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Hardspace: Shipbreaker Guide Depressurisation Tools for Safe Success 

Takovacs
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14 окт 2024

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Комментарии : 59   
@Gyrono
@Gyrono Год назад
I think my favorite depressurization was when I had a Javelin with a Reactor II where the reactor compartment was pressurized and had no atmo regulator, just one in the ECU room. So what I did was disconnected the thruster as needed for the reactor, then cut the cut points holding the thruster to the ship hull. Was very entertaining to watch the thruster shoot out of the back end like a torpedo.
@chrisbayus5189
@chrisbayus5189 Месяц назад
I love doing that
@Khandrake
@Khandrake 2 года назад
Once depressured a small ship directly into the furnace
@1mariomaniac
@1mariomaniac 15 дней назад
Once I accidentally depressurized an Atlas Scout in such a way that the ship was oriented with the bow facing straight upwards (already dealt with the quasar thrusters at this point.) I went in to start cutting the ship up, not realizing the ship was still drifting downwards! The rest of the ship got caught by the barge and sucked me down with it lol. It actually still got me like 70ish percent of salvage so I just cut my losses since retrieving half of an entire ship from the barge is nigh impossible.
@bkPaladin80
@bkPaladin80 2 года назад
Depressurization always frustrated me, because it does feel like a puzzle to solve...but then there are times when you have no other option than to go scorched earth on a compartment and blow it open. Those times when the game forces you to lose money on some component or material never sit well with me.
@1mariomaniac
@1mariomaniac 15 дней назад
I get that, but at the end of the day this is kinda a game of efficiency and minimizing losses. If those were required losses, so be it. Especially on huge Javelin or Gecko class ships, a couple broken items won't do too terribly much.
@krosanreaper
@krosanreaper 2 года назад
Very helpful for some of the ships with weird crawlspaces or such. I learned quite a bit about lessening how explosive things can be.
@irvalfirestar6265
@irvalfirestar6265 2 года назад
Oh, the part about larger holes making less of a mess is quite helpful, thanks. Been wondering why some of my stinger holes went sideways fast and others got off without any breakups. It also helps that you tidy up or prep your ship before depressurizing by picking up all the collectible items (including posters), loose crates, fabrics, mattresses, broken fuel/O2 canisters and most importantly atmosphere regulators (even nonfunctional ones), as all these items tend to cause issues by colliding around the room or crawl spaces before starting to burn, puncture or break, and then you'll suddenly have new hazards to deal with or loss in item values. One way to prep your ship it is to collect all the loose items into airlocks, and then dealing with them first or just let it float outside while you finish depressurizing.
@jordancarter8294
@jordancarter8294 Год назад
I put them in the airlock, and after I'm done with the room depressurization, I grab the air lock and launch it into the barge.
@1mariomaniac
@1mariomaniac 15 дней назад
And _always_ depressurize going into a larger space, whether that be a larger room or out into space. I've learned that the hard way... from Geckos especially.
@christianmcneill699
@christianmcneill699 2 года назад
I would add that Ghost Ships will periodically activate or deactivate regulators (even broken ones). So if you have a ship with a large pressurised area (ie Gecko Heavy Cargo) with a broken regulator, you can wait for the AI to depressurise the room and then just open up the outer hull.
@Thamian
@Thamian 2 года назад
Hey thanks for this - that aft section of the heavy cargo javelin (the one that you can't access without an explosive decompression) has been cheesing me off quite considerably - the cross cut looks like a really very workable option, so thanks a lot for it.
@Takovacs
@Takovacs 2 года назад
I'm glad the video, and the technique should be helpful for you. Always trying to be as helpful as I can so you can keep those salvage numbers up!
@petermeredith8698
@petermeredith8698 2 года назад
Great video. I especially appreciated the demonstrations of various techniques
@DoubleThinkTwice
@DoubleThinkTwice 2 года назад
Thank you so much. I've been looking for a guide on this, but all I found were people parroting the tutorial. Your video has some good tips and is also really to the point. 😃👍
@Takovacs
@Takovacs 2 года назад
Thanks. Lots of people have issues with the system, so I thought I'd help out with the observations I've made during play. Wanted to keep the vid short, so its easy to digest, and you can get the info quicker!
@ASpaceOstrich
@ASpaceOstrich 2 года назад
As for the damage done to things. From what I understand any loose objects will get pulled in the direction of the air-flow, but almost all detachable objects will stay attached unless something hits them to knock them off, with the exception of air regulators, which will always detach themselves during explosive decompression. So if a room has to be depressurised and the regulator isn't how you're doing it, you will *always* lose the regulator so theres no need to worry about it.
@pagingdoctorsideburns
@pagingdoctorsideburns 2 года назад
If you want to save the regulators, figure out which one you are going to actually use and rip the rest off beforehand and put them someplace safe (like an airlock) before you begin
@Takovacs
@Takovacs 2 года назад
I decided to keep the scope of the video pretty narrow, so didn't cover these things in the video. Doing some preparations beforehand before depressurising will enable you to control where those regulators end up. Pulling the ones you don't plan to use, bringing them to the room you plan to depressurise should prevent them being broken by collision.
