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

ericbsmith 03-24-2012 02:20 PM

Re: GURPS Spaceships Design Spreadsheet
 
"Maneuver Enhancements?" What do you mean by that?
EDIT: Never mind - Ship System from Spaceships 7. I'd forgotten all about Maneuver Enhancement system and hadn't included the bonus in the Air Handling rating. Fixed for the next release.
EDIT 2: Looks like I never plugged in "base" Handling (from p. 9 of Spaceships), though I did use "base" SR. So all Handling numbers are wonky.

Flyndaran 03-24-2012 05:27 PM

Re: GURPS Spaceships Design Spreadsheet
 
Ok, cool. I just thought I was missing something obvious again. Thanks for responding so fast as well.

ericbsmith 03-24-2012 05:45 PM

Re: GURPS Spaceships Design Spreadsheet
 
Version 2.00 Beta 6

-Fixed several issues with ship Handling statistic
-Fixed some minor issues with Magical/Psionic Powered systems
-Probably some other stuff.

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 06:46 PM

Re: GURPS Spaceships Design Spreadsheet
 
Awesome, you are a machine! ;)

vierasmarius 03-25-2012 05:40 AM

Re: GURPS Spaceships Design Spreadsheet
 
Hmm, the Open Office .7z link doesn't seem to be working...

ericbsmith 03-25-2012 05:43 AM

Re: GURPS Spaceships Design Spreadsheet
 
You are the king of bad timing. I was literally in the middle of uploading the Beta 7 just a few minutes ago :-)

Version 2.00 Beta 7

-More bug fixes
-Added some Narrow/Normal/Wide Width buttons to the Excel sheets
-Improved functionality of the Disable Core Macro in the Excel sheets
-Added a Disable Core Macro checkbox to the OpenOffice sheet

ericbsmith 03-26-2012 06:06 AM

Re: GURPS Spaceships Design Spreadsheet
 
Version 2.00 Beta 9
-Fixed issue with Spinal Mounts not being counted (in OpenOffice) and with Power not being defined properly (in all sheets)
-Added capability to Excel sheets to import ships from previous versions. Note the Copy Ships button along the top/right of the Design Table

You should be able to import ships from the last several Betas*. You should also be able to import ships from v1.40c, and back to at least v1.37 as that's the last time I moved the Options checkboxes around. You may be able to import from earlier sheets, but some of the Ship options may be hit or miss.

You need to open both sheets in the same instance of Excel then click Copy Ships and fill out the form with the correct file and worksheet names. The rest should be automatic. I'd really appreciate it if anyone with ships done up in v1.37-1.40c could import them and look for differences/problems between the older sheet and the newer Beta.


* I did a format change somewhere along the line which means the import won't work with all previous Betas. Unfortunately I haven't been archiving the previous Betas as I go along, so I don't know where I made the change.

Note also that I have no plans to do a similar import function for OpenOffice at this time. This was a much larger project for Excel than I had expected, and I know the macro language much better than I do for OpenOffice.

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)

Humabout 03-26-2012 03:50 PM

Re: GURPS Spaceships Design Spreadsheet
 
Oh sweet jesus, you are my hero! I can't wait to open this and poke at it with a stick!

ericbsmith 03-26-2012 06:04 PM

Re: GURPS Spaceships Design Spreadsheet
 
Version 2.00 Beta 10
This will probably be the last Beta posting for a little while; I'm starting to feel a little burned out. I've also manage to clear out pretty much all my my major concerns, so unless people start noticing some bugs to quash I'm good for now.

-Cleaned up the Copy Ship import code a little more. You can now import different sections of the ship selectively, leaving the existing ship intact. So you could import the Campaign Options and nothing else, or the Ship Systems but not the Ship Options. By skipping the Campaign Options and Ship Options I was able to successfully import several ships from v1.30

-Fixed a few more bugs - Ammunition cost was off, as was Occupancy. sAcc on the weapons table was thoroughly messed up, and MPS was incorrect as well.
-Factories were incorrectly rated as Tons of production instead of $ of production.


Excel 2000
http://gurpsland.no-ip.org/zip/SpaceshipsV2.zip (1.86MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2.7z (755KB)

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 (1.7MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.7z (1.47MB)

ericbsmith 03-28-2012 09:29 PM

Re: GURPS Spaceships Design Spreadsheet
 
Version 2.00 Beta 11
- Added output sheet with support for Plain Text, HTML, and BBCode (forum posting)
A Sample BBCode output provided in next post.

Excel 2000
http://gurpsland.no-ip.org/zip/SpaceshipsV2.zip (1.86MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2.7z (755KB)

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 (1.7MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.7z (1.47MB)

ericbsmith 03-28-2012 09:34 PM

Re: GURPS Spaceships Design Spreadsheet
 
LIGHT FRIGATE
Code:

TL    Spacecraft  dST/dHP  Hnd/SR  HT  Move  LWt.    Load  SM    Occ        dDR    Range    Cost   
11^  Light Frigate    50    -1 / 5  13  4 G/c  300  5.8 [1]  +7  8 ASV [2]  20 [3,4]    x2  $97.175M

Length: 30 yd. (90 ft.) Crush Depth: 3,333 ft.
Power Points: +8 / -10
Space Performance: sAccel: 4 Gs Hnd/SR: -1 / 5 FTL Rating: FTL-2
Air Performance: aAccel: 4 Gs aSpeed: 500 mph Hnd/SR: -1 / 5


SHIP SYSTEMS
Code:

    FRONT   
[1]          Armor - Diamondoid
                20 dDR [3]
[2]          Weapon Battery - Mixed Sec/Tert
                5 Sec / 15 Tert Weapon Mounts
[3-5]        Habitat
                6 Cabins
[6!]          Weapon Battery - Spinal (Front)

Code:

  CENTER   
[1]          Armor - Diamondoid
                20 dDR [3]
[2!]          Weapon Battery - Mixed Med/Sec
                2 Med / 3 Sec Weapon Mounts
[3-4!!]      Stardrive - Jump
                FTL-2
[5]          Control Room
                Computer: C7 / Comm/Sensor: 7 / Stations: 3
[6!!]        Force Screen - Heavy
                50 dDR / 100 dDR w/Extra Power Point [4,5]
[Core!]      Weapon Battery - Spinal (Core)
                1 Weapon Mount

Code:

    REAR     
[1]          Armor - Diamondoid
                20 dDR [3]
[2]          Engine Room
                1 Workspace
[3-4!!]      Reactionless Engine - Hot
                4 Gs
[5!]          Weapon Battery - Spinal (Rear)
[6,Core‡‡‡‡]  Power Plant - Super Fusion
                8 Power Points / 400 yr Fuel [6]

User Notes: The Light Frigate's main duty is to escourt small convoys and squadrons for short durations. Typical crew is two shifts of 1 Pilot, 1 Comm/Sensor Operator, 1 Gunner, and 1 Engineer.
Design Switches, Features, & Notes: 3 Airlocks (Capacity: 3 people each), SHIP OPTIONS: Artificial Gravity, Gravitic Compensators, Stealth Hull, Dynamic Chameleon, [1] Load includes: 0.8 tons of Crew & Passengers, 5 tons of Steerage Cargo, [2] Crew Requirement: 3 Control Stations, 1 Workspaces, [3] All Armor Hardened, [4] Plus dDR 50 Force Screen (dDR 100 if reinforced with second Power Point), [5] FORCE SCREEN OPTIONS: Hardened, ENGINE OPTIONS: FUEL USED: [6] Hydrogen Isotopes, TROOP STRENGTH (TS): 89,400 Classes: Air, Space Features: Night, Sealed


