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Old 06-16-2013, 03:14 AM   #511
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Default Re: GURPS Spaceships Design Spreadsheet

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Originally Posted by ericbsmith View Post
I'm not really sure about that, as the drive specifies use only in a planetary magnetic field.
Earth's magnetosphere extends some tens of thousands of miles above the surface, well past where one would start to use a space performance profile.
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Old 06-16-2013, 05:41 PM   #512
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Default Re: GURPS Spaceships Design Spreadsheet

Quick question. Just downloaded Open Office (3.4.1) and the spreadsheet last night. Maybe I'm missing something, but when I went to select TL11, TL11 and TL12 weren't listed . . .
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Old 06-16-2013, 06:13 PM   #513
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Default Re: GURPS Spaceships Design Spreadsheet

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Quick question. Just downloaded Open Office (3.4.1) and the spreadsheet last night. Maybe I'm missing something, but when I went to select TL11, TL11 and TL12 weren't listed . . .
That should only happen if you select the Spaceships 8 checkbox, which makes some fundamental changes the "campaign" settings, including limiting them to TL10 and no superscience.
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Old 06-16-2013, 09:57 PM   #514
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Default Re: GURPS Spaceships Design Spreadsheet

Ohhh. Thanks!

What if I want to use small systems, which is only found in SS8, right? Is that still do-able? I'm on a different computer right now.

Thanks so much!
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Old 06-16-2013, 10:33 PM   #515
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Default Re: GURPS Spaceships Design Spreadsheet

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What if I want to use small systems, which is only found in SS8, right? Is that still do-able? I'm on a different computer right now.
Smaller Systems are in SS7: Divergent and Paranormal Tech. SS8 is Transhuman Space, which covers spaceships in a specific campaign background (thus why it makes campaign level changes, such as limiting the TL's available). This is why SS7 is enabled by default but SS8 is not; SS7 contains a lot of weird systems which I can see people wanting to remove (so it's an option), but it does nothing that actually changes or modifies existing system stats (so it does no harm to leave it enabled). SS8, OTOH, changes some existing system stats and bans other systems from the setting, so it's disabled by default.
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Old 06-17-2013, 02:30 AM   #516
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Default Re: GURPS Spaceships Design Spreadsheet

Okay! I see! That's all totally cool with me. Someone told me the location of Smaller Systems was in SS8. I didn't know about SS7.

One more stupid, moronic question . . . How exactly does one make the systems Smaller using your awesome spreadsheet? This is the first time I've EVER used a spreadsheet for anything. Sorry for the dumb questions!

Thanks again!
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Old 06-17-2013, 02:33 AM   #517
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Default Re: GURPS Spaceships Design Spreadsheet

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Okay! I see! That's all totally cool with me. Someone told me the location of Smaller Systems was in SS8. I didn't know about SS7.

One more stupid, moronic question . . . How exactly does one make the systems Smaller using your awesome spreadsheet? This is the first time I've EVER used a spreadsheet for anything. Sorry for the dumb questions!

Thanks again!
In the system slot where you get the drop-down menu, there's Smaller System in the list. Pick it, and it will add 3 lines for smaller systems (which you pick normally).
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Old 06-17-2013, 04:37 AM   #518
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Default Re: GURPS Spaceships Design Spreadsheet

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In the system slot where you get the drop-down menu, there's Smaller System in the list. Pick it, and it will add 3 lines for smaller systems (which you pick normally).
There it is, under the "---Special Ship Systems---" heading. Thanks!
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Old 06-18-2013, 09:56 AM   #519
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Default Re: GURPS Spaceships Design Spreadsheet

Enabling Combine Big And Small Power Points results in !Value in the excel (xls) version. I have a full-sized solar boiler and a Small chemical refinery.
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Old 06-18-2013, 02:02 PM   #520
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Default Re: GURPS Spaceships Design Spreadsheet

Some more systems for the wishlist from the Vorkosigan Saga Sourcebook and Roleplaying Game
  • Force Screen (TL11^) . . . . . . . . . . . . . . . . . . . . . . . 190
  • Necklin Drive (TL10^) . . . . . . . . . . . . . . . . . . . . . . . 192
  • Plasma Mirror (TL11^) . . . . . . . . . . . . . . . . . . . . . . . 193
  • Power Plant (TL8) . . . . . . . . . . . . . . . . . . . . . . . . . . 193
  • Sword-Swallower (TL11^) . . . . . . . . . . . . . . . . . . . . 195
  • Thrusters (TL9^)* . . . . . . . . . . . . . . . . . . . . . . . . . 195
  • Weapon Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
* Note that I don't agree with using reaction engines in the Vorkosigan setting. The only specific reference to spacecraft speeds and accelerations on the Vorkosigan Saga occurred in Shards of Honor, Chapter 9:
Quote:
"Now we wait. It will be about twelve hours before the Prince reaches Escobar orbit. They'll be starting landings soon after that. An hour for signals to reach us from Escobar. An hour for signals to return. So much lag. A battle can be over in two hours. We could cut the lag by three-quarters if the Prince would let us move off station."
Aral Vorkosigan
The total distance traveled is one light-hour = 3,600 light-seconds = approx. 7.2 AU. Assuming 6 hours acceleration to the half-way point and 6 hours deceleration to Escobar orbit, the mean acceleration should be 3.6 AU/((6 hours)²×0.00042) = 238.1 Gs. This requires five TL11^ "Super Reactionless" engines (GURPS Spaceships p.24) operating at 95.24% capacity and "Gravitic Compensators" (p.29) which would reduce felt acceleration to 1.19 Gs. An Antimatter Thruster (TL10^) (Vorkosigan Saga Sourcebook and Roleplaying Game p.195) only produces 1G per system.

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