Excel Ship Designer v2025.05.31

I was just about to come back and say I found that. That drops the number to 356. Still off from all the rest. ;)
I'm getting 361, but that includes screens.
Also, it is obvious the designer used Commercial settings for Gunners, I'm within rounding errors on that.
Using military manning means there are not enough bunks, even after adding barracks for the marines.
There is not enough space to add sufficient staterooms. The solution, in this case, is to use Custom settings and input the crew levels the designer used.
 
I'm getting 361, but that includes screens.
Also, it is obvious the designer used Commercial settings for Gunners, I'm within rounding errors on that.
Using military manning means there are not enough bunks, even after adding barracks for the marines.
There is not enough space to add sufficient staterooms. The solution, in this case, is to use Custom settings and input the crew levels the designer used.
Or they need to redesign to actually fit the hull.
 
Or they need to redesign to actually fit the hull.
If I drop the number of missile racks from 160 to 120 (or split it so there are at least 40 less turrets total (originally triple missile: 160, triple beam laser: 50, triple sandcaster 25), bump the common area from 267 to 276, and increase the number of double staterooms from 265 to 273, it all fits.
 
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If I drop the number of missile racks from 160 to 120 (or split it so there are at least 40 less turrets total (originally triple missile: 160, triple beam laser: 50, triple sandcaster 25), bump the common area from 267 to 276, and increase the number of double staterooms from 265 to 273, it all fits.
I went back and entered everything (I missed the 20 marines). That meant I needed more space so I had to bump the double occupancy staterooms to 277, add a 20-marine barracks, increase the common area to 283, and cut missile storage from 800 tons to 756. Now it all fits.

Here is the original and corrected crew numbers. Custom is what is in the book, Military is what it should be.

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The book calls for a 24,000-point TL-15 Fusion power plant. Looking at the sheet, that is 11,225 short of what it needs. Seems like a pretty hefty deficit.
 
The book calls for a 24,000-point TL-15 Fusion power plant. Looking at the sheet, that is 11,225 short of what it needs. Seems like a pretty hefty deficit.
Maybe just do not maneuver while setting up for a Jump? Or get 200 dTons of batteries to supply the J-drive.
 
A feature request for collectors/accumulators. As a military ship might need to jump back out of a system in a hurry and not have the luxury of waiting a week to do so, can there be a way to specify more than one collector/accumulator? I can't imagine someone wanