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#31 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Quote:
The mass is an explicit calculation of equality. The volume is an admitted kludge for simplicity. Period.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#32 |
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Join Date: Feb 2005
Location: Berkeley, CA
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So was I, and I'm not. The spaceships system is based on assuming that all ships of the same mass will have approximately the same volume.
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#33 | ||
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Quote:
Quote:
Sure, it's a gamable abstraction, but what that abstraction ends up implying is that all systems have identical mass AND volume, even though you're only designing ships by looking at the mass. |
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#34 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Requoting from the book:
Quote:
As I said, I agree that equal-surface area approximation seems logical due to the simplistic metagame desire to have a 1d6 roll for what section of hull is hit. However, it's explicitly a metagame and INCORRECT assumption based on the author's own statements. You guys are taking literalism way too far.
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#35 | |
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Join Date: May 2008
Location: CA
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Quote:
You also seem to be forgetting that we're talking about an alternative design system here where differences in system volume are accounted for (at least in relation to armor). Nobody has been saying that the base system works by volume - just that it's relatively easy to rejigger the system so that it does account for volume as well as mass. |
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#36 | |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Quote:
The same mass of crew cabins and liquid hydrogen tankage will realistically have different volumes. But not according to the Spaceships hit location rules. |
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#37 |
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Join Date: Feb 2005
Location: Berkeley, CA
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#38 | |
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Join Date: Aug 2007
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Quote:
In short, there isn't enough information provided to say anything about volume. However we can freely talk about surface area. |
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#39 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Well, if we make the assumption that ship designs are rational, surface area will range from 4.84 to maybe 8 times volume ^ 2/3. Also, we know that streamlined ships have a surface area penalty, since they have lower DR, so we should probably assume that surface area for unstreamlined ships is pretty close to the 6 * v^2/3 used by VE2.
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#40 | |
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Join Date: Jul 2010
Location: Canberra, Australia
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Mass vs Volume?
[Spaceships] designer notes re volume: Quote:
For example: a SM +10 ship (10,000 ton) in my campaign, streamlined wedge with 15% armour mass would maybe have 7000 cubic meters volume (no I cannot handle imperial measurements). This is all too complex for me so irrespective of the mass of systems, I have given 10 kiloton streamlined ships: Volume: 10,000 cubic meters. Length: 200 m Hight: 12.25 m Surface Area: 5,050 square meters Sure I have old battleships massing 1 megaton the size of large freighters (100 kilotons) kicking about. However as the Spaceships combat system is totally irrelevant to any hostile encounter involving players (poof; you're vapourised), why bother with the "reality" calculations? Just because I like it. Really want a copy of GURPS Vehicle Design! |
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| Tags |
| spaceships |
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