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

ericbsmith 08-02-2010 08:42 PM

Re: GURPS Spaceships Design Spreadsheet
 
Also, just uploaded Version 1.19e. Still more bug fixes, including a complete rewrite of the Weapon Battery power usage and more tweaking to the Core Macro (still trying to get it right for use in Office 2003/07/10)

http://gurpsland.no-ip.org/zip/Spaceships119.zip

http://gurpsland.no-ip.org/zip/Spaceships119.7z

Mgellis 08-02-2010 08:47 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1026289)
That's part of the Core Macro, which I have written and rewritten about a dozen times now trying to tweak it. I've made another significant change to it for the next release, which may alleviate the error message you're seeing.

Okay, this is weird, but maybe worth reporting...I deleted the spreadsheet and reinstalled it from the zip file and now it's not giving me the REF error anymore. (Or, maybe I just haven't tried adding the "right" system yet.) I don't know if that means anything.

Quote:

Originally Posted by ericbsmith (Post 1026289)
I don't know. I haven't even read Spaceships 8 yet, so I don't know how the design switches affects anything.

S8:TS adds two propulsion systems that must have been in earlier books, too, because they are in the spreadsheet already. There are a few new design features (including small robot arms that are just part of the hull) and design switches that include Advanced Computers. It's a fun book.

ericbsmith 08-02-2010 09:16 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Mgellis (Post 1026373)
S8:TS adds two propulsion systems that must have been in earlier books, too, because they are in the spreadsheet already. There are a few new design features (including small robot arms that are just part of the hull) and design switches that include Advanced Computers. It's a fun book.

For the Advanced Computers you can change the TL of an individual component from a column entry all the way to the right; Modular/TL/Power appears just to the left of the complete cost breakdown.

I *DID* just realize that no Note is generated for that, and I'm not sure how I'm going to add a Notes for it.

Mgellis 08-02-2010 09:21 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1026368)
Also, just uploaded Version 1.19e. Still more bug fixes, including a complete rewrite of the Weapon Battery power usage and more tweaking to the Core Macro (still trying to get it right for use in Office 2003/07/10)

http://gurpsland.no-ip.org/zip/Spaceships119.zip

http://gurpsland.no-ip.org/zip/Spaceships119.7z

Sorry, Eric, I found another bug...when you select Rapid Fire and Very Rapid Fire for guns, it doesn't divide the caliber by two and four...it INCREASES the caliber by two and four.

ericbsmith 08-02-2010 09:29 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Mgellis (Post 1026400)
Sorry, Eric, I found another bug...when you select Rapid Fire and Very Rapid Fire for guns, it doesn't divide the caliber by two and four...it INCREASES the caliber by two and four.

Ya know, I know exactly what's causing that, and I thought I'd fixed it. Apparently I must not have saved it after making the fix.

ericbsmith 08-02-2010 11:17 PM

Re: GURPS Spaceships Design Spreadsheet
 
Also, just uploaded Version 1.19f. Fixed the Caliber bug as well as another one related to weapon power usage (they just had to create a Tail Weapon Mount, which doesn't require power. Really?).

http://gurpsland.no-ip.org/zip/Spaceships119.zip

http://gurpsland.no-ip.org/zip/Spaceships119.7z

ericbsmith 08-05-2010 02:26 AM

Re: GURPS Spaceships Design Spreadsheet
 
Posted Version 1.19g
Significant changes in this update include a complete reworking of how Reaction Engine options are handled; you can now assign each individual engine system with the High-Thrust, Ram-Rocket, or Water/Ammonia/Methane fuel option. This will allow you to have, for instance, one High-Thrust and one regular engine. Similarly, Super Stardrives have been broken out and listed as their own system, allowing you to have a mix of regular and super FTL drives.

These changes are the first major step in my next goal, which is to institute Performance Profiles and Fuel Tank contents assignment. At the very least there will be two Aerial and two Space profiles available, which you can assign different engines to each profile, allowing for multiple Air and Space performance calculations. With the Fuel Tank content assignments the sheet will then be able to accurately judge the Delta-V for each Performance Profile.

I'm still not quite sure how I'm going to institute these changes, so it may be a little while before it gets done, but I definitely want to get it done.

panton41 08-05-2010 08:43 AM

Re: GURPS Spaceships Design Spreadsheet
 
I've had trouble running macros on these sheets in that Excel refuses to accept the security certificate and don't even give me the option of turning them on one time only. I have a feeling it's seeing the self-signed certificate and (rightfully) raising a red flag and blocking it outright.

ericbsmith 08-05-2010 10:37 AM

Re: GURPS Spaceships Design Spreadsheet
 
In Excel 2007 click the MSOffice Button (top left corner) -> Excel Options (bottom button) -> Trust Center (left menu) -> Trust Center Settings (right pane button) -> Trusted Locations (left menu) -> Add Location

And select the folder where the Spaceships spreadsheet is located. At some point in the future I'll probably be making an Excel2007 Macros Enabled version available which will have the Self-Signed Certificate removed from the project to facilitate it's use, but right now I'm still doing the bulk of the work in Excel 2000 because I like it's menu structure better (why did MS have to change EVERYTHING just for change's sake?). I need the Self-Signed Certificate to keep Excel 2000 from flaking out on me with the macros.

As with earlier versions the Macros are not absolutely necessary, they just provide some added functionality including the ability to automatically show or hide rows, reset the sheet automatically, change the column, row, and Font sizes to a few predefined values, and a few other niceties.

Mgellis 08-05-2010 11:12 PM

Re: GURPS Spaceships Design Spreadsheet
 
Eric, sorry, but another weird error has popped up. On small ships, the Hnd/SR cell gives me a #Value! error. It only happens on ships of SM+6 or smaller.

Mark

ericbsmith 08-06-2010 12:59 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Mgellis (Post 1028035)
Eric, sorry, but another weird error has popped up. On small ships, the Hnd/SR cell gives me a #Value! error. It only happens on ships of SM+6 or smaller.

