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Adelus 09-01-2011 09:07 PM

Re: GURPS Spaceships Design Spreadsheet
 
Possible bug found - it seems some Reactionless drive systems and particularly the Ether propulsion methods don't list their move as their mps when the boost drive switch is on - they just show their acceleration. Using the latest sheet.

ericbsmith 09-01-2011 11:04 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Yami Fowl (Post 1241082)
EDIT2:
What about what I said about turning off the Cosmic Power?
This #Value only happens when the Cosmic Power is checked on the checkbox.

Well, Cosmic Power and really, stupendiously large SM beam weapons - which would have been a useful tidbit to know, because when I saw it was only happening to the top couple SM's I knew exactly what the problem was - I only coded beam weapon output to 300 yota joules, and when you combine SM+40 with Cosmic Power you wind up with beam power in excess of 300 YJ. Knowing that I added code to handle up to 1x10^30 J of energy.

Quote:

Originally Posted by Yami Fowl (Post 1241082)
I think I found it, the problem seem to be the SM and the table.
It works perfectly fine until SM+32.

I've no idea what's going on there, and it's working just fine for me. Beam weapons use a simple equation to extrapolate damage beyond 3 PJ of power; there is nothing special about the ZJ of energy compared to the PJ, EJ, or YJ.

Quote:

Originally Posted by Adelus (Post 1241284)
Possible bug found - it seems some Reactionless drive systems and particularly the Ether propulsion methods don't list their move as their mps when the boost drive switch is on - they just show their acceleration. Using the latest sheet.

That would be because I didn't treat Ether propulsion systems as Reactionless drives, so Boost (or other Reactionless options) never got applied to them.

ericbsmith 09-01-2011 11:24 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by vicky_molokh (Post 1109410)
Top Deck seems to be missing - another option that seems simple to do unless legacy prevents it (just limit top speed).

Design Table, second column of checkboxes (you may have to scroll right), 4th checkbox down.

Quote:

Originally Posted by vicky_molokh (Post 1109410)
Is there a way to customize the price of wings?

Campaign Options. Third set of columns over, on the top is Weapons, below that are missile Warheads, then below that I snuck in a bunch of ship systems including wings. Simply apply an appropriate cost multiplier, which can be a decimal value (i.e. 0.001) to reduce cost.

ericbsmith 09-01-2011 11:25 PM

Re: GURPS Spaceships Design Spreadsheet
 
Version 1.34
-Fixed bug where damage of Really Freakin' Huge beam weapons would error out
-Ether drives are now treated as Reactionless for purpose of Boost option

See my first post for download links.

Yami Fowl 09-02-2011 09:05 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1241323)
Well, Cosmic Power and really, stupendiously large SM beam weapons - which would have been a useful tidbit to know, because when I saw it was only happening to the top couple SM's I knew exactly what the problem was - I only coded beam weapon output to 300 yota joules, and when you combine SM+40 with Cosmic Power you wind up with beam power in excess of 300 YJ. Knowing that I added code to handle up to 1x10^30 J of energy.

Sorry for that, I should have informed...
Anyway it seems to be working fine now, I don't want to be annoying or anything, but Beam Damage for SMs +39 and +40 are still broken even without Cosmic Power.

But, up to there, it's working perfectly!

If I may, I'd like to point out also that Control Rooms of SM+40 ships do not show data underneath the System: Control Room.

Adelus 09-03-2011 08:55 PM

Re: GURPS Spaceships Design Spreadsheet
 
Another problem discovered: The campaign-wide cost multiplier seems to have no effect whatsoever in the 1.34 version for OpenOffice. Nor do the other cost multiplier options.

vierasmarius 09-03-2011 10:31 PM

Re: GURPS Spaceships Design Spreadsheet
 
Not a bug, but a question - is there a way to make reconfigurable systems? I was trying to write up an Ether Dragon, with wings that function as Ornithopter Wings in an atmosphere, and Powered Ether Sails in space.

Daigoro 09-03-2011 11:38 PM

Re: GURPS Spaceships Design Spreadsheet
 
I like that there are all these updates to the spreadsheet, but they're not very useful for a ship that I built on an older version. Is there an easy way to update an old sheet, rather than having to remake the ship each time there's an update?

It might involve some kind of variables export macro, but I have never tried anything like that with Excel.

ericbsmith 09-04-2011 09:45 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Adelus (Post 1242183)
Another problem discovered: The campaign-wide cost multiplier seems to have no effect whatsoever in the 1.34 version for OpenOffice. Nor do the other cost multiplier options.

Actually, none of the Cost multipliers seem to be working for Ship Systems... that's annoying because I'm sure I had those working at some point.

Quote:

Originally Posted by vierasmarius (Post 1242220)
Not a bug, but a question - is there a way to make reconfigurable systems?

No, there's not. Doing so proved too difficult to implement in the current sheet. I started a redesign of the sheet last January, and got Reconfigurable systems working but broke enough other stuff that I never got it finished off. Someday I'll get back to it.

Quote:

Originally Posted by Daigoro (Post 1242243)
I like that there are all these updates to the spreadsheet, but they're not very useful for a ship that I built on an older version. Is there an easy way to update an old sheet, rather than having to remake the ship each time there's an update?

