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#731 |
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Join Date: Aug 2004
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This is an idle question, not a dig or anything...
VBA (Visual Basic for Applications) is very similar to VB.Net. You can download VB.Net express Version for free, and create a simple application that can do everything that this spread sheet does. One could export the resulting ship build as a text file, pdf, or even an excel file. Why not go that route? |
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#732 | |
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Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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If somebody else wanted to start such a project I'd likely help, first providing the raw data and maybe even contributing code. However I have no desire to start over again with a project this big for free and for fun.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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#733 |
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Join Date: Aug 2004
Location: Hamilton, Ont. CANADA
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Just something for the wish list: A "Low Tech" option for "Control Room" systems. No computer, no sensors (or at least a 0 bonus for sensor tasks). I'm trying to design a TL4 Galley (SM+7) and was a bit disconcerted to see it's bridge had a C1 computer. ;) Also, low tech guns (cannons, black powder weapons, etc.) should reasonably have at least one gunner per gun, not one per battery (unless it's major or larger).
Dalton “that's a really big abacus you have there” Spence
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#734 | |
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Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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I suppose it could technically be a ship option or control room option, but for the most part either computers exist or they don't, and once they exists most vehicles will probably have use an appropriate one. As for the Sensors, even at TL4 you'd expect ships to have spyglasses (aka telescopes), search lights, crows nests, signal flags, etc. This is what the sensor and comm bonus would represent in a low-tech setting, the ability to get higher and see further, and have bigger signal flags, allowing better communication between ships. I don't necessarily disagree with you, but the rules officially have one gunner per battery. Note that most lower TL ships would have Lacks Automation, which will up the number of crew required. If you want to change the number of gunners you can do so in the Reduced Crew/Additional Crew Composition that's below all the option checkboxes and above the System Options section. Simply remove all the gunners listed under Reduced Crew Requirement and re-add as many gunners as you desire under the Additional Crew Composition section. Note that this section, like a few others, offers a drop-down menus for some pre-selected options however you can name the crew whatever you want.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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#735 |
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Join Date: May 2008
Location: CA
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Eric, it's been a long while since I've looked at the sheet - but it's looking good! I like all the extra features you've added it since last time I saw it, like the new 'Output' sheet, the troop strength calculations, the auxiliary vehicles, and so on.
Good work! |
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#736 | |
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Join Date: Aug 2004
Location: Hamilton, Ont. CANADA
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Thanks for the advice on the "No Computers" Campaign Option.
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Dalton “a pirate's life for ... some other guy, I just build the ships” Spence
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#737 | |
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Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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#738 | |
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Join Date: Aug 2004
Location: Hamilton, Ont. CANADA
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While the weapon system is a fixed secondary battery (implying all the guns are pointed in the same direction), the ship would list pretty badly if all the guns were on one side. I see the gun deck as being directly over the oar deck and having ten gun ports on each side with a gun positioned at every other one while the ship is not in combat. In combat, the guns on one side would be rolled to the side facing the enemy, with the ammo being placed on the other side for balance. Thus all the guns being fired would be facing in one direction. (Remember, this is a pirate ship and thus an aggressor who has time to set up for an attack.) I'd love to combine the gun deck with the oar deck, but I really can't see that working. Another thing that puzzles me: the ship's length computes to 60 yards, but a SM+7 hull is supposed to be 30 yards. Did streamlining or nautical lines stretch it? Dalton “who agrees with Captain Jack Sparrow … ‘what a ship is … is freedom.’” Spence
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#739 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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I didn't include it because a) it varies a lot with designs - you could have 4 rowers per oar for 5 rowers per side or a ong galley with two per rower; b) I didn't have space. This is the sort of thing left to the GM/designer.
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#740 |
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Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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I believe streamlining doubles length. There's a spot all the way to the right of the Design Switches checkboxes (4th column over) where you can specify ship length, overriding the default. This doesn't affect SM, just the displayed length of the ship.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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| Tags |
| design, game aids, gurpsland, program, sheet, spaceships, spreadsheet |
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