HABITATS
Code:

Qty.  Location        Type            Notes     
  2    Front  Cabin                  4 person
  1    Front  Bunkroom              4 person
  1    Front  Steerage Cargo          5 tons
  2    Front  Sickbay: Automed  2 bed automed

WEAPONS TABLE
Code:

              Range Scale:        Basic Combat Ranges  Turn Length:    20-sec   
Qty.            Mount                    Weapon          Options      Options    Size            Damage            sAcc  Rcl.    RoF  Shots  MPS  Accel  Range 
  1        Front - Spinal            X-Ray Laser                                300 MJ      3dx5 burn sur (5)      +2 [1]    1      1                        L
  2    Center - Medium - Turret      X-Ray Laser                                30 MJ      6d burn sur (5)        +0      1      1                        S/L
  3  Center - Secondary - Turret      X-Ray Laser      Rapid Fire                1 MJ        2d burn sur (5)        +0      1    10                        S
  5  Front - Secondary - Fixed    Missile Launcher                100kT Nuke  20 cm  8dx1,000  burn ex rad sur  +5 [1]    1    5 [2]    35    10    5G    L
                                                                                  Linked        6dx2,000 cr ex                                                 
      Front - Secondary - Fixed    Missile Launcher                              20 cm        6dx5 cr (2)        +5 [1]    1      1            10    5G    L
  15    Front - Tertiary - Fixed    Missile Launcher                  25kT Nuke  16 cm  4dx1,000 burn ex rad sur  +5 [1]    1  15 [2]    75    10    5G    L
                                                                                  Linked        3dx1,000 cr ex                                                 
        Front - Tertiary - Fixed    Missile Launcher                              16 cm        6dx4 cr (2)        +5 [1]    1      1            10    5G    L

[1] Includes +2 for Fixed Mount, [2] Already multiplied by number of mounts
Created using GURPS Spaceship Design Spreadsheet. GURPS Spaceships Design Spreadsheet is copyright © 2009-2012 Eric B. Smith. This spreadsheet is based on information contained in the GURPS Spaceships series of books.

vierasmarius 03-28-2012 11:53 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1344313)
Version 2.00 Beta 11
- Added output sheet with support for Plain Text, HTML, and BBCode (forum posting)

Quote:

Originally Posted by ericbsmith (Post 1344314)
MISSILE FRIGATE
<SNIP>

This... is... amazing! One of the biggest challenges I've found with ship design is how to format it for posting on the forums. And you've gone and fixed it for us. Can't wait to try it out!

vierasmarius 03-29-2012 01:34 AM

Re: GURPS Spaceships Design Spreadsheet
 
Okay, not sure if I did something wrong, or what's going on, but I'm getting some bugs in the latest build. Troop Strength is displaying as 0 (despite the vessel having armor, weapons, maneuvering capability, etc); Projectile weapons are displaying Err:502 in their Accel stat; and every line on the Output page is also displaying Err:502. I'm using Open Office 3.3.0.

EDIT: Oh, and the Conventional Gun is also incorrectly getting the "Improved" option, x2 RoF, despite that only being available to energy weapons.

ericbsmith 03-29-2012 02:38 AM

Re: GURPS Spaceships Design Spreadsheet
 
Version 2.00 Beta 12

-Fixed issue with Missile Weapon Accel stat which caused the Output Sheet to error out in OpenOffice
-Corrected Troop Strength, which wasn't taking into account dDR or dHP (only Force Field dDR was being used).
-Corrected weapon RoF to increase with Space Combat Turn Length setting.

Excel 2000
http://gurpsland.no-ip.org/zip/SpaceshipsV2.zip (1.86MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2.7z (755KB)

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 (1.7MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.7z (1.47MB)

Quote:

Originally Posted by vierasmarius (Post 1344399)
EDIT: Oh, and the Conventional Gun is also incorrectly getting the "Improved" option, x2 RoF, despite that only being available to energy weapons.

I don't see where Improved is limited to energy weapons. In fact, the description of Improved specifically says that this could represent a Multi-Barrel weapon, which could easily be used in the design of a Conventional gun. In fact, the note on the RoF table on p. 58 specifically mentions Improved guns.

vierasmarius 03-29-2012 02:42 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1344417)
Version 2.00 Beta 12

-Fixed issue with Missile Weapon Accel stat which caused the Output Sheet to error out in OpenOffice
-Corrected Troop Strength, which wasn't taking into account dDR or dHP (only Force Field dDR was being used).

Thanks! I'll give it a try again.

Quote:

I don't see where Improved is limited to energy weapons. In fact, the description of Improved specifically says that this could represent a Multi-Barrel weapon, which could easily be used in the design of a Conventional gun.
Well, it's listed specifically under the Options for Beam Weapons. Rapid Fire and Very Rapid Fire are listed separately for both Beams and Conventional guns. It thus implies that Improved is an option exclusively for energy weapons. Not a big deal though; your argument makes sense too.

ericbsmith 03-29-2012 03:06 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by vierasmarius (Post 1344419)
Well, it's listed specifically under the Options for Beam Weapons. Rapid Fire and Very Rapid Fire are listed separately for both Beams and Conventional guns. It thus implies that Improved is an option exclusively for energy weapons. Not a big deal though; your argument makes sense too.

See my edit. I also just re-updated because I noticed RoF wasn't taking into account Space Combat Turn Length.

vierasmarius 03-29-2012 03:13 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1344417)
-Fixed issue with Missile Weapon Accel stat which caused the Output Sheet to error out in OpenOffice
-Corrected Troop Strength, which wasn't taking into account dDR or dHP (only Force Field dDR was being used).

Quote:

Originally Posted by vierasmarius (Post 1344419)
Thanks! I'll give it a try again.

Hmm. I'm still getting both of these errors. All projectiles are still displaying an Error in their Accel stat (and thus spoiling the Output page), and TS is still displaying 0 (unless a Force Screen is present).

EDIT: The fact that having effectively 0 DR causes the TS calculation to return 0 indicates that it may not be including HP correctly in the formula. TS is based on dHP + Avg dDR, multiplied by number of combat systems (weapons + defensive ECM) and factors derived from Hnd and TL.

ericbsmith 03-29-2012 05:00 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by vierasmarius (Post 1344424)
EDIT: The fact that having effectively 0 DR causes the TS calculation to return 0 indicates that it may not be including HP correctly in the formula. TS is based on dHP + Avg dDR, multiplied by number of combat systems (weapons + defensive ECM) and factors derived from Hnd and TL.

I should have this fixed now. In fact, I fixed it several times, and something odd is going on with my system because it wasn't saving the changes for some reason.

vierasmarius 03-29-2012 05:11 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1344447)
I should have this fixed now. In fact, I fixed it several times, and something odd is going on with my system because it wasn't saving the changes for some reason.

