Its actually better to depressurize the entire ship and dismount all air vents BEFORE destroying the AI cores, because once you destroy enough of them, they start to mess with the doors and pressure. Causing potential explosive decompression events.
Better yet, cut holes so it isn't even valid for pressurisation. I found out the hard way that, unlike the player, AI nodes don't need a valid power source to mess with doors and atmosphere.
You probably realized this, but the reason for the Halloween stuff with the ghost ship audio log is ghost ships were added as a Halloween update in early access and they never bothered removing the references to that after the fact or even on full release.
AI nodes will randomly pressurize and depressurize any enclosed compartments remaining on the ship while you're working. That's why the airlock was randomly pressurizing and depressurizing itself while you were working on this ship, that was the only airtight compartment left that the AI had control over. You actually don't need power to disconnect the ECU safely. You do need it to disconnect the thrusters, but to shut down the ECU all you do is pull the three coolant cannisters out. I have managed to cut AI nodes off reactors safely. It's tricky, but safe if you get the angle right. I've never managed to get a AI node off a fuel tank without it exploding however, so I just throw those into the furnace, fuel tank and all.
@@wanderbots As far as I'm aware, the barge object protection stuff (which only applies to objects listed for the barge) only activates once it's been accepted, where it becomes invulnerable, the HUD will no longer list it's value, and the structure it's attached to (if any) cannot be moved. Until the nodes are removed, it is treated as a foreign object and won't receive this protection, as evidenced by the fact you can still move it (and even pull it out of the barge if you want), still lists it's value in the HUD, and in the case of things like reactors, will continue to meltdown. This even happened in the previous video at 22:00, when you threw a reactor in the barge that had several AI nodes on it.
While true, as long as there's only one node left as soon as the node is removed the object in question is instantly accepted, protecting it from the cutter. It's also a safe place to work, since everything else can't get blown up down there.
@@wanderbots Well, mostly safe, aside from the obvious risk of yourself being too close to the reactor, and being on a timer. In both instances, you still need to be fairly careful with the cutter. I personally find the splitsaw is actually more useful in these situations where a node is on a volatile object. So long as you position/rotate yourself so the volatile object is on your left, with the node more or less centred on the reticle, you can use the splitsaw to only hit the node. Not only does it basically instantly cut objects, the splitsaw cannot pierce through objects it cuts, so you only need to worry about aligning the reticle to only be on objects you want to cut (ignoring those which are too strong to cut), and by keeping the volatile objects on the left, you avoid the risk of the beam hitting the wrong object on its path between the tool and the target.
*sees hard space, cracks someone's helmet with my head* YAS!! MORE SCI FI!! *dood looking at his helmet as he got out the air lock* "how did you break ballistic glass with your face???" ((shorter version, excited to see you doing sci fi stuff every now and then, the 'take your time and plan things' out are some of my favorites you do. one shot reviews are cool, but your planned endeavors are the cake we can't have all the time due to algorithms saying it isn't healthy))
on the note of the forklift though... seen someone manage to get a forklift sideways in a trailer, no one could comprehend how he Austin Power'ed the forklift, I also wouldn't be surprised if someone built the ship around the forklift or if those side rooms where all the rail guides are were supposed to be open for the hoists to go through to the open rolling doors that fought you so hard.
1:01:15 Changing where you look will apply more rotational momentum to an object you're grappled to than it will translational momentum. In other words, heavy objects tend more to rotate the same way the player is rotating rather than being moved to the position where you're looking. This means you'll usually need to thrust in the direction you want it to go, while keeping your character looking the same direction. This also means the easiest way to control their rotation is to use roll, as that keeps it in front of you, reducing the risk of accidentally trying to drag it into something.
46:48 The splitsaw is, surprisingly enough, a fast, efficient precision tool. With the sole exception of volatiles (i.e. detonate the instant the beam hits them) being between the tool and the target, it can ONLY cut what has been marked by the crosshair. Also, when cutting structural components, so long as both halves (equal or otherwise) are large enough to remain as physical objects, it often doesn't remove any value from the salvage. Basically, it's extremely risky if you're careless, but if you can aim and time things right, it's often more useful (and sometimes even safer) than the stinger.
