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Old 07-31-2011, 07:39 PM   #221
ericbsmith
 
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Default Re: GURPS Spaceships Design Spreadsheet

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Originally Posted by davester65 View Post
That is helpful. My only gripe is that if buy three SM+5 habitats, you end up with .9 habitat modules, not 1.00, so you can't fit a standard sized cabin. I don't know if that is even fixable, but I figured I'd point it out.
Not really. I could up it to 0.333 cabins, but then you'd get more cargo capacity out of Steerage Cargo than you'd get out of a Cargo Hold (1 habitat of Steerage Cargo yields 5 tons capacity; 3 SM+5 Cargo Holds yield 4.5 tons cargo capacity). This is more a systemic problem, as the Spaceships rules themselves cheat here (really SM+6 should only allow 0.6 habitats, but Spaceships cheats and gives it 1 habitat; that means that when I originally set SM+5 habitats as being 0.2 it was technically "more correct," as 0.2 falls within the normal x1/x3/x10 progression - 0.2/0.6/2/6/etc.).
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Last edited by ericbsmith; 07-31-2011 at 07:47 PM.
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Old 08-27-2011, 08:11 PM   #222
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Default Re: GURPS Spaceships Design Spreadsheet

Hey Eric any chance you plan on incorporating the new system's from Pyramid 3/34 into your sheet?

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Old 08-27-2011, 08:29 PM   #223
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Default Re: GURPS Spaceships Design Spreadsheet

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Hey Eric any chance you plan on incorporating the new system's from Pyramid 3/34 into your sheet?
At some point. I actually already added the new systems to my copy, but got stalled out when i went to add the Ground Performance statistics. It'll get added sooner or later (but probably sooner).
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Old 08-28-2011, 12:24 PM   #224
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Default Re: GURPS Spaceships Design Spreadsheet

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At some point. I actually already added the new systems to my copy, but got stalled out when i went to add the Ground Performance statistics. It'll get added sooner or later (but probably sooner).
Awesome! I'll be waiting for the update. BTW, thanks, I don't know if I have said it before but this thing is really useful. :)

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Old 08-28-2011, 04:06 PM   #225
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Default Re: GURPS Spaceships Design Spreadsheet

Version 1.32
-Added modules from Pyramid 3-34 (These are disabled by default; activate them in the Campaign Options section)
-Added option to use Armor/Volume rule from Pyramid 3-34 (disabled by default)
-There is limited space to display Performance data; only the first few will be displayed if multiple Space, Air, Ground, and Water propulsion systems are added.

See my first post for download links.
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Old 08-28-2011, 04:26 PM   #226
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Default Re: GURPS Spaceships Design Spreadsheet

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Originally Posted by ericbsmith View Post
Version 1.32
-Added modules from Pyramid 3-34 (These are disabled by default; activate them in the Campaign Options section)
-Added option to use Armor/Volume rule from Pyramid 3-34 (disabled by default)
-There is limited space to display Performance data; only the first few will be displayed if multiple Space, Air, Ground, and Water propulsion systems are added.

See my first post for download links.
You da man! ^_^ Downloading and using.

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Old 08-28-2011, 06:04 PM   #227
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Default Re: GURPS Spaceships Design Spreadsheet

Version 1.32a
-Streamlining now doubles ship length (this affects Crush Depth)
-Corrected Spread DR option to work with Crush Depth calculation
-Set Pyramid 3-34 rules to be on by default (Armor/Volume option is still disabled by default)

See my first post for download links.
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Old 08-28-2011, 08:57 PM   #228
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Default Re: GURPS Spaceships Design Spreadsheet

Chiller, I've been waiting for rules for wheels and tracks for a while. Thanks!
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Old 08-29-2011, 01:26 AM   #229
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Default Re: GURPS Spaceships Design Spreadsheet

Thanks for this! :D
I may not use Spaceships (I used ISW ship rules), but this will be helpful as I'm making my ISW ship creation spreadsheet.
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Old 08-31-2011, 11:34 AM   #230
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Default Re: GURPS Spaceships Design Spreadsheet

Hello...

I'd like to point out, that when using Office 2007 (With or Without Macros) there is a problem with selecting weapons...

It tells me it's a "Type Incompatibility" and the cells become "#VALOR"...

EDIT: It doesn't happen with Conventional Gun, Electromagnetic Gun and the projectile ones... Only the beam type is problematic...
EDIT2: Idk what is happening, now all Weapons are problematic... I wonder what could be causing it?

Hope it helps!
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Last edited by Yami Fowl; 08-31-2011 at 11:53 AM.
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