Nice, looks like it's working now. Thanks for being so patient. =P

EDIT: And as proof, here's the design I was using to test it:

PATROL GUNBOAT
Code:

TL    Spacecraft    dST/dHP  Hnd/SR  HT  Move  LWt.    Load  SM    Occ    dDR  Range    Cost   
10^  Patrol Gunboat    30    +0 / 4  13  2 G/c  100  8.6 [1]  +6  6 ASV [2]  16    x1  $11.267M

Length: 20 yd. (60 ft.) Crush Depth: 4,000 ft.
Power Points: +4 / -4
Space Performance: sAccel: 2 Gs Hnd/SR: +0 / 4 FTL Rating: FTL-1
Air Performance: aAccel: 2 Gs aSpeed: 354 mph Hnd/SR: +0 / 4


SHIP SYSTEMS
Code:

FRONT 
[1-2]    Armor - Advanced Metallic Laminate
          16 dDR
[3]      Control Room
          Computer: C7 / Comm/Sensor: 5 / Stations: 2
[4]      Comm/Sensor Array - Tactical
          Array level: 7
[5!]    Weapon Battery - Major
          1 Weapon Mount
[6]      Weapon Battery - Secondary
          10 Weapon Mounts

Code:

CENTER 
[1-2]    Armor - Advanced Metallic Laminate
          16 dDR
[3-5]    Habitat
          3 Cabins
[6]      Cargo Hold
          5 Tons
[Core‡]  Power Plant - Fusion
          2 Power Points / 200 yr Fuel [3]

Code:

  REAR 
[1-2]    Armor - Advanced Metallic Laminate
          16 dDR
[3-4!!]  Reactionless Engine - Hot
          2 Gs
[5!]    Stardrive - Hyperdrive
          FTL-1
[6]      Engine Room
          1 Workspace
[Core‡]  Power Plant - Fusion
          2 Power Points / 200 yr Fuel [3]

User Notes:
Design Switches, Features, & Notes: 2 Airlocks (Capacity: 2 people each), CAMPAIGN OPTIONS: Armor/Volume Rules (Pyramid 3-34), SHIP OPTIONS: Artificial Gravity, Gravitic Compensators, [1] Load includes: 0.6 tons of Crew & Passengers, 8 tons of Refrigerated Cargo, [2] Crew Requirement: 2 Control Stations, 1 Workspaces, ENGINE OPTIONS: FUEL USED: [3] Hydrogen Isotopes, PERFORMANCE PROFILES: TROOP STRENGTH (TS): 9,200 Classes: Air, C3I, Space Features: Night, Sealed


HABITATS
Code:

Qty.  Location            Type            Notes 
  1  Center  Bunkroom                4 person
  1  Center  Cabin                    2 person
  2  Center  Life Pod                8 person
  12  Center  Steerage Cargo: Partial    3 tons

WEAPONS TABLE
Code:

            Range Scale:        Basic Combat Ranges  Turn Length:  20-sec 
Qty.            Mount                  Weapon          Options    Options  Size    Damage    sAcc  Rcl.    RoF  Shots  MPS  Accel  Range 
  1    Front - Major - Turret        UV Laser        Rapid Fire            3 MJ  3d burn (2)    +0      1    10                        S/L
  10  Front - Secondary - Fixed    Missile Launcher                          16 cm  6dx4 cr (2)  +4 [1]    1  10 [2]    50    10    5G    L

[1] Includes +2 for Fixed Mount, [2] Already multiplied by number of mounts
Created using GURPS Spaceship Design Spreadsheet. GURPS Spaceships Design Spreadsheet is copyright © 2009-2012 Eric B. Smith. This spreadsheet is based on information contained in the GURPS Spaceships series of books.

ericbsmith 03-30-2012 02:46 PM

Re: GURPS Spaceships Design Spreadsheet
 
Version 2.00 Beta 14

-Added descriptive Error messages to the Ship Option checkboxes
-Hooked in campaign option for Stardrive (Reactionless)
-Corrected cost for individually selected Stardrive (Reactionless) engines
-Corrected some Engine Options a little bit better (NMP, Pseudo Velocity, Singularity Drive, and Boost Drive)
-Corrected ship stats for Boost Drive option
-Cleaned up the display of Design Switches, Features, & Notes:
(note: Plan on revamping this one for the final release, when I plan on moving a lot of things around a bit)
-Probably other bug fixes & adjustments


Excel 2000
http://gurpsland.no-ip.org/zip/SpaceshipsV2.zip (1.86MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2.7z (755KB)

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 (1.7MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.7z (1.47MB)

davester65 03-30-2012 09:49 PM

Re: GURPS Spaceships Design Spreadsheet
 
A late thanks for doing this (I've been away). I can't wait to fiddle with it.

davester65 03-30-2012 10:37 PM

Re: GURPS Spaceships Design Spreadsheet
 
Okay, I see where you added on the design table entries for 1/2 & 1/3 sized systems, but I can't seem to find where you enter exactly what those systems are. It's probably right in front of me, but I can't see it.
BTW, I'm running Open Office 3.3 and I'm pretty sure that I turned on the Macros per your instructions.

vierasmarius 03-30-2012 10:39 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by davester65 (Post 1345416)
Okay, I see where you added on the design table entries for 1/2 & 1/3 sized systems, but I can't seem to find where you enter exactly what those systems are. It's probably right in front of me, but I can't see it.
BTW, I'm running Open Office 3.3 and I'm pretty sure that I turned on the Macros per your instructions.

I got hung up on that too. After you select the Small Systems module, hit "Refresh Rows" up at the top of the sheet, and the extra rows should appear.

ericbsmith 03-30-2012 10:50 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by davester65 (Post 1345416)
Okay, I see where you added on the design table entries for 1/2 & 1/3 sized systems, but I can't seem to find where you enter exactly what those systems are. It's probably right in front of me, but I can't see it.
BTW, I'm running Open Office 3.3 and I'm pretty sure that I turned on the Macros per your instructions.

In the current version of the sheet they should pop up automatically, directly beneath the Smaller SM Systems entry. If Macros are working you should be able to hit Refresh Rows to get them to show up.

If you just enabled Macros you may need to close and re-open the sheet to get the automated sheet to work. If Macros aren't working you can still make them show up manually by unhiding the rows.
Tools -> Protect Document -> Sheet... (uncheck)
View -> Column & Row Headers
Then you can select the hidden rows, Right Click and select Show

davester65 03-30-2012 10:55 PM

Re: GURPS Spaceships Design Spreadsheet
 
Nothing seems to be happening. Do the extra rows appear on the design table?

ericbsmith 03-30-2012 10:58 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by davester65 (Post 1345423)
Nothing seems to be happening. Do the extra rows appear on the design table?

Yes, on the Design Table. Directly below where you'd enter the Smaller SM Systems.

If you click the Optional Rules/Design Table/Campaign Options buttons in the upper-left corner of the sheets does that flip you between the three sheets? If not then Macros probably aren't enabled. You can follow my instructions for manually unhiding the rows or try to get Macros working.

davester65 03-30-2012 11:04 PM

Re: GURPS Spaceships Design Spreadsheet
 
Okay, it seems to be working now. Thanks.

ericbsmith 03-31-2012 03:44 AM

Re: GURPS Spaceships Design Spreadsheet
 
I just uploaded a minor update, so no version increase.
There are two things that changed here:
In Excel:
-The Copy Ship button has been renamed to Import Ship
-The Import Ship window has had a few minor tweaks in appearance and function
In OpenOffice:
-The spreadsheet now has a Security Certificate. If you are not running the sheet from a trusted folder you will be given the option to accept the certificate and enable Macros.

Snoman314 03-31-2012 05:46 AM

Re: GURPS Spaceships Design Spreadsheet
 
Unless I'm doing it wrong, the ram-rocket option is not affecting the price. I've only tried it with the NTR engine.

DemiBenson 03-31-2012 11:24 PM

Re: GURPS Spaceships Design Spreadsheet
 
It looks like Ionizable Reaction Mass has the same cost as HEDM Rocket Fuel, which it shouldn't.

