Excel Ship Designer v2025.05.09

Apparently. Does that allow the ship to have fuel in the External Cargo area? That affects endurance, and all the other non-Jump things that fuel figures into.
Yes, but like other temporary storage, like internally mounted tanks, and bladders, that extended range only appears in the Narrative text. The ship is designed for the dedicated fuel areas.

Edit: You denote it in a user defined field and pay for it in the cargo area.

Also, it will be a house-ruled ship, BUT you'd have your external fuel affecting the ship the way you want it in your game.
Bonus, it shouldn't put anyone else's panties in a wad (and that includes mine).
 
Wait a minute. Are you saying that when your boss says that he wants you to work on the multi-million-dollar account instead of playing Solitaire on the computer during work hours, that you think playing Solitaire is the same as working on the multi-million-dollar account?
 
Wait a minute. Are you saying that when your boss says that he wants you to work on the multi-million-dollar account instead of playing Solitaire on the computer during work hours, that you think playing Solitaire is the same as working on the multi-million-dollar account?
For payroll purposes, yes. Yes it is.
Unless IT has a usage tracker. Then you're fired.
 
Yes, but like other temporary storage, like internally mounted tanks, and bladders, that extended range only appears in the Narrative text. The ship is designed for the dedicated fuel areas.

Edit: You denote it in a user defined field and pay for it in the cargo area.

Also, it will be a house-ruled ship, BUT you'd have your external fuel affecting the ship the way you want it in your game.
Bonus, it shouldn't put anyone else's panties in a wad (and that includes mine).
So the 'compromise' is to handle Fuel exactly as though it is Cargo, which is precisely what I have been arguing should not be done. (*Sigh*)

Fine. I will resign myself to simply rewriting a half dozen fields in every copy of the ship designer that I use. It makes the tool less useful and desirable, but it conserves panties.
 
In regards to fuel, by itself, it really only becomes a critical issue when you feed it to the jump drive.

You could weld a couple of water tanks to the hull, and let them drip into the fuel processor, and then it's just a matter of adjusting acceleration.
 
on the next version of the sheet can we get someplace to add droids, avatars and the like to replace crew or otherwise add to the ships complement so it's taken into account in the cost of the ship? Like if I wanted to add a cargo handling robot to improve loading times or add an autopilot droid to replace the pilot.
 
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I have a question. When designing Modular Cutter modules, if you change the hull type to Light or Reinforced, it doesn't change costs or hit points. If you set Gravity to No it doesn't change cost but it does halve the power requirement for the hull. Is this the correct, expected behavior for module hull style?
 
That sounds like a potential exploit. I'll have to look into that and see what is going on more fully. I'm thinking that the no gravity in a module should have no effect on the cost of the module, and I'll check on power for module size when I do. And check to ensure that hull is paid in full even if constructed without the module present.
In the case of the cutter, it should have the full 50 tons of grav plated hull, and the module would have gravity.
 
That sounds like a potential exploit. I'll have to look into that and see what is going on more fully. I'm thinking that the no gravity in a module should have no effect on the cost of the module, and I'll check on power for module size when I do. And check to ensure that hull is paid in full even if constructed without the module present.
In the case of the cutter, it should have the full 50 tons of grav plated hull, and the module would have gravity.
Yea, it's probably an exploit. It doesn't affect cost, just the power requirements for the module.
For the Cutter, I included the module space as a cargo hold as that was the easiest way to fill in the space and it was under tonnage without it. So I think the base ship design does cover it and you may not need to include gravity or power for the hull in the module design unless it's a space worthy or otherwise independent module. I see no reason something like a cargo or fuel module would need either as they don't function on their own but something like a crew habitat module need it.
 
Yea, it's probably an exploit. It doesn't affect cost, just the power requirements for the module.
For the Cutter, I included the module space as a cargo hold as that was the easiest way to fill in the space and it was under tonnage without it. So I think the base ship design does cover it and you may not need to include gravity or power for the hull in the module design unless it's a space worthy or otherwise independent module. I see no reason something like a cargo or fuel module would need either as they don't function on their own but something like a crew habitat module need it.
Modules should not draw power. Will be fixed in the next update, hopefully soon.
Made a mess of things getting breakaway hulls to work better. Imagine a teenager taking a carburetor apart without instructions, and now the parts that the cat hasn't run off with are all over the living room floor... and he took it apart in the dining room.
So "soon."
 
Ok, new issue/question. I'm working on Cutter Modules from High Guard and Small Craft Catalog and in both of those books it's costing the hull at 30KCr per ton. In the spreadsheet it is charging 25KCt per ton. This is regardless of hull config, type or gravity. Neither of these values match the build rules I can find in High Guard of 50KCr per ton modified by hull type. So what is the correct value, and why?
 
Ok, new issue/question. I'm working on Cutter Modules from High Guard and Small Craft Catalog and in both of those books it's costing the hull at 30KCr per ton. In the spreadsheet it is charging 25KCt per ton. This is regardless of hull config, type or gravity. Neither of these values match the build rules I can find in High Guard of 50KCr per ton modified by hull type. So what is the correct value, and why?
The cost is correct.

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