PropertyValue
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  • Airlock
  • Airlock
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  • Creatures 3 and docked Docking Station worlds contain two airlocks, one in the Bridge and one in Engineering. An airlock can be opened and closed by pressing the button located outside it and activated by pressing the button inside (activating an airlock will also close the door temporarily). The airlocks have a number of uses including the killing of Grendels (or any other creatures), the removal of certain critters and the destruction of agents that are either too big for the recycler or not effectively removed by it.
  • Airlocks are large grey doors used to seal off areas of the station. They are airtight and fireproof. By default, they can be controlled by the AI, but anyone else who wants to open one must have an ID with the correct clearance for the airlock in question.
  • An airlock is a point of entry aboard a starship or space station which allows ingress and egress into empty space or onto another vessel which has docked at the airlock. The function of an airlock is to create a buffer zone between two areas of differing atmospheric pressure, preventing massive loss of atmosphere in the main part of a vessel by rapid and violent decompression. For example, if someone in an environmental suit needed to exit a ship to preform a maintenance task in the vacuum of space, he or she would enter the airlock and seal it behind them. The atmosphere inside the airlock would be slowly vented out, making the pressure in the airlock equal to that of the outside environment.
  • Airlocks are game-mechanics that are created when a non-solid Block (e.g. Torch) is placed under Water. Some of these blocks will create permanent airlocks around the block, whilst some only create a temporary airlock. The airlock can be used for breathing space, and resets the Player's air bubbles bar.
  • The airlock is a hexagon shaped hole on the bridge of the Satellite of Love, located in the right (to the viewer) corner next to the large door. Through the airlock objects can be launced into space. Joel used the air lock once to get Timmy off the satellite. The hexagon shaped hole has always been a part of the bridge, however during the first and second season it was not an airlock but an alternative way into the theater. Joel Robinson has been seen using the hole to get to the theater in a few episodes, including the episode Experiment #206 Ring of Terror.
  • El juego comienza y estás solo en un búnker; tachas otro día más en el calendario y compruebas tu equipo. Estás preparándote para partir a la ciudad más cercana: aseguras la correa de tu máscara y te cubres con la capucha. La luz verde de tu medidor de oxígeno te asegura tu supervivencia en el exterior, un medio ambiente carente de aire. right|239px La mayoría no sabía lo que estaba pasando antes de que fuera demasiado tarde; no fue como la humanidad se había imaginado que terminaría. De hecho, nadie había podido imaginar un Apocalipsis más tranquilo.
  • Airlocks are a pair of entities in SBEP that can connect seamlessly when activated and when a partner is in range. When activated via its Dock input, it will search for a corresponding activated part. Once a partner is in range, it will 'tractor beam' to link the two pieces together. Airlock parts come in Smallbridge DWDH, DWSH, SWSH and medbridge sized. Smallbridge sized parts only link together with the corresponding B part (if A part) or the A part (If B part). The Medbridge sized part simply requires another part ready to dock. It is however, recommended to test the part to see where the electric field signifying the airlock is. If the dock action is activated and the (purely graphical) electric bar appears on the inside of the ship, then remove the airlock and try again.
  • Technically, an airlock is a device which permits the passage of people and objects between a pressure vessel and its surroundings while minimizing the change of pressure in the vessel and loss of air from it. The lock consists of a small chamber with two airtight doors in series which do not open simultaneously. Also, some airlocks on ground prevent compression, such as underwater excursions akin to the space compressions. An airlock may also be used for passage between environments of different gases rather than different pressures, to minimize or prevent the gases from mixing.
  • Typically airlocks were located on the port or starboard sides of starships rather than in a ventral or dorsal position, which were usually reserved for the presence of cargo bays or shuttlebays. The airlocks on Deep Space 9 had built-in weapon detectors capable of detecting military technology carried by persons boarding the station from docked starships. (DS9: "Captive Pursuit") A frequent threat in space travel was to be "thrown out" of an airlock into the vacuum of space. Airlocks were sealed and turbolifts were secured during a security alert. (DS9: "Dax")
  • The Aridians' city had airlocks. After the seas dried up, the Aridians would entomb the Mire Beasts by blowing up the airlocks. (TV: The Chase) The Drahvin leader Maaga tried to kill Steven Taylor by leaving him in a de-pressurised airlock. (TV: Galaxy 4) To prevent Kirksen from blackmailing the First Doctor into returning the ship to Kembel, and the Daleks, Katarina sacrificed herself by opening the airlock door on Mavic Chen's spaceship, Spar, expelling Kirksen and herself into the vacuum of space and killing them both almost instantly. (TV: The Daleks' Master Plan)
  • An airlock is a device which permits the passage of people and objects between the interior and exterior of a pressurized vessel without compromising the atmosphere aboard the vessel. It consists of a small compartment sealed by two airtight doors, only one of which can open at any given time to prevent loss of pressure. By entering the chamber, the occupants can move from one side to the other by equalizing the pressure in the direction they wish to move. Airlocks are a staple in the design of any spacefaring or submersible vessel.