It might involve some kind of variables export macro, but I have never tried anything like that with Excel.

There's not really a way to do it, no. I'm not sure how I could implement such a thing easily, as every time I make changes, especially to the options checkboxes, things get moved around such that it would be very difficult to track what goes where.

vierasmarius 09-04-2011 11:19 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1242667)
No, there's not. Doing so proved too difficult to implement in the current sheet. I started a redesign of the sheet last January, and got Reconfigurable systems working but broke enough other stuff that I never got it finished off. Someday I'll get back to it.

Fair enough. It should be relatively easy for me to just write up the ship in both configurations (using the handy extra ship entries provided) and use the Cost Modifiers to get the price right. Thanks for all your hard work! It's really an amazing tool.

vierasmarius 09-05-2011 02:45 AM

Re: GURPS Spaceships Design Spreadsheet
 
Oh, there seems to be a bug where a couple other design/display options cause errors in certain fields. At least for ships with large HP totals (>1000) selecting "Use Shortened Numbers" changes the dST/dHP to #VALUE! Additionally, the Self-Healing / Regeneration switch changes the entire Notes field to #VALUE! when activated. (If you couldn't tell, I'm building a Borg Cube)

ericbsmith 09-05-2011 10:24 AM

Re: GURPS Spaceships Design Spreadsheet
 
Version 1.35
-Fixed bug where Cost Multipliers in the Campaign Options weren't working for Ship Systems
-Fixed bug where Use Shortened Numbers would cause a #Value error in dHP/dST and Notes
-Added Burn Points and Thrust Rating to Space Performance profiles
-Added Torpedo Tubes to the Weapon mount choices; added Torpedoes as 'missile' option

See my first post for download links.

Adelus 09-06-2011 05:15 PM

Re: GURPS Spaceships Design Spreadsheet
 
Another minor bug: Uninstalled Weapon Batteries do not seem affected by cost modifier. Using a modifier of x0.15, an uninstalled Secondary battery at SM7 still subtracted -$150k from the price instead of the more expected $22500.

ericbsmith 09-06-2011 08:23 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Adelus (Post 1243607)
Another minor bug: Uninstalled Weapon Batteries do not seem affected by cost modifier. Using a modifier of x0.15, an uninstalled Secondary battery at SM7 still subtracted -$150k from the price instead of the more expected $22500.

You're using OpenOffice, aren't you? I'm guessing this is a case of OO and Excel doing things differently.

Adelus 09-07-2011 05:38 AM

Re: GURPS Spaceships Design Spreadsheet
 
Yeah, I am. Other than that I haven't found any new issues, though I'm still trying to put it through its paces.

Adina 09-08-2011 02:23 PM

Re: GURPS Spaceships Design Spreadsheet
 
Couple of questions (on things I can't seem to find):

How do I reduce the number of control stations in a control room? I see a box for this but I can't get it to actually do anything.

Is the option to replace a system with three sytems of the next smallest SM exist? If it does, how do I access it?

Jeff

vierasmarius 09-08-2011 04:22 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by jmurrell (Post 1244653)
Couple of questions (on things I can't seem to find):

How do I reduce the number of control stations in a control room? I see a box for this but I can't get it to actually do anything.

When you enter a positive integer in that box, it's subtracted from the number of control stations. So for example, to reduce the number of stations in a SM +10 ship from 10 to 7, enter '3' in the box. It will read 'Reduced Control Stations: 3', and the Control Room system will list 7 stations instead of 10. It also automatically adjusts the cost.

Quote:

Is the option to replace a system with three sytems of the next smallest SM exist? If it does, how do I access it?

Jeff
Sadly, at this time that isn't an option. I look forward to when Eric figures out a fix for that, along with reconfigurable systems.

Adina 09-08-2011 10:36 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by vierasmarius (Post 1244698)
When you enter a positive integer in that box, it's subtracted from the number of control stations. So for example, to reduce the number of stations in a SM +10 ship from 10 to 7, enter '3' in the box. It will read 'Reduced Control Stations: 3', and the Control Room system will list 7 stations instead of 10. It also automatically adjusts the cost.

Ah, I was doing it wrong then. I kept trying to find the checkbox or dropdown menu. Got it now.


Quote:

Sadly, at this time that isn't an option. I look forward to when Eric figures out a fix for that, along with reconfigurable systems.
That makes (at least) two of us.

Jeff

Daigoro 09-09-2011 02:51 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1242667)
There's not really a way to do it, no. I'm not sure how I could implement such a thing easily, as every time I make changes, especially to the options checkboxes, things get moved around such that it would be very difficult to track what goes where.

Have one sheet as an echo of input variables? Is it a feature that could be worked into the 2.0?

ericbsmith 09-09-2011 03:56 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Adelus (Post 1243607)
Another minor bug: Uninstalled Weapon Batteries do not seem affected by cost modifier. Using a modifier of x0.15, an uninstalled Secondary battery at SM7 still subtracted -$150k from the price instead of the more expected $22500.

Quote:

Originally Posted by ericbsmith (Post 1243677)
You're using OpenOffice, aren't you? I'm guessing this is a case of OO and Excel doing things differently.

Quote:

Originally Posted by Adelus (Post 1243857)
Yeah, I am. Other than that I haven't found any new issues, though I'm still trying to put it through its paces.

OK, I've updated the OpenOffice version of the sheet which should fix this bug.

ericbsmith 09-09-2011 03:59 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by jmurrell (Post 1244653)
Is the option to replace a system with three sytems of the next smallest SM exist? If it does, how do I access it?

Quote:

Originally Posted by vierasmarius (Post 1244698)
Sadly, at this time that isn't an option. I look forward to when Eric figures out a fix for that, along with reconfigurable systems.

Quote:

Originally Posted by jmurrell (Post 1244910)
That makes (at least) two of us.

Three of us. Unfortunately, I kind of ran out of steam on the Version 2.0 of the sheet that I started, and just haven't gotten back to it. I haven't given up on it yet, and at some point I'll get back into it and get it finished.

Christopher R. Rice 09-16-2011 07:36 PM

Re: GURPS Spaceships Design Spreadsheet
 
The fuel tank output for hydrocarbon fuel at TL8 shows as ammonia. I don't know if that qualifies as a bug to you or not.

Ghostdancer

ericbsmith 09-17-2011 04:55 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Ghostdancer (Post 1249085)
The fuel tank output for hydrocarbon fuel at TL8 shows as ammonia. I don't know if that qualifies as a bug to you or not.

It's a bug, but a pretty minor one since it only affects the label of the fuel tank and not anything actually dealing with the tank (such as calculated fuel run time for hydrocarbon engines).

ericbsmith 09-22-2011 01:10 AM

Re: GURPS Spaceships Design Spreadsheet
 
Version 1.36a
-Incorporated Rev. Pee Kitty's rules for using GURPS Spaceships with GURPS Traveller
-Fixed label display bug with Hydrocarbon Fuel Tank
-Fixed label display bug with Mixed Peripheral Weapon Battery Mounts

DaltonS 09-24-2011 12:03 PM

Re: GURPS Spaceships Design Spreadsheet
 
In order to use the spreadsheet to design buildings (as per Pyramid 3-34), I'd like to see the following options added:
  1. A switch for "Vertical Design" that would change the hull section labels from "Front", "Center" and "Rear" to "Upper", "Middle" and "Lower" respectively.
  2. When the above switch is on, a new "Basement" option for the "Lower Hull" systems to add $1000/system ton to the cost.

Dalton "the secret headquarters architect" Spence

ericbsmith 09-24-2011 01:35 PM

Re: GURPS Spaceships Design Spreadsheet
 
Version 1.37b
-Added option for 'Orientation Design Options' (Vertical, Horizontal, Building, Building w/Basement)
-Moved the 'Campaign Options' checkboxes down and to the right (I was running out of room, had to put them somewhere)
-Corrected bug with Campaign Stardrive '(Reactionless)' option
-Added Structural Reinforcement system (each system doubles dHP)
-Corrected some SM issues with the Armor/Volume rules

SalsaDoom 10-01-2011 01:46 AM

Re: GURPS Spaceships Design Spreadsheet
 
Hi fellas,

Thanks again to Eric! He's the reason gurps spaceships is good.

But I wanted to ask. I never did figure out a way to add modules to the system. It seems every time I build a ship I end up needing at least one module not existing anywhere. How is this done exactly?

Cheers!

ericbsmith 10-01-2011 01:54 AM

Re: GURPS Spaceships Design Spreadsheet
 
In the current version of the sheet there isn't a way to add custom modules. I had played around with the idea, but it never came to fruition. Likely, if I ever get back to the v2.0 of the sheet I'll add the capability to create custom modules.

davester65 10-02-2011 09:29 PM

Re: GURPS Spaceships Design Spreadsheet
 
Hi,
I'm using ver' 1.37b and in the area for design switches, features & notes it only says err:511 no matter what design settings I use. I assume it's a bug.

ericbsmith 10-03-2011 03:24 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by davester65 (Post 1256926)
Hi,
I'm using ver' 1.37b and in the area for design switches, features & notes it only says err:511 no matter what design settings I use. I assume it's a bug.

I'm not seeing this at all, so aside from the possibility of this being a regional setting issue I can't even guess why this would be happening without a lot more specifics.

Unfortunately I'm going to be out of town for a couple days, so I won't get back to this for a while.

Humabout 10-03-2011 02:55 PM

Re: GURPS Spaceships Design Spreadsheet
 
Just wanted to mention that I unprotected this sheet to look at its guts and see if I could tweak it to my weirder campaign needs (added in TL progressions for some superscience stuff, changed some power outputs/requirements, etc.) and I gotta say wow!

I knew this sheet had to be pretty complicated to do what it does but holy cow! Truly amazing work, Eric. Thank you so much for going through all of that trouble.

davester65 10-03-2011 09:40 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1257036)
I'm not seeing this at all, so aside from the possibility of this being a regional setting issue I can't even guess why this would be happening without a lot more specifics.

Unfortunately I'm going to be out of town for a couple days, so I won't get back to this for a while.

