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Old 06-09-2012, 01:29 PM   #441
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Default Re: GURPS Spaceships Design Spreadsheet

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You know, this spreadsheet is getting really, really complex.
Getting?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!? !?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!? !?!?!?!?!?!?!?!?!?!?!?!?!?!?

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Could you please write up a documentation file to include in the zip archive so we have some idea how to use all of its features? (It might help you with future updates too.)
Documentation is definitely is not my strong suit.
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Old 06-13-2012, 07:31 AM   #442
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Default Re: GURPS Spaceships Design Spreadsheet

A choppy update:


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Originally Posted by David L Pulver
Quote:
Originally Posted by vicky_molokh
Greetings.

Spaceships 7 lists a top speed, but not an acceleration, for helicopter rotors used in air. Surely the acceleration is neither instant nor zero. Perhaps the value from the original manuscript/playtest somehow slipped through the crack. Could you please recommend a value/values?

Thanks in advance!
Sorry for the slow reply - I do not check my mailbox here very often!

It does seem to be an omission. I would recommend an acceleration of 4 mph/sec (Move 2) per system, in order to match equivalent Basic Set designs.
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Old 06-13-2012, 09:52 AM   #443
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Default Re: GURPS Spaceships Design Spreadsheet

Bug Report: Magical Life Support

In SS7 p.9 it states:
Quote:
This allows twice the normal number of cabin equivalents. However, this benefit does not extend to steerage cargo, minifacs, teleport projectors, or hibernation systems, so they also take up twice as many cabin equivalents.
Of these exceptions, teleport projectors seem to have been missed. Please fix this.

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Old 06-15-2012, 09:36 PM   #444
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Default 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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Old 06-16-2012, 06:00 AM   #445
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Default Re: GURPS Spaceships Design Spreadsheet

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Originally Posted by Flyndaran View Post
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.
Is that an issue with the spreadsheet or with the pyramid article?

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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Last edited by Humabout; 06-16-2012 at 06:12 AM.
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Old 06-16-2012, 07:57 AM   #446
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Default Re: GURPS Spaceships Design Spreadsheet

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Originally Posted by Humabout View Post
Is that an issue with the spreadsheet or with the pyramid article?

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.
It's a known issue that the pyramid article's crush depth calculation makes no sense even for normal depths, unfortunately:/ There was a whole discussion on it when that article came out; I'll see if I can dig it up.

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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Old 06-16-2012, 08:59 AM   #447
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Default Re: GURPS Spaceships Design Spreadsheet

Ah, well that brings it down to 10 TL 8 armor systems. Much more reasonable!
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Old 06-16-2012, 09:05 AM   #448
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Default 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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Old 06-16-2012, 09:06 AM   #449
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Ah, well that brings it down to 10 TL 8 armor systems. Much more reasonable!
Except the bathyscaphe was from 1960, not TL 8.
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Old 06-16-2012, 12:33 PM   #450
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Default 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.

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(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.
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