06-16-2012, 12:57 PM | #451 | |
Join Date: Nov 2009
Location: Oregon
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Re: GURPS Spaceships Design Spreadsheet
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06-16-2012, 04:59 PM | #452 |
Join Date: Aug 2008
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Re: GURPS Spaceships Design Spreadsheet
Oops. Still much improved. So 16 armor systems....
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06-16-2012, 06:20 PM | #453 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: GURPS Spaceships Design Spreadsheet
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So while it isn't that hard to translate numbers for atmospheres, it would make is aesthetically cleaner and more generic in my opinion.
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06-16-2012, 06:22 PM | #454 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: GURPS Spaceships Design Spreadsheet
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06-16-2012, 06:49 PM | #455 | |
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Join Date: Mar 2012
Location: far from the ocean
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Re: GURPS Spaceships Design Spreadsheet
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The terminal velocity problem is: ((2ma)/(pAC))^.5 m is mass. This I believe is given in spaceships. a is acceleration, This is definitively given. p is not viscosity, as I expected, but density. hmmm. not terribly difficult, though there are some pitfalls (what is the density of the hydrogen 100k below jupiters liquid surface?), this is still strait forward. A is area. for a simple shape, this is the area of the maximum cross section going forward. For a more complicated shape, inflate that number a little bit. C is the Drag coefficient. this would be a pain without the wonderful charts of the internet. Enjoy. The nice thing about this equation is that almost all of it can be figured out only once and then left. The bad thing is it leaves out viscosity, which means we're working with spherical cows. |
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08-14-2012, 06:51 PM | #456 | |
Join Date: Jul 2005
Location: Jeffersonville, Ind.
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Re: GURPS Spaceships Design Spreadsheet
I think I found another bug. When you change the type of missile warhead the damage entry doesn't change back to standard if you switch back to that.
Edit: Apparently it even holds onto it if you change the weapon in the mount.
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The user formerly known as ciaran_skye. __________________ Quirks: Doesn't proofread forum posts before clicking "Submit". [-1] Quote:
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08-14-2012, 07:24 PM | #457 |
Join Date: Mar 2011
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Re: GURPS Spaceships Design Spreadsheet
Use a new weapon line! That's what I do.
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08-14-2012, 10:35 PM | #458 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: GURPS Spaceships Design Spreadsheet
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I may have used similar code in the OpenOffice version too, and forcing a recalc there should also work (don't remember exactly how in Ooo). I'll have to look it over later.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 08-14-2012 at 10:58 PM. |
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08-17-2012, 03:03 AM | #459 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: GURPS Spaceships Design Spreadsheet
OK, finally got around to checking this out. The error happens when you chose the "blank" entry from the drop-down menu; it's odd, but the sheet is treating this blank differently than an empty cell. The fix for now is to delete the contents of the cell rather than selecting the empty entry. I'll fix this in the future, but I have no idea how long it'll be before I release another update.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
08-17-2012, 11:54 PM | #460 | ||
Join Date: Jul 2005
Location: Jeffersonville, Ind.
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Re: GURPS Spaceships Design Spreadsheet
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The user formerly known as ciaran_skye. __________________ Quirks: Doesn't proofread forum posts before clicking "Submit". [-1] Quote:
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Tags |
design, game aids, gurpsland, program, sheet, spaceships, spreadsheet |
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