Unionizing is a good thing because large companies will, without fail, throw their weight around to keep you from getting a fair deal. Their goal is to make more money. Not give you fair compensation. But the other side is would it be worth it to organize for the people? Not all situations require the kind of resources invested and politics played that goes with unionizing. So one has to look at the situation carefully.
Hey if corporations can pass their losses onto the customer while maintaining record profits then it's only fair that unions pass losses onto their customer, corporations, while making record profits.
Until they offshore and they both go to hell, anyway. Gotta regulate these things via culture instead of law because humans are fallible, opportunistic bastards.
31:10 You are so lucky that keel didn't ram into the coolant pipe, as that would have not only caused a coolant leak which would freeze a bunch of the ship, but would cut the coolant to the reactor, in this case, starting it's meltdown. Sidenote: rupturing the coolant line does count as "safely" disconnecting the coolant for the reactor, and will stabilise it. Same thing technically happens with the reactant/fuel lines, but, you know, they're kinda explosive.
The AI cycles pressure once you hit a single node. So it's always best to make it so that it can't pressurize before going after the AI. One guy mentioned that it can also cause meltdowns to.
I have a question about the AI nodes in your video. I'm just doing my first ghost ship right now, and my nodes only appear as a dull grey when I use my display, how are you getting them to appear red like that in your video?
31:27 For such a large and fairly volatile object, it's incredibly surprising to realise the thermal spreader is only worth 442 LT/credits, especially since you can "salvage" ion coils from them. For reference, lights, both long and round, are worth 3468 LT.
I’m not sure but I think your recording volume was down low in this, I had to turn my volume right up to hear you talk and whenever an add came on I got a jump scare due to the tv volume was up really loud 🤣
From what I got from the binary “All your bases will become me.”
Like the reference for "All your bases belong to us" or something similar like that from the old days.
HOW ARE YOU GENTLEMEN?
ALL YOUR BASE ARE BELONG TO US
@@elPominator *HOW ARE YOU GENTLEMEN !!
:P
Its actually better to depressurize the entire ship and dismount all air vents BEFORE destroying the AI cores, because once you destroy enough of them, they start to mess with the doors and pressure.
Causing potential explosive decompression events.
Better yet, cut holes so it isn't even valid for pressurisation. I found out the hard way that, unlike the player, AI nodes don't need a valid power source to mess with doors and atmosphere.
You probably realized this, but the reason for the Halloween stuff with the ghost ship audio log is ghost ships were added as a Halloween update in early access and they never bothered removing the references to that after the fact or even on full release.
Oh, I just chocked it up to the ai's trying to cover the distress messages as Halloween pranks. The real reason just sounds so lazy xD
Your ship was lost in processing, as a compensation, we have credited 3,000,000 to your account.
AI nodes will randomly pressurize and depressurize any enclosed compartments remaining on the ship while you're working. That's why the airlock was randomly pressurizing and depressurizing itself while you were working on this ship, that was the only airtight compartment left that the AI had control over.
You actually don't need power to disconnect the ECU safely. You do need it to disconnect the thrusters, but to shut down the ECU all you do is pull the three coolant cannisters out.
I have managed to cut AI nodes off reactors safely. It's tricky, but safe if you get the angle right. I've never managed to get a AI node off a fuel tank without it exploding however, so I just throw those into the furnace, fuel tank and all.
You can safely remove them in the barge IIRC.
@@wanderbots somehow it never occurred to me till now to try moving things into the barge before cutting the nodes off.
@@wanderbots As far as I'm aware, the barge object protection stuff (which only applies to objects listed for the barge) only activates once it's been accepted, where it becomes invulnerable, the HUD will no longer list it's value, and the structure it's attached to (if any) cannot be moved. Until the nodes are removed, it is treated as a foreign object and won't receive this protection, as evidenced by the fact you can still move it (and even pull it out of the barge if you want), still lists it's value in the HUD, and in the case of things like reactors, will continue to meltdown. This even happened in the previous video at 22:00, when you threw a reactor in the barge that had several AI nodes on it.
While true, as long as there's only one node left as soon as the node is removed the object in question is instantly accepted, protecting it from the cutter. It's also a safe place to work, since everything else can't get blown up down there.
@@wanderbots Well, mostly safe, aside from the obvious risk of yourself being too close to the reactor, and being on a timer. In both instances, you still need to be fairly careful with the cutter.
