Excel Ship Designer v2025.05.03d

From the 'Warmonger class' thread:
Shardan13:

Terry Mixon, I'm trying to figure out how you got the number of sensor ops for your Hadrian Class Battle-Rider (I'm looking at the stripped down version). I am keep getting a different number. I am getting 9 (50 000 / 7500 (rounded down) * 3 (since it's a military vessel)*0.5 (size efficiency which is optional)) and if we add your extra sensor ops stations we get a total of 14.

Also the description of the sensor station in High Guard 22 says that they are options for vessels of 7500 tons or less as larger vessels bridges are assumed to have already multiple sensor stations. I'm assuming in this instance is that your assumption is that the bridge holds only the number of stations equal to the default number of sensor ops. If that's is the case then the bridge should theoretically have between 9 to 18 sensor stations already.
I believe this is an error in the spreadsheet.
 
From the 'Warmonger class' thread:

I believe this is an error in the spreadsheet.
I can confirm that I’m getting the crew number right off the spreadsheet. I didn’t look at the number of stations either. The sheets I made are in a zip at the start of the thread if you need to see them.
 
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Going to update the sensor action calculation to reflect cap ships. That should eliminate the need for additional sensors.
The SSD has the number of sensor actions on it.
Will change the crew to max of extra sensor stations +1 and the crew calculation. That way, a 15,000 ton vessel can accomodate 3 or more stations if you want.

Why is he rounding down? If you need 1 for 7500 and less, you need 2 for 8000.
 
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Going to update the sensor action calculation to reflect cap ships. That should eliminate the need for additional sensors.
The SSD has the number of sensor actions on it.
Will change the crew to max of extra sensor stations +1 and the crew calculation. That way, a 15,000 ton vessel can accomodate 3 or more stations if you want.

Why is he rounding down? If you need 1 for 7500 and less, you need 2 for 8000.

Sounds good and I have no idea. ;)
 
Hi,

This is possibly a big feature request. I am designing a carrier vessel.

So I design it with docking clamps. However, I would like to see what the Thrust and Jump range, fuel needed, at different load conditions. Is there a way of doing this already?
 
Usually percentages.

There are usually two calculations to keep in mind.

Percentage of jump drive to gross tonnage.

Percentage of fuel tankage to gross tonnage.

Example, jump factor/three is thirty seven and a half percent (plus five tonnes).

Hundred thousand tonne payload would require (sixty two percent balance) 161'291 tonne base, 12'102 tonne jump drive, 48'388 tonnes jump fuel.
 
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Hi,

This is possibly a big feature request. I am designing a carrier vessel.

So I design it with docking clamps. However, I would like to see what the Thrust and Jump range, fuel needed, at different load conditions. Is there a way of doing this already?
Yes. On the drive page, right side.
Alternate tonnage box. If you have the page set for normal calculation, you enter the normal load thrust and jump, and it will tell you how much it is reduced to the right.
If you want a certain performance under load, calculate for the alternate tonnage and you will get bigger engines.
 
Yes. On the drive page, right side.
Alternate tonnage box. If you have the page set for normal calculation, you enter the normal load thrust and jump, and it will tell you how much it is reduced to the right.
If you want a certain performance under load, calculate for the alternate tonnage and you will get bigger engines.
I'm not sure that was exactly what they were asking; and I think I can see the usefulness of having an additional tool.
Given a particular ship (of whatever basic or adjusted tonnage), with appropriately sized drives -- and without changing the size of the drives:
How many external dTons of stuff can be carried to reduce my M-drive rating by only 1G? 2G? Etc.
How many external dTons of stuff can be carried to reduce my J-drive rating by only 1? 2? Etc.

Also, how do we account for 'Breakaway Hull' performance? I have been deducting the volume used as just a dummy 'Cargo' space, but that is certainly a kluge on my part.
 
I'm not sure that was exactly what they were asking; and I think I can see the usefulness of having an additional tool.
Given a particular ship (of whatever basic or adjusted tonnage), with appropriately sized drives -- and without changing the size of the drives:
How many external dTons of stuff can be carried to reduce my M-drive rating by only 1G? 2G? Etc.
How many external dTons of stuff can be carried to reduce my J-drive rating by only 1? 2? Etc.