Hey, no need to be apologetic, you're doing exactly what I'd like you to do; you're finding bugs and reporting them back to me. Thanks!



Posted Version 1.19h
Fixed the Hnd/SR bug for ships below SM+7
-Added Fuel Tanks which specify the type of fuel they contain.
-Engines will now base their Delta-V on how many fuel tanks have the appropriate type of fuel in them.
-An unspecified Fuel Tank will count towards the Delta-V of any fuel using Engines.
-Conversion Drives use the total of all Fuel Tanks to calculate Delta-V, since they can use any fuel.
-Accel & Delta-V displayed in the table entry still work as before; Accel is equal to total Accel of all engines, Delta-V is the single highest Delta-V among all engines. (I plan on fixing this at a later stage)

Mgellis 08-07-2010 03:52 PM

Re: GURPS Spaceships Design Spreadsheet
 
Hmmm...I can't get some of the fuel types like Ammonia and Water to work properly. Or is this part of the spreadsheet still in the "beta" stage?

You can add the tanks, but it does not affect acceleration and the delta vee is not shown. In fact, it does not show any delta vee, only the engine type's base acceleration.

I am assuming that any thermal rocket (nuclear, antimatter, etc.) should be able to use water, ammonia, methane, or hydrogen. Laser rockets, too, since they just heat up reaction mass--in theory, you could use anything as reaction mass for a laser rocket. Dean Ing suggested ice, I think, in Future of Flight. Or am I mistaken about this?

Oh, just to make things complicated...I understand that nitrogen has been suggested as reaction mass fuel for thermal rockets, etc. It sort of makes sense; it's available in large quantities, easy to liquefy, and doesn't explode the way methane or hydrogen can. Should it be added as another optional fuel?

Mark

ericbsmith 08-07-2010 06:07 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Mgellis (Post 1028854)
Hmmm...I can't get some of the fuel types like Ammonia and Water to work properly. Or is this part of the spreadsheet still in the "beta" stage?

I consider most of the sheet to be in beta at this stage. As I work on things I've been finding lots of minor errors I've been correcting along the way, and every time I add in some bit of functionality I wind up having to rewrite a ton of stuff that I wrote in the past, so there's lots of potential for breakage.

That said, in the last beta I believe that I'd added the drop-down menus for the alternate fuel types but had yet to hook in the functionality. I just uploaded my current version, which should have the fuel stuff complete. It now generates notes for each engine stating what type of fuel it is using (handy both for when using an alternate fuel and to figure out what type of fuel a given engine actually uses). It also calculates a Delta-V figure for each type of engine and displays it under the entry field for that engine, and displays the single best Delta-V on the the Vehicles Table.


Quote:

Originally Posted by Mgellis (Post 1028854)
You can add the tanks, but it does not affect acceleration and the delta vee is not shown. In fact, it does not show any delta vee, only the engine type's base acceleration.

The tanks themselves don't affect Acceleration or Delta-V, they only add fuel mass for calculating Delta-V later. The Acceleration and Delta-V is changed when you specify what type of fuel is used by the engine in the drop-down menus all the way to the right, next to the cost break-down. You can specify a different fuel for each individual engine. So now you can have two of the same rocket, one with Hydrogen Fuel for the Delta-V and one with Water for the thrust. Or course, then you need two fuel tanks and the rockets can't use each others fuel.

Quote:

Originally Posted by Mgellis (Post 1028854)
I am assuming that any thermal rocket (nuclear, antimatter, etc.) should be able to use water, ammonia, methane, or hydrogen. Laser rockets, too, since they just heat up reaction mass--in theory, you could use anything as reaction mass for a laser rocket. Dean Ing suggested ice, I think, in Future of Flight. Or am I mistaken about this?

Oh, just to make things complicated...I understand that nitrogen has been suggested as reaction mass fuel for thermal rockets, etc. It sort of makes sense; it's available in large quantities, easy to liquefy, and doesn't explode the way methane or hydrogen can. Should it be added as another optional fuel?

I might consider adding some optional fuel types to the sheet, to go along with my other optional rules, but right now I'm sticking to the stuff that's in the books. Water is in SS1, and SS7 introduces Ammonia and Methane.

Mgellis 08-07-2010 09:02 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1028887)

That said, in the last beta I believe that I'd added the drop-down menus for the alternate fuel types but had yet to hook in the functionality. I just uploaded my current version, which should have the fuel stuff complete. It now generates notes for each engine stating what type of fuel it is using (handy both for when using an alternate fuel and to figure out what type of fuel a given engine actually uses). It also calculates a Delta-V figure for each type of engine and displays it under the entry field for that engine, and displays the single best Delta-V on the the Vehicles Table.

It is showing the fuel--that is a nice feature--and the high thrust switch is working, but I still cannot get it to accept alternate fuels. For example, the antimatter thermal engine uses hydrogen and with the generic fuel or hydrogen it works fine. If I switch over to water, it behaves as if I had not added a fuel tank at all. Or am I just doing it wrong?

Thanks again for all your work on this. What a cool program!

Mark

ericbsmith 08-07-2010 09:56 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Mgellis (Post 1028967)
It is showing the fuel--that is a nice feature--and the high thrust switch is working, but I still cannot get it to accept alternate fuels. For example, the antimatter thermal engine uses hydrogen and with the generic fuel or hydrogen it works fine. If I switch over to water, it behaves as if I had not added a fuel tank at all. Or am I just doing it wrong?

You're doing it wrong. All the way to the right of the High-Thrust & Ram-Rockets checkboxes there's another column where you can specify the fuel that is used by the Rocket. If you switch that to one of the alternates then the accel & delfta-v of the engines will be recalculated to the new fuel and it will use fuel tanks filled with that kind of fuel.

