Re: GURPS Spaceships Design Spreadsheet
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Re: GURPS Spaceships Design Spreadsheet
Not sure if this is to do with using Excel '16 on a Mac, but I'm getting the following error when I open RC11 for Excel 2007:
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Re: GURPS Spaceships Design Spreadsheet
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NB: The spreadsheet inside it has a date modified of 2010 though. ETA: What's the difference between calling a version v2.11 and v2.0 Release Candidate 11? I can make a guess, that there are non-release versions between RC's, is that it? |
Re: GURPS Spaceships Design Spreadsheet
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Version 2.11 is the eleventh minor version released in the 2.x major version series. It's a “normal” version, nothing special about it. Version 2, Release Candidate 11 is the eleventh candidate to be come the release that will be labelled version 2.0. A release candidate is not a release — it's essentially the last stage before release, after the beta versions. In most development cycles, if a release candidate doesn't have any new issues found or complaints filed within a certain amount of time, an identical version of that candidate is published as the actual release version. |
Re: GURPS Spaceships Design Spreadsheet
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Re: GURPS Spaceships Design Spreadsheet
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But don't mind me, I'm kidding, I was just asking out of idle curiosity. I haven't actually used the spreadsheet for ages, but it was definitely a godsend when we had a spacey (... fantasy-ish, ... supery) game going. |
Re: GURPS Spaceships Design Spreadsheet
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Re: GURPS Spaceships Design Spreadsheet
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Once I have reached a point where everything seems stable and bug free I can delete all the mid-points and just increment the RC for the new release. All I really need, though, is a way of versioning the file so that I can track specific changes that are made. Beyond that it doesn't matter if it's v2.0 RC 11, or v2.0.11 or v2.11, I just need to be able to version the sheets. Ultimately, I'm just one guy piddling around with some programming stuff, not a professional and not a programming studio, so I just need something that works for me. I went with Release Candidate numbers because it was an easy transition for me from the Beta Release numbers. As for what I use versioning for, mostly this is used to track where certain data cells are located in previous versions so that I can read an older version of the file and import ships from it. Although there are some slight speed improvements that I have implemented based on what version of the sheet a ship was created in - basically I don't need to worry about renaming some ship systems or options if the ship is from a more recent version of the sheet. Similarly, this is also why I dropped support for importing from v1.x of the sheet a few release candidates ago; at this point I expect anyone importing ships will be doing so from a v2 RC, and I was running into some overhead limitations in Excel trying to maintain compatibility. Basically, older versions of Excel only have a limited amount of memory space for variables, and I was hitting the ceiling trying to keep the older compatibility that nobody really needed, and if by some chance somebody did - which they haven't so far - I could provide an older v2.0 RC of the to import ships into, and then import from the older to newer v2.0 RC. Or they could just import the ships manually by entering in the data. Quote:
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Re: GURPS Spaceships Design Spreadsheet
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Re: GURPS Spaceships Design Spreadsheet
I'm getting ready to add a new system to my spreadsheet and Optional Rules, but would like some opinions/suggestions on it.
Energy Bank (TL5) [Any] "Energy Banks" feature prominantly in many fictional universes, being used to quickly power-up FTL drives (particularly Jump drives), to provide extra emergency power for combat, or even as a backup power source should the main reactor go down. Batteries are also used in many real-world designs such as electric cars and non-nuclear submarines. These energy banks can represent realistic Battery Banks or "Capacitors," or they may be superscience Power Cells with far greater energy density than realistic batteries. Instead of providing Power Points (PP) Energy Banks are rated for providing power over a number of hours - for instance they may be rated at 4 Power Point Hours (4PPh), which allows them to provide 1 PP for 4 hours, 4 PP for 1 hour, or even 2 PP for 2 hours. If powering long-term systems (such as an FTL drive) simply calculate duration by dividing PPh capacity by the number of PP all active systems require. For tracking energy usage during space combat the bank will also be rated in Power Point Turns (PPt); this is equal to the PPh multiplied by a factor based on turn length (see table below). Each Power Point drained from an energy bank for a Space Combat turn costs one PPt; e.g. if you are powering a Force Screen for 2PP, a Weapon Battery for 1 PP, and a Reactionless Drive for 1PP this would cost a total of 4PPt for every turn that the bank is being used to power those systems. Power Cells may also represent Magical or Psionic energy reserves (see SS7, p. 20-21); this cuts the cost to half-price but means that the bank may only power and be recharged by Magic or Psionic sources. Energy Banks may also be Compact (see P3/30, p. 7), multiplying cost by x1.5 and making them Volatile (p. SS1, p. 62), and doubling the PPh & PPt capacity. Code:
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