It also looks like there's a bit of wonkiness with counting up Power Points from smaller subsystems, and counting mps from smaller Fuel Tanks.

Aside from that, the new version 2 looks great! Is there a way to import a version 2 from one sheet to another in Open Office?

ericbsmith 04-01-2012 05:24 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Snoman314 (Post 1345518)
Unless I'm doing it wrong, the ram-rocket option is not affecting the price. I've only tried it with the NTR engine.

It's possible I didn't hook up the cost increase. I'm away from home for a few days, so I'll check it out when I get back.



Quote:

Originally Posted by DemiBenson (Post 1345762)
It looks like Ionizable Reaction Mass has the same cost as HEDM Rocket Fuel, which it shouldn't.

Reaction Mass has never been included in the cost of the Fuel Tank or ship. I can probably work something up for it though.

Quote:

Originally Posted by DemiBenson (Post 1345762)
It also looks like there's a bit of wonkiness with counting up Power Points from smaller subsystems, and counting mps from smaller Fuel Tanks.

I've not seen anything wrong there. Do you have some examples? Note that with Fuel Tanks a smaller Tank is always counted as 1/3 of a larger one, even if the listed tonnage is not actually 1/3 of a larger one.

Quote:

Originally Posted by DemiBenson (Post 1345762)
Aside from that, the new version 2 looks great! Is there a way to import a version 2 from one sheet to another in Open Office?

As I said, at this point I don't have any plans to. I'm not familiar enough with the OpenOffice macro language to make it work.

DemiBenson 04-01-2012 11:34 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1345861)
Reaction Mass has never been included in the cost of the Fuel Tank or ship. I can probably work something up for it though.

Thanks. It would be nice to see a fuel-cost-per-voyage stat.

Quote:

Originally Posted by ericbsmith (Post 1345861)
I've not seen anything wrong there. Do you have some examples? Note that with Fuel Tanks a smaller Tank is always counted as 1/3 of a larger one, even if the listed tonnage is not actually 1/3 of a larger one.

I'll PM you with the location of an example.

Quote:

Originally Posted by ericbsmith (Post 1345861)
As I said, at this point I don't have any plans to. I'm not familiar enough with the OpenOffice macro language to make it work.

Ah, too bad. The excel files don't come out right on my mac.

vierasmarius 04-01-2012 01:28 PM

Re: GURPS Spaceships Design Spreadsheet
 
After some heavy fiddling, I think I've stumbled on a couple more bugs.

• Inconsistencies between crew complement and number of control stations when using a Control Room with reduced stations. It displays the reduced stations correctly on the Control Room system, but in the notes it seems to double the reduction in crew.
• Total Automation not reducing Workspace crew requirement.
• Contragravity system not providing ships with Underwater Performance stats.
• Small Power Points not being properly tallied. Counted as both Normal and Small PP, effectively increasing total by 1.33 per Small PP.
• Power tally includes all powered systems within Reconfigurable systems, instead of just the most draining one.
• Small-sized Defensive ECM and Weapon Mounts not being counted for Troop Strength.
• Cosmic Power and Cosmic Armor not multiplying Force Screen and Armor DR.
• Follow-up damage of Gravitic Focus Conversion Beam not displaying correctly. It gives an error on the design sheet, but seems to display correctly in the Output.
• Force Wings option does not register in the Air Performance stats.
• Extra Zeroes showing up between some lines on the Output.

Here's the test design on which I managed to squeeze in all these bugs:

TEST SPACECRAFT
Code:

TL    Spacecraft    dST/dHP  Hnd/SR  HT          Move          LWt.    Load    SM      Occ      dDR    Range    Cost 
12^  Test Spacecraft    150    -1 / 5  13  50 G / 20000 mps [1]  10,000  802 [2]  +10  20 ASV [3]  200 [4]    x0  $7.447B

Length: 100 yd. (300 ft.) Lift: 10 Gs Crush Depth: 10,000 ft.
Power Points: +10 / -14 Small Power Points: -0 / -2
Space Performance: sAccel: 50 Gs / 20,000 mps Hnd/SR: -1 / 5
Air Performance: aAccel: 50 Gs aSpeed: 1,765 mph Hnd/SR: +1 / 5
Water Surface Performance: wSpeed: 20 mph (10 yps) wAccel: 4 mph/s (2 yps/s) Hnd/SR: -2/5


SHIP SYSTEMS
Code:

  FRONT   
[1!]      Armor - Structural Field
            200 dDR
[2]        Control Room
            Computer: C9 / Comm/Sensor: 11 / Stations: 8 [5]
[3]        Ramscoop
              [1]
[4]        Comm/Sensor Array - Multipurpose
            Array level: 13 [6]
[5]        Smaller SM Systems
            SM+9
  [a!!]    Weapon Battery - Medium
            1 Weapon Mount
  [b!!]    Nuclear Damper - Light
            150 Mile Radius
  [c]      External Clamp
            3,000 Tons
[6]        Smaller Systems - Half-Sized
  [a]      Defensive ECM
            -1  to Hit/Detect
  [b]      Habitat
            30 Cabins

Code:

  CENTER 
[1!]      Armor - Structural Field
            200 dDR
[2!]      Weapon Battery - Major
            1 Weapon Mount
[3]        Hangar Bay
            Cap.: 300 Tons / SM+6 / Launch: 100 Tons/min
[4]        Cargo Hold
            500 Tons
[5]        Reconfigurable System - Triple Systems
  [a!!]    Force Screen - Heavy
            200 dDR / 400 dDR w/Extra Power Point [4,7]
  [b!]    Cloaking Device
  [c]      Holoprojector
[6!]      Contragravity Lifter
            10 Gs Lift
[Core‡‡†]  Power Plant - Total Conversion
            5 Power Points

Code:

  REAR   
[1!]      Armor - Structural Field
            200 dDR
[2]        Reaction Engine - Super Conversion Torch
            50 Gs / 20,000 mps [8]
[3-4]      Fuel Tank
            1,000 Tons of Fuel
[5-6!!!!]  Screw Propeller (2 Power Point)
[Core‡‡†]  Power Plant - Total Conversion
            5 Power Points

0
Design Switches, Features, & Notes: 6 Airlocks (Capacity: 6 people each), CAMPAIGN OPTIONS: Cosmic Power, Cosmic Armor, Multiscanner Array, SHIP OPTIONS: Total Life Support, Total Automation, [1] Near-C with Ramscoop, [2] Load includes: 2 tons of Crew & Passengers, 500 tons of Cargo Hold, 300 tons of Hangar Bay, [3] Crew Requirement: 6 Control Stations, 13 Workspaces (1 per Full system, 0.0 per Smaller system), 4 Lab Worker, [4] Plus dDR 200 Force Screen (dDR 400 if reinforced with second Power Point), [5] Reduced Control Stations by 2, [6] Multiscanner Array, [7] FORCE SCREEN OPTIONS: Force Wings, CAMPAIGN FORCE SCREEN OPTIONS: Adjustable, FUEL USED: [8] Any Fuel, TROOP STRENGTH (TS): 3,600,000 Classes: Air, C3I, Space Features: Night, Sealed
0
0
HABITATS
Code:

Qty.  Location        Type              Notes       
  10    Front  Cabin                      20 person
  5    Front  Sickbay: Automed      5 bed automed
  2    Front  Lab: Science!    4 person, +1 Skill
  5    Front  Life Pod                  20 person