Also, how do we account for 'Breakaway Hull' performance? I have been deducting the volume used as just a dummy 'Cargo' space, but that is certainly a kluge on my part.
Breakaway hulls: There are a couple of ways to handle those. If you count the breakaway M-Drive as a Backup, then you go to the child-ship and use the total as the alternate tonnage.
If you want both drives operating at all times, then the best way to handle a break away hull in my opinion, is to make three ships. Combined, and the two parts.
I'll take a look and see if there is room to add a static report giving the maximum tonnage for each lower G/Jump... just don't expect it soon. Unless it turns out to be easy.
 
Breakaway hulls: There are a couple of ways to handle those. If you count the breakaway M-Drive as a Backup, then you go to the child-ship and use the total as the alternate tonnage.
If you want both drives operating at all times, then the best way to handle a break away hull in my opinion, is to make three ships. Combined, and the two parts.
I'll take a look and see if there is room to add a static report giving the maximum tonnage for each lower G/Jump... just don't expect it soon. Unless it turns out to be easy.
Like I have said, so far I have just been allocating the 2% for 'Breakaway Hull mechanisms' as 'cargo' space -- but that does not account for the cost. Honestly, all that is really required after that is multiple bridges/cockpits, and (if each hull is jump capable) multiple 5 dTon 'Jump cores'. Everything else is just the designer deciding where to draw the dividing line(s) between the multiple ships.
 
Found another couple of bugs.

On the computer tab, V21 and V22 don't include the core/110 and need their ranges extended.

On the sensors tab, B11 needs its range extended so it includes superior sensors.
 
Found another couple of bugs.

On the computer tab, V21 and V22 don't include the core/110 and need their ranges extended.

On the sensors tab, B11 needs its range extended so it includes superior sensors.
Comp Tab: Thanks, good catch
Sensors: Intentional. If you want extra Superior sensors, adjust the quantity of the mains. You can have more than one.
The aux sensors throws an error if they aren't of lower quality than the mains.

In fluff text, I would note by homebrew the additional sensors adding to the sensor actions allowed, but there is nothing in the rules to account for that, so I'm not adding it.
 
N
On the Hull Tab, Breakaway Hulls accounts for the waste space and cost. Scroll down a little on the hull tab.
Neat! I had missed that before; setting it to a 'Secondary Hull' of just one dTon accounts for all the couplings in the whole ship. Is there a way to design for more than a single 'Secondary Hull'? Say, for example, I was building a Battle Tender with 256 Battle Riders as 'Breakaway Hulls'....

So far I have just just allocated space for 'Breakaway Hull' in all the Tender and Rider designs, but that doesn't show the G-rating, screen strength, or weapons of the combined craft as it arrives in-system. Seems like, given all the possible load-outs of the Tender, and the possible difference in performance of the various Riders, it would be impossible to guess the final performance.
 
N

Neat! I had missed that before; setting it to a 'Secondary Hull' of just one dTon accounts for all the couplings in the whole ship. Is there a way to design for more than a single 'Secondary Hull'? Say, for example, I was building a Battle Tender with 256 Battle Riders as 'Breakaway Hulls'....
Now that I know there is a need for it, probably, but not yet.
So far I have just just allocated space for 'Breakaway Hull' in all the Tender and Rider designs, but that doesn't show the G-rating, screen strength, or weapons of the combined craft as it arrives in-system. Seems like, given all the possible load-outs of the Tender, and the possible difference in performance of the various Riders, it would be impossible to guess the final performance.
Check the new table on the Drive Tab and see if that helps. Far right.
 
It looks like when you select a M-drive, the Record Sheet tab is displaying DSMS even if 'NO' is selected in the Drive tab.

Also...the wording of Jumps Available in the Fuel Tab seems weird. Previous versions were names Jump Drive Parsecs. The fuel calculation looks correct.
 
The latter was for hop and skip drives. It previously said parsecs.One jump for hop is 0-10 parsecs

Will check the other shortly, Thanks
 
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