Mgellis 08-08-2010 12:29 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1028987)
You're doing it wrong. All the way to the right of the High-Thrust & Ram-Rockets checkboxes there's another column where you can specify the fuel that is used by the Rocket. If you switch that to one of the alternates then the accel & delfta-v of the engines will be recalculated to the new fuel and it will use fuel tanks filled with that kind of fuel.

I found it...and promptly designed a SSTO shuttle using antimatter engines (high thrust and water as fuel...drinks fuel like mad, but you can get eight passengers and 2.5 tons of cargo to orbit--or the moon, I suppose, as the total delta vee is 8.4 mps). Yes, now that I know where the switch is, it works beautifully. Thanks!

Dark_Daemon 08-08-2010 06:08 AM

Re: GURPS Spaceships Design Spreadsheet
 
A couple of questions:
Where can I download the latest, beta release? The first post says 1.19a, and your website doesn't say anything about versions.
Related, could you start including version number on the front page and in the file name of the sheet? I've got three different versions bouncing around at this point, and I'm having trouble keeping track.

Thanks for all your work!

ericbsmith 08-08-2010 03:53 PM

Re: GURPS Spaceships Design Spreadsheet
 
The latest beta release, version 1.19i is available at:

http://gurpsland.no-ip.org/zip/Spaceships119.zip

http://gurpsland.no-ip.org/zip/Spaceships119.7z



The last non-beta, version 1.18, is available at:

http://gurpsland.no-ip.org/zip/Spaceships.zip

http://gurpsland.no-ip.org/zip/Spaceships.7z


My website hasn't been updated with any of this; I've just been posting to this thread with information. The website only has a link to v1.18.

vicky_molokh 08-09-2010 12:18 PM

Re: GURPS Spaceships Design Spreadsheet
 
Nice thing. Seems to mostly work even in OpenOffice, at least at first glance. Is the Divergent and Paranormal support planned?

ericbsmith 08-09-2010 12:21 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by vicky_molokh (Post 1029748)
Nice thing. Seems to mostly work even in OpenOffice, at least at first glance.

Mostly, yes. I see a few spots of incompatibility, which I plan on addressing once I get most of the additions I've added working in Office. The only thing I probably won't port over anytime soon is the Macros.

Quote:

Originally Posted by vicky_molokh (Post 1029748)
Is the Divergent and Paranormal support planned?

What Divergent and Paranormal support is missing? In the v1.19 beta's I've added all the systems from SS7, including the Divergent and Paranormal ones. I had an idea of how to improve the Divergent TL handling (right now it's simply treated as just TL7, which I don't like).

vicky_molokh 08-09-2010 12:47 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1029752)
Mostly, yes. I see a few spots of incompatibility, which I plan on addressing once I get most of the additions I've added working in Office. The only thing I probably won't port over anytime soon is the Macros.

What Divergent and Paranormal support is missing? In the v1.19 beta's I've added all the systems from SS7, including the Divergent and Paranormal ones. I had an idea of how to improve the Divergent TL handling (right now it's simply treated as just TL7, which I don't like).

OK, will look over the beta in more detail.

ericbsmith 08-14-2010 09:34 PM

Re: GURPS Spaceships Design Spreadsheet
 
Posted Version 1.19J (still in beta)

http://gurpsland.no-ip.org/zip/Spaceships119.zip

http://gurpsland.no-ip.org/zip/Spaceships119.7z

Major updates this version include:
-Implementation of Performance Profiles. You can now assign each engine to one of two Air or two Space profiles for calculating Accel, Speed, Hnd/SR, Delta-V, and FTL rating. Scroll all the way to the Right of the High-Thrust/Ram-Rocket checkboxes to see the two columns dedicated to assigning Performance Profile status.
-Revamp of the Crew Requirement calculations.
-Ability to assign Fuel Use to Stardrives. Currently doesn't do anything but generate a note for the chosen Stardrive type, but in the future I plan to add a use over time/per jump which can be calculated and noted properly.

ericbsmith 08-15-2010 12:53 PM

Re: GURPS Spaceships Design Spreadsheet
 
Posted Version 119k
This is actually really close to me declaring it "finished" for the time being.
-Minor bug fixes
-Fixed a couple of incompatibility problems with Open Office
-Posted Open Office and Excel 2007 version of the spreadsheet

Excel 2000:
http://gurpsland.no-ip.org/zip/Spaceships119.zip
http://gurpsland.no-ip.org/zip/Spaceships119.7z

Excel 2007:
http://gurpsland.no-ip.org/zip/Spaceships119-2007.zip
http://gurpsland.no-ip.org/zip/Spaceships119-2007.7z

Open Office:
http://gurpsland.no-ip.org/zip/Spaceships119-Ooo.zip
http://gurpsland.no-ip.org/zip/Spaceships119-Ooo.7z

Kuroshima 08-15-2010 01:16 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1032991)
Posted Version 119k
This is actually really close to me declaring it "finished" for the time being.
-Minor bug fixes
-Fixed a couple of incompatibility problems with Open Office
-Posted Open Office and Excel 2007 version of the spreadsheet

Excel 2000:
http://gurpsland.no-ip.org/zip/Spaceships119.zip
http://gurpsland.no-ip.org/zip/Spaceships119.7z

Excel 2007:
http://gurpsland.no-ip.org/zip/Spaceships119-2007.zip
http://gurpsland.no-ip.org/zip/Spaceships119-2007.7z

Open Office:
http://gurpsland.no-ip.org/zip/Spaceships119-Ooo.zip
http://gurpsland.no-ip.org/zip/Spaceships119-Ooo.7z

Does the Open Office version work with macros?

ericbsmith 08-15-2010 01:29 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Kuroshima (Post 1033001)
Does the Open Office version work with macros?