  • Most didn't know what was happening before it was too late. It wasn't how humanity had figured it would end. All in all, it was a very silent, quick affair without the big explosions or the screaming masses fleeing. In fact, no one could have imagined a quieter apocalypse. People simply fell where they stood or sat at the time. There wasn't time to evacuate, and where would have people gone anyway? Those who survived were the people who had planned ahead, who had planned for the impossible. Their reward was solitude on a lifeless, airless planet. But at least there's plenty of time to think and reflect.
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abstract
  • Creatures 3 and docked Docking Station worlds contain two airlocks, one in the Bridge and one in Engineering. An airlock can be opened and closed by pressing the button located outside it and activated by pressing the button inside (activating an airlock will also close the door temporarily). The airlocks have a number of uses including the killing of Grendels (or any other creatures), the removal of certain critters and the destruction of agents that are either too big for the recycler or not effectively removed by it.
  • An airlock is a device which permits the passage of people and objects between the interior and exterior of a pressurized vessel without compromising the atmosphere aboard the vessel. It consists of a small compartment sealed by two airtight doors, only one of which can open at any given time to prevent loss of pressure. By entering the chamber, the occupants can move from one side to the other by equalizing the pressure in the direction they wish to move. Airlocks are a staple in the design of any spacefaring or submersible vessel. Teal'c once used an airlock on an Asgard Bilskirnir-class ship to exit the vessel and place a shaped charge on the outer hull of the ship. (SG1: "Nemesis") Frank Simmons, under the control of a Goa'uld, was sucked out of an airlock on the Prometheus. (SG1: "Prometheus") On the Daedalus, a Wraith computer virus used an airlock to kill Dr. Lindstrom, tricking him into entering it then venting the airlock into space. (SGA: "The Intruder") Atlantis and other city-ships are an exception to the common idea of having airlocks on spacecraft, as the city's sole means of retaining air is its shield. However, it does possess an underwater Jumper bay which can be drained of water to allow the passengers to disembark. (SGA: "The Return, Part 2") The Ancient vessel Destiny is equipped with several airlocks. Each shuttle has an individual airlock. However, the gate room and the surrounding areas do not have airlocks, so the crew must resort to passing through hull breaches by reducing the shield strength and depressurizing the surrounding area. Destiny's doors are airtight, limiting such decompression to a single hallway. The only personnel airlock shown thus far is one near the bow of the ship. A panel on the airlock lights up yellow when pressurized, and red when sealed. The airlock has no remote access, nor can it be opened from the outside, requiring someone to be physically present at the airlock to open and close it. Scott and Greer used this airlock to re-enter the ship when they were kept from using the hull breach near the gate room, aided by Eli Wallace. (SGU: "Divided", "Incursion, Part 2", "Intervention")
  • Most didn't know what was happening before it was too late. It wasn't how humanity had figured it would end. All in all, it was a very silent, quick affair without the big explosions or the screaming masses fleeing. In fact, no one could have imagined a quieter apocalypse. People simply fell where they stood or sat at the time. There wasn't time to evacuate, and where would have people gone anyway? Those who survived were the people who had planned ahead, who had planned for the impossible. Their reward was solitude on a lifeless, airless planet. But at least there's plenty of time to think and reflect. The end happened so quickly that the destruction was limited. You have entire cities open to exploration and treasure hunting. Only... you have to watch your air gauge. The air gauge itself is on your suit/clothes and not on your UI, so you have to look down to see it. If you forget it, you might end up fucked unless you can somehow find air. You move around empty schoolyards, apartment buildings, and skyscrapers. The lack of air preserved the billions of bodies worldwide relatively longer than they otherwise would have been, and now the empty planet is a mausoleum of dried up human husks littering streets and buildings. You'd have to scavenge for stuff to improve your gear so you could stay out longer. Through exploring, you might find other safe bunkers and you'll be able to move more freely. Then there would be enemies. What would they be? Something that doesn't require