If it's any help the message shows up when I select the designs SM and after that none of the other usual info shows up in that field.
BTW, I'm using Open Office. I'll check an earlier version of the spreadsheet to see if it has the problem. If it does, it's probably a problem with open office.

Humabout 10-05-2011 12:21 PM

Re: GURPS Spaceships Design Spreadsheet
 
I've got a question about the newest (I think) version. Is the Defensive ECM (Missile Repulsor) system you have available RAW, and if so, where is it, because I can't find it for the life of me.

ericbsmith 10-05-2011 04:31 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Humabout (Post 1258287)
I've got a question about the newest (I think) version. Is the Defensive ECM (Missile Repulsor) system you have available RAW, and if so, where is it, because I can't find it for the life of me.

That system is part of Rev. Pee Kitty's Traveller Rules, and only show sup if you click the option to use RPK's rules.

Humabout 10-06-2011 07:54 PM

Re: GURPS Spaceships Design Spreadsheet
 
Ah, cool. Thanks.

Yami Fowl 10-09-2011 02:31 PM

Re: GURPS Spaceships Design Spreadsheet
 
Hi,

I'd like to know if this was pointed out:

Whenever I put a hangar bay on any ship SM+17 or more, it gives out "ERROR" and pops up a "Run-time error 13: Type mismatch"

Thanks for the support!

ericbsmith 10-09-2011 06:44 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Yami Fowl (Post 1260063)
I'd like to know if this was pointed out:

Whenever I put a hangar bay on any ship SM+17 or more, it gives out "ERROR" and pops up a "Run-time error 13: Type mismatch"

Not only am I unable to reproduce that error, but the Run-time error itself suggests a problem with the program, not the spreadsheet. That is, I think there may be a problem with your install of Excel (or OpenOffice); you may want to do a Repair install or Uninstall then Reinstall to see if the error can be fixed.

And this is where I give my standard disclaimer that this could possibly being caused by incompatibilities with your Windows Regional Settings.

Yami Fowl 10-10-2011 05:58 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1260167)
And this is where I give my standard disclaimer that this could possibly being caused by incompatibilities with your Windows Regional Settings.

Precisely.

I just changed the overall setting of my Windows to English (USA) and it worked perfectly fine. Thanks!

Tzeentch 10-23-2011 03:03 PM

Re: GURPS Spaceships Design Spreadsheet
 
The sheet does not appear to be handling the altered steerage cargo values for the life support options - it uses 5 tons no matter what?

ericbsmith 10-23-2011 07:53 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Tzeentch (Post 1266887)
The sheet does not appear to be handling the altered steerage cargo values for the life support options - it uses 5 tons no matter what?

I believe I did that on purpose; rather than providing less cargo capacity they take up more slots. If you want smaller steerage cargo you can take the 'Steerage Cargo: Partial' component instead.

Tzeentch 10-23-2011 11:20 PM

Re: GURPS Spaceships Design Spreadsheet
 
If so, then the way you are calculating remaining habitat spaces is probably broken.

You seem to adjusting the steerage cargo values in Habitats!A13 which is why I was wondering.

ericbsmith 10-24-2011 07:14 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Tzeentch (Post 1267071)
If so, then the way you are calculating remaining habitat spaces is probably broken.

I'm not sure what you're seeing, but it looks right to me. Can you provide me with some solid examples?

Quote:

Originally Posted by Tzeentch (Post 1267071)
You seem to adjusting the steerage cargo values in Habitats!A13 which is why I was wondering.

Habitats column A is just a lookup value.

All Habitat modules take up a variable number of slots depending on which life support option you select. The adjustment moves the lookup value over one or two columns. depending on whether you selected Normal life support, Magic/No Life Support, or NBC.

I had that system in place when the Magic option was introduced; it was easier to adjust the number of cabins a Steerage Cargo took up than to adjust it's capacity, so that's what I did.

Tzeentch 10-24-2011 03:46 PM

Re: GURPS Spaceships Design Spreadsheet
 
Sure, I'm checking the Medusa from Pyramid 3-34 and using your sheet to also check my own sheet.

Central Habitat is Habitat (3 ops centers, 10 sickbay, 20 cabins, 24 bunkrooms, 18 tons cargo).
-- 60 x1.5 cabin units because of NBC Filter Only. 90 cabin equivalent units.

30 ops center
10 sickbay
20 cabins
24 bunkrooms
6 steerage

-- On your sheet everything is fine but the steerage, which comes out to 30 tons cargo and -3 unused cabins if you put in 6 steerage. Using your Steerage Cargo: Partial also does not give you the correct results (and is far harder to parse from existing designs anyways so I would rather just use the rules as written).


-- Also, you list water speeds as mph but those are given as yards per second in the rules.

ericbsmith 10-25-2011 02:12 PM

Re: GURPS Spaceships Design Spreadsheet
 
Version 1.38
-Fixed bug where all the Ground and Water propulsion systems from Pyramid #3/34 Alternate GURPS incorrectly had their Speed and Acceleration listed as mph or mph/s instead of yps and yps/s
-Addressed some issues with Habitat modules when using Life Support Options
-Added a few more Mixed Battery options (there's now one for each combination of Med/Sec/Tert/Per)
-Tweaked the number of Peripheral Mounts in most Mixed Batteries downward slightly (to ~20% instead of 33% for most)

Tzeentch 10-25-2011 05:49 PM

Re: GURPS Spaceships Design Spreadsheet
 
-- Thank ya! Your sheet has been been extremely useful in checking my own, and for use as another set of "eyes" on designs.

