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Old 07-05-2013, 08:13 AM   #541
DaltonS
 
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Default Re: GURPS Spaceships Design Spreadsheet

More for the wishlist: please add "Essential Fuel" option (SS7 p.20) to fuel tanks. This would affect fuel cost (see below) and engine performance (×10 thrust or power). Requires TL^.
Code:
Tech Level  TL0^    TL1^    TL2^    TL3^    TL4^    TL5^    TL6^    TL7^    TL8^    TL9^   TL10^   TL11^   TL12^
+Cost/ton  $1,780  $1,840  $1,920  $2,000  $2,200  $3,200  $4,600  $6,000  $7,400 $10,200 $16,000 $22,000 $30,000
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Old 07-05-2013, 08:34 AM   #542
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Default Re: GURPS Spaceships Design Spreadsheet

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Originally Posted by DaltonS View Post
More for the wishlist: please add "Essential Fuel" option (SS7 p.20) to fuel tanks. This would affect fuel cost (see below) and engine performance (×10 thrust or power).
Where does it say anything about x10 thrust or power? All I see is x10 delta-V.
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Old 07-05-2013, 09:46 AM   #543
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Default Re: GURPS Spaceships Design Spreadsheet

Oops! Sorry, I misread it. According the GURPS Magic p.179;
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Essential Fuel burns 10 times as long as regular fuel, with one-third the usual pollution (smoke, radiation, etc.).
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Old 07-14-2013, 01:42 PM   #544
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Default Re: GURPS Spaceships Design Spreadsheet

How difficult would it be to simply rename systems for a specific campaign setting? I am seriously pondering using GURPS to run a Star* Drive game n the next few years (yea, I have time!). The ability to make very large ships is critical (fortress ships are 4 km long, for example). I see that adding custom systems has already been requests, but I don't know if that will even be necessary for me. Thanks!
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Old 07-17-2013, 03:21 PM   #545
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Default Re: GURPS Spaceships Design Spreadsheet

One more for the wishlist: a switch that would make manning certain habitats optional (that is no warning message). Why? Sometimes ships are deliberately understaffed, with certain crew using multiple facilities part time. (Example: a science officer might have a control room station, an office, a lab and periodically oversees a rec room establishment with the ship's doctor, who has her own sickbay, lab and office.) In addition, in commercial vessels (and buildings) some facilities are intended to be rented out to passengers on a temporary basis.
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Old 07-17-2013, 10:05 PM   #546
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Default Re: GURPS Spaceships Design Spreadsheet

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Originally Posted by apoc527 View Post
How difficult would it be to simply rename systems for a specific campaign setting? I am seriously pondering using GURPS to run a Star* Drive game n the next few years (yea, I have time!). The ability to make very large ships is critical (fortress ships are 4 km long, for example). I see that adding custom systems has already been requests, but I don't know if that will even be necessary for me. Thanks!
Some things can be renamed fairly easily, however for many items the name (or parts of the name) is used in formulas, so renaming them can seriously break things.

For best results I'd just get the design you want then take one of the outputs from the Output sheet then rename them from there.

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One more for the wishlist: a switch that would make manning certain habitats optional (that is no warning message). Why?
Along with Essential Fuel, this was something I added weeks ago. I really need to push the last update forward.
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Old 07-18-2013, 11:24 AM   #547
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Default Re: GURPS Spaceships Design Spreadsheet

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Along with Essential Fuel, this was something I added weeks ago.
It's been apparent for a while that working on this spreadsheet has activated some latent psychic powers.
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Old 09-03-2013, 05:23 AM   #548
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Default Re: GURPS Spaceships Design Spreadsheet

I don't normally follow this thread, but I searched and didn't find this mentioned.

It seems that the "No Life Support" option doesn't increase the number of passenger seats by x2, and NBC filters only doesn't seem to have made any difference either.

Secondly, changing between off-road and regular wheeled drivetrains didn't change the top speed at all. Top speed should drop by 10 mph for of-road.
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Old 09-03-2013, 02:55 PM   #549
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Default Re: GURPS Spaceships Design Spreadsheet

I've been working on the sheet off and on for a little while now. I think I have Vorkosigan support set, but am still vetting it. Vorkosigan had some odd hitches which have taken some time, which slowed down progress everywhere.

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It seems that the "No Life Support" option doesn't increase the number of passenger seats by x2, and NBC filters only doesn't seem to have made any difference either.

Secondly, changing between off-road and regular wheeled drivetrains didn't change the top speed at all. Top speed should drop by 10 mph for of-road.
I should have both of these issues fixed for my next update (whenever that will be - hopefully in the next few weeks).
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Old 09-03-2013, 06:21 PM   #550
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Default Re: GURPS Spaceships Design Spreadsheet

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I should have both of these issues fixed for my next update (whenever that will be - hopefully in the next few weeks).
Awesome :D
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