12-09-2016, 02:54 AM | #21 |
Join Date: Mar 2013
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Re: Hard Maths: Content Posts
I'm wondering if this is a format thing, because there's already whitespace between them on my end. Are the words literally overlapping, or do you mean it "reads" as one chunk?
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Hard Maths – My GURPS blog |
12-09-2016, 08:19 AM | #22 |
Join Date: Oct 2015
Location: Cincinnati, OH, USA
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Re: Hard Maths: Content Posts
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12-09-2016, 12:57 PM | #23 |
Join Date: Aug 2008
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Re: Hard Maths: Content Posts
I never noticed that, but now that you mention it, it makes total sense. That's fantastic information to know, since I'm currently tinkering with beam weapons in general - partly using your table, too. Thanks for doing this work and making that comment!
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12-16-2016, 03:36 PM | #24 |
Join Date: Mar 2013
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Re: Hard Maths: Content Posts
I've had a busy week so while I've been making blog posts, I hadn't posted about them here yet. This week's posts are:
Tuesday was another Dramatis Personae and a rare fantasy post in my sea of science fiction. Arilith is a mercenary and sellsword, having grown up on the wrong side of life thanks to her demonic blood. Thursday was a complex optional rule for armour damage that me and Jose of Blogging at Default, Taking Extra Time came up with to somewhat mitigate the combat balance problems of PCs in super high-DR armour, especially the ones in Ultra-Tech. -- -- -- As a heads-up, the Bc value for disintegrators in my beam design article was very off. I accidentally added one too many zeroes, so it should have been $500 instead of $5,000. I've updated the blog post with the correct values, I just wanted to mention it here in case anyone has already tried to make disintegrators with them. I should add that this only applies for a weapon with a medium focal array, RoF 1, and no power cell. It's not quite a "damage-per-pound" value, since the weight of a weapon increases with the cube of its damage, but it's still a great starting point for making your own new beam types.
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Hard Maths – My GURPS blog |
12-16-2016, 04:49 PM | #25 |
Join Date: Jul 2012
Location: A crappy state called Illinois
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Re: Hard Maths: Content Posts
Keep up the good work man.
Next bit of real free time I get I'm gonna try to look over your armor damage system and weigh my thoughts on it.
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GURB: Ultra-Tech Reloaded Normies: Man! The government is filled with liars and thieves! Me: Well yeah, here's what they're lying about, what they're stealing from you, and who's doing it. Normies: Rolls eyes Shut up conspiracy theorist Me: >.> |
12-17-2016, 02:01 AM | #26 | |
Join Date: Aug 2008
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Re: Hard Maths: Content Posts
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12-17-2016, 03:41 AM | #27 | |
Join Date: Mar 2013
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Re: Hard Maths: Content Posts
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Hard Maths – My GURPS blog |
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12-17-2016, 08:04 AM | #28 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Hard Maths: Content Posts
Question for you:
Douglas Cole created a spreadsheet that permitted one to estimate the damage of a round based on its mass and velocity. Has anyone taken the time to calculate what the muzzle velocity of bullets using binary propellant or electrothermal rules? I'm going to try and figure out what a 4.5mm Sabot round moving at 1500 meters per second would inflict. GUNS GUNS GUNS has rules suggesting that Sabot rounds have to have at least 25% of its diameter as the non-projectile portion of the round itself. So, if I have a bullet that without the sabot is 2.25mm in diameter, seems like I should be able to derive its mass, damage modifiers, etc The thing to do then, is see what the potential energy is for non-powder propellants are in GURPS ULTRATECH. Thoughts? For those wondering? I'm trying to GURPSify information from SEMPER MARS. BETWEEN the armor rules in GURPS, the information in Doug's spreadsheet etc, it should be doable. Now to only figure out what the complexity ratings for the personal access devices (PAD) should be. :) |
12-17-2016, 09:17 AM | #29 | |
Join Date: Jun 2016
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Re: Hard Maths: Content Posts
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12-17-2016, 04:12 PM | #30 | |
Join Date: Aug 2008
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Re: Hard Maths: Content Posts
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