air, which could stalk you and make you feel watched. A less open threat that might attack when you least suspect it. And would there be others? Maybe you'd have to find them first. Would you even go armed? No air would mean no sound, so all you'd have was the clicking of the gas mask and maybe whatever contemporary band you managed to put on that banged up, scavenged iPod you managed to find in the pocket of a body near the airport terminal. You'd have to consider getting fuel for the generator in your safehouse, as well. Your only contact with other people would be someone who you talk to frequently over what's left of the internet or some old radio-type thing. You've known them for years, but have never met them in person. They're your only company in an otherwise dead world, and they're holed up somewhere else, exactly like you. One day, they stop signing in/going on the air and you decide to find out what happened to them. You only have a faint idea where their bunker is and you know you wouldn't have enough air to get there in one stretch. That's where the game really begins. Do you make an effort to find them or what happened to them, or do you go on with your life, salvaging, exploring, and listening to your own breathing as you make your way through the still graveyard of humanity? Video Version:
  • Typically airlocks were located on the port or starboard sides of starships rather than in a ventral or dorsal position, which were usually reserved for the presence of cargo bays or shuttlebays. The airlocks on Deep Space 9 had built-in weapon detectors capable of detecting military technology carried by persons boarding the station from docked starships. (DS9: "Captive Pursuit") A frequent threat in space travel was to be "thrown out" of an airlock into the vacuum of space. In 2153, Jonathan Archer tortured an Osaarian for information regarding the Xindi weapon by placing him in an airlock and depressurizing it, threatening the Osaarian with suffocation if he did not provide the desired information. (ENT: "Anomaly") Galaxy-class starships were also equipped with airlocks. The USS Enterprise-D had an airlock with its inner airlock door and outer airlock door on deck 25, room 5301. (TNG: "11001001" ) In 2369, three Federation passengers were trapped in an airlock for about an hour. The repair crew from Deep Space 9 tried to free them. (DS9: "Babel") Airlocks were sealed and turbolifts were secured during a security alert. (DS9: "Dax") Jake Sisko and Nog frequently observed Bajoran girls who left Bajoran transports from airlock three. (DS9: "Move Along Home") Krax and Rom attempted to kill Quark in 2369 by decompressing an airlock. Quark previously threatened Rom he would toss him out of the nearest airlock because Rom had not acted as the Rules of Acquisition said he should. (DS9: "The Nagus") Security chief Odo was able to pass a closed airlock by morphing himself into a liquid substance. (DS9: "The Nagus") Quark once told Odo that everyone would be scared when the Starfleet officers greeted them at the airlock when he talked about Croden, who tried to avoid contact with Commander Sisko. (DS9: "Vortex") In 2369, the Bajoran Kai Opaka arrived at airlock fourteen. Julian Bashir informed Commander Sisko about this surprising visit. (DS9: "Battle Lines") When Major Kira evacuated lower pylon one, she sent a com message that all personnel had report to the outer ring airlock. (DS9: "If Wishes Were Horses") Chief O'Brien and Commander Sisko materialized in airlock six's corridor instead of on board the Valerian transport when they beamed off ops in 2369. (DS9: "Dramatis Personae") While investigating the murder of Ensign Aquino in runabout pad C, Neela mentioned that the airlock system was unattached. (DS9: "In the Hands of the Prophets") In 2370, the USS Yellowstone docked at Deep Space 9's airlock 14 to drop off Ensign Melora Pazlar. (DS9: "Melora") Elim Garak attempted to open an airlock on Deep Space 9 following an attack of claustrophobia in early 2375. (DS9: "Afterimage") Many of the doors on the alternate reality's USS Enterprise, launched in 2258, were airlocks, including the starboard entrance to the bridge. (Star Trek) The Enterprise could be used underwater, so its airlocks were designed to be floodable. (Star Trek Into Darkness) The concept of submersible airlocks, using one as a solution of how to return Kirk and McCoy to the alternate reality's Enterprise in Star Trek Into Darkness, was not immediately apparent to the production staff who worked on the film. Visual Effects Supervisor Roger Guyett reflected, "One of the ideas was, 'How do these guys actually get inside the ship if they are underwater? How does that process work?' Obviously, you would need some kind of air-lock or water-lock [....] J.J. [Abrams, the movie's director] liked the idea that they swam into a chamber, and