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-   -   GURPS Spaceships Design Spreadsheet (https://forums.sjgames.com/showthread.php?t=62539)

DaltonS 07-05-2013 09:13 AM

Re: GURPS Spaceships Design Spreadsheet
 
More for the wishlist: please add "Essential Fuel" option (SS7 p.20) to fuel tanks. This would affect fuel cost (see below) and engine performance (×10 thrust or power). Requires TL^.
Code:

Tech Level  TL0^    TL1^    TL2^    TL3^    TL4^    TL5^    TL6^    TL7^    TL8^    TL9^  TL10^  TL11^  TL12^
+Cost/ton  $1,780  $1,840  $1,920  $2,000  $2,200  $3,200  $4,600  $6,000  $7,400 $10,200 $16,000 $22,000 $30,000

Dalton “while not Essential, this Trail needs Blazing” Spence

ericbsmith 07-05-2013 09:34 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by DaltonS (Post 1608315)
More for the wishlist: please add "Essential Fuel" option (SS7 p.20) to fuel tanks. This would affect fuel cost (see below) and engine performance (×10 thrust or power).

Where does it say anything about x10 thrust or power? All I see is x10 delta-V.

DaltonS 07-05-2013 10:46 AM

Re: GURPS Spaceships Design Spreadsheet
 
Oops! Sorry, I misread it. According the GURPS Magic p.179;
Quote:

Essential Fuel burns 10 times as long as regular fuel, with one-third the usual pollution (smoke, radiation, etc.).
Dalton “too embarrassed to come up with a good tagline” Spence

apoc527 07-14-2013 02:42 PM

Re: GURPS Spaceships Design Spreadsheet
 
How difficult would it be to simply rename systems for a specific campaign setting? I am seriously pondering using GURPS to run a Star* Drive game n the next few years (yea, I have time!). The ability to make very large ships is critical (fortress ships are 4 km long, for example). I see that adding custom systems has already been requests, but I don't know if that will even be necessary for me. Thanks!

DaltonS 07-17-2013 04:21 PM

Re: GURPS Spaceships Design Spreadsheet
 
One more for the wishlist: a switch that would make manning certain habitats optional (that is no warning message). Why? Sometimes ships are deliberately understaffed, with certain crew using multiple facilities part time. (Example: a science officer might have a control room station, an office, a lab and periodically oversees a rec room establishment with the ship's doctor, who has her own sickbay, lab and office.) In addition, in commercial vessels (and buildings) some facilities are intended to be rented out to passengers on a temporary basis.
Dalton “who'd also like a non-control room crew list” Spence

ericbsmith 07-17-2013 11:05 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by apoc527 (Post 1612544)
How difficult would it be to simply rename systems for a specific campaign setting? I am seriously pondering using GURPS to run a Star* Drive game n the next few years (yea, I have time!). The ability to make very large ships is critical (fortress ships are 4 km long, for example). I see that adding custom systems has already been requests, but I don't know if that will even be necessary for me. Thanks!

Some things can be renamed fairly easily, however for many items the name (or parts of the name) is used in formulas, so renaming them can seriously break things.

For best results I'd just get the design you want then take one of the outputs from the Output sheet then rename them from there.

Quote:

Originally Posted by DaltonS (Post 1614410)
One more for the wishlist: a switch that would make manning certain habitats optional (that is no warning message). Why?

Along with Essential Fuel, this was something I added weeks ago. I really need to push the last update forward.

Daigoro 07-18-2013 12:24 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1614530)
Along with Essential Fuel, this was something I added weeks ago.

It's been apparent for a while that working on this spreadsheet has activated some latent psychic powers.

Snoman314 09-03-2013 06:23 AM

Re: GURPS Spaceships Design Spreadsheet
 
I don't normally follow this thread, but I searched and didn't find this mentioned.

It seems that the "No Life Support" option doesn't increase the number of passenger seats by x2, and NBC filters only doesn't seem to have made any difference either.

Secondly, changing between off-road and regular wheeled drivetrains didn't change the top speed at all. Top speed should drop by 10 mph for of-road.

ericbsmith 09-03-2013 03:55 PM

Re: GURPS Spaceships Design Spreadsheet
 
I've been working on the sheet off and on for a little while now. I think I have Vorkosigan support set, but am still vetting it. Vorkosigan had some odd hitches which have taken some time, which slowed down progress everywhere.

Quote:

Originally Posted by Snoman314 (Post 1639480)
It seems that the "No Life Support" option doesn't increase the number of passenger seats by x2, and NBC filters only doesn't seem to have made any difference either.

Secondly, changing between off-road and regular wheeled drivetrains didn't change the top speed at all. Top speed should drop by 10 mph for of-road.

I should have both of these issues fixed for my next update (whenever that will be - hopefully in the next few weeks).

Snoman314 09-03-2013 07:21 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1639728)
I should have both of these issues fixed for my next update (whenever that will be - hopefully in the next few weeks).

Awesome :D


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