0
WEAPONS TABLE
Code:

            Range Scale:      Basic Combat Ranges  Turn Length:      20-sec     
Qty.          Mount                  Weapon          Options        Options        Size            Damage          sAcc  Rcl.  RoF  Shots  MPS  Accel  Range 
  1  Center - Major - Turret  Disintegrator Beam  Rapid Fire  Gravitic Focus    300 GJ    6dx10 cor (infinite)    +0    1    10                      X
  1  Front - Medium - Turret    Conversion Beam                  Gravitic Focus    1 TJ        2dx50 cor (10)      +0    1    1                        X
                                                                                  Follow-up  2dx50 exp burn rad sur  +0    1    1                        X
                                                                                    1 TJ        2dx100 cor (10)      +0    1    1                      L/X
                                                                                  Follow-up  3dx100 exp burn rad sur

Created using GURPS Spaceship Design Spreadsheet. GURPS Spaceships Design Spreadsheet is copyright © 2009-2012 Eric B. Smith. This spreadsheet is based on information contained in the GURPS Spaceships series of books.

vierasmarius 04-02-2012 04:09 PM

Re: GURPS Spaceships Design Spreadsheet
 
Okay, just a few more bugs:
•Boost Drive option gives incorrect velocity (a flat X mps per engine instead of X * Accel mps).
•Nautical Lines not reducing Air Speed (should be 1/5 of normal Streamlined speed).
•Underwater Performance registers as equal to Water Performance, despite them being different in most cases.
EDIT: •NPC Filters Only, No Life Support and Magical Life Support aren't multiplying number of Cabins in Habitat.

Overall it's working very well! I just built a massive psionic soul-eating space lobster-squid. Because I can (thanks to your excellent spreadsheet).

ericbsmith 04-02-2012 10:28 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by vierasmarius (Post 1346665)
Overall it's working very well! I just built a massive psionic soul-eating space lobster-squid. Because I can (thanks to your excellent spreadsheet).

If you find any more issues then keep them coming. I've managed to correct a few of these tonight, but it's time for some sleep. I'll pick up tomorrow and see if I can get all these issues taken care of.

vierasmarius 04-03-2012 02:08 AM

Re: GURPS Spaceships Design Spreadsheet
 
Another small batch, which I'll just tack on the end here:
•Cargo Hold in Weapon Mounts displays an error in the Acc column and on the Output page
•Reactionless Stardrives don't count their Thrust towards Air Performance
•Sapient Brain (Psionic) doesn't provide a Psi Power Point
•Super-Soldier option doesn't double TS

ericbsmith 04-03-2012 04:12 PM

Re: GURPS Spaceships Design Spreadsheet
 
Version 2.00 Beta 15

-Added Drop Capsule Launcher system
-Added Garage w/Vehicle to Habitat Modules
(See the Optional Rules page for descriptions of both)
-Addressed the following errors:
• Power tally includes all powered systems within Reconfigurable systems, instead of just the most draining one.
• Small-sized Defensive ECM and Weapon Mounts not being counted for Troop Strength.
• Cosmic Power and Cosmic Armor not multiplying Force Screen and Armor DR.
• Small Power Points not being properly tallied. Counted as both Normal and Small PP, effectively increasing total by 1.33 per Small PP.
• Follow-up damage of Gravitic Focus Conversion Beam not displaying correctly. It gives an error on the design sheet, but seems to display correctly in the Output.
• Reactionless Stardrives don't count their Thrust towards Air Performance
• Sapient Brain (Psionic) doesn't provide a Psi Power Point
• Cargo Hold in Weapon Mounts displays an error in the Acc column and on the Output page
• NPC Filters Only, No Life Support and Magical Life Support aren't multiplying number of Cabins in Habitat.
• Force Wings option does not register in the Air Performance stats.
• Super-Soldier option doesn't double TS
• Total Automation not reducing Workspace crew requirement.
• Inconsistencies between crew complement and number of control stations when using a Control Room with reduced stations. It displays the reduced stations correctly on the Control Room system, but in the notes it seems to double the reduction in crew.
• Nautical Lines not reducing Air Speed (should be 1/5 of normal Streamlined speed).
• Boost Drive option gives incorrect velocity (a flat X mps per engine instead of X * Accel mps).
• Contragravity system not providing ships with Underwater Performance stats.
• Underwater Performance registers as equal to Water Performance, despite them being different in most cases.
• Extra Zeroes showing up between some lines on the Output.
• Ram Rocket cost multiplier not counted



Excel 2000
http://gurpsland.no-ip.org/zip/SpaceshipsV2.zip (1.83MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2.7z (777KB)

Excel 2007
http://gurpsland.no-ip.org/zip/SpaceshipsV2-2007.zip (2.29MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2-2007.7z (2.22MB)

OpenOffice 3.3.0
http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.zip (1.82MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.7z (1.52MB)

ericbsmith 04-03-2012 04:15 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1347313)
-Addressed the following errors:

Note that while I should have addressed all of these errors, a double-check to make sure that I actually did, and did so correctly, would be appreciated.

vierasmarius 04-03-2012 09:44 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1347313)
Version 2.00 Beta 15

Quote:

Originally Posted by ericbsmith (Post 1347316)
Note that while I should have addressed all of these errors, a double-check to make sure that I actually did, and did so correctly, would be appreciated.

Awesome! I'll take a look at it soon.

Daigoro 04-04-2012 05:06 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1347313)
-Added Drop Capsule Launcher system
-Added Garage w/Vehicle to Habitat Modules

Sweet. I was kvetching for some kind of drop capsule before, so nice to see an inclusion.

Would it be uncouth to offer suggestions for other optional systems and rules?
Ones I'd come up with before were Armoury, Shooting Range and Danger Room habitats.

vierasmarius 04-04-2012 10:41 AM

Re: GURPS Spaceships Design Spreadsheet
 
I've found a couple bugs that have persisted:
• Power tally includes all powered systems within Reconfigurable systems, instead of just the most draining one.
• Reactionless Stardrives don't count their Thrust towards Air Performance.

And a new one:
• Troop Strength includes all weapons in Reconfigurable Systems, rather than max one per set.

ericbsmith 04-04-2012 12:44 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by vierasmarius (Post 1347787)
• Troop Strength includes all weapons in Reconfigurable Systems, rather than max one per set.

I should be able to fix this, but it's going to wind up with an issue that I just don't care enough to worry about.

If you leave uninstalled weapons in a reconfigurable battery it's going to seriously mess up troop strength, because the sum of all uninstalled mounts is subtracted from total batteries. e.g. if you put two Medium Batteries in a Reconfigurable system, then mount one weapon each in them you will wind up with 2 (total number of batteries) - 1.3333 (for having four uninstalled medium mounts) -1 (number of redundant reconfigurable) = -0.3333 weapon batteries.

ericbsmith 04-04-2012 03:20 PM

Re: GURPS Spaceships Design Spreadsheet
 
Version 2.00 Beta 16


Fixed with the above caveat:
• Troop Strength includes all weapons in Reconfigurable Systems, rather than max one per set.
Fixed:
• Power tally includes all powered systems within Reconfigurable systems, instead of just the most draining one.
• Reactionless Stardrives don't count their Thrust towards Air Performance.

Thought I got the Reactionless Stardrive last time; forgot about the Campaign Reactionless option.

ericbsmith 04-05-2012 05:34 PM

Re: GURPS Spaceships Design Spreadsheet
 
Version 2.00 Beta 17

-Added section just below the Ship Options to list the Fuel onboard the ship, cost of the fuel, and cost to refuel ship.
-Cleaned up fuel used of some systems; added a few new Fuel Tank types. In particular, Hydrogen, Antimatter-Catalyzed Hydrogen, and Antimatter-Boosted Hydrogen have been listed separately.

