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#1 |
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Join Date: Sep 2004
Location: Southeast NC
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If you have an exotic armor that is denser than steel, you can use a higher multiplier than 9. Look at the special case note at the end.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#2 |
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Join Date: Feb 2006
Location: Not in your time zone:D
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Oops - Reading failure LOL
Have you assigned density to other systems? eg Habitat, hanger, cargo 0.25, electronics 0.5, powerplant 1, drives, 2...
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
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#3 |
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Join Date: Sep 2004
Location: Southeast NC
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No. I considered it, and might do it in the future. If I do, it's going to be only one or two non-standard multipliers. Maybe -5 for "roomy" systems and -10 for open spaces. That would mean sending the tables into the negative.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#4 | |
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Join Date: Feb 2006
Location: Not in your time zone:D
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Quote:
Using excel and VDS: for a known dDR, you can get the thickness (2.75 pe mm for steel?) for the weight of armour, you have a volume (density 7.9) volume and thickness give you area of coverage, ie the surface area these ships are meant to have. Assign volumes for all systems, and a hull design, and you get how far your armour has to spread.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes Last edited by jacobmuller; 12-15-2010 at 02:55 PM. |
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#5 |
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Join Date: Nov 2008
Location: Florida
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I was working on a mass/shape modification for spaceships although I got sidetracked and haven't finished it.
Basically, I assigned a density modifier to various components based on the intitial Mass:SM ratio, which hovered around 0.3 Specific gravity... I then just used the Spaceships 3-10-30-100 mass progression to create a "Density Modifier".
Total it up, divide by 20, round towards zero, subtract it from SM. This affects targeting and active sensors (not passive sensors). It also affects armor value, add the density modifier to SM to determine dDR. ------------ I also came up with rules that modified front/center/rear profiles based on shape... as well as coolant issues based on shape. For instance a sphere gets -2 on all profiles but has a much bigger heat problem. The base-line assumption was a 3:1 rectangular/cylindical shape. Hope that helps! Last edited by Trachmyr; 12-16-2010 at 04:11 AM. Reason: Fixed some numbers |
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