10-22-2021, 11:02 PM | #21 |
Join Date: Jun 2020
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Re: Crew and Passenger positions and suits/powered armor
To go back to the topic at hand, so should I simply use Varyon's suggestion or go with the Spaceships model where SM+1 has a volume modifier of 3?
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10-23-2021, 07:04 AM | #22 |
Join Date: Aug 2007
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Re: Crew and Passenger positions and suits/powered armor
Technically Spaceships has a mass modifer of x3 per +1. It doesn't figure volume at all. A sort of assumption that volume increases in direct proportion to mass may be present.
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Fred Brackin |
10-23-2021, 12:03 PM | #23 |
Join Date: Jun 2020
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Re: Crew and Passenger positions and suits/powered armor
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10-25-2021, 10:28 AM | #24 | |
Join Date: Jun 2013
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Re: Crew and Passenger positions and suits/powered armor
Quote:
Arguably, the easiest way to handle it is to basically just ignore it - "Thanks to a combination of the tight confines and the necessity of wearing a suit of powered armor, crew stations are incredibly cramped; fortunately, modern crews have trained well enough to make do." If that doesn't work for you, just figure out (roughly) how much you want your armor to increase volume, and use that. Assume normal crew stations are roughly sized for someone 6 feet tall (I know when my brother joined the USMC a couple decades ago, they noted he was exactly 6 feet tall, and said he was lucky because pretty much all of the basic gear was made with that size soldier in mind). If the powered armor makes you 7 feet tall, that's ~x1.17 to height; if all dimensions increase proportionally, cube that height increase, for ~x1.6 to volume. If you envision powered armor being bulkier than normal human proportions (which is fairly common in depictions of it), consider a bit more of a boost to account for that - above, that might be x1.7 to volume instead. If you want something mathematical, consider instead of cubing the height increase, raise it to the 3.5 power - which is ~x1.7 volume, above. If you have no idea how much you want powered armor to increase height/volume, you could apply the above to the powered armor entries from GURPS Ultra Tech, which I believe gives heights. Alternatively, if you're a glutton for complexity, consider making use of this. Note the early part of that is basically me going through my thought process, justification, and math; if you want to skip to the meat, go to the Implementation section (via Ctrl+F). Note my volume constraints were largely arbitrary, but IIRC they ended up matching fairly well with the versions from UT. They're also more about surface area than volume; to determine the increase to the latter, raise the former to the 3/2 power. That is, if you're looking at a suit that it says is +15% (x1.15) to armor weight, cube 1.15 and take the square root of the result - 1.15^(3/2)=1.23 - to determine the effect on volume; in this case, x1.23.
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GURPS Overhaul Last edited by Varyon; 10-25-2021 at 10:34 AM. |
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10-25-2021, 06:55 PM | #25 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Crew and Passenger positions and suits/powered armor
Quote:
Soldiers in the 20th century weren't known for mutinying for lack of effective body armour.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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calculations, crew stations, passengers, power armor, vehicles 2e |
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