No. From what I can tell Open Office uses a completely different Macro language, which would require me to completely rewrite all of the Macros from scratch. I may endeavor to do that... someday... but for now Macros simply don't work in Open Office. As I said before, Macros don't do anything that's absolutely required for the sheet to work, they just add some nice functionality.

Kuroshima 08-15-2010 02:30 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1033004)
No. From what I can tell Open Office uses a completely different Macro language, which would require me to completely rewrite all of the Macros from scratch. I may endeavor to do that... someday... but for now Macros simply don't work in Open Office. As I said before, Macros don't do anything that's absolutely required for the sheet to work, they just add some nice functionality.

I know that it's more work than simply opening with Open Office and hitting save, but if the macros are not functional, could you please remove them from the file? this way we don't get messages on how our security settings blocked macros...

ericbsmith 08-16-2010 11:41 PM

Re: GURPS Spaceships Design Spreadsheet
 
Posted Version 1.19L
-Fixed RoF for low TL guns to use the updated chart from SS7
-Stripped the Macros from the Open Office version
-More bug fixes

Excel 2000:
http://gurpsland.no-ip.org/zip/Spaceships119.zip
http://gurpsland.no-ip.org/zip/Spaceships119.7z

Excel 2007:
http://gurpsland.no-ip.org/zip/Spaceships119-2007.zip
http://gurpsland.no-ip.org/zip/Spaceships119-2007.7z

Open Office:
http://gurpsland.no-ip.org/zip/Spaceships119-Ooo.zip
http://gurpsland.no-ip.org/zip/Spaceships119-Ooo.7z

congo 08-17-2010 06:32 AM

Re: GURPS Spaceships Design Spreadsheet
 
nice work as always, but when i use open office version and choose engines it always shows 0G at Move statistic

BlackLiger 08-17-2010 08:22 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by congo (Post 1034004)
nice work as always, but when i use open office version and choose engines it always shows 0G at Move statistic

Mine tends to show the correct thrust, but refuses to make systems use power points, give ranges for any weapons but lasers (I'd have assumed missiles would have a range limit by fuel, at least, with options of burst thrust), or make the ship able to fly in atmosphere at all, even with steamlined and jet engines added on.

Open Office again. Latest version.

ericbsmith 08-17-2010 09:14 AM

Re: GURPS Spaceships Design Spreadsheet
 
OpenOffice didn't like something I did when I added the ability to create Performance Profiles; the sheet is supposed to automatically use all the engines unless you start assigning some to a profile. Unfortunately in OpenOffice it's not doing that, however if you assign an engine to one of the Performance Profiles it will correctly calculate all the statistics for Air & Space performance. Look for the Performance Profile column all the way to the right, just to the right of the High-Thrust/Ram-Rockets checkboxes.

Quote:

Originally Posted by BlackLiger (Post 1034033)
Mine tends to show the correct thrust, but refuses to make systems use power points, give ranges for any weapons but lasers (I'd have assumed missiles would have a range limit by fuel, at least, with options of burst thrust)

In the Basic Combat system Missiles are given a range just like any other weapon. In the Hex-Based combat system they are instead given a Delta-V, but no range per se. Theoretically they could have an infinite range; launch them in a direction and they'll keep going forever, just slowly.

ericbsmith 08-17-2010 12:12 PM

Re: GURPS Spaceships Design Spreadsheet
 
Posted Version 1.19M
-Fixed issue with OpenOffice where performance wouldn't be calculated unless you added engines to a Performance Profile
-Moved Alt. Fuel column back to the right of the High-Thrust/Ram-Rockets checkboxes. This was to enhance compatibility with OpenOffice.
-Fixed incorrect Power issue with Spinal Batteries

Excel 2000:
http://gurpsland.no-ip.org/zip/Spaceships119.zip
http://gurpsland.no-ip.org/zip/Spaceships119.7z

Excel 2007:
http://gurpsland.no-ip.org/zip/Spaceships119-2007.zip
http://gurpsland.no-ip.org/zip/Spaceships119-2007.7z

Open Office:
http://gurpsland.no-ip.org/zip/Spaceships119-Ooo.zip
http://gurpsland.no-ip.org/zip/Spaceships119-Ooo.7z

ericbsmith 08-31-2010 12:01 AM

Re: GURPS Spaceships Design Spreadsheet
 
Version 1.20
-Full Excel 2007 compatibility (and, presumably, Excel 2003 & 2010)
-Full support for Spaceships 7 systems and most options
-Many new options added for ship systems. Scroll all the way to the right to see them!

This is functionally equivalent to the last Version 1.19 beta with only a couple minor bug fixes. I've now posted Office 2007 and Open Office versions for download. See post #1 for all the gory details about this update and for download links.

panton41 08-31-2010 08:48 AM

Re: GURPS Spaceships Design Spreadsheet
 
Just in time, I was getting an itch to whip up some spaceshipy goodness and was hoping for it to be out of the beta status it's been in.

BlackLiger 08-31-2010 08:49 AM

Re: GURPS Spaceships Design Spreadsheet
 
Any chance the next version can handle ships above SM+15?

panton41 08-31-2010 08:55 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by BlackLiger (Post 1041198)
Any chance the next version can handle ships above SM+15?

Last time I checked it already does, just scroll down further than SM+15.

ericbsmith 08-31-2010 11:48 PM

Re: GURPS Spaceships Design Spreadsheet
 
Yup, the sheet has always supported SM up to SM+30, which is a ship 113 miles across, weighing in at 100 Trillion Tons, with a single Habit giving living space for 600 Billion Cabins.

panton41 09-01-2010 06:18 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1041378)
Yup, the sheet has always supported SM up to SM+30, which is a ship 113 miles across, weighing in at 100 Trillion Tons, with a single Habit giving living space for 600 Billion Cabins.

That's not a small moon...

trooper6 09-01-2010 08:42 AM

Re: GURPS Spaceships Design Spreadsheet
 
Hm...I can't get the zip files to download...it says the files weren't found.