Dammann 11-06-2011 02:29 AM

Re: GURPS Spaceships Design Spreadsheet
 
I am having an issue. I looked through this thread, but maybe I missed something that other people have encountered.

When I use the blank sheet, I enter my design information and everything works just fine. But after I save as "S.S. Whatever," close it, and re-open, the Design Features, Switches, & Notes section shows an Err:511.

Anyone know what the heck is going on with that?

ericbsmith 11-06-2011 05:00 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Dammann (Post 1273461)
Anyone know what the heck is going on with that?

Looks like there is a bug in the Stardrive (Reactionless) section of the Ship Options display which only shows up if you save then reopen or if you select a Stardrive (Reactionless) option. I've just uploaded the fixed sheet.


Version 1.39
-Fixed bug with Stardrive (Reactionless) option and Ship Options display.

Dammann 11-09-2011 04:22 AM

Re: GURPS Spaceships Design Spreadsheet
 
Had to go looking for this thread- the forum's been busy!

Thanks, Eric! This spreadsheet is so handy, I'm truly grateful for the work you put into it.

Pragmatic 11-09-2011 05:52 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Dammann (Post 1275403)
Had to go looking for this thread- the forum's been busy!

At the top of the thread is a link for Thread Tools (under the page numbers, on the right). One of them is "Subscribe to the Thread." I generally choose "no email," so I don't get flooded.

Then, whenever you log on, just click on "User Settings." It'll bring up all the subscribed threads that have been recently active. (Since the last time you looked in the thread, at least.)

flyingwombat 12-10-2011 01:47 AM

Re: GURPS Spaceships Design Spreadsheet
 
WE downloaded the spreadsheet with macros, but the macros can't be found on my wife's Mac who has Excel.

Meanwhile...
I use Open Office. I had downloaded the spreadsheet earlier this year. I noticed it was version 1.27. So I downloaded 1.39 about 30 minutes ago. But all the ship systems are missing.

davester65 02-08-2012 06:44 PM

Re: GURPS Spaceships Design Spreadsheet
 
Hi,
Just pinging to keep this thread near the top in a Spaceships search.

sjard 02-09-2012 03:21 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by davester65 (Post 1319727)
Hi,
Just pinging to keep this thread near the top in a Spaceships search.

<Moderator>
Please do not bump threads without adding something useful.
</Moderator>

panton41 02-18-2012 07:50 PM

Re: GURPS Spaceships Design Spreadsheet
 
I'm trying to build a Millennium Falcon clone and ran into a small problem. I gave it a Forward Secondary Weapons Battery and a Center Secondary Weapons Battery. The forward one has a missile launcher and the rest of the space is cargo. The center one has turreted, rapid fire particle beams and the rest is cargo. The problem is the Cargo Bay entries pop up an error. In the mean time I'm going to use Tertiary Batteries in Forward section, but it looks like a minor bug.

Edit: Apparently it only gives an error when all of the possible mount locations are used, so if I choose 2 weapons and 8 cargo holds on each mount it errors, but if I put 7 cargo holds on one of those locations it's ok.

Edit 2: I think there's a bug in how weapon mount/cargo hold spaces are calculated. Putting in 7 cargo holds says 5 tons of steerage, while 1 cargo hold says 35 tons.

ericbsmith 02-18-2012 10:05 PM

Re: GURPS Spaceships Design Spreadsheet
 
The Weapons Bay Steerage Cargo Hold represents all cargo holds in all weapon bays. Don't enter a quantity or a location, just the "Cargo Hold" entry; at this point I don't remember why I set it up that way.

EDIT: Already reported the next message as spam. 4 Minutes, not bad...

DemiBenson 03-05-2012 05:46 PM

Re: GURPS Spaceships Design Spreadsheet
 
I grabbed the newest versions over the weekend. Sadly, the excel versions don't work on my mac. But the OO ones work pretty well. The latest version looks great Eric!

I have three small feature requests:
  1. Troop Strength doesn't seem to work all the time. I have a OO one I could show you with. Also, where it does work, I think the calculation isn't quite right.
  2. Could we get the Crush Depth value all the time? Even without a water propulsion system, some ships (reactionless drive ones) can still cruise underwater. Or even just designing an underwater base. And is it supposed to be in feet or yards?
  3. In the list of footnotes under the main grid, could they be listed one to a line? That might make it easier to read.

ericbsmith 03-07-2012 07:52 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ectropy (Post 1332735)
Troop Strength doesn't seem to work all the time. I have a OO one I could show you with. Also, where it does work, I think the calculation isn't quite right.

I'll definitely need examples, both of what Troop Strength the sheet is giving and what you think it should be. I know I ran quite a few test calculations when I set up TS, but there's certainly room for mistakes there.

