Hardspace: Shipbreaker

Hardspace: Shipbreaker

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Need advice for depressurizing
Im fairly far in but whenever i get to a ship with no working atmosphere regulators i completely fail to depressurize without vaporizing the entire ship. I just dont really know how to safely do it. Any advice would be appreciated
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Showing 1-15 of 15 comments
Whirlwind Sep 12, 2021 @ 1:30pm 
Safest way I've found is to go outside an vapourise the airlock door. It tends not to explode just blasts out any loose stuff into space. Just make sure you've removed any fuel containers first (otherwise they tend to get hit by flying debris and explode.
Madual al'Kurenin Sep 12, 2021 @ 1:39pm 
mackerels i prefer to detach the reap plate from the rest of the ship, to this day no negative results.
Rest depressirize first, or they will fly out of the bay during depressurisation.
what he said airlock,
apofisdraccoo Sep 12, 2021 @ 3:20pm 
Personally I've found that compromising any part of the ship hull causes decompressions to blast out parts of the hull; but leaving the hull intact and depressurising via an atmosphere control unit makes it manageable, and if it's the first thing you do then it tends not to wreck too much internally.

Typically the units I find that are functional (particularly at higher levels where all but one unit seems to be broken), are the ones in the cockpit, which are the easiest to shield yourself in. Depressurise the cockpit, open the doors, and just move through the ship popping each section individually.

If all the ACU's are broken then I typically disintegrate an external door and just repeat the process.

Used to have a hard time with the Javelin cockpit bug where it would ALWAYS be pressurised, in the end I just decided to yeet the entire thing into the barge as it was not worth the reward vs. effort.

I always use the stinger when doing controlled disintegrations as it destroys after a short time rather than instantly.

This is all anecdotal but all of my deaths have been from feeding myself into a processor or smashing myself with a piece of debris, never from a decompression related event.

Hope this helps.
McRib Sep 12, 2021 @ 3:27pm 
I would advise to disintergreated a door on the airlock. This is best way to solve it. Also there was a chat between Lou and waver and they talk about different technics and advise was that multiple long cuts instand of a small hole is better because it reduce the risk.
Last edited by McRib; Sep 12, 2021 @ 3:28pm
One of my friends told me to lock all of the doors in a ship, then blow out the glass in the cockpit (at least for Geckos), tells me it works like a charm. Then work your way back from that by opening up the rooms via the door consoles.

That's what he told me when I got a gecko where /every/ atmospheric regulator was busted.
MoreBeer Sep 12, 2021 @ 3:53pm 
I second the cockpit glass on the gecko. On smaller ships, I suggest splitsawing an airlock hatch as far away from engines and reactors as possible. The outside airlock too, to add a 90 degree turn between the air rush and anything potentially flying around loose. As long as the rush of air doesn't cause anything heavy to smack into something explosive, you should be just fine.
kesschris Sep 13, 2021 @ 3:58am 
An added bit of advise on flying debris. Some of the Heavy Transport Geckos have asteroids in them which can cause havoc when going through the depressurization processes (cockpit window technique). I take the time to grapple/push them into an open airlock, then close it behind them. This also depressurizes the airlock, so when time comes to get the 'riods, it's much safer. With them now safely behind doors, I can take care of the rest of the ship without to much trouble. The downside is this can take several minutes - but I see HT Geckos as a three shift ship anyway.
Kinesis Sep 13, 2021 @ 11:27am 
So I literally just tired the airlock technique people keep claiming works, it just launches the ship into either the furnace or the processor if it does not explode.
morbosfist Sep 13, 2021 @ 11:43am 
That's because you didn't prepare. Explosive decompression is a two-step process. Step one: secure or remove all loose salvage. The airlock is the best place for this. Step two: cause a breach somewhere and let the ship vent.

This is a lot easier to do on larger ships and a real pain in the ass on tiny Mackerals.
Guardian Sep 13, 2021 @ 11:49am 
Something has changed where a HUGE amount of force pushes the ship (javelin and Geckos even) when blowing out an airlock. I also tried going in while pressurized to a ship that has a single working regulator and removing the doors from all other parts of the ship and then turning on the regulator to vent the atmosphere and it explosively vents the ship pushing it into the furnace. It's currently unplayable. Large fuel containers have also changed where it's impossible to remove them without dismantling the framework that holds them (using 4 or 5 sets of demo charges), and even then the demo charges usually set off the fuel tanks.
morbosfist Sep 13, 2021 @ 11:57am 
Depressurization doesn't work realistically. The state of a room's pressurization is checked against adjoining rooms and then is updated. The melt the doors trick causes explosive decompression because regulators only change the state of the room they're in.

Large fuel tanks can be removed by melting the aluminum frame so there's enough space to drag them out, at least until you can buy blast reduction upgrades so the charges won't detonate the tanks.

Neither is ideal, but both are problems that can be worked around.
Guardian Sep 13, 2021 @ 12:03pm 
I think I'll wait to play again until they fix pressurization. It's too unpredictable right now and handing us broken ships with no way to fix them reliably just isn't worth my time to play. I'll be back though and will keep an eye on patch notes.
Kinesis Sep 13, 2021 @ 4:35pm 
Yea, depressurization is just a hot mess. The physics of it make absolutely no sense whatsoever with small items being launched even if they are right up against the face of the surface being pressed by the depressure force. If you break of the front of a gecko, the whole thing just magically slides backwards.

https://youtu.be/15IQNjp9Cj4
Originally posted by Guardian:
Something has changed where a HUGE amount of force pushes the ship (javelin and Geckos even) when blowing out an airlock. I also tried going in while pressurized to a ship that has a single working regulator and removing the doors from all other parts of the ship and then turning on the regulator to vent the atmosphere and it explosively vents the ship pushing it into the furnace. It's currently unplayable. Large fuel containers have also changed where it's impossible to remove them without dismantling the framework that holds them (using 4 or 5 sets of demo charges), and even then the demo charges usually set off the fuel tanks.


I think the thing that changed is that ships seem to have more random crap in them now. That means more stuff getting pushed into the walls and so pushing the whole ship around.

Which fuel tanks are you talking about? If they're the ones I think you're talking about, you just have to cut the cut points man.
morbosfist Sep 13, 2021 @ 5:42pm 
There's a lot more food/drink items now, plus all the parts for the Armadillo. Which does handle one of the complaints about the food/drink stickers being obnoxiously tedious, but creates its own problems during decompression.
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Date Posted: Sep 12, 2021 @ 12:34pm
Posts: 15