then the water was forced out very quickly." Building an area that could hold such massive amounts of water in the first place, however, meant that the challenge of depicting the effect with entirely physical methods was deemed virtually impossible to meet. (Star Trek Magazine issue 172, pp. 49) Nonetheless, showing an airlock evacuating water instantaneously in the film did involve a practical effect. It was set by Special Effects Supervisor Burt Dalton and his crew of special effects technicians. "We rigged a drip system for all the walls and the opening of the hatch," Dalton related. "Then we put a dozen high-pressure air movers with accumulator tanks to blast water into a mist so thick you couldn't see through it. We used high-velocity air movers to clear the mist, and visual effects created a digital effect of water being sucked out." (Cinefex, No. 134, p. 78) Guyett commented that using these means avoided "building a physical set that [had] to withstand the pressure of 10,000 gallons of water." (Star Trek Magazine issue 172, pp. 50)
  • El juego comienza y estás solo en un búnker; tachas otro día más en el calendario y compruebas tu equipo. Estás preparándote para partir a la ciudad más cercana: aseguras la correa de tu máscara y te cubres con la capucha. La luz verde de tu medidor de oxígeno te asegura tu supervivencia en el exterior, un medio ambiente carente de aire. right|239px La mayoría no sabía lo que estaba pasando antes de que fuera demasiado tarde; no fue como la humanidad se había imaginado que terminaría. Fue rápido, silencioso y sin las grandes explosiones o la huida de las masas envueltas en gritos y desesperación. De hecho, nadie había podido imaginar un Apocalipsis más tranquilo. La gente simplemente empezó a caer en donde estaba parada o sentada en esos momentos; no hubo tiempo de evacuar, y ¿adónde habrían ido de todos modos? Los únicos sobrevivientes fueron los que planearon todo con antelación, que se prepararon para lo imposible. Su recompensa al esfuerzo fue la soledad en un planeta sin aire o vida. Por lo menos, hay mucho tiempo para pensar y reflexionar en esa calma. El fin sucedió tan rápido que la destrucción era limitada. Tienes ciudades enteras abiertas a la exploración y la caza del tesoro. Sólo tienes que vigilar tu medido de aire... Está en el traje en sí y no en la interfaz del usuario, así que tienes que bajar constantemente la cabeza para verlo. Si lo olvidas, puedes terminar absolutamente jodido a menos que de alguna manera puedas conseguir oxígeno. Te mueves en torno a los patios de las escuelas vacías, los edificios de apartamentos y los grandes rascacielos. La falta de aire conserva a los miles de millones de organismos en todo el mundo mucho más tiempo del que normalmente hubiese sido. Por ello, ahora el planeta vacío es un mausoleo de cáscaras humanas, calles secas y basura de los edificios. Había que hurgar para encontrar alguna cosa que sirviese para mejorar tu equipo y permanecer más tiempo. A través de la exploración, puedes encontrar otros búnkers seguros que te ayudarán a moverte con mayor libertad. Entonces habrían enemigos. ¿Qué podría ser? Algo que no requiere aire, que podría acechar y hacerte sentirlo. Una amenaza menos abierta que podría atacar cuando menos lo esperases. ¿Y había otros? Tal vez, tendrías que encontrarlos primero. ¿Deberías ir armado? No hay aire, no hay sonido; todo lo que tendrás será el ruido de la máscara de gas y tal vez, alguna banda contemporánea que te las arreglaste para poner en ese maltratado iPod que encontraste en el bolsillo de aquel cuerpo en la terminal del aeropuerto. Deberías considerar obtener algo de combustible para el generador de tu hogar, seguramente. Tu único contacto con otras personas sería aquel que mantienes en charlas frecuentes sobre lo que queda, en Internet o por alguna antigua especie de radio o comunicador. Los has conocido por años a través de estos medios, pero nunca en persona. Son la única compañía que tienes en este mundo muerto, y cada uno se esconde en algún otro lugar lejano, exactamente como tú. Un día dejan de entrar a la red y no recibes más mensajes, así que decides averiguar qué pasó con ellos. Tienes únicamente una ligera idea de dónde está su búnker, y sabes que no tendrás suficiente aire para llegar en un tramo. Es ahí en donde el juego realmente comienza... ¿Haces un esfuerzo por encontrarlos y ver qué les pasó o si siguen con vida para salvarles, teniendo que arriesgarte, explorar y escuchar tu propia respiración mientras haces tu largo camino a través del cementerio de la humanidad? Categoría:Videojuegos
  • Airlocks are large grey doors used to seal off areas of the station. They are airtight and fireproof. By default, they can be controlled by the AI, but anyone else who wants to open one must have an ID with the correct clearance for the airlock in question.
