11-03-2016, 10:30 AM | #31 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Approximating High-Tech and Ultra-Tech with Spaceships
With the sedan, you should probably have another two seats: one for the center back, and one for the driver: the steering wheel, dashboard, and cars electronics probably are taking up all of the chair's space and weight.
I'd also add more engine for even the most basic vehicles. I'd say streamlining starts at TL 7, yeah. Isn't there a way to do half sizes with spaceships?
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11-03-2016, 10:35 AM | #32 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Approximating High-Tech and Ultra-Tech with Spaceships
Not per RAW, but Spaceships scaling is actually super-simple: just pick a scaling factor, F, and then:
Multiply weight, cost, crew, freight, etc, by F^3 Multiply DR, HP, damage by F. A half-size down is about F = 0.83, a half-size up is about F = 1.2; if you want F < 0.7 or F > 1.5 you should probably design at a larger SM, though it won't make a lot of difference. |
11-03-2016, 10:42 AM | #33 |
Join Date: May 2010
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Re: Approximating High-Tech and Ultra-Tech with Spaceships
One major inconsistency between Spaceships and other sources that hasn't been covered yet: Spaceships HP and ST are too high. I've tried to look to see if anyone else has caught this, and all I can find is someone mentioning "generous rounding". But it's really more like 1 step to high on the speed/range table. Mostly it's not noticeable, but it's really painful if you extrapolate to an SM +1 mecha and it has 50 ST, regardless of TL.
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11-03-2016, 11:15 AM | #34 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Approximating High-Tech and Ultra-Tech with Spaceships
My spreadsheet fully supports it, and I've been working on more explanative rules for scaling Intermediate SM spaceships. Mostly, though, it's just finding a good midpoint value for the stats of each system. I start out with the basic assumption from my Optional Rules (PDF) I use for my spreadsheet, where an intermediate SM ship is twice the mass of the next lower SM and extrapolate from there. There are only a few scaling progressions used in the tables, which makes it much easier to scale everything. The biggest problem is extrapolating weapon damage properly.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 11-03-2016 at 11:21 AM. |
11-03-2016, 11:18 AM | #35 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Approximating High-Tech and Ultra-Tech with Spaceships
I'm guessing a sedan is best built at 2.5 (it rounds up to 3 for in-play stats, but we'll price and build it like its its 2.5 in spaceships)
Counting seats get a little weird: you divide the seats by F^3 (.57). I'm counting 4 seats for this little car: the fifth comes a little out of the control "room" and a little out of the fact the back seat doesn't really sit 3 adults. That gives us 4/.57 = ~ 7 seats. I realized something else: Modern cars probably have a unit of open frame armor -- but it only protects the back and center parts of the car. So we put in four armor systems. Someone argue me down if that's a bad build Steel Armor x3 Steel Armor (open Frame) Control Room Internal Combustion Engine x2 Wheeled Drive Train Maneuver Enhancement Cargo x2 Passenger Seat x7 (No Life Support) Still missing two slots, but its looking fair at this point. Part of me wants to add a second drive train, but there really isn't a lot of incentive there. another engine slot is only necessary if we want this thing to go 120 mph. Of course, instead of solving for how many seats we need at a given scale factor, we could figure out how far we can scale it down and have enough seats. We have 9 empty slots, and we need it to equal 4 seats. 9*F^3 = 4 => F = (4/9)^1/3 = .76 Base cost as SM 3 is $25,000, cost at reduced size is 4/9ths of that, so it costs $11,200, weighs a little over a ton when loaded, and has a 7 gallon tank that will last for 8 hours. Move is 4/52 (ie, can reach 104 mph and gets to 60 mph in 8 seconds). fuel costs $6 a gallon, but I get over 100 mpg, so I'm not too disapointed. In all this seems a little too good to be true, but its not bad.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
11-03-2016, 12:02 PM | #36 | |
Join Date: Jul 2012
Location: A crappy state called Illinois
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Re: Approximating High-Tech and Ultra-Tech with Spaceships
Quote:
As for using the loaded weight, the loaded weight is what David used for his calculations, even for HP even though GURPS uses unloaded weight (though in this case I think using loaded weight for large structure like ships makes sense, cargo can eat up energy just as well as hull can). So yeah, if you want more detail in how much your ship weighs then calculate their area as a cylinder first and then go to town. Just keep in mind that your numbers aren't going to 100% line up.
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11-03-2016, 12:18 PM | #37 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Approximating High-Tech and Ultra-Tech with Spaceships
Technically, Maneuver Enhancement is only available for Air; it's available for Ground and Water vehicles at Superscience TL's.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
11-03-2016, 12:30 PM | #38 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Approximating High-Tech and Ultra-Tech with Spaceships
Quote:
As a note, is there a way to do custom sizes on the spaceships spreadsheet? Or could you add 2.5 as a valid size?
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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11-03-2016, 01:09 PM | #39 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Approximating High-Tech and Ultra-Tech with Spaceships
Quote:
No, there's not a way to do custom sizes. There's no way I could add it without a significant redesign (and, frankly, the Spaceships rules aren't fine-grained enough to really support that kind of finickiness). I did include half SM vehicles, but below SM+4 things get weird with some of the rules so I limited it to SM+3. I could, and may, expand that down a bit more but that's going to take a little bit of work so is going to have to wait as I have more pressing concerns with the sheet.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 11-03-2016 at 01:18 PM. |
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