@Shabazza84
@Shabazza84 2 года назад
Same goes for radiation filter covers. Those will also come loose and should at least be checked, if they can safely detach, or otherwise be removed beforehand. From my expierence, stuff behaves mostly as you would expect when depressurized. Stuff will be accelerated towards the breach (mostly...) and thus, if you can't airlock something, be sure to cram all those parts as tightly as possible towards the very same wall you are going to breach, or a parallel wall at least. So stuff will not accelerate at all, or not much. Best example is a Heavy Cargo Gecko's main cargo compartment. It's a huge distance form the engines towards the pressurized front rooms. And you don't want an asteroid near the engines, or a fuel drum to be accelerated accross the whole room...
@jordancarter8294
@jordancarter8294 Год назад
@Shabazza84 I had a room with 3 doors on it. 2 of the 3 doors were open. Both sides of the door had no pressure. Upon opening the door, I got sucked out into the bay, hit the wall, and died. 🤣
@Runsofourlives
@Runsofourlives 3 месяца назад
I'm still very early on in the game so I recognize that my experience so far might not be applicable to some of the higher level ships but I found it easier to move deep into the ship as possible into an area you can cycle depressurize and where you can cut your way out and then pop lose a panel so it stays depressurized without any blowback then repeat chamber by chamber working backwards towards the airlock. It wouldn't work on broken cyclers but otherwise it seems safer than explosive decompression.
@-ShanWasTaken-
@-ShanWasTaken- 9 месяцев назад
This so helpful, i literally quit this game because of how tedious this process was and your tips are so useful especially the aluminium panel in the javelin
@ReverendTed
@ReverendTed Год назад
Thanks! I found this video because of the situation where there's two rooms with pressure regulators separated by a single door. These techniques were largely what I was doing already, but the tip about simply opening doors being least destructive was new information. I was always hesitant to do that because I liked to be farther away when initiating an explosive decompression. Might be helpful to know that you can use your hands to hold onto a surface to avoid getting blown around. I wonder if the game takes into account, for instance, depressurizing the largest space first?
@beelikemizu604
@beelikemizu604 Год назад
Great job covering all the different scenarios 👍
@Takovacs
@Takovacs Год назад
Thank you. I tried to make it as comprehensive as possible, but also concise!
@stavzeevi
@stavzeevi 2 года назад
Regarding the inaccessible airlock compartment, I found that those types of aluminium panels are attached only along the nanocarbon structural beam (in blue). An accurate cut directly down the middle of that beam, or two less accurate cuts to either side will always release the entire panel. First video I’ve found that accurately described how doors are basically indestructible when opened to decompression, great stuff!
@Takovacs
@Takovacs 2 года назад
Yeah, 1 cut will do it, but it's easier to instruct for the 2 cuts, and pull user error out of the equation. In terms of why other videos don't have the accuracy of this one, I feel they are more likely to be leaning on the real-world experience, which just isn't the way the game works. This video is all based upon evidence in-game, after many hours of play!
@fabzm29
@fabzm29 Год назад
It would be good if we had a way to safely depressurize an entire ship, all ships I've played you need to use the atmospheric regulator in one room and then do the "unsafe" depressurisation in the other rooms
@Mikhanius
@Mikhanius Год назад
I mean, if the ship was in perfect condition, we wouldn't be salvaging it
@cyalknight
@cyalknight 9 месяцев назад
Playing the pressurization tutorial ship and had one of my "great ideas." I made sure everything was pressurized and cut a hole between the inner and outer hull. But, now the Atmosphere Regulator won't depressurize at all. :facepalm:
@Raudoc2k1
@Raudoc2k1 2 года назад
Thank you for this video. This game is extremely fun to play. Though can get frustrating at times. Going to try these tips the next time I go to tare into a ship.
@rpengler1
@rpengler1 2 года назад
4:35 When dealing with an isolated seat like this, the best way is go in the airlock, pressurize, then use the regulator inside to depressurize and cycle the airlock again. No need to cut. You also missed the Gecko. Personally, my favorite way to depressurize the Gecko is go under the ship, and using the scanner, place a single demo charge (Making sure not to cut anything important!) to cut one panel. If done right, it will depressurize the entire ship in one go. You can also do this safely at the nose of the ship, on the side opposite the cockpit.
@Takovacs
@Takovacs 2 года назад
The Javelin has a broken regulator in the cockpit, as is audibly described in the video. If the regulators were working, then it wouldn't appear in this video. In terms of Geckos, none of them have any particular needs beyond what's mentioned in the video. No special unreachables that won't be solved by just opening a door to the guaranteed working regulator.
@rpengler1
@rpengler1 2 года назад
@@Takovacs Fair. All of them have class 2 reactors. One thing I like to do to handle those is clear the area around the thrusters, then tether the thrusters to the barge before activating the override. That way, if the thrusters do rupture, they will be quickly and harmlessly pulled away.