-In Excel improved performance of core macro. Sheet changes should cause less recalculation time; in particular setting or changing ship TL and SM will be significantly faster.
-In OpenOffice modified the row show/hide for Reconfigurable & Smaller SM systems. Selecting one of those systems will now cause the [a] rows to show; making further sheet changes will make [b] & [c] rows show.

ericbsmith 04-07-2012 06:42 PM

Re: GURPS Spaceships Design Spreadsheet
 
Version 2.00 Beta 18

-Further improvements in the Core Macro in both Excel and OpenOffice. I believe I eked out something like a 20% speed improvement in the responsiveness after making a selection in both sheets by making what was, really, a simple modification to the code.

-In Excel added ability to save the current ship into a storage sheet, then reload any ship from the storage sheet back into the main Design Table. Ships in the storage sheet are shown on the Saved Ships table, where you can browse the saved ships presented on a standard GURPS Spaceships/Vehicles table. The table can be sorted by ship Name, SM, or TL. Currently I have saved into the sheet two ships from Spaceships 1 - the Midnight Sun Orbiter and Star Flower tramp freighter.
You can also import all saved ships from an existing sheet, so future compatibility is ensured. When importing ships, the ships are added to the existing ones, only overwriting if the ship names are identical and you tell it to overwrite.


Excel 2000
http://gurpsland.no-ip.org/zip/SpaceshipsV2.zip (1.83MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2.7z (777KB)

Excel 2007
http://gurpsland.no-ip.org/zip/SpaceshipsV2-2007.zip (2.29MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2-2007.7z (2.22MB)

OpenOffice 3.3.0
http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.zip (1.82MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.7z (1.52MB)

ericbsmith 04-09-2012 03:02 AM

Re: GURPS Spaceships Design Spreadsheet
 
Version 2.00 Beta 19

-No update for the OpenOffice sheet. All the work here was to the various Excel Macros.

-Continued development of the 'Save Ship to Sheet' in Excel. Finished work on the import functions, including complete error trapping (typing incorrect values into the various dialogs should now produce informative message boxes rather than causing debugging errors).
-You can now copy the 'Saved Ships' sheet and save ships into each sheet separately. Useful to do things like have one sheet to save ships from different campaigns, TL's, or empires into.
-Added a second Saved Ships sheet called 'Official Ships'. This contains the three ships from Spaceships 1 and the first half-dozen ships from Spaceships 2.

vicky_molokh 04-09-2012 08:24 AM

Re: GURPS Spaceships Design Spreadsheet
 
Ornithopters again. Apparently the latest OpenOffice sheet does not set a speed limit for ornithopters at all. Though it inspired me to allow superscience TL10^ wings that don't have a speed limit.
Is it possible to get a field or a checkbox that brings back a speed limit? Could come in handy for some versions of reactionless drives (e.g. Star Wars).

ericbsmith 04-14-2012 05:46 AM

Re: GURPS Spaceships Design Spreadsheet
 
Version 2.00 Beta 20

-Many minor bug fixes
-Added intermediate SM's. A ship of intermediate SM has twice the mass of the previous SM ship, but is treated as the next higher SM for purposes of being targeted or detected. So a SM+8.5 ship has a Loaded Weight of 2,000 tons (twice that of a SM+8 ship) but is considered SM+9 for purposes of attack and detection. All other statistics are extrapolated from the existing systems.


Excel 2000
http://gurpsland.no-ip.org/zip/SpaceshipsV2.zip (2.15MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2.7z (928KB)

Excel 2007
http://gurpsland.no-ip.org/zip/SpaceshipsV2-2007.zip (2.48MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2-2007.7z (2.41MB)

OpenOffice 3.3.0
http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.zip (1.84MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.7z (1.6MB)

Magpie 04-18-2012 02:44 AM

Re: GURPS Spaceships Design Spreadsheet
 
Possible Bug:
I'm not getting all available armor above Advanced Metallic Laminate on SM +4/4.5 ships when TL is set to 9(^) or 10(^). (Using 2.00 Beta 20)

Overall, the spreadsheet is amazing. I especially like the new 1/2 SM feature- it helps a lot for statting ships from fiction. Thanks!

ericbsmith 04-18-2012 06:12 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Magpie (Post 1355767)
Possible Bug:
I'm not getting all available armor above Advanced Metallic Laminate on SM +4/4.5 ships when TL is set to 9(^) or 10(^). (Using 2.00 Beta 20)

Overall, the spreadsheet is amazing. I especially like the new 1/2 SM feature- it helps a lot for statting ships from fiction. Thanks!

It does look like a couple of the Armors were incorrectly labeled as unavailable below SM+5. I've just uploaded a fixed version of the Excel sheets (which also fix numerous other minor errors); the OpenOffice sheet will get updated eventually. In the meantime you can always check the "Don't Filter available systems by SM" checkbox in the upper-left of the Design Table.

The Rampant Gamer 04-18-2012 09:20 PM

Re: GURPS Spaceships Design Spreadsheet
 
Am I the only one who gets a directory/folder out of unzipping the OOO version of the spreadsheet? Is it just my Mac being overzealous? It's like it unpacks the ODS file into a directory...

vierasmarius 04-18-2012 09:50 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by The Rampant Gamer (Post 1356329)
Am I the only one who gets a directory/folder out of unzipping the OOO version of the spreadsheet? Is it just my Mac being overzealous? It's like it unpacks the ODS file into a directory...

I get the same with the .zip file, but the .7z works fine.

ericbsmith 04-19-2012 06:10 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by The Rampant Gamer (Post 1356329)
Am I the only one who gets a directory/folder out of unzipping the OOO version of the spreadsheet? Is it just my Mac being overzealous? It's like it unpacks the ODS file into a directory...

Quote:

Originally Posted by vierasmarius (Post 1356344)
I get the same with the .zip file, but the .7z works fine.

ODS file are really just renamed ZIP files containing a bunch of XML data file inside. So really what you have is a collection of XML files inside a ZIP file inside a ZIP file. If your unzipping program is being overzealous it might be recognizing the ODS file as having the header of a ZIP file so it decides to continue to decompress that as well. The real answer here is to either change setting in your unzipping program or find a better program.

The Rampant Gamer 04-19-2012 09:40 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1356511)
ODS file are really just renamed ZIP files containing a bunch of XML data file inside. So really what you have is a collection of XML files inside a ZIP file inside a ZIP file. If your unzipping program is being overzealous it might be recognizing the ODS file as having the header of a ZIP file so it decides to continue to decompress that as well. The real answer here is to either change setting in your unzipping program or find a better program.

I figured that must be the case - but unfortunately, I'm not sure it's a program that I added, but rather the default, built in uncompress tool that comes with Mac OS X 10.6. I'll see about getting a 7z program instead, as that'll likey be better behaved.

Also, a note - the Excel 2007 version is far from successful in Excel 2011 for Mac - slow and riddled with macro execution errors. I blame this version of Excel. I always wind up using the ODS instead.

ericbsmith 04-19-2012 09:47 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by The Rampant Gamer (Post 1356594)
Also, a note - the Excel 2007 version is far from successful in Excel 2011 for Mac - slow and riddled with macro execution errors. I blame this version of Excel. I always wind up using the ODS instead.

