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#20 |
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Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Version 2.0 Release Candidate 10
Please Note: This RC is for Excel only. There have been a lot of changes made to the macros which will take some time to implement in OpenOffice. In the meantime I see no reason to delay the release of the Excel version update. -Removed the capability to import ships from the v2 Beta and v1.x versions of the sheet. You should still be able to import ships from all v2.0 Release Candidates. -Improved handling of 'Shorter Numbers' throughout, including their use in the Output sheet. This should improve usability of larger SM ships. -Improved Output sheet formatting, especially the HTML tags which have been bugged for a while. -Added a few more options from RPK's Traveller Spaceships rules (including the Features section at the top and Sandcasters for Missile Launchers) -Under System Options renamed the 'Modular' column to 'Options 1' -Added 'Underground' option to Options 1. This can be applied to any system in a ship with the 'Building' feature. --Corrected oversight where Underground didn't increase ship cost. -The 'Save Ship' button will now save the entire Workbook file once the ship has been saved into the Save Sheet -Added Aux Craft worksheet that allows you to add some basic statistics for vehicles to a Save Sheet, which you can then later assign to Hangar Bays, Upper Stages, or Vehicle Docks --Added the Life Pod, Drop Capsule, and Stealth Capsule from the Spaceships Designers Notes via the Aux Craft worksheet -Recreated the Auxiliary Craft (Utility Truck, Air Car, & Grav-Sled) using the rules from Spaceships. All craft are SM+3.5, Lwt. 6 Tons (unload weight under 5 tons); added a Utility Helicopter to the vehicles as well. The end result of the redesigns is that cargo capacity went down slightly but cost went down significantly. -Tweaked the way that the Building Orientation option works, and properly added a cost for Underground systems (previously there was no cost associated with underground systems). Now you must individually assign systems as being underground; Once you've selected the 'Building' option in the Switches & Features section the 'Underground' option will become available in the System Options section, under Options 1. -Added Cargo Manifest section to the Design Table that allows you to designate the contents of the various Cargo Holds -Added Semi-Ablative footnote for Ice & Stone Armors, Force Screens, and Armor with the following option -Added Semi-Ablative option for Laminate Armors (including Nanocomposite, Diamondoid, and Organic). See Alternate Rules page of Spreadsheet for full details -'Added Jet Engine - Electric Turbofan' to systems. This is based loosely on the stats from GURPS Vehicles Expansion 1. -'Added Jet Engine - Super Fusion Air-Ram' to systems. This has performance characteristics more favorable compared to the Fission Air-Ram. -Reorganized Habitat cabins (in the drop-down menu) to be a little more clearly laid out --Habitat cabin menus now have headers similar to Ship Systems --All Garages, Establishments, Laboratories, and Craft Shops have been given a section Header. Most have been renamed to simplify their name. --Habitat modules that are too large to fit in the ship will now be removed from the drop-down selection menu (e.g. if the ship has 8 cabins available then Large Labs, Large Craft Shops, Sickbay Clinics, and other similar systems that take up 10 cabins will no longer show up in the drop-down menu). -Fixed odd bug when calculating Effective SM -Fixed bug where Super Missiles was not available as an option for Missile Launchers -Added/Fixed +3 Acc to Cosmic Powered Electromagnetic Guns, Warp Missile Launchers, Grav Guns, or Super Missiles (p. SS1:68) -Corrected sAcc of Warp Missile Launchers to be +17/+18 (was incorrectly TL-8/TL-7) -Added missing Warp Missile range from Warp Missile Table (p. SS3:36) -Tweaked damage table for most beam weapons. This mostly only affected the +0.5SM beam weapons, and only changed some of the damage values slightly, however a significant error was fixed in the Square Root of Destruction Dam2 entry for 600MJ and every x100 power increase thereafter (60 GJ, 6TJ, 600TJ, etc). Excel 2000 http://gurpsland.no-ip.org/zip/SpaceshipsV2.zip (3.7MB) http://gurpsland.no-ip.org/zip/SpaceshipsV2.7z (1.8MB) Excel 2007 http://gurpsland.no-ip.org/zip/SpaceshipsV2-2007.zip (4.8MB) http://gurpsland.no-ip.org/zip/SpaceshipsV2-2007.7z (4.7MB) OpenOffice 3.2.0/3.3.0/LiberOffice 4 http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.zip (3.4MB) http://gurpsland.no-ip.org/zip/SpaceshipsV2-Ooo.7z (3.0MB)
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 09-12-2016 at 04:46 PM. |
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| Tags |
| design, game aids, gurpsland, program, sheet, spaceships, spreadsheet |
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