Excel Ship Designer v2025.05.09

Actually, tiny problem...

That is not a TL-8 power plant (15 Power / Dt):
qokusM0.png


This is a TL-8 power plant (10 Power / Dt):
si7taFg.png
 
AnotherDilbert said:
Gazelle:
Gig:

Probably an old version of the gig, price didn't get updated on the Gazelle

AnotherDilbert said:
Armour size/cost off, unless the ship has armour 6?

It does, that's just for the Crystaliron doesn't dount the 2 from planetoid hull.

AnotherDilbert said:
System Defence Boat

Sensor includes size and cost of Countermeasures, but Countermeasures cost is added again.

It's correct, the PDF just didn't have the correct version.


AnotherDilbert said:
Yacht

Cost is not discounted for standard design?
Still no discount.

That one was debatable if it should or not. But I can add it in.

AnotherDilbert said:
Are you sure this is the latest version?

No guarantees some updates didn't make it into the pdf.
 
AndrewW said:
AnotherDilbert said:
Serpent Class Scout:
Not 20 weeks worth of fuel. 1 Dt fuel is 4 weeks, 2 Dt is 8 weeks.

Hmmm, I'm showing 16 weeks and 4 tons. Guess it was updated at some point and didn't make it in.

In High Guard, the Serpent Class Scout has 8 weeks and 2 tons (and 6 tons of Cargo space), why this update? I liked the old version more :) .
 
Baldo said:
In High Guard, the Serpent Class Scout has 8 weeks and 2 tons (and 6 tons of Cargo space), why this update? I liked the old version more :) .

Should be 16 weeks and 4 tons of cargo space. In general things are meant to be close to the originals, of course with different design systems they don't end up being an exact match. One is free to modify and make whatever version they happen to like.
 
Status on the next update:
unknown.png


Overhaul on the Weapons page is progressing.
Separated out the EMP Hardening and Armored Bulkheads on a per group basis.
Data validations lists differentiate between large and small craft, and now recognizes which hardpoint type the weapon in going into, so you only get those choices.
Separated out the individual mods to ensure full choice, including prototypes.

Hoping to get it up... soon...
 
Looks good.

Keep in mind that weapon systems can use more or less than one hardpoint/firmpoint. E.g. in the Companion there are Carronades that use four hardpoints each.
 
AnotherDilbert said:
Looks good.

Keep in mind that weapon systems can use more or less than one hardpoint/firmpoint. E.g. in the Companion there are Carronades that use four hardpoints each.

Already accounted for. The Large Bays use 5. I'll just have to adjust the tables to include those.
Also need to add the Hardpoint counter thanks for the reminder.
 
Upon review, I do not see a displacement value for cannonades. I can see strapping an undersized laser outside a fighter, or sliding a missile onto a negligible displacement rail... and ignoring the resulting tonnage - But not free space for something that takes up somewhere between a medium and large bay in hardpoints? No.

Also, I fail to see the point of the weapon.
If I am evaluating this correctly: Four single turrets with a Plasma Gun does as much damage at the same range, costs less, uses less power and does not have an armor penalty. Groups of weapons can be linked, so there is no benefit, unless the Devs are using magic no-space pocket weapon as the intended benefit.

If you know where the cannonade size rule is, let me know.
 
Arkathan said:
Upon review, I do not see a displacement value for cannonades.
It's undefined. I assume it's a bug.

I guesstimated 40 Dt, since 4 hardpoints and vaguely comparable to a small bay, but made it adjustable in my spreadsheet.


Arkathan said:
Also, I fail to see the point of the weapon.
In some cases it might be useful?

A Fusion carronade (16D) is better than a small Fusion bay (1DD≈10D) even against heavy armour, but wastes hardpoints.

A carronade presumably has no penalties firing on a fighter, unlike bays.


Arkathan said:
If I am evaluating this correctly: Four single turrets with a Plasma Gun does as much damage at the same range, costs less, uses less power and does not have an armor penalty.
Plasma turret weapons are from the High Tech chapter, by default they are not available in a MgT2 OTU campaign. They are optional rules.

The rules are vague because they were available in earlier editions, but not in T5 that MgT2 is synced with.

Normally you have to make do with lasers and missile racks in turrets.


Arkathan said:
Groups of weapons can be linked, so there is no benefit, unless the Devs are using magic no-space pocket weapon as the intended benefit.
No?

Weapons in a turret are linked, but each turret fires separately, and deducts armour separately.

A triple plasma turret against, say, Armour 12 would do 3D+6 - 12 ≈ 4.5 damage. Four turrets 18 damage.
A plasma carronade would do 12D - 12 × 2 ≈ 18 damage.

Roughly equal. Ironically the carronade would be better against heavy armour, since it deducts armour twice, the four turrets deducts armour four times.
 
Since I cannot find anything official for displacement on the cannonades, I am going to include a user defined hardpoint and room for one or two user defined weapons.
That will allow inclusion of future add-on weapon systems. Update upload will be delayed a bit more to accommodate that addition.
 
Possible bug / be aware of :
Multi-Environment Space allocates both the muti-environment space and the dT for the equipment.

If you have eg a Luxury stateroom with a multi-environment space of 10T (10T luxury stateroom in multi-environment space) taking up 11T, the double allocation for the multi-environment space takes it to 21T total. (10+10+1)

**

I'm liking the setup on the multiple sheets, and the UI is suprisingly easy to get your head around.
 
Thanks.

I always played with 1st edition GDW Traveller until now. I'm not used to Traveller with playable races that require multi-environment systems. The multi-environment is currently set up to give a total volume, with the player and referee dividing up that space as needed.
I will look at adding ME capability in the existing staterooms after I finish improvements on the weapon sheet. Probably by axing the crew staterooms in favor of an undesignated pool.

On weapons, I have the basic functionality on the new sheet, and the capability for user defined weapons/mounts. I need to add the spinal mount back in with the option for the standard SM and normal weapons mods. Then I need to add anti-personnel mounts. Once that's done, I will link the new weapons sheet to the SSD and Record sheet, and link the error notifications.
 
You can do whatever you want with, and presumably place anything into, a Multi-Environment Space, not just staterooms.

The Kranth-Technoshaman's suggestion to not allocate any specific space for MES just the machinery, and let the user keep track of what spaces are MES, isn't bad.

The perfect solution would be to handle it like Armoured Bulkheads i.e. any system or component can be designated as MES, but that would be overkill?
 
Back
Top