That's too bad. I write the sheet in Excel 2000, saving in Excel 97-2003 format (which is the old standard). I then update and test it in Excel 2007 (which I do, basically, by opening the sheet in Excel 2007 then Saving as Excel 2007 format). If it's breaking down in Excel 2011 (Mac or otherwise) it's definitely a case of Microsoft not ensuring backwards compatibility.

You might try opening the Excel 2000 version in Excel 2011, that may work a little better assuming MS maintained compatibility. At any rate, because of the Macros the Excel version is functionally superior to the OpenOffice version because of it's ability to Save/Load ships into the Save Sheets and to Load ships from another spreadsheet. I don't know when, or if, I'll attempt create similar Macros for OpenOffice.

I'm currently in the process of importing all the ships from the books; I've got about 100 done and 150 to go - the reason for this is two-fold; first it's nice to have the ships available to quickly load (at least in Excel). Second, and probably more importantly, I keep finding errors because of the varied designs as I input them. I've also found more than a few cases of the book being wrong (and am beginning to regret not keeping a log of errata; I especially love the designs that either omit a core section or double-load one of the other sections).

davester65 04-21-2012 09:44 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1353291)
Version 2.00 Beta 20

-Many minor bug fixes
-Added intermediate SM's. A ship of intermediate SM has twice the mass of the previous SM ship, but is treated as the next higher SM for purposes of being targeted or detected. So a SM+8.5 ship has a Loaded Weight of 2,000 tons (twice that of a SM+8 ship) but is considered SM+9 for purposes of attack and detection. All other statistics are extrapolated from the existing systems.

That's a great addition! Thanks, it'll give me a lot more flexibility. Personally, I'd love to see rules for SM+3 (WW2 fighter) sized ships, but I don't know how viable that is.

Langy 04-21-2012 10:03 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by davester65 (Post 1358012)
That's a great addition! Thanks, it'll give me a lot more flexibility. Personally, I'd love to see rules for SM+3 (WW2 fighter) sized ships, but I don't know how viable that is.

I've worked on these a bit (all the way down to SM+1, really), and they're relatively viable. You just need to change a few things around so they work properly. Never did get around to writing up the rules for 'em, though:/

The Rampant Gamer 04-21-2012 10:31 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Langy (Post 1358020)
I've worked on these a bit (all the way down to SM+1, really), and they're relatively viable. You just need to change a few things around so they work properly. Never did get around to writing up the rules for 'em, though:/

Understandably you'd not be able to do much with Habitats at those sizes, but honestly, that's realistic. Are there other components (other than scaled down weapons) that need to have rules written for them to define what happens at SM+3 and lower? If we can have convincing SM+1 and even +0 "ships" we could be on our way to statting up missiles themselves as separate ships that we keep in a special hangar...

vierasmarius 04-21-2012 10:41 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by The Rampant Gamer (Post 1358027)
Understandably you'd not be able to do much with Habitats at those sizes, but honestly, that's realistic. Are there other components (other than scaled down weapons) that need to have rules written for them to define what happens at SM+3 and lower? If we can have convincing SM+1 and even +0 "ships" we could be on our way to statting up missiles themselves as separate ships that we keep in a special hangar...

Damage and DR would need to switch from decade scale to normal, but that's not a big deal. More challenging would be the Control Room, for which the computer and sensors will continue to scale down, but the crew station will not. For very small craft a single crew or passenger seat will exceed 1 system slot. I suppose one way to handle this is to make a "Control System", which is basically a Control Room without the seat, and scales normally with the craft, then add stations as (pricier) Passenger Seats. An SM+4 Passenger Seat system carries a single occupant, so a single SM+3 seat would take up 3 slots, and an SM+2 one takes up half the craft. They could probably be made more compact, at the cost of comfort and life support. An SM+1 seat might even be external, making the vehicle a motorcycle or similar.

ericbsmith 04-22-2012 04:42 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by The Rampant Gamer (Post 1358027)
Understandably you'd not be able to do much with Habitats at those sizes, but honestly, that's realistic. Are there other components (other than scaled down weapons) that need to have rules written for them to define what happens at SM+3 and lower? If we can have convincing SM+1 and even +0 "ships" we could be on our way to statting up missiles themselves as separate ships that we keep in a special hangar...

SM+4 Habitats are already 0.1 slots; at SM+3 they'd be 0.03 slots, far too small to do anything. A 1/2 habitat module would take up 17 out of 20 ship system slots.

Weapons would scale alright. We already have stats for guns down to 2cm and beams down to 3kJ, even though the only way to hit those sizes is to use Rapid Fire and VRF weapons. So if you assume that no VRF isn't available we don't fall below that floor; even with VRF we usually don't hit the floor on many weapon types.

Quote:

Originally Posted by vierasmarius (Post 1358030)
Damage and DR would need to switch from decade scale to normal, but that's not a big deal.

To go below SM+3, yeah probably. At SM+3 you might be able to get away with keeping the decade-Scale damage and dDR, but choices of weapons and armor are artificially limited because values drop below the decade-Scale resolution.

Quote:

Originally Posted by vierasmarius (Post 1358030)
More challenging would be the Control Room, for which the computer and sensors will continue to scale down, but the crew station will not.

This. Actually, there's only so far the computer and sensors can scale down and still be useful. A SM+3 ship would be 3 tons; each system is 300lbs, which you can easily fit a basic seat and person into (without the fancy things like G-cushions and life support).

The real problem is that Spaceships was designed to scale from SM+5 to SM+15. It scaled to SM+4 pretty well; it scales above SM+15 alright (although stats for really large ships get funky). I'm just not sure that it can go much smaller.

vicky_molokh 04-22-2012 08:08 AM

Re: GURPS Spaceships Design Spreadsheet
 
Is there a way to make specific systems available or unavailable as an exception to overall TL? E.g. Ether Furnace is normally unavailable in TL9^ campaigns, and only available in TL5+2^, AFAIK. Can I somehow re-enable it for a given campaign (in the campaign options, I assume).

ericbsmith 04-22-2012 08:46 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by vicky_molokh (Post 1358139)
Is there a way to make specific systems available or unavailable as an exception to overall TL? E.g. Ether Furnace is normally unavailable in TL9^ campaigns, and only available in TL5+2^, AFAIK. Can I somehow re-enable it for a given campaign (in the campaign options, I assume).

No, not for a specific system you cannot. You have to check "Don't filter by TL" to see it on the list. Note that, in most cases, you can add the system then turn the filtering back on and the system will continue to work fine, with the statistics of the appropriate TL (either the lowest TL it can normally be or the TL of the ship).

The Rampant Gamer 04-22-2012 11:13 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1358100)
This. Actually, there's only so far the computer and sensors can scale down and still be useful. A SM+3 ship would be 3 tons; each system is 300lbs, which you can easily fit a basic seat and person into (without the fancy things like G-cushions and life support).

The real problem is that Spaceships was designed to scale from SM+5 to SM+15. It scaled to SM+4 pretty well; it scales above SM+15 alright (although stats for really large ships get funky). I'm just not sure that it can go much smaller.

Yeah, at SM+2 or less, you'd be looking at control spaces that were just 100 pounds or less. But like you did with Habitats, you could put three spaces together to get back to the 300lbs "single seat with a HUD" style of control room you have in the SM+3. And leave SM+1 and SM+0 for full automation - drones, remotes or missiles of some manner, maybe?