Quote:

Originally Posted by ectropy (Post 1332735)
Could we get the Crush Depth value all the time? Even without a water propulsion system, some ships (reactionless drive ones) can still cruise underwater. Or even just designing an underwater base.

That may be doable. Not sure when I'll look at it, but it shouldn't be too hard to implement.

Quote:

Originally Posted by ectropy (Post 1332735)
And is it supposed to be in feet or yards?

Feet. There has been a lot of discussion of Crush depth, as there was significant errata for it.

Quote:

Originally Posted by ectropy (Post 1332735)
In the list of footnotes under the main grid, could they be listed one to a line? That might make it easier to read.

Not really. There's not enough room on the sheet, the way it's set up, to pull that off. Maybe if I ever get around to working on version 2 again, but I kind of dropped the ball on that and haven't gotten back to it in a long while.

ericbsmith 03-08-2012 07:49 PM

Re: GURPS Spaceships Design Spreadsheet
 
Version 1.40c
-Fixed bug where Troop Strength is incorrectly calculated for non-power using weapons (Missile Launchers, Conventional Guns, etc.).
-For Mass Combat, Added Class notes and Optional Features
-Added checkbox to turn off Troop Strength calculation


Previous revisions:
v1.39
v1.38
v1.37b
v1.36a
v1.35
v1.34
v1.33
v1.32a
v1.32
v1.31
v1.30
v1.29
v1.28
v1.27
v1.26
v1.25a
v1.25
v1.24
v1.23
v1.21 & 1.22
v1.20

vierasmarius 03-08-2012 10:01 PM

Re: GURPS Spaceships Design Spreadsheet
 
Looks great! I'm a big fan of the Mass Combat in Space rules, though I use a slight variation which tries to scale more "realistically".

mearrin69 03-09-2012 05:43 PM

Re: GURPS Spaceships Design Spreadsheet
 
Just downloaded the latest version and can't recall if I've said so before so...thanks for your work on this! It has been very helpful for my Star Trek game.
M

ericbsmith 03-21-2012 03:25 PM

Re: GURPS Spaceships Design Spreadsheet
 
Version 2.00 Beta 1
This version represents a considerable overhaul of the spreadsheet. One of the primary goals of this overhaul was to make it feasible to incorporate Smaller SM Systems and Reconfigurable Systems. Other goals were to redesign the GUI streamlining the Design Table to do away with the Vertical Scrolling. A side effect of this was to eliminate the second ship.

Smaller SM and Reconfigurable Systems are only available in two- and three- unit systems. So you can have Half-Sized Systems, SM-1 Systems, double-Reconfigurable Systems and triple-Reconfigurable systems. I have no plans to expand beyond this, as that would just about triple the size and complexity of the sheet for very little gain.

In order to use Smaller SM Systems and Reconfigurable Systems the collapsing/expansion of hidden rows has become a necessity, which also makes Macros a necessity.
As with the previous version, the two Excel versions use an automated Core Macro which will adjust the hidden rows when the sheet has been changed and showing those rows is necessary. There is still a checkbox to disable the Core Macro, and a new button to Refresh Rows which you can use to show those hidden rows as needed.
New in this version of the OpenOffice sheet the Refresh Rows button now has a Macro assigned to it that will show/hide the hidden rows as well. You will need to use it any time you add (or remove) a Smaller SM/Reconfigurable system.

Macros and Security
Excel 2000, Excel 2007, and OpenOffice all have different methods of handling Macro security. You will need to adjust these settings in order to properly use the Macros:

Excel 2000
When you first open the sheet a Security Warning will pop up; click the "Always trust macros from this source." checkbox then the Enable Macros button.
You can later remove or adjust the settings by going to:
Tools -> Macros -> Security -> Trusted Sources (tab)

Excel 2007
Office Button (upper left corner) -> Excel Options -> Trust Center (left pane) -> Trust Center Settings (right pane button) -> Trusted Locations (left pane) -> Add new location... (right pane button)
Add the folder in which you've saved the Spreadsheet to the Trusted Locations.

OpenOffice
Tools -> Options -> OpenOffice.org (left pane menu section) -> Security (menu sub-section) -> Macro Security (Button) -> Trusted Sources (Tab)
In the bottom section click Add... and add the folder in which you've saved the Spreadsheet to the Trusted Locations.




This sheet was a branch off of Version 1.26. Many of the changes and corrections I've made since then had to be reincorporated into this sheet. I'm considering this a Beta release because of the large number of things that could have been messed up or that I could have forgotten to hook up along the way. I've now reached a point where I can't see any obvious bugs, so I'm releasing the beta to let you guys find them for me :-)

Excel 2000
http://gurpsland.no-ip.org/zip/SpaceshipsV2.zip (1.86MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2.7z (771KB)

Excel 2007
http://gurpsland.no-ip.org/zip/SpaceshipsV2-2007.zip (2.30MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2-2007.7z (2.23MB)

OpenOffice 3.3.0
http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.zip (1.61MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.7z (1.37MB)

vierasmarius 03-21-2012 04:34 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1340396)
Version 2.00 Beta 1
This version represents a considerable overhaul of the spreadsheet. One of the primary goals of this overhaul was to make it feasible to incorporate Smaller SM Systems and Reconfigurable Systems. Other goals were to redesign the GUI streamlining the Design Table to do away with the Vertical Scrolling. A side effect of this was to eliminate the second ship.

