04-17-2014, 01:04 PM | #21 |
Join Date: Mar 2013
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Re: Gun Generator: v0.1
The answer is... complicated. Ultimately, yes. But I've encountered yet more snags. Also, I'm afraid that the magnificent Mr. Pulver is going to beat me to the punch with a finished product, and I have no doubt it'll be superior to mine :/
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04-17-2014, 03:06 PM | #22 |
Join Date: Dec 2013
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Re: Gun Generator: v0.1
Somewhere on the internet, I've seen a breakdown of how GURPS does slugthrower stats. It goes on for pages.
Sorry, no link. |
04-18-2014, 02:01 AM | #23 |
Custom User Title
Join Date: Oct 2007
Location: Indianapolis, IN
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Re: Gun Generator: v0.1
For the record - SJGames hasn't beat anyone to the punch on a weapons design system for more than a decade. If Mr. Pulver is nearing completion of his manuscript there may or may not be more play testing involved as well as editing work and layout etc. If it were ready today it may not come out for a year depending on SJG's production schedule. Not dissing SJG but just laying out that there is time to get your stuff together and that it would still be useful.
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Joseph Paul |
04-18-2014, 09:24 PM | #24 |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: Gun Generator: v0.1
For many reasons. Not the least of which is because as a fan made item, it would essentially be free ;D
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04-18-2014, 09:44 PM | #25 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: Gun Generator: v0.1
Quote:
http://panoptesv.com/RPGs/Equipment/...s/GunStuff.php For non-muzzleloaders, you still need to input the mass and bullet exterior ballistics (speed, bullet mass). Luke |
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04-26-2014, 07:44 PM | #26 |
Join Date: Mar 2013
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Re: Gun Generator: v0.1
I'd just like to update anyone who cares as to my progress. After reading through Douglas Cole's immensely helpful Interior and Terminal Ballistics and looking through GURPS 3e: Vehicles, I've managed to make some headway in the Damage and EWeight departments. Still a little hung up on Range, but I imagine I'll post a work-in-progress sometime in the next few days, after I've nailed down a couple of points. Happy Roleplaying!
Jinumon |
04-26-2014, 08:02 PM | #27 | ||
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: Gun Generator: v0.1
Quote:
Quote:
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Last edited by Dwarf99; 04-26-2014 at 08:09 PM. |
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04-27-2014, 11:00 PM | #28 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: Gun Generator: v0.1
Quote:
In practice, about 4 or 5 times the 1/2 D range it will be going slow enough that the additional distance it can travel before gravity pulls it to the ground will be negligible. Luke |
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04-28-2014, 11:18 AM | #29 | |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: Gun Generator: v0.1
Quote:
I'm aware that basing one off caliber and the other off case length is probably a crappy, hand wavy way to do it, but it works nicely for small arms. I noticed that the cannons don't quite get that much power out of it, so I figure I need to throw a root in there somewhere, because they're only getting between CLx10 and CLx30 or so.
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Last edited by Dwarf99; 04-28-2014 at 04:12 PM. |
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07-06-2014, 06:48 AM | #30 | ||||
Join Date: Jun 2014
Location: Italy
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Re: Gun Generator: v0.1
Very good work. I think it works for most conventional firearms. But if I may suggest some changes, here they are:
Quote:
Quote:
Stick Weight = (square root of Shots) x Wa x 3 Box Weight = (cube root of Shots) x Wa x 1.2 Quote:
Pistol or Holdout ST = (cube root of weight) x 6.3 With the first formula, you must have ST 13-14 to fire w/o penalties with a 2kg pistol. Quote:
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Tags |
design notes, firearms, generator, guns, ultratech |
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