Flyndaran 04-22-2012 11:18 AM

Re: GURPS Spaceships Design Spreadsheet
 
Don't forget that not all Gurps characters are SM 0.

ericbsmith 04-22-2012 11:19 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by Flyndaran (Post 1358196)
Don't forget that not all Gurps characters are SM 0.

Currently, there are no rules in Spaceships for scaling anything away from SM 0 occupants.

Flyndaran 04-22-2012 11:25 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ericbsmith (Post 1358199)
Currently, there are no rules in Spaceships for scaling anything away from SM 0 occupants.

Habitats are counted as SM larger or smaller based on the SM of the inhabitant.
For SM +3 race SM + 7 habitat counts like a SM + 4 ship.

davester65 04-22-2012 04:45 PM

Re: GURPS Spaceships Design Spreadsheet
 
I figured for SM+3 ships, maybe you could require three spaces for a control room or passenger seat & only allow spinal mounted weapons as a way to avoid scaling those things down.

ericbsmith 04-23-2012 03:26 PM

Re: GURPS Spaceships Design Spreadsheet
 
Version 2.0 Release Candidate 1

-Again, many minor bug fixes
-Incorporation of most of the Transhuman Space specific rules from Spaceships 8.
-Loaded all ships through Spaceships 1-4 into the Official Ships save sheet.
-Addition of recording area to track Open Spaces in the Design Table


Excel 2000
http://gurpsland.no-ip.org/zip/SpaceshipsV2.zip (2.08MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2.7z (903KB)

Excel 2007
http://gurpsland.no-ip.org/zip/SpaceshipsV2-2007.zip (2.74MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2-2007.7z (2.64MB)

OpenOffice 3.3.0
http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.zip (2.00MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.7z (1.75MB)

ZalzTorus 04-24-2012 05:14 PM

Re: GURPS Spaceships Design Spreadsheet
 
Hi, sorry if this is explained elsewhere, but does this work well with open office now? I saw some posts early on that it doesnt, then later it does somewhat. Im just very confused when I try to do anything. Some fields have drop down boxes with info, others are blank and wont let me type anything in. Not sure if the intent is to just print it out and write everything by hand.

ericbsmith 04-24-2012 05:21 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ZalzTorus (Post 1359595)
Hi, sorry if this is explained elsewhere, but does this work well with open office now? I saw some posts early on that it doesnt, then later it does somewhat. Im just very confused when I try to do anything.

The latest version of the sheet is fully compatible with Open Office; earlier versions had issues. You do need to enable Macros in Open Office to get the most out of the sheet though. Macros can be enabled either by accepting my Self Signed Digital Signature or by creating an exception for the folder you save the sheets in:
Tools -> Options -> Security -> Macro Security (button) -> Trusted Sources (tab) -> Trusted file locations (Add button)


Quote:

Originally Posted by ZalzTorus (Post 1359595)
Some fields have drop down boxes with info, others are blank and wont let me type anything in. Not sure if the intent is to just print it out and write everything by hand.

Any field which has a light-grey background can be modified by the user. Any field which has a white or dark-grey background will automatically be filled by the sheet. Some fields become "active," that is they turn grey, based on information you've already added to the sheet (most don't become active until after you've filled in TL and SM; after that Habitat Modules and Weapon Systems won't become active until after you've added Habitat systems or Weapons Batteries to the Ship Systems).

There should be no need to hand-write anything in -- the whole point of the sheet is that it automatically fills in all the relevant details for you.

ZalzTorus 04-24-2012 05:42 PM

Re: GURPS Spaceships Design Spreadsheet
 
Ahh! It was the SM. Soon as I picked one lots of options opened up, I think that was holding me back. Thanks alot, Im not terribly familiar with OO so I thought it was me. Also, a million thanks for making this, a great tool.

Actually one last question, any way to change the length after SM is picked? I want the ship streamlined but its doubling the length, which is too much for my purposes.'

thanks again

ericbsmith 04-24-2012 05:44 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by ZalzTorus (Post 1359610)
Actually one last question, any way to change the length after SM is picked? I want the ship streamlined but its doubling the length, which is too much for my purposes.'

No, not currently, though you could note the difference in the User Notes section.

ZalzTorus 04-24-2012 05:55 PM

Re: GURPS Spaceships Design Spreadsheet
 
Ya, I was worried it might come back to bite me somewhere down the line but I guess nothing else is really dependent on that number. Ill go muck about now, maybe come back confused later. Thanks

davester65 04-25-2012 02:22 PM

Re: GURPS Spaceships Design Spreadsheet
 
Hi,
In version 2, candidate one I've found that when I try to choose the type of fuel that I have in a fuel tank a bunch of #VALUE things show up in various cells. If I just take fuel tank it's fine. BTW I'm using Open Office.

ericbsmith 04-25-2012 02:52 PM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by davester65 (Post 1360084)
Hi,
In version 2, candidate one I've found that when I try to choose the type of fuel that I have in a fuel tank a bunch of #VALUE things show up in various cells. If I just take fuel tank it's fine. BTW I'm using Open Office.

Yup, and it's a bug that only affects the OpenOffice version. I've fixed it and re-uploaded the sheet. (Stupid differences between OO and Excel)

davester65 04-25-2012 08:34 PM

Re: GURPS Spaceships Design Spreadsheet
 
Cool. Thanks a lot.

Update: Just letting you know that the bug is gone.

ericbsmith 05-03-2012 08:36 PM

Re: GURPS Spaceships Design Spreadsheet
 
Version 2.0 Release Candidate 2

-More bug fixes than I can count. Mostly minor, or specific circumstances.
-Added more options/features for handling Transhuman Spaceships
-Finished loading all ships from all 8 Spaceships books into the Official Ships sheet. 245 ships, plus another dozen example ships in the Saved Ships sheet. Now I just need to figure out how to load these ships into the Design Table in OpenOffice...


Excel 2000
http://gurpsland.no-ip.org/zip/SpaceshipsV2.zip (2.08MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2.7z (903KB)

Excel 2007
http://gurpsland.no-ip.org/zip/SpaceshipsV2-2007.zip (2.74MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2-2007.7z (2.64MB)

OpenOffice 3.3.0
http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.zip (2.00MB)
http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.7z (1.75MB)

Yami Fowl 05-08-2012 06:17 PM

Re: GURPS Spaceships Design Spreadsheet
 
I'm getting a weird Drop Shadow from some boxes on the locked upper bar.
Specifically on the options:
Show Design Switches&Features
Show Ship System Options
Disable Core Macro
Use Shortened Numbers

Any idea how to fix it?
(Btw, last time we had problems regarding my Portuguese Windows and Portuguese installation, everything is in English now, both my windows installation and my excel.

Thanks.

vicky_molokh 05-14-2012 07:45 AM

Re: GURPS Spaceships Design Spreadsheet
 
Helicopter rotors are not in the list if SM=+4. They work normally if added manually.
Also, helicopters are listed as having a top speed of (e.g.) 200, but zero acceleration. So they never reach their speed, eh?

ericbsmith 05-14-2012 08:35 AM

Re: GURPS Spaceships Design Spreadsheet
 
Quote:

Originally Posted by vicky_molokh (Post 1372232)
Helicopter rotors are not in the list if SM=+4. They work normally if added manually.
Also, helicopters are listed as having a top speed of (e.g.) 200, but zero acceleration. So they never reach their speed, eh?

The former is likely a minor bug in the sheet. The later is more a problem with Spaceships 7, which doesn't list an acceleration for Helicopter Rotors.

EDIT: The current version of the sheet, RC2, does list Helicopter Acceleration as 10mph/s per Rotor system installed.


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