Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 10-27-2017, 01:52 PM   #31
Fred Brackin
 
Join Date: Aug 2007
Default Re: [Spaceships] simply fuel math...

Quote:
Originally Posted by hal View Post
So you can't simply state "Empty" for the slots in the hull? That sounds like a simplification from where I sit. Reduce mass by 5% for each hull section left empty/open. No cost, no mass, etc.

But, rules as written, the idea was never broached. Good to know.
Cal them "Cargo" rather than empty. It comes to the same thing if you never fill your holds but it screws with the damage charts less.

Spaceships isn't really written as a campaign/world-building aid as much as people want to use it for one. It's meant to do double duty as an rpg supplement _and_ a stand-alone space combat game. That's where some of the gamist elements come from.
__________________
Fred Brackin
Fred Brackin is offline   Reply With Quote
Old 10-27-2017, 01:56 PM   #32
hal
 
Join Date: Aug 2004
Location: Buffalo, New York
Default Re: [Spaceships] simply fuel math...

Quote:
Originally Posted by ericthered View Post
Its actually simpler to build the ship with 20 sections and multiply all costs and weights by the ratio of the two sizes. you also want to extrapolate DR, which is more complicated, because I can think of several valid ways of doing that. On the other hand, DR doesn't vary that much between sizes, so it doesn't matter nearly as much.
But that would largely be a "house rule" kind of thing. Not that I mind it!!! On the contrary, If someone were the layout the entire formula for me to follow (or I take the time to figure it out) - then it is a good house rule to utilize.

:)
hal is offline   Reply With Quote
Old 10-27-2017, 01:57 PM   #33
hal
 
Join Date: Aug 2004
Location: Buffalo, New York
Default Re: [Spaceships] simply fuel math...

Quote:
Originally Posted by Anthony View Post
You'd multiply DR, hit points, and (if applicable) weapon damage by the cube root of the ratio.
So, if the ratio were to be .86666667 that of the next largest hull mass, the ratio would be the cube root of .86667 times what? The next smaller hull?
hal is offline   Reply With Quote
Old 10-27-2017, 02:01 PM   #34
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: [Spaceships] simply fuel math...

Quote:
Originally Posted by hal View Post
So, if the ratio were to be .86666667 that of the next largest hull mass, the ratio would be the cube root of .86667 times what? The next smaller hull?
The hull it's a 0.86667 times multiplier of. You should probably use the next smaller hull size, though, so it would be the cube root of 2.6 x the stats of a 100 ton hull.
__________________
My GURPS site and Blog.
Anthony is offline   Reply With Quote
Old 10-27-2017, 03:00 PM   #35
Ulzgoroth
 
Join Date: Jul 2008
Default Re: [Spaceships] simply fuel math...

Quote:
Originally Posted by hal View Post
So you can't simply state "Empty" for the slots in the hull? That sounds like a simplification from where I sit. Reduce mass by 5% for each hull section left empty/open. No cost, no mass, etc.

But, rules as written, the idea was never broached. Good to know.
That would be full of problems.

Reducing mass should increase the acceleration of drives and the delta-V of fuel tanks, and lower HP. Having slots on the ship that correspond to nothing makes a hash of the damage system.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident.
Ulzgoroth is offline   Reply With Quote
Old 10-27-2017, 05:49 PM   #36
hal
 
Join Date: Aug 2004
Location: Buffalo, New York
Default Re: [Spaceships] simply fuel math...

Quote:
Originally Posted by Anthony View Post
The hull it's a 0.86667 times multiplier of. You should probably use the next smaller hull size, though, so it would be the cube root of 2.6 x the stats of a 100 ton hull.
I'll give that a shot and see how it works.

Right now, I started working on how to calculate the values for hulls as given in the table. As best as I could figure...

It works out to:

if SM is odd, value = 3
if SM is even, Value = 10

Then, multiple the "Value" times 10^(round(SM/2,0)+2).

Where possible, I'm trying to reduce things to formulas that are a function of SM values. Otherwise, I need a table lookup to find out what values go where relative to the SM involved.

I know there is an Excel spreadsheet out there that does this, but I like to see what I can sleuth out on my own. :)
hal is offline   Reply With Quote
Old 10-27-2017, 08:42 PM   #37
RyanW
 
RyanW's Avatar
 
Join Date: Sep 2004
Location: Southeast NC
Default Re: [Spaceships] simply fuel math...

If you really want to make intermediate size vessels, start with the stats for a vessel the size of the next smaller official hull.
  • For any stat that progresses x10 for +6 SM, multiply the stat by the cube root of the ratio of mass to that of the next smaller official hull.
  • For any stat that progresses x10 for +3 SM, multiply the stat by the square of the cube root of the ratio of mass to that of the next smaller official hull.
  • For any stat that progresses x10 for +2 SM, multiply the stat by the ratio of mass to that of the next smaller official hull.
  • For any stat that has a linear progression, use the stat of the smaller official hull if the mass ratio is less than 1.8, and that of the larger official hull if the ratio is 1.8 or larger.
  • Be careful that many stats have substantial rounding or minima at the low end. It may be necessary to figure out the progression and calculate a theoretical value for your base hull, the reapply the rounding and/or minima after modifying for your actual hull. For example, SM+6 habitat should have 0.6 cabins.

So a 260 ton vessel would have 1.37 times the DR, 1.89 times the open spaces areas, and 2.6 times the cargo capacity per component of a 100 ton ship, and would have the handling and computer complexity (and SM) of a 300 ton ship. There are a few odd progressions, like hangar bay launch rate (though if you look carefully, you may note that if you express launch rate as seconds per hangar, you get a neat x10/+6 progression).
__________________
RyanW
- Actually one normal sized guy in three tiny trenchcoats.
RyanW is offline   Reply With Quote
Old 10-27-2017, 09:43 PM   #38
hal
 
Join Date: Aug 2004
Location: Buffalo, New York
Default Re: [Spaceships] simply fuel math...

Quote:
Originally Posted by RyanW View Post
If you really want to make intermediate size vessels, start with the stats for a vessel the size of the next smaller official hull.
  • For any stat that progresses x10 for +6 SM, multiply the stat by the cube root of the ratio of mass to that of the next smaller official hull.
  • For any stat that progresses x10 for +3 SM, multiply the stat by the square of the cube root of the ratio of mass to that of the next smaller official hull.
  • For any stat that progresses x10 for +2 SM, multiply the stat by the ratio of mass to that of the next smaller official hull.
  • For any stat that has a linear progression, use the stat of the smaller official hull if the mass ratio is less than 1.8, and that of the larger official hull if the ratio is 1.8 or larger.
  • Be careful that many stats have substantial rounding or minima at the low end. It may be necessary to figure out the progression and calculate a theoretical value for your base hull, the reapply the rounding and/or minima after modifying for your actual hull. For example, SM+6 habitat should have 0.6 cabins.

So a 260 ton vessel would have 1.37 times the DR, 1.89 times the open spaces areas, and 2.6 times the cargo capacity per component of a 100 ton ship, and would have the handling and computer complexity (and SM) of a 300 ton ship. There are a few odd progressions, like hangar bay launch rate (though if you look carefully, you may note that if you express launch rate as seconds per hangar, you get a neat x10/+6 progression).
works for me. :)
hal is offline   Reply With Quote
Reply

Tags
spaceships

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:22 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.