Exar_Kun 09-01-2010 10:47 AM

Re: GURPS Spaceships Design Spreadsheet
 
The sheet for oppen office gives me error 502 in every system when using Hangar Bay for SM>+16 ships

ericbsmith 09-01-2010 04:12 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Exar_Kun (Post 1041529)
The sheet for oppen office gives me error 502 in every system when using Hangar Bay for SM>+16 ships

Anybody else? I just tried this in Open Office v3.2.1 (most current version) and didn't see a problem.

I just did notice an issue with the Checkboxes giving an error because they're trying to call a Macro that isn't there in the Open Office version, but other than pitching an error they're working fine. That, at least, should be an easy fix for me since I can easily write up another quick macro to strip all the checkboxes of the Macro call.

vicky_molokh 09-12-2010 06:12 AM

Re: GURPS Spaceships Design Spreadsheet
 
Renaming the file causes errors.

panton41 09-12-2010 10:29 AM

Re: GURPS Spaceships Design Spreadsheet
 
I've renamed the file before and never had a problem. I'll rename it from Spaceships.xslx to Spaceship Design.xslt to put it into my templates in MS Office and never had a problem.

vicky_molokh 09-12-2010 10:41 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ciaran_skye (Post 1047401)
I've renamed the file before and never had a problem. I'll rename it from Spaceships.xslx to Spaceship Design.xslt to put it into my templates in MS Office and never had a problem.

Weird. Tried again and no extra errors occurred. But it seems that the OO errors are different from time to time. Either way, failed to get the DR of my armor.

ericbsmith 09-12-2010 04:28 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by vicky_molokh (Post 1047405)
Weird. Tried again and no extra errors occurred. But it seems that the OO errors are different from time to time. Either way, failed to get the DR of my armor.

I wonder if there's some weird internationalization thing going on there; the Open Office version is working perfectly fine for me. I've not tested it as thoroughly as the Excel version, since I do all my writing in Excel then simply convert to Open Office, but I've not seen any significant errors in the tests that I have run.

vicky_molokh 09-12-2010 04:33 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1047530)
I wonder if there's some weird internationalization thing going on there; the Open Office version is working perfectly fine for me. I've not tested it as thoroughly as the Excel version, since I do all my writing in Excel then simply convert to Open Office, but I've not seen any significant errors in the tests that I have run.

I vaguely remember the sheet (the one with TL4^, downloaded right after my post about Divergent ships) showed armor values for TL4^ Wood and Eatherwood at SM5 or so. Now it doesn't.

ericbsmith 09-12-2010 04:52 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by vicky_molokh (Post 1047532)
I vaguely remember the sheet (the one with TL4^, downloaded right after my post about Divergent ships) showed armor values for TL4^ Wood and Eatherwood at SM5 or so. Now it doesn't.

I'm not seeing that at all. Both Wood and Etherwood give appropriate DR for their SM, from SM5 on up (unless streamlined, minimum SM6 if streamlined). Now, Wood I did have to do a little trick with, since it's TL^ at SM10+. If you are changing the TL or SM of the ship you may need to reselect the Wood Armor to switch between the TL0 and TL0^ version of Wood armor. OTOH, Etherwood is always TL1^, so shouldn't be affected by that behavior at all.

Are you fully updated in Open Office to 3.2.1?

vicky_molokh 09-26-2010 06:41 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1047545)
I'm not seeing that at all. Both Wood and Etherwood give appropriate DR for their SM, from SM5 on up (unless streamlined, minimum SM6 if streamlined). Now, Wood I did have to do a little trick with, since it's TL^ at SM10+. If you are changing the TL or SM of the ship you may need to reselect the Wood Armor to switch between the TL0 and TL0^ version of Wood armor. OTOH, Etherwood is always TL1^, so shouldn't be affected by that behavior at all.

Are you fully updated in Open Office to 3.2.1?

I temporarily abandoned my OO attempts, since I'm about to upgrade to Ubuntu 10 anyway. Tried out in MS Office. Am I doing something wrong, or are TL4^ Unguided Rockets not supported?

panton41 10-22-2010 10:12 PM

Re: GURPS Spaceships Design Spreadsheet
 
I was trying to make the spaceship equivilant of the F/A-18A and F/A-18E with SM+4 and SM+5 and I noticed on the 1.20 version that if the top ship is SM+4 the bottom ship uses the same limitations on Weapon Mounts.

terranstrider 10-23-2010 12:12 AM

Re: GURPS Spaceships Design Spreadsheet
 
Will you please recommend procedures/tools for designing deck plans?

ericbsmith 10-23-2010 12:53 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ciaran_skye (Post 1067142)
I was trying to make the spaceship equivilant of the F/A-18A and F/A-18E with SM+4 and SM+5 and I noticed on the 1.20 version that if the top ship is SM+4 the bottom ship uses the same limitations on Weapon Mounts.

I've found and fixed the issue.



Quote:

Originally Posted by terranstrider (Post 1067173)
Will you please recommend procedures/tools for designing deck plans?

This thread is primarily about my Spaceships spreadsheet. If you want to discuss designing deck plan please feel free to start a new thread to do so.

terranstrider 10-24-2010 12:07 AM

Re: GURPS Spaceships Design Spreadsheet
 
[PHP]This thread is primarily about my Spaceships spreadsheet. If you want to discuss designing deck plan please feel free to start a new thread to do so. [/PHP]
Will do.

Thanks very much for making your spreadsheet available. It's an enourmous benefit to my campaign, in particular the output format greatly reduces preperation time for space combat.

DaltonS 10-27-2010 03:16 PM

Re: GURPS Spaceships Design Spreadsheet
 
I just downloaded the Open Office version and I'm having a lot of fun with it. Just a couple of items from Spaceship 7 to tack onto the wishlist.
  1. An option to use Smaller and Larger systems as per page 4. The former could be more easily done by stacking the hull sections vertically rather than side-by-side. (That would also make it visually less cluttered.)
  2. A "Hyperdynamic Hull" feature could be added to both ship and campaign options.

