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Old 03-04-2015, 03:30 PM   #20
ericbsmith
 
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Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
Default Re: GURPS Spaceships Design Spreadsheet

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)
__________________
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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