I personally find the splitsaw is actually more useful in these situations where a node is on a volatile object. So long as you position/rotate yourself so the volatile object is on your left, with the node more or less centred on the reticle, you can use the splitsaw to only hit the node. Not only does it basically instantly cut objects, the splitsaw cannot pierce through objects it cuts, so you only need to worry about aligning the reticle to only be on objects you want to cut (ignoring those which are too strong to cut), and by keeping the volatile objects on the left, you avoid the risk of the beam hitting the wrong object on its path between the tool and the target.
*sees hard space, cracks someone's helmet with my head*
YAS!! MORE SCI FI!!
*dood looking at his helmet as he got out the air lock* "how did you break ballistic glass with your face???"
((shorter version, excited to see you doing sci fi stuff every now and then, the 'take your time and plan things' out are some of my favorites you do. one shot reviews are cool, but your planned endeavors are the cake we can't have all the time due to algorithms saying it isn't healthy))
on the note of the forklift though... seen someone manage to get a forklift sideways in a trailer, no one could comprehend how he Austin Power'ed the forklift, I also wouldn't be surprised if someone built the ship around the forklift or if those side rooms where all the rail guides are were supposed to be open for the hoists to go through to the open rolling doors that fought you so hard.
1:01:15 Changing where you look will apply more rotational momentum to an object you're grappled to than it will translational momentum. In other words, heavy objects tend more to rotate the same way the player is rotating rather than being moved to the position where you're looking. This means you'll usually need to thrust in the direction you want it to go, while keeping your character looking the same direction. This also means the easiest way to control their rotation is to use roll, as that keeps it in front of you, reducing the risk of accidentally trying to drag it into something.
46:48 The splitsaw is, surprisingly enough, a fast, efficient precision tool. With the sole exception of volatiles (i.e. detonate the instant the beam hits them) being between the tool and the target, it can ONLY cut what has been marked by the crosshair. Also, when cutting structural components, so long as both halves (equal or otherwise) are large enough to remain as physical objects, it often doesn't remove any value from the salvage.
Basically, it's extremely risky if you're careless, but if you can aim and time things right, it's often more useful (and sometimes even safer) than the stinger.
Unionizing is a good thing because large companies will, without fail, throw their weight around to keep you from getting a fair deal. Their goal is to make more money. Not give you fair compensation. But the other side is would it be worth it to organize for the people? Not all situations require the kind of resources invested and politics played that goes with unionizing. So one has to look at the situation carefully.
Hey if corporations can pass their losses onto the customer while maintaining record profits then it's only fair that unions pass losses onto their customer, corporations, while making record profits.
Until they offshore and they both go to hell, anyway. Gotta regulate these things via culture instead of law because humans are fallible, opportunistic bastards.
31:10 You are so lucky that keel didn't ram into the coolant pipe, as that would have not only caused a coolant leak which would freeze a bunch of the ship, but would cut the coolant to the reactor, in this case, starting it's meltdown. Sidenote: rupturing the coolant line does count as "safely" disconnecting the coolant for the reactor, and will stabilise it. Same thing technically happens with the reactant/fuel lines, but, you know, they're kinda explosive.
The AI cycles pressure once you hit a single node. So it's always best to make it so that it can't pressurize before going after the AI.
One guy mentioned that it can also cause meltdowns to.
It displays the amount of credits in the UI when you hover over it: 99999 LT
Instead of popping the frames at the seams, you can just use the Splitsaw cutter. Way easier, wastes less salvage and less dangerous than it seems.
I have a question about the AI nodes in your video. I'm just doing my first ghost ship right now, and my nodes only appear as a dull grey when I use my display, how are you getting them to appear red like that in your video?
31:27 For such a large and fairly volatile object, it's incredibly surprising to realise the thermal spreader is only worth 442 LT/credits, especially since you can "salvage" ion coils from them. For reference, lights, both long and round, are worth 3468 LT.
The what you skipped was a ship failed to load/ was lost in processing and you were given 3mil as compensation. @00:00
I’m not sure but I think your recording volume was down low in this, I had to turn my volume right up to hear you talk and whenever an add came on I got a jump scare due to the tv volume was up really loud 🤣
Hey wander, have you looked behind your hub (or whatever the thing with the kiosk attached is called) while salvaging yet?
It's referred in the game as the Master Jack by the HUD when you look at it.