I want to design ships for my hyperspace rule set that will fit into my Hyperverse tech sequence (radiation screen => hyperdynamic field grid => reactionless drive => "hypersink" cloaking => jump gates to hyperspace => hyperjump stardrive).

Dalton "who finds the sheet ans interesting as the ships" Spence

Flyndaran 10-27-2010 05:27 PM

Re: GURPS Spaceships Design Spreadsheet
 
I keep getting errors from nearly everything I try to do.
I'm using the open office one.
It keeps saying scripting framework error occurred while running the Basic script.

ericbsmith 10-27-2010 11:08 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Flyndaran (Post 1069232)
I keep getting errors from nearly everything I try to do.
I'm using the open office one.
It keeps saying scripting framework error occurred while running the Basic script.

Stupid macros. I thought I had this set to be fixed in a macro before I saved to Open Office, but apparently I didn't save the sheet with the stripping macro intact.

Anyway, I've just corrected the open office sheet and this should no longer be a problem.

thesmiths4 10-30-2010 09:28 PM

Re: GURPS Spaceships Design Spreadsheet
 
Sorry if I missed this in the stack of posts, but have you ever considered modding the sheet for the Gurps Vorkosigan ship design rules? (Necklin Rods, different weapons and shield systems, etc.)

ericbsmith 10-31-2010 08:27 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by thesmiths4 (Post 1070802)
Sorry if I missed this in the stack of posts, but have you ever considered modding the sheet for the Gurps Vorkosigan ship design rules? (Necklin Rods, different weapons and shield systems, etc.)

I don't think anybody's asked, and I just haven't had time to do anything like this anyway. I haven't even read Vorkosigan.

SalsaDoom 11-27-2010 11:51 AM

Re: GURPS Spaceships Design Spreadsheet
 
Eric! :D

Thank you again for this awesome spreadsheet, it makes my life so much easier when it comes to making ships (I make a lot). Especially thank you a million times over for expanding the sizemod up to +30 :) I make use of that ability frequently ;)

Additional thank you for adding the SS7 rules! :D

Now if I could have options for half-modules or even quarter modules.. ;)
Or actually a really sweet option would be for the ability to "trade up" or "trade down" weapons... in my campaign ships tend to run rather large, for example, a Battleship-sized ship is SizeMod +24, which works great until I realize that I'm dealing with literally 10,000,000,000 peripheral guns :) Somewhere between 50,000 and 160,000 would be fine, lol. Right now I make the ship in Excel 2k, then export and tweak it through a few programs manually. Its still massively more simple :) Thanks again Eric!

EDIT: Speaking of exporting, is there an easier way to do this? I'm looking for some fairly simple HTML output ideally... actually the exact stuff thats printed. If only windows could print to html or something.

panton41 11-27-2010 12:23 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by SalsaDoom (Post 1083542)
EDIT: Speaking of exporting, is there an easier way to do this? I'm looking for some fairly simple HTML output ideally... actually the exact stuff thats printed. If only windows could print to html or something.

Excel 2010 can export to HTML, but a generic HTML printer is probably impossible since printers tend to deal with the file as usually PostScript, XPS, PDF or a simple image while HTML needs to know the complexities of the underlying formatting. (Mostly so it can make a mess out of it, the best HTML code is hand HTML code.)

SalsaDoom 11-27-2010 12:45 PM

Re: GURPS Spaceships Design Spreadsheet
 
Hmmm, thats largely true. Even linux can only print to pdf or ps. pdftohtml from the poppler-utils package mangles the output in ways that make me sad.

Right now I use a windows tool called PDFCreator from sourceforge, which works quite well. Then I copy it to my linux machine, where I use a awful little program called 'pdfedit', it does the job but is somewhat ancient, crufty, and rather slow. Its quite a bit of work just to tweak some numbers around. If I could export the data I wanted (ie the printed area) to another spreadsheet or anything that could be edited it would be a lot easier.

EDIT: Actually you can, I think I instinctively over-engineered my solution. You do have to re-adjust the formatting but you can select and copy the data into another excel2k spreadsheet and edit it.

panton41 11-27-2010 05:28 PM

Re: GURPS Spaceships Design Spreadsheet
 
My biggest complaint about this spread sheet is that it doesn't have the most useful format for presentation. The worksheet page is excellent and works well for on-screen presentation, but for a printout it doesn't fare as well. (Tons of "extra stuff" on the sides that doesn't fit well.)

If I were to overhaul it I'd probably remove the second spaceship form at the bottom and put the extra settings there and have an additional book that was a printer-friendly version that repeated the data from the worksheet.

That said I've batted the idea of an actual program to do this for a while, but it's kind of fizzled. I'd like to do it in a cross-platform language, but Java doesn't support some of what I want to use and I don't know Python that would probably be my #1 choice. (Plus Python isn't the most cross-platform of languages when it comes to building a GUI.)

Joseph Paul 11-27-2010 07:31 PM

Re: GURPS Spaceships Design Spreadsheet
 
Can't you use a recap sheet to capture the info in the cells that you want and then print that? You may need to go to the trouble of copying and pasting 'as value' but it should work. Been a while since I opened that up so maybe not.

panton41 11-27-2010 08:39 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Joseph Paul (Post 1083672)
Can't you use a recap sheet to capture the info in the cells that you want and then print that? You may need to go to the trouble of copying and pasting 'as value' but it should work. Been a while since I opened that up so maybe not.

I know so little about Excel that when I've been posed questions about it for a school project I passed them along to another team member at risk of a lower grade for myself. (I'd rather admit ignorance than fake knowledge I don't have, especially when other people involved are knowledgeable.) The last time I took a class in Excel, Excel 97 was a pretty new thing.

