06-09-2012, 01:29 PM | #441 |
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
Getting?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!? !?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!? !?!?!?!?!?!?!?!?!?!?!?!?!?!?
Documentation is definitely is not my strong suit.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
06-13-2012, 07:31 AM | #442 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: GURPS Spaceships Design Spreadsheet
A choppy update:
Quote:
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06-13-2012, 09:52 AM | #443 | |
Join Date: Aug 2004
Location: Hamilton, Ont. CANADA
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Re: GURPS Spaceships Design Spreadsheet
Bug Report: Magical Life Support
In SS7 p.9 it states: Quote:
Dalton "who just crashed OpenOffice AGAIN!" Spence
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06-15-2012, 09:36 PM | #444 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: GURPS Spaceships Design Spreadsheet
Am I doing it right? I try to get the lowest crush depth possible, and can't get past 5k feet even at TL 10 and almost solid armor.
Edit: I am checking the pyramid 3-34 box. Edit part 2: I see now that I didn't adjust the length/shape or made it unstreamlined like the spherical bathyspheres that go really deep. Edit part 3: I still can't get to real world depths even with TL 10 and all the rules used. Hmmm.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. Last edited by Flyndaran; 06-15-2012 at 10:55 PM. |
06-16-2012, 06:00 AM | #445 | |
Join Date: Aug 2008
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Re: GURPS Spaceships Design Spreadsheet
Quote:
For what it's worth, according the the article, the Bathyscaphe Trieste should have dDR 4,733. At 59.5 feet long, it is SM +6, so the best armor available at TL 8 would provide dDR 5 per hull section. Even at TL 12^, the best dDR available per section is 20, or roughly 1/13 what is needed. I suspect the rules work fine for normal depths but things get whacky when taken to extremes.
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06-16-2012, 07:57 AM | #446 | |
Join Date: May 2008
Location: CA
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Re: GURPS Spaceships Design Spreadsheet
Quote:
EDIT: After I search, I came upon this thread. Turns out you need to multiply the Pyramid article's crush depth by 100 to get what was actually intended; I'm not sure if Eric fixed that in his spreadsheet or not. |
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06-16-2012, 08:59 AM | #447 |
Join Date: Aug 2008
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Re: GURPS Spaceships Design Spreadsheet
Ah, well that brings it down to 10 TL 8 armor systems. Much more reasonable!
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06-16-2012, 09:05 AM | #448 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: GURPS Spaceships Design Spreadsheet
Using the sheet I can make a TL 8 near solid steel ball with control room, fuel cell and fuel tank, ballast tanks, and one PP screw hit 3667 ft crush depth.
Far too shallow for reality, but times 100 seems a bit much.
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06-16-2012, 09:06 AM | #449 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: GURPS Spaceships Design Spreadsheet
Except the bathyscaphe was from 1960, not TL 8.
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06-16-2012, 12:33 PM | #450 |
Join Date: Aug 2004
Location: Hamilton, Ont. CANADA
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Re: GURPS Spaceships Design Spreadsheet
As for "Crush Depth" calculations, since this thread is supposed to be about a Spaceships spreadsheet, shouldn't it measured in atmospheres by default? (While some spacecraft may float, few will dive.) An "Aquatic Vehicle" switch could be used to add Aquatic performance statistics (surface/submerged acceleration/speed, floation, crush depth, etc.) to the sheet.
Dalton "having that sinking feeling" Spence (P.S. - FWIW, I managed to stop OpenOffice from crashing by disabling the "Save Auto-Recovery Information" option (Tools > Options > Load/Save > General).) Last edited by DaltonS; 06-16-2012 at 12:51 PM. Reason: Added P.S. |
Tags |
design, game aids, gurpsland, program, sheet, spaceships, spreadsheet |
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