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Old 06-15-2024, 10:53 PM   #1
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Default GURPS Spaceships, upscaling sizes

I want to install a cabin on a SM+5 craft, would 3 spaces do the trick?
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Old 06-15-2024, 11:03 PM   #2
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Default Re: GURPS Spaceships, upscaling sizes

In general you can install a SM X+1 module on a SM X ship by using 3 spaces, so probably, though the stats for a SM +6 habitat module are slightly dubious, based on scaling at higher SMs it should only hold 0.6 cabins.
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Old 06-16-2024, 12:46 AM   #3
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Default Re: GURPS Spaceships, upscaling sizes

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Originally Posted by Anthony View Post
In general you can install a SM X+1 module on a SM X ship by using 3 spaces, so probably, though the stats for a SM +6 habitat module are slightly dubious, based on scaling at higher SMs it should only hold 0.6 cabins.
Thank you :)
I am thinking something like an overnight compartment on a train.
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Old 06-16-2024, 11:04 AM   #4
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Default Re: GURPS Spaceships, upscaling sizes

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the stats for a SM +6 habitat module are slightly dubious, based on scaling at higher SMs it should only hold 0.6 cabins.
This is inherent in the 1-3-10 scaling. If you square every number to get the next higher number (and wanted 2 digit precision) you'd need to have a 1-3.15-10 progression.

Spaceships doesn't dot hat sort of precision so there's no real way to say which level in the progression is "right". You might "like" the numbers at some particular place in the progression better but Spaceships doesn't care.
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Old 06-16-2024, 11:09 AM   #5
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Default Re: GURPS Spaceships, upscaling sizes

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Originally Posted by Fred Brackin View Post
This is inherent in the 1-3-10 scaling.
The problem isn't 1-3-10. SM +7 has 2 cabins, and SM+8 has 6, and by that logic SM +6 should have 0.6.
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Old 06-16-2024, 11:40 AM   #6
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Default Re: GURPS Spaceships, upscaling sizes

Note that a "cabin" can be shared between two people, or replaced with "bunk-room" accommodations for four, so "0.6" cabins should be able to provide accommodation for one to two people depending on how much you're willing to squeeze.
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Old 06-16-2024, 12:01 PM   #7
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Default Re: GURPS Spaceships, upscaling sizes

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Note that a "cabin" can be shared between two people, or replaced with "bunk-room" accommodations for four, so "0.6" cabins should be able to provide accommodation for one to two people depending on how much you're willing to squeeze.
Yeah, I went with 3 spaces for a 2 bunk compartment in a SM+5 ship. Not intended for comfort like a full stateroom but better than sleeping in passenger seats. This is intended for a small scout shuttle that can support a ground team or carry people around a system to map it out and explore.
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Old 06-16-2024, 04:09 PM   #8
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Default Re: GURPS Spaceships, upscaling sizes

Quote:
Originally Posted by Anthony View Post
In general you can install a SM X+1 module on a SM X ship by using 3 spaces, so probably, though the stats for a SM +6 habitat module are slightly dubious, based on scaling at higher SMs it should only hold 0.6 cabins.
I've always assumed that the SM+6 habitat's 'space' is rather sparse, so while it still (barely) counts as one habitat space you get a pretty spartan version of whatever you're installing in that space.
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Old 06-16-2024, 06:32 PM   #9
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Default Re: GURPS Spaceships, upscaling sizes

By the book, habitats on SM+5 spaceships aren't just left out; they're explicitly ruled out. "Habitats are unavailable on SM+5 craft. Crew will occupy a Control Room... or Engine Room... and passengers occupy Passenger Seats..." (which means one crewman and two passengers maximum).

Now, you can change the rules if you like, but then you don't need our permission to do whatever you want.
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Old 06-16-2024, 06:39 PM   #10
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Default Re: GURPS Spaceships, upscaling sizes

Also note that Passenger Seating says that you can replace two seats with a stretcher (or similar-sized bench/cot), which would probably work for your purposes, if all you're looking for is a place for someone to lay down for a few hours while the ship drifts through space/is on autopilot.
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