Joseph Paul 11-27-2010 09:08 PM

Re: GURPS Spaceships Design Spreadsheet
 
In Excel you would create a second Worksheet in the same Workbook. Rename it Output or Print Version etc. To automatically get info from the Spaceships Design Spreadsheet you would use this format on the Output Worksheet -'name of first sheet!'cell reference. Cell References are usually in Column/Row format. So - (Spaceships!A1) returns the displayed value in A1 on the Spaceships sheet. This allows you reposition the output data anyway that you want.

Haven't opened OO's spread sheet in a long time but I can't imagine that you can't make such a recap sheet in it.

Sorry to be off topic here but I think it would be helpful to people that are trying to get a handle on their output.

panton41 11-27-2010 09:37 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Joseph Paul (Post 1083688)
In Excel you would create a second Worksheet in the same Workbook. Rename it Output or Print Version etc. To automatically get info from the Spaceships Design Spreadsheet you would use this format on the Output Worksheet -(name of first sheet!cell reference) Cell References are usually in Column/Row format. So - (Spaceships!A1) returns the displayed value in A1 on the Spaceships sheet. This allows you reposition the output data anyway that you want.

Haven't opened OO's spread sheet in a long time but I can't imagine that you can't make such a recap sheet in it.

Sorry to be off topic here but I think it would be helpful to people that are trying to get a handle on their output.

That's Eric's "problem" if he were to choose to do it. I wasn't complaining that I didn't like his work, just how I'd improve it.

Joseph Paul 11-27-2010 10:03 PM

Re: GURPS Spaceships Design Spreadsheet
 
To each his own - and before I get blasted it looks like it is 'name of sheet!'cell ref. Single quotes not parantheses. Oops.

ericbsmith 11-28-2010 09:18 PM

Re: GURPS Spaceships Design Spreadsheet
 
A lot of points to hit here. Hopefully I don't miss anything important. One thing I will note right now is that I'm in school and finals are coming up. I may try to tackle some of this stuff during Christmas Break, but there's no way I can hit it before.

Quote:

Originally Posted by SalsaDoom (Post 1083542)
Thank you again for this awesome spreadsheet, it makes my life so much easier when it comes to making ships (I make a lot).

You're welcome. I'm glad you enjoy it.

Quote:

Originally Posted by SalsaDoom (Post 1083542)
Now if I could have options for half-modules or even quarter modules.. ;)

I did a little work to see how practical this would be and came to the conclusion it would be a lot more work than I was willing to put in. As a half-step what I may do at some point is allow for user created modules, where you could build "half/half" modules, Reconfigurable Modules, or any other modules to your own desire.

Quote:

Originally Posted by SalsaDoom (Post 1083542)
Or actually a really sweet option would be for the ability to "trade up" or "trade down" weapons...

Again, I'm not sure how practical that would be. Weapon sizes are somewhat rigid for a given SM of ship. It may be possible to create some mounts with some smaller sizes, but allowing true "mix-n-match" would be hideously complex.


Quote:

Originally Posted by ciaran_skye (Post 1083647)
My biggest complaint about this spread sheet is that it doesn't have the most useful format for presentation. The worksheet page is excellent and works well for on-screen presentation, but for a printout it doesn't fare as well. (Tons of "extra stuff" on the sides that doesn't fit well.)

What "extra stuff" are you talking about? I mean, there are all the checkboxes and option selectors off to the right, but all of those generate Notes, so is completely unnecessary for the actual printout.


Quote:

Originally Posted by ciaran_skye (Post 1083647)
If I were to overhaul it I'd probably remove the second spaceship form at the bottom and put the extra settings there and have an additional book that was a printer-friendly version that repeated the data from the worksheet.

If I were to start over I might do something similar. The sheet started out much simpler, but slowly grew with the options added in later books.

Actually, creating a separate worksheet for each ship which is a little more printer friendly might not be a bad addition. I'll think about it.

As an aside, are you using MSOffice or OpenOffice? The "Hide Unused Rows" checkbox makes the printout a lot cleaner, but relies on the core Macro to hide/unhide the rows.

panton41 11-29-2010 12:46 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1084147)
As an aside, are you using MSOffice or OpenOffice? The "Hide Unused Rows" checkbox makes the printout a lot cleaner, but relies on the core Macro to hide/unhide the rows.

Usually MS Office. The only time I use OOo is on a netbook and the sheet has some problems on such a small screen using it.

SalsaDoom 11-29-2010 09:23 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1084147)
I did a little work to see how practical this would be and came to the conclusion it would be a lot more work than I was willing to put in. As a half-step what I may do at some point is allow for user created modules, where you could build "half/half" modules, Reconfigurable Modules, or any other modules to your own desire.

Actually, user created modules would be perfect. I tend to create a lot of custom stuff in my games and sort of hand-wave their presence, although, as a former vehicles 3d ed person, it makes me cringe to do so. ;P

This would take care of a lot of stuff and add in some flexibility for people (like me, I guess) who might have custom weapons, and actually custom engines. Converting a ship from Vehicles 3rd ed to SS can be a brutal cutting process... making my ships complex to the point of near unmanageably was one of my favorite things about the old system ;)

Quote:

Again, I'm not sure how practical that would be. Weapon sizes are somewhat rigid for a given SM of ship. It may be possible to create some mounts with some smaller sizes, but allowing true "mix-n-match" would be hideously complex.
This isn't terrible to do on paper actually, because you can really just "up" 3 peripheral guns to the next size up, then do it again and again manually until you have a number thats something more accessible. I think technically, rules wise, you can only do it once but I don't think the original designers imagined +24 sizemod ships with billions of potential guns :D This might actually be something that could be done by custom modules anyway.

That all said, you've done so much that I always feel bad for asking for a feature.