@thadman3003
@thadman3003 2 года назад
just to add for the last example, ripe off regulators from the wall as it always breaks during decompression if still attached.
@firstnamelastname4752
@firstnamelastname4752 3 месяца назад
Larger holes being less violent is so counterintuitive and also just wrong. If we cut a tiny hole it should be much slower and more gentle. The entire pressure system in this game is so illogical, they just need to make it the same as the real world and it could actually be fun. Like we should be able to connect all pressurised rooms and then use a pressure regulator to slowly depressurise them all, it's exactly how it would work in the real world.
@1mariomaniac
@1mariomaniac 15 дней назад
No, it makes sense. All the air is coming out anyway, if it's coming out of a smaller hole, it's going to go far faster, and by extension be far more forceful. This is a phenomenon used for rocket engines, it's called the Venturi effect. I kinda agree about the atmosphere regulators though, but that'd make the whole process kinda trivial.
@MortlachNL
@MortlachNL 2 года назад
This is really helpful. I just wish they would add a regulator to the airlocks themselves, that would solve a lot of the issues, I think. But maybe it is intentional since these ships are being dismantled for a reason....
@Takovacs
@Takovacs 2 года назад
Those ships sure aren't safe! Glad this has been helpful, I've been waiting to make this sort of video until 1.0 had come out and everything was definitely settled.
@Acorn_Anomaly
@Acorn_Anomaly 2 года назад
Why do airlocks need a regulator? The consoles on both exits and the inside cycle it.
@flaviusiacob1558
@flaviusiacob1558 2 года назад
Thanks for the tips
@theologicalgerbil8915
@theologicalgerbil8915 2 года назад
The correct term is "Explosive" decompression... I'll see myself out.
@NATA5II
@NATA5II 3 месяца назад
Spicy decompression
@mysticalmaid
@mysticalmaid 2 года назад
Helpful, thank you!
@timothygooding9544
@timothygooding9544 2 года назад
never realized that the larger the hole the less destructive the decompression. kindof makes sense as the air has less of a need to speed up
@mrmiffmiff
@mrmiffmiff Год назад
Would it be viable to open up paths between pressurized areas (as possible based on whatever ship you're working on) before depressurizing, or does that cause the whole "regulator no longer works" issue?
@mrmiffmiff
@mrmiffmiff Год назад
I answered this for myself and regrettably it's not possible. Sad.
@cyalknight
@cyalknight 8 месяцев назад
I tried this in the pressurization tutorial ship, and no go sadly.
@1mariomaniac
@1mariomaniac 15 дней назад
​​​@@mrmiffmiffyou kinda can but it's a little fiddly. You have to destroy the doors between every room/crawlspace (they're not worth much anyway) and then cut the ship open. This way the ship can't cut off the part of the ship the depressurization event came from. Sadly, though, _safe_ depressurization of the whole ship is not possible. This comes at a cost though, you run a greater risk of stuff flying all over the place and colliding with more delicate components.
@salce_with_onion
@salce_with_onion Месяц назад
Demo charges for the win, easiest way to get rid of air on the ship
@odin5275
@odin5275 2 года назад
On the gecko class ships I cut all the doors then exit the ship and cut the front glass it depressurize’s the whole ship with no danger well except for a flying door
@TayelMachete
@TayelMachete 8 месяцев назад
Thank you
@WouldbeSage
@WouldbeSage 6 месяцев назад
No mention of just popping the seals on the outside of an airlock? What?
@FekalKilla
@FekalKilla 2 года назад
I am cutting doors in middle, some air will suck and thats it
@ericknoleto
@ericknoleto Год назад
I just confused the Meckerel method... Went to the engine rool and cut it off while the engine room itself was still pressurized... Death by high speed impact.... Well, leassons learned... (next time gonna remember to depressurized the ship and engine room first 🤦‍♂)
@1mariomaniac
@1mariomaniac 15 дней назад
You may want to make sure of two things before attempting that method. 1. Loose items are not in a place that they could potentially fly towards and kill you during depressurization. 2. Hold on tight (Z key near wall/object)
@ЕвгенийБабич-н8ы
@ЕвгенийБабич-н8ы 4 месяца назад
Ну если цель потерять часть утиля то следуйте этому руководству. Потому что разгерметизация не проблема, а задача даже двери сдать в утиль и получить деньги и очки.
@zadovrus1624
@zadovrus1624 2 года назад
Wrong. The best way to depressurize a ship if your atmospheric regulator is broken is to: 1) go to most outer compartnment 2) make sure you are sealing all the doors that are airtight to minimize the amount of air that you are working with 3) pick the end of a ship that is closer to the wall or your hab module (shop) 4) cut all cutpoints, except the last one, that stich the ship together at that crosssection 5) try to find a place out of the way of the possible debree, hold on to the wall with Z (don't use X, that's your cutting tool hand) and cut the last cutpoint If you've done everything right then you shouldn't experience any presure explossions and can safely salvage the ship P.S. Of course you can always just cut the ship from outside, that way the risk is minimal, but mess is maximal
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