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Old 04-02-2017, 10:35 AM   #24
hal
 
Join Date: Aug 2004
Location: Buffalo, New York
Default Re: GURPS ULTRATECH ballistics?

Quote:
Originally Posted by DouglasCole View Post
I no longer have the simple spreadsheet I sent you - can you email it back to me?
Turns out, I still have your email after all!

Sent for you to enjoy. If you want the database on cartridges - in excel of course, it is yours for the asking. Also, my adventure guns file for GCA is available should you desire it.

As for calculating the recoil statistic - I'd probably use the ME Joules value on the premise that what goes forward, must also go backwards.

Twice the kick going back might cause maybe a +1 or +2 recoil modifier if using the same concept as the sensor rules from GURPS. A x10 modifier might be a +6 recoil? I suspect I'll have to try to build a database of guns already detailed, figure the ME in Joules values for those, put *** around damage values that don't match the spreadsheet formulas - and see if there is some sort of mathematical progression involved that ties in ME and mass and possibly even length of weapon. :)

Something to do later on to keep me occupied I guess.

Last edited by hal; 04-02-2017 at 11:25 AM.
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