Daigoro 11-30-2010 12:25 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by SalsaDoom (Post 1084330)
Actually, user created modules would be perfect. I tend to create a lot of custom stuff in my games and sort of hand-wave their presence, although, as a former vehicles 3d ed person, it makes me cringe to do so. ;P

Just to let you know, if you're running this on Excel, it's actually fairly easy to add some user-created systems without breaking the program. Just make sure to save your edited version under a different name first, then poke around in the hidden worksheets.

vicky_molokh 01-06-2011 09:26 AM

Re: GURPS Spaceships Design Spreadsheet
 
Some questions:
  1. Is it me, or are the Boost Drives absent?
  2. Is there a way to dedicate cargo (or at least cargo in the Weapon Batteries) to ammo?
  3. The No Computer variant is absent too, right?

ericbsmith 01-06-2011 10:09 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by vicky_molokh (Post 1101885)
[*]Is it me, or are the Boost Drives absent?

Yes, it's absent. However, I've been slowly working on another release and it's something I'll be adding now.


Quote:

Originally Posted by vicky_molokh (Post 1101885)
[*]Is there a way to dedicate cargo (or at least cargo in the Weapon Batteries) to ammo?

Not currently. I'm not sure if I'll be adding this or not, however I have added a spot for User Notes where this could be specified.


Quote:

Originally Posted by vicky_molokh (Post 1101885)
[*]The No Computer variant is absent too, right?

Page reference?

vicky_molokh 01-06-2011 12:09 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1101905)
Page reference?

SS7-24, left column. Notable effects: penalized accuracy of weapons fire, and either total impossibility or -5 on PD fire. Some other bits too.

ericbsmith 01-11-2011 11:29 PM

Re: GURPS Spaceships Design Spreadsheet
 
Version 1.21
-Fixed a bug where ship systems weren't correctly shown in the drop down menus if the first and second ship in the sheet had different SM's

Version 1.22
-Fixed some bugs in the Cargo weight calculations
-Fixed the cost of Super FTL drives
-Fixed some bugs which prevented the 'Design Table' from being copied correctly ('Design Table' was supposed to be able to be copied allowing you to create all the ships for your campaign in a single spreadsheet).
-Changed the macros to hide the checkboxes when the row they reside in is hidden. This looks cleaner when using 'Hide Unused Rows.'
-Added buttons to hide either the top or bottom ship.
-When a ship system exceeds the TL of the ship a note is generated listing the items actual TL.
-Added Boost Drive option from SS7.
-Added No Computer option from SS7.
-Added User Notes section, where users may add notes or a short description of the ship.

See my First Post for more information.

vicky_molokh 01-18-2011 07:51 AM

Re: GURPS Spaceships Design Spreadsheet
 
When I build a plane with Jets and Turbofans, I get a top speed of 2k mph even if I use a profile with the turbofan turned off. Same trouble with Ornithopter wings.

Also, the smaller-/larger-sized system don't work and won't work, right?

ericbsmith 01-18-2011 08:12 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by vicky_molokh (Post 1108749)
When I build a plane with Jets and Turbofans, I get a top speed of 2k mph even if I use a profile with the turbofan turned off. Same trouble with Ornithopter wings.

Hmm, yeah, I'm not sure how I can fix that right now but I'll take a look at it.

Quote:

Originally Posted by vicky_molokh (Post 1108749)
Also, the smaller-/larger-sized system don't work and won't work, right?

Unfortunately, yes. And without gutting the sheet and starting from scratch I can't think of how I can properly implement any smaller/larger systems, reconfigurable systems, or user created systems. I've got too much specialized code in the sheet to properly implement it, and I'm afraid that if I start tugging at the strings it'll unravel on me.

vicky_molokh 01-18-2011 08:44 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1108757)
Hmm, yeah, I'm not sure how I can fix that right now but I'll take a look at it.

Is it possible to make the limit apply to specific performance profiles, and not to the global speed limit?

ericbsmith 01-18-2011 08:57 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by vicky_molokh (Post 1108763)
Is it possible to make the limit apply to specific performance profiles, and not to the global speed limit?

More than likely, yes. Shouldn't be too hard to do that once I get a chance to sit down and do it.

vicky_molokh 01-18-2011 09:05 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1108768)
More than likely, yes. Shouldn't be too hard to do that once I get a chance to sit down and do it.

And as for custom systems, they can be implemented similarly to the way you did Boost Drives:
have (separate sheet) with cells named like this:

Custom Fuel-consuming Power Plant 1, cusom_price, custom_powerpoints, custom_endurance_base, custom_endurance_per_fueltank, custom_accel, custom_accel_air, custom_max_speed_air

Custom Reaction Drive, custom_price, custom_powerusage (defaults to 0, can be set to negative to produce PPs), custom_endurance_per_fueltank.

Custom Armor 1, custom_price, custom_dDR, custom_powerusage (default 0).

ETC.

And finally
Custom Miscellaneous System for those special cases

I suppose the big problem is making them have custom names - that seems like too much bother.

ericbsmith 01-18-2011 09:14 AM

Re: GURPS Spaceships Design Spreadsheet
 
The problem is, the way I've written the sheet a lot of the statistics for existing systems rely on looking at the name of the system. e.g. to count the number of Robot Legs a ship has it literally counts all systems named Robot Leg. This works fine for the standard system, but if you want to create a "Reconfigurable Robot Leg/Jet Engine" the sheet will squark and not count it as a Robot Leg. I've done this all over the place, for many different systems, and undoing it will be a mess. I hadn't planned on this becoming as big and complex as it is now when I started it or I'd have designed it differently; now I'm stuck with legacy issues. I may try to undo it at some point, but right now I have over 200 cells with complex formulas, many of which do this.

vicky_molokh 01-19-2011 11:02 AM

Re: GURPS Spaceships Design Spreadsheet
 
Top Deck seems to be missing - another option that seems simple to do unless legacy prevents it (just limit top speed).

Is there a way to customize the price of wings?


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