YES YES YES! Oh, you have made me so happy... Hopefully the macros will work with my Open Office.

ericbsmith 03-21-2012 04:37 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by vierasmarius (Post 1340450)
YES YES YES! Oh, you have made me so happy... Hopefully the macros will work with my Open Office.

The Refresh Rows button should work, as I've tested it and it works fine. You'll probably have to adjust security settings to allow Macros in your save folder (which is true for Office 2007 as well)

If not you can manually unhide rows, but that gets annoying, which is why I like macros :-)

vierasmarius 03-21-2012 04:51 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1340452)
The Refresh Rows button should work, as I've tested it and it works fine. You'll probably have to adjust security settings to allow Macros in your save folder (which is true for Office 2007 as well)

If not you can manually unhide rows, but that gets annoying, which is why I like macros :-)

Yeah, I remember with the prior version that the Macros didn't seem to work. Where do I find the security settings, and is there a particular setting that works best?

ericbsmith 03-21-2012 04:56 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by vierasmarius (Post 1340463)
Yeah, I remember with the prior version that the Macros didn't seem to work.

That's because Excel Macros don't work in OpenOffice, and in the previous version I hadn't bothered to convert/rewrite the Macros over. I may be adding a few more Macros in the future, but right now I'm most worried about getting things working before I worry about getting them tweaked out.

Quote:

Originally Posted by vierasmarius (Post 1340463)
Where do I find the security settings, and is there a particular setting that works best?

Tools -> Options -> OpenOffice.org (left pane menu section) -> Security (menu sub-section) -> Macro Security (Button) -> Trusted Sources (Tab)
In the bottom section click Add... and add the folder in which you've saved the Spreadsheet to the Trusted Locations.

ericbsmith 03-22-2012 12:16 AM

Re: GURPS Spaceships Design Spreadsheet
 
Just uploaded Version 2.0 beta 2, which addressed at least 4 different errors I found. Still need some feedback...

vierasmarius 03-22-2012 12:43 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1340469)
Tools -> Options -> OpenOffice.org (left pane menu section) -> Security (menu sub-section) -> Macro Security (Button) -> Trusted Sources (Tab)
In the bottom section click Add... and add the folder in which you've saved the Spreadsheet to the Trusted Locations.

Ah, thanks a bunch, that worked.

Quote:

Originally Posted by ericbsmith (Post 1340693)
Just uploaded Version 2.0 beta 2, which addressed at least 4 different errors I found. Still need some feedback...

I'm trying out a build I've had in mind for a while (a transformable Mecha). I'll let you know how it goes.

Oh, quick question. How easy is it for a user to go in and adjust tables? For example, I've got alternative missile stats I'm toying with for Space Opera settings. Is it possible to just alter the projectile table? Likewise for folks using the Square-Root based Beam damage or dHP tables from Pyramid 3/34.

ericbsmith 03-22-2012 12:49 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by vierasmarius (Post 1340705)
Oh, quick question. How easy is it for a user to go in and adjust tables? For example, I've got alternative missile stats I'm toying with for Space Opera settings. Is it possible to just alter the projectile table?

It all depends on what you're adjusting, and how many special rules exist about that system, but in theory most Systems and Weapons can be altered witout too much trouble. The biggest problem is in dealing with future sheet updates. The Weapons are stored in a hidden sheet called Weapons, and systems in one called SystemsV2.

Quote:

Originally Posted by vierasmarius (Post 1340705)
Likewise for folks using the Square-Root based Beam damage or dHP tables from Pyramid 3/34.

This I will probably incorporate into the sheet at some point in the future as it's an official "unofficial" rule.

vierasmarius 03-22-2012 12:51 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1340708)
This I will probably incorporate into the sheet at some point in the future as it's an official "unofficial" rule.

Oh, excellent! So all I have to do is get my houserules published in Pyramid or in their own book, and you'll do the work for me. ;)

vierasmarius 03-22-2012 01:32 AM

Re: GURPS Spaceships Design Spreadsheet
 
Okay, I think I found a bug. When a ship has both ground and air/space propulsion, it's not showing its ground perfomance on the stat line. Remove the aerospace drive and the Ground performance displays correctly. At first I thought this was an issue with the Reconfigurable Systems (ie, having different propulsion types in both slots of a RecSys) but it does the same when they are in different system slots. It seems to do it with any ground propulsion (legs, tracked, wheeled, etc) and any space-capable drive. It's not doing it with air-only drives, such as Helicopter rotors. There, it displays both Air and Ground performance. So I suspect it has to do with displaying 3+ performance types. For example, Flexibody propulsion correctly displays ground and water performance; add a Helicopter rotor and the water stats are replaced by air.

Oh, this also led me to notice another bug. Jet propulsion is incorrectly being added to Space performance.

Hope this helps!

ericbsmith 03-22-2012 01:42 AM

Re: GURPS Spaceships Design Spreadsheet
 
There's actually hidden rows in there with room for 5 lines/10 Performance values. Refresh the Rows and they should show up.

