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Old 09-01-2011, 09:07 PM   #241
Adelus
 
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Default 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.
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Old 09-01-2011, 11:04 PM   #242
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Default Re: GURPS Spaceships Design Spreadsheet

Quote:
Originally Posted by Yami Fowl View Post
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.

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Originally Posted by Yami Fowl View Post
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.

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Originally Posted by Adelus View Post
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.
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Old 09-01-2011, 11:24 PM   #243
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Default Re: GURPS Spaceships Design Spreadsheet

Quote:
Originally Posted by vicky_molokh View Post
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.

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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.
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Old 09-01-2011, 11:25 PM   #244
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Default 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.
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Last edited by ericbsmith; 10-25-2011 at 02:17 PM.
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Old 09-02-2011, 09:05 AM   #245
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Default Re: GURPS Spaceships Design Spreadsheet

Quote:
Originally Posted by ericbsmith View Post
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.
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Old 09-03-2011, 08:55 PM   #246
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Default 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.
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Old 09-03-2011, 10:31 PM   #247
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Default 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.
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Old 09-03-2011, 11:38 PM   #248
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Default 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.
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Old 09-04-2011, 09:45 PM   #249
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Default Re: GURPS Spaceships Design Spreadsheet

Quote:
Originally Posted by Adelus View Post
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.

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Originally Posted by vierasmarius View Post
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 View Post
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.
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Old 09-04-2011, 11:19 PM   #250
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Default Re: GURPS Spaceships Design Spreadsheet

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Originally Posted by ericbsmith View Post
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.
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