Excel Ship Designer

Discuss the Traveller RPG and its many settings
AnotherDilbert
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Re: Excel Ship Designer

Postby AnotherDilbert » Wed Jul 28, 2021 2:52 pm

Arkathan wrote: Will take some work to add in a pop-up turret, because forced dynamic validation tables... so maybe tomorrow.
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Re: Excel Ship Designer

Postby AnotherDilbert » Wed Jul 28, 2021 3:08 pm

Confusing? The selector on the second row controls the second column?
Image
Put the selector on top of the corresponding column, e.g. cells E3-G3? Or turn the table so each turret is a row?

To make it worse, each weapon could presumably have different tech advantages?
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Re: Excel Ship Designer

Postby AnotherDilbert » Wed Jul 28, 2021 3:15 pm

Something wrong with the cost of tech advantages for turrets (but only turrets?), except in the first three rows:
Image

Image
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Re: Excel Ship Designer

Postby AnotherDilbert » Wed Jul 28, 2021 4:10 pm

Spinal:
Image

Default size reduction by TL not implemented.
The Spinal is larger than the max allowed, 75 000 Dt for mesons.
Format of cost not consistent with the rest of the page and difficult to read.

Image
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Arkathan
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Re: Excel Ship Designer

Postby Arkathan » Wed Jul 28, 2021 4:23 pm

AnotherDilbert wrote:
Wed Jul 28, 2021 3:08 pm
Confusing? The selector on the second row controls the second column?
Image
Put the selector on top of the corresponding column, e.g. cells E3-G3? Or turn the table so each turret is a row?

To make it worse, each weapon could presumably have different tech advantages?
Should be able to move that around. Making them rows would have required moving other things around and risking breaking things.

As for different tech advantages in the same turret, nope.
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Re: Excel Ship Designer

Postby AnotherDilbert » Wed Jul 28, 2021 4:27 pm

Theoretical point:

Sensor Stations are basically an extension of the bridge, not a part of the sensor equipment.

That matters little except you apply armoured bulkheads for the entire page, either bridge or sensors.

So, sensor stations should probably be specified on the Bridge tab?



Still can't replicate the Tigress exactly, since the bridges (and sensors) are armoured, but not the added sensor stations inconsistently enough... Good enough.
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Re: Excel Ship Designer

Postby Arkathan » Wed Jul 28, 2021 4:31 pm

AnotherDilbert wrote:
Wed Jul 28, 2021 4:10 pm
Spinal:
Image

Default size reduction by TL not implemented.
The Spinal is larger than the max allowed, 75 000 Dt for mesons.
Format of cost not consistent with the rest of the page and difficult to read.

Image
Small, Smaller and Smallest are the default tech advantages. I'll check on the other. The max thing is in the table, so not sure what broke.

I'll look at armoring the sensor stations separately. That should keep the sensor stations on the sensor tab and allow armoring independent of sensors.
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Re: Excel Ship Designer

Postby AnotherDilbert » Wed Jul 28, 2021 4:44 pm

Silly point:

Magazine:
Image
Armoured Bulkheads just for part of the magazine:
Image

I see very little reason, but I guess you could build a ship that way.


Armoured bulkheads for explosive ammo seems to be a good idea? Without armouring the entire cargo hold?
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Re: Excel Ship Designer

Postby AnotherDilbert » Wed Jul 28, 2021 4:52 pm

Arkathan wrote: Small, Smaller and Smallest are the default tech advantages. I'll check on the other.
I mean this:
Image
HG, p29

You had that implemented before adding separate tech advantages, IIRC.
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Re: Excel Ship Designer

Postby Arkathan » Wed Jul 28, 2021 5:53 pm

AnotherDilbert wrote:
Wed Jul 28, 2021 4:52 pm
Arkathan wrote: Small, Smaller and Smallest are the default tech advantages. I'll check on the other.
I mean this:
Image
HG, p29

You had that implemented before adding separate tech advantages, IIRC.
For Spinal mounts, those are the stats for small, smaller and smallest.
Image
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Re: Excel Ship Designer

Postby Arkathan » Wed Jul 28, 2021 6:39 pm

AnotherDilbert wrote:
Wed Jul 28, 2021 3:15 pm
Something wrong with the cost of tech advantages for turrets (but only turrets?), except in the first three rows:
Image