The Jet, of course, is an annoyance. If you manually assign Air and Space Profiles then that won't happen; I'll have to see about correcting the automated behavior though.

vierasmarius 03-22-2012 01:51 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1340722)
There's actually hidden rows in there with room for 5 lines/10 Performance values. Refresh the Rows and they should show up.

Ah, I see, that makes sense. I'll need to remember to hit that "Refresh" button as often as I do on Facebook...

Quote:

The Jet, of course, is an annoyance. If you manually assign Air and Space Profiles then that won't happen; I'll have to see about correcting the automated behavior though.
Oh, so that's what that extra table is for. =P

ericbsmith 03-22-2012 01:53 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by vierasmarius (Post 1340729)
Ah, I see, that makes sense. I'll need to remember to hit that "Refresh" button as often as I do on Facebook...

Alternatively, you can check the "Show All Rows" box while you're designing the ship then uncheck it, and check "Hide Unused Rows" if desired, when done.

I am looking into getting that Macro to behave automatically in OpenOffice - has something to do with creating a Listener and Events Macros, but so far my attempts have been unsuccessful.

vierasmarius 03-22-2012 02:16 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1340731)
Alternatively, you can check the "Show All Rows" box while you're designing the ship then uncheck it, and check "Hide Unused Rows" if desired, when done.

I am looking into getting that Macro to behave automatically in OpenOffice - has something to do with creating a Listener and Events Macros, but so far my attempts have been unsuccessful.

Ah, I see.

Oh, one more thing (not sure if it's a "bug" per se). If a Robot Arm is placed in one slot of a Reconfigurable System, you don't get the option to designate a Major Weapon Battery as Handheld.

Daigoro 03-22-2012 10:00 AM

Re: GURPS Spaceships Design Spreadsheet
 
I've had a quick fiddle, and things seem to run smoothly, as you already well know.

There are a couple of bugs and tweaks for you though-
1) Bug: Umm... no, nevermind, my fault.
2) Tweak: An invalid action turns the cell black, which is ok, although it can take some guesswork to figure out the problem, but could the text be displayed as white so we can still read the cell?

And have you figured out how to implement carrying a ship design across updates of the spreadsheet? Would a "ship data" tab which just outputs all the input variables for a copy and paste work?

I was going to ask about user-made items, but I see there's a Custom Systems tab, so I'll have to play with that later. Can it handle custom Habitats though? Or do they have to be put in the Habitats tab?

ericbsmith 03-22-2012 12:36 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Daigoro (Post 1340862)
And have you figured out how to implement carrying a ship design across updates of the spreadsheet? Would a "ship data" tab which just outputs all the input variables for a copy and paste work?

Not really. This would essentially have to be carried out with a Macro, which would have to be tailored one for Excel and another for OpenOffice.


Quote:

Originally Posted by Daigoro (Post 1340862)
I was going to ask about user-made items, but I see there's a Custom Systems tab, so I'll have to play with that later. Can it handle custom Habitats though? Or do they have to be put in the Habitats tab?

Not implemented yet, although it's something I'm planning on doing eventually. There are a lot of things I'd like to do eventually though...


P.S. uploaded Beta 3, which adds Square Root of Destruction and a working Core Macro to the OpenOffice sheet (which doesn't work quite the way I want - sometimes it seems the Macro gets ahead of the sheet calculations, so all the rows don't always show when they should, but they will the next time you change the sheet)

ericbsmith 03-24-2012 02:20 AM

Re: GURPS Spaceships Design Spreadsheet
 
Version 2.00 Beta 5

Continuing bug fixes, too many to mention.




Excel 2000
http://gurpsland.no-ip.org/zip/SpaceshipsV2.zip (1.86MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2.7z (771KB)

Excel 2007
http://gurpsland.no-ip.org/zip/SpaceshipsV2-2007.zip (2.30MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2-2007.7z (2.23MB)

OpenOffice 3.3.0
http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.zip (1.61MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.7z (1.37MB)

Flyndaran 03-24-2012 05:31 AM

Re: GURPS Spaceships Design Spreadsheet
 
Love the program.
Is there some way to use the rule that mana/psionic engine only powered high energy modules get the 50% cost reduction? I can't find it if it's already in the awesome program.

vierasmarius 03-24-2012 05:35 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Flyndaran (Post 1341873)
Love the program.
Is there some way to use the rule that mana/psionic engine only powered high energy modules get the 50% cost reduction? I can't find it if it's already in the awesome program.

It's there! On the table where you can select various options for your ships systems (modular, open-frame armor, performance profiles, etc) you can set the Power Source.

Flyndaran 03-24-2012 05:49 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by vierasmarius (Post 1341874)
It's there! On the table where you can select various options for your ships systems (modular, open-frame armor, performance profiles, etc) you can set the Power Source.

The drop down menu is empty.

Edit: whoops my mistake. I see it now. Thanks very much.

Flyndaran 03-24-2012 06:27 AM

Re: GURPS Spaceships Design Spreadsheet
 
Oh poop. Now I can't figure out how to get maneuver enhancement to register on the stat lines.


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