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Old 12-30-2010, 05:54 PM   #41
TheSkywise
 
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Default Re: Gurps Vehicles

I'm so excited!!! WOO HOO!!!
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Old 12-30-2010, 06:19 PM   #42
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Default Umm . . .

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Originally Posted by David L Pulver View Post
Now, seating is simplified in the stat block to one kind of seat (crew/passenger). However, in the real world, you can have seating that is cramped tightly together (like a subcompact car or light plane) or which is very spacious with aisles for drink carts, head room, etc. like a modern airliner.
While I have the highest regard for Dr. Pulver, and I'm sure he has traveled lately by air, I would respectfully submit that he is somewhat optimistic at the very spacious nature of airline seats. Lately, to me, the seats, overhead bins and aisles seem to be a bit narrower than I recall from some thirty years ago.

Of course, I simply might be getting wider.
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Old 12-30-2010, 06:32 PM   #43
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Default Re: Umm . . .

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Originally Posted by fredtheobviouspseudonym View Post
While I have the highest regard for Dr. Pulver, and I'm sure he has traveled lately by air, I would respectfully submit that he is somewhat optimistic at the very spacious nature of airline seats. Lately, to me, the seats, overhead bins and aisles seem to be a bit narrower than I recall from some thirty years ago.

Of course, I simply might be getting wider.
Anything is possible, especially in newer variants built for mass economy....

Still, imagine flying across the Atlantic in a vehicle with no aisles at all, not enough headroom to stand up, and non-reclining seats...

Though I suspect we're ALL getting wider...
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Old 12-30-2010, 06:35 PM   #44
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Default Re: Umm . . .

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Originally Posted by fredtheobviouspseudonym View Post
While I have the highest regard for Dr. Pulver, and I'm sure he has traveled lately by air, I would respectfully submit that he is somewhat optimistic at the very spacious nature of airline seats. Lately, to me, the seats, overhead bins and aisles seem to be a bit narrower than I recall from some thirty years ago.

Of course, I simply might be getting wider.
They Both. as a 6' Guy who flow both domestic and international it can can depend on the airline and ticket.

I've flow Domestic flights where I had as about as much room as I would have in Mini. Where international flight are not as claustrophobic, but more like a economy car, where if i was a little shorter in the leg it would have been fine for the long duration.. I've also scored business class upgrades on those international flights, and found no shortage of leg room.

David point of the type of seating making a huge difference is well taken 8)
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Old 12-30-2010, 06:46 PM   #45
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I'm so excited!!! WOO HOO!!!
I hope to deliver a final draft early in the new year (and then it will be up to production). Lots of "bits" to deal with but the heroic playtesters have now designed dozens of vehicles of all types with reasonable success (and some failures, which I'm fixing) so the system is certainly "mostly functional" at this point

What is being handled now are various complex rules - for example, yesterday was spent refining the pressure hull rules to give more accurate results for crush depth and simplifying the rules mechanic for folding subassemblies, and attempting to assemble a list of rules that seemed overly "fiddly" (taking up too much space or effort for the amount of value they received) and which could be slimmed down without losing flavor to save space and simplify the process. I have a big list of things to go through that turned up in the playtesting, and each change has to be checked against other rules. In some ways, VDS is kind of like a giant manual (Steampunk era?) computer program...
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Old 12-30-2010, 08:27 PM   #46
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Default Re: Gurps Vehicles

Thank you David, really looking forward to this!
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Old 12-30-2010, 08:44 PM   #47
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Default Re: Gurps Vehicles

SSSSSSSSSsssssssssssssqqqqqqqqqqqqqqqqqqqquuuuuuuu uuuuuuuuuuueeeeeeeeeeeeeeeeeee!!!!!!!!!!!!!!!!!!!! !!!!!
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Old 12-30-2010, 08:48 PM   #48
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Default Re: Gurps Vehicles

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Originally Posted by David L Pulver View Post
The current rules are similar to the previous system in the complexity level. In fact, the combination of cramming material from all the supplements and aspiring to greater realism means it is certainly more complex than the original book on its own;
Sweeet :)

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I hope to do a SPACESHIPS-type system for much faster design of vehicles (and indeed have a rough draft of that for cars and tanks), but SJ Games would not want me to proceed with that sort of thing until VDS is done.
Woot :J Is there any org interest in using the more complex system to build modules for this system, possibly as a third "translation" product after those two are done?

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In some ways, VDS is kind of like a giant manual (Steampunk era?) computer program...
Yeah. The previous editions took that a bit literally, though, with having to remember what step in the early chapter you came from, like it was on the stack >_<
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Old 12-30-2010, 09:16 PM   #49
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Ahem.

GIMME GIMME GIMME GIMME GIMME GIMME GIMME GIMME GIMME GIMME!!!!!!!!
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Old 12-30-2010, 09:26 PM   #50
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Default Re: Gurps Vehicles

I just hope that you've avoided reinventing the wheel. For instance, Vehicles had some rather elaborate rules for determining how much motive power the horses in a horse-and-buggy rig generate; meanwhile, GURPS already includes some perfectly serviceable rules for determining how much a horse can pull and how fast it can move while doing so. I've always found the Vehicles take on the horse-and-buggy to have needlessly redundant rules in this regard; I'm hoping that the VDS will handle it as an expansion of the existing "pulling encumbrance" rules, rather than effectively trying to reinvent those rules.
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