Image
Found it.
In the first three lines, and your example, the mod costs are being applied to the hardpoint as well as the weapons.
In the lower, cheaper ones, the hardpoint cost is added to the modded weapons cost.
We only notice it in turrets because the other hardpoints are "free."
So... which is correct? I suspect the cheaper should be the correct one, since there is no need to upgrade a TL7 turret to accommodate different TL weapons
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Re: Excel Ship Designer

Postby AnotherDilbert » Wed Jul 28, 2021 7:06 pm

Arkathan wrote: Found it.
In the first three lines, and your example, the mod costs are being applied to the hardpoint as well as the weapons.
In the lower, cheaper ones, the hardpoint cost is added to the modded weapons cost.
We only notice it in turrets because the other hardpoints are "free."
So... which is correct? I suspect the cheaper should be the correct one, since there is no need to upgrade a TL7 turret to accommodate different TL weapons
Including the turret (as the example) is correct.
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Re: Excel Ship Designer

Postby AnotherDilbert » Wed Jul 28, 2021 7:23 pm

Arkathan wrote: For Spinal mounts, those are the stats for small, smaller and smallest.
Image
Neither the size nor cost is correct. Note the number of hardpoints consumed.
Image


I would say you should have both systems available and configurable. Both the default system in the Weapons chapter, and the tech advantages in the Primitive & Advanced chapter.

But, OK, the tech advantage "Size Reduction" is a bit superfluous, since it is just worse than the default system.

I allow combining the systems up to a total of three TLs, e.g. Long Range (two advantages) with one TL default Spinal Mount Improvement.
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Re: Excel Ship Designer

Postby Arkathan » Wed Jul 28, 2021 9:57 pm

AnotherDilbert wrote:
Wed Jul 28, 2021 7:23 pm
Arkathan wrote: For Spinal mounts, those are the stats for small, smaller and smallest.
Image
Neither the size nor cost is correct. Note the number of hardpoints consumed.
Image


I would say you should have both systems available and configurable. Both the default system in the Weapons chapter, and the tech advantages in the Primitive & Advanced chapter.

But, OK, the tech advantage "Size Reduction" is a bit superfluous, since it is just worse than the default system.

I allow combining the systems up to a total of three TLs, e.g. Long Range (two advantages) with one TL default Spinal Mount Improvement.
I do have both systems, except that I replaced the Primitive & Advanced Size reduction with the standard Spinal Mount Tech Advantage. Small, et al, has the same stats as the standard Spinal Mount tech advance.
Thanks for posting that screen shot. I forgot to check on the size/cost on Meson and was about to post an updated version.
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Re: Excel Ship Designer

Postby Arkathan » Wed Jul 28, 2021 11:03 pm

Last edited by Arkathan on Thu Jul 29, 2021 2:16 pm, edited 1 time in total.
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Re: Excel Ship Designer

Postby AnotherDilbert » Thu Jul 29, 2021 11:16 am

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Re: Excel Ship Designer

Postby Arkathan » Thu Jul 29, 2021 2:17 pm

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Re: Excel Ship Designer

Postby Arkathan » Thu Jul 29, 2021 2:19 pm

AnotherDilbert wrote:
Wed Jul 28, 2021 7:06 pm
Arkathan wrote: Found it.
In the first three lines, and your example, the mod costs are being applied to the hardpoint as well as the weapons.
In the lower, cheaper ones, the hardpoint cost is added to the modded weapons cost.
We only notice it in turrets because the other hardpoints are "free."
So... which is correct? I suspect the cheaper should be the correct one, since there is no need to upgrade a TL7 turret to accommodate different TL weapons
Including the turret (as the example) is correct.
D'oh... OK, one bug in the new version identified, although that really doesn't make sense considering you don't have to pay for a barbette or bay.
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Re: Excel Ship Designer

Postby AnotherDilbert » Thu Jul 29, 2021 2:30 pm

Arkathan wrote: Huh...Try it now.
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Re: Excel Ship Designer

Postby AndrewW » Thu Jul 29, 2021 4:17 pm

Arkathan wrote:
Thu Jul 29, 2021 2:19 pm
D'oh... OK, one bug in the new version identified, although that really doesn't make sense considering you don't have to pay for a barbette or bay.
Barbette's and bay's are integrated with the same weapon system. Turrets can take different weapons and there are several types of turrets available.

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