  • An airlock is a point of entry aboard a starship or space station which allows ingress and egress into empty space or onto another vessel which has docked at the airlock. The function of an airlock is to create a buffer zone between two areas of differing atmospheric pressure, preventing massive loss of atmosphere in the main part of a vessel by rapid and violent decompression. For example, if someone in an environmental suit needed to exit a ship to preform a maintenance task in the vacuum of space, he or she would enter the airlock and seal it behind them. The atmosphere inside the airlock would be slowly vented out, making the pressure in the airlock equal to that of the outside environment.
  • Airlocks are a pair of entities in SBEP that can connect seamlessly when activated and when a partner is in range. When activated via its Dock input, it will search for a corresponding activated part. Once a partner is in range, it will 'tractor beam' to link the two pieces together. Airlock parts come in Smallbridge DWDH, DWSH, SWSH and medbridge sized. Smallbridge sized parts only link together with the corresponding B part (if A part) or the A part (If B part). The Medbridge sized part simply requires another part ready to dock. It is however, recommended to test the part to see where the electric field signifying the airlock is. If the dock action is activated and the (purely graphical) electric bar appears on the inside of the ship, then remove the airlock and try again. The Airlock has an output which defaults to 1. This value signifies the airlock's current state.
  • Airlocks are game-mechanics that are created when a non-solid Block (e.g. Torch) is placed under Water. Some of these blocks will create permanent airlocks around the block, whilst some only create a temporary airlock. The airlock can be used for breathing space, and resets the Player's air bubbles bar.
  • The airlock is a hexagon shaped hole on the bridge of the Satellite of Love, located in the right (to the viewer) corner next to the large door. Through the airlock objects can be launced into space. Joel used the air lock once to get Timmy off the satellite. The hexagon shaped hole has always been a part of the bridge, however during the first and second season it was not an airlock but an alternative way into the theater. Joel Robinson has been seen using the hole to get to the theater in a few episodes, including the episode Experiment #206 Ring of Terror.
  • Technically, an airlock is a device which permits the passage of people and objects between a pressure vessel and its surroundings while minimizing the change of pressure in the vessel and loss of air from it. The lock consists of a small chamber with two airtight doors in series which do not open simultaneously. Also, some airlocks on ground prevent compression, such as underwater excursions akin to the space compressions. An airlock may also be used for passage between environments of different gases rather than different pressures, to minimize or prevent the gases from mixing. Airlocks are used in UNSC spacecraft to prevent pressure loss from exposure to vacuum either due to a hull breach or the deployment of a lifepod or HEV. Halcyon-class light cruiser in particular, employ them as redundancy features for survivability during combat with Covenant warships. The UNSC Hopeful also had an airlock large enough to cycle a fleet of dropships simultaneously. Covenant airlocks feature a force field similar to Kig-Yar Shield Gauntlets that have to be deactivated to allow anything through. It is impervious to any Human projectiles.
  • The Aridians' city had airlocks. After the seas dried up, the Aridians would entomb the Mire Beasts by blowing up the airlocks. (TV: The Chase) The Drahvin leader Maaga tried to kill Steven Taylor by leaving him in a de-pressurised airlock. (TV: Galaxy 4) To prevent Kirksen from blackmailing the First Doctor into returning the ship to Kembel, and the Daleks, Katarina sacrificed herself by opening the airlock door on Mavic Chen's spaceship, Spar, expelling Kirksen and herself into the vacuum of space and killing them both almost instantly. (TV: The Daleks' Master Plan) Varga allowed the Second Doctor to enter his spacecraft's airlock, then de-pressurised it until the Doctor agreed to answer his questions. (TV: The Ice Warriors) The Doctor's TARDIS had an airlock which opened on the roof of the police box. (COMIC: The Underwater Robot, Peril at 60 Fathoms) However, on another occasion the Doctor claimed that the TARDIS didn't have an airlock. (PROSE: When Starlight Grows Cold) The Kleptons' underwater city had an airlock through which they entered and exited in their flying machines. (COMIC: The Klepton Parasites) In the 2410s, Darzil Carlisle was orphaned at the age of three when his parents were killed in a freak airlock accident, resulting in the Martian-born child being relocated to an orphanage in Finchley, north London. (AUDIO: The Game)