicator of the reactor's status, indicating if it is operational, shut down, overheated, and critical.

QT shield stands for Quantum Shield. At approximately 70% shield integrity and above, the ship's shields will block quantum signals, preventing teleporting from unauthorized sources. Below that threshold, the indicator will change to "offline" and it will become possible to be boarded by hostile crews. If the indicator reads "Offline" when the shields are not depleted, the shield system may be shut down in the engineering section.

02 Delta represents the ship's change in Oxygen level.

a positive value indicates that the level of oxygen aboard the ship is increasing. a negative value means that oxygen is being depleted faster than it can be regenerated. This will occur if oxygen generation is disabled, a system is on fire, or if more then the standard complement of 5 humanoid life forms are aboard the ship such as during a boarding action.

In the Engineering Section, all the panels available to the Engineer on the bridge are all present. Also present are many elements directly related to the operation of the ship's core functions

Image

Pictured here is an image of the Manual Program Charging Station. Programs and Viruses from the Science station are charged by the jump drive when the ship enters jump. Each program has a specific number of charges required, represented by empty or full dots below the program at the Science officer's station. The Jump Drive will fill a certain number of dots per jump. It can also recharge the same number of dots by consuming a capsule of jump fuel during an engagement with the enemy, or to prepare more programs during a jump.

To manually charge the programs, first Load Fuel from the Jump Fuel panel. The indicator will change from red to green on the Manual Program Charging Station and the fuel canister will be physically loaded into the device. Pulling the lever will then consume the fuel and charge the programs by the value indicated on your Warp Drive Module.

Also present in the Engineering Section is the Core Safety Toggle.

Image

when the lever is in the down position and green, the safety is enabled. When the lever is in the up position and red, the safety is disabled.

When the reactor's temperature reaches the maximum, when the safety is enabled, the reactor will emergency shutdown, powering the ship's primary systems off in a 'brown-out" If the safety is disabled, the reactor will continue supplying power, but will also begin to destabilize. The Warp Core will change color from white to yellow to red, then finally implode with the force of a CU Enforcer Nuclear Device. An experienced Engineer can tell when a core is going to let go by the sights and sounds, but if there is any uncertainty, the Reactor Core Temperature Gauge will have an estimated time to Core Implosion. If the core is overheating beyond the ability of coolant and throttling to save, the Emergency Core Eject lever can be thrown, ejecting the core. The systems are tied into the Reactor Core Temperature, and will prevent unintentional ejection of the core if it is not critical.

Image

In the event that the core has been ejected, it will likely still implode, creating a void before exploding outward violently, causing serious damage up to 5 Kilometers away.

Configure the auxiliary panel as indicated in the below figure, and cut all power to nonessential systems, diverting it all to engineering to allow the pilot to limp the ship away

Image

Pictured here is the ship's system startup levers.

Image

a display on the right of the 3 levers will dictate the process to boot the ship.

the steps are as follows:

Pull Lever 1 (Left Most Lever, Power)

Boot ShipOS

Pull Lever 2 (Center Lever, Computer Interface)

Prime Warp Core

Pull Lever 3 (Right Most Lever, Shields)

an emergency shutdown of the entire ship (left most lever) may be used to rid the ship of a virus infection if the antivirus does not function or is not installed in your ship computer.

the shields may be manually deactivated to allow the ship to be repaired in a spacedock.

With this information, you are now ready to pull on an orange shirt and be considered a true Scotsman.
WOW! I've never had someone take the time to go into detail like this on a forum after being asked a question. Thanks Luissen! I'm going to read through this thoroughly and let you know if I have any further questions, but just wanted to thank you for taking the time to put this together.

-Frank

Chloe89
Posts: 1
Joined: Tue Feb 02, 2016 11:08 am

Re: I'm a newb...

Post by Chloe89 » Tue Feb 02, 2016 11:10 am

i was in the same boat as this guy until i found this forum nice one guys :)

ComradeYevad
Posts: 1
Joined: Sat Mar 12, 2016 12:55 pm

Re: I'm a newb...

Post by ComradeYevad » Sat Mar 12, 2016 1:00 pm

i literally made an account just so I could thank you for this awesome "tutorial".
Even after having played the game for 10 hours or so I still didn't know that climate control was useless. ;)

Cruise
Posts: 7
Joined: Fri Mar 11, 2016 5:44 pm

Re: I'm a newb...

Post by Cruise » Sat Mar 12, 2016 4:43 pm

It is a sandbox
What interest to know how anything work in the beginning?

I accidently found jetpack after 50 hours of playing.
And keep finding something every day.

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PervasivePeach
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Posts: 168
Joined: Tue Nov 05, 2013 8:10 pm

Re: I'm a newb...

Post by PervasivePeach » Wed May 25, 2016 10:02 pm

ive been here since alpha and this guy knew 10 times more than i did lmao
i have no friends exept the friends i have

Vorxian
Posts: 12
Joined: Mon Aug 15, 2016 5:59 am

Re: I'm a newb...

Post by Vorxian » Mon Aug 15, 2016 7:54 am

thanks for the amazing guide as well, cyber kudos indeed.

I'm kinda curious..

What happens when you do actually eject the warp core? I mean you get + 5km away and you're (hopefully) ok.

Without a warp core what then, do you do? I assume it's impossible to jump to a new system... Is there a way to come back from that?

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