Excel Ship Designer v2025.05.03d

I bought the Aerospace book with the intent of making one. Haven't got past the ship's information and Hull tabs.
If I complete it, it will probably immediately go open source abandon ware, as I have no group interested in 2300, and thus won't be buying any supplemental books for it any time soon.
 
Just noticed that the text for Marines on the crew tab is missing. Luckily, I remembered what it was. Heck, I might have been the one to accidentally erase it, too. ;)

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Just noticed that the text for Marines on the crew tab is missing. Luckily, I remembered what it was. Heck, I might have been the one to accidentally erase it, too. ;)

View attachment 2420
Nope. No text was there. That is the skill column. Troops and Marines consists of various skills, all geared towards making squishies go squish.
If you really think people will use it, I can open up like Misc.
Note that when I checked the recent blank file, I had to shift the page one unit left to get the job fields. might that be the issue?
 
Nope. No text was there. That is the skill column. Troops and Marines consists of various skills, all geared towards making squishies go squish.
If you really think people will use it, I can open up like Misc.
Note that when I checked the recent blank file, I had to shift the page one unit left to get the job fields. might that be the issue?
Yeah, that was where I got it. Adding numbers to the blank section for crew in that slot automatically adds them as marines, too.

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Since marines are not calculated, I used the custom field to auto-fill the military and commercial, too. Three birds with a stone I had to make anyway.
 
I used the adjusted tonnage on the drives page for a battle tender and while the drive sizes changed and the power requirements did as well, the fuel requirement on the fuel tab didn't.
 
The fuel is calculated on the size of the engine/plant. If those do not change, the fuel does not change. The given tonnage of the engine will provide THIS value for a smaller ship and THAT value for a larger ship.
When you flip the switch to calculate based on the alternate number, the drive tonnage is calculated with that number. Otherwise, it just shows what you get with a different sized ship.
 
The fuel is calculated on the size of the engine/plant. If those do not change, the fuel does not change. The given tonnage of the engine will provide THIS value for a smaller ship and THAT value for a larger ship.
When you flip the switch to calculate based on the alternate number, the drive tonnage is calculated with that number. Otherwise, it just shows what you get with a different sized ship.
I just ran it for a 100,000 ton ship. saw the fuel. changed it to use the adjusted tonnage of 1,000,000 and the engine size went up x10. The fuel remains the same.
 
AnotherDilbert's suggestion of changing the highlighted area in the formula to point at '2-Drives'!C4 did the trick.

Also, weirdly, putting 0 for weeks of operation sets it at 1 ton of fuel rather than 0.
 
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AnotherDilbert's suggestion of changing the highlighted area in the formula to point at '2-Drives'!C4 did the trick.

Also, weirdly, putting 0 for weeks of operation sets it at 1 ton of fuel rather than 0.
If you have power points applied to power plant, the minimum fuel is 1.
Take power to zero, and you should be able to get zero fuel.
 
New Version: 2024.10.21

Multiple Accumulators allowed.
When using adjusted tonnage for drives, the jump section of fuel now uses that same number for its calculations.

Thanks, Terry.
 
I'm going by HG22 pg 18.
Do you have a page number on a rule that says Antimatter does not use 10% of its volume in fuel with a minimum of 1 ton for operations?
I'll certainly go look, but I don't expect to find an answer. I also don't expect an antimatter powerplant uses hydrogen either. ;)
 
So, when used in conjunction with an accumulator/collector (obliviating the need for jump fuel) which is what I was experimenting with, it should be zero then, right?
 
So, when used in conjunction with an accumulator/collector (obliviating the need for jump fuel) which is what I was experimenting with, it should be zero then, right?
You still need something to power life support, weapons, sensors and maneuver. For plants, I read it as whatever fuel is needed, that is what is in the tank. I wouldn't think Chemical would use hydrogen either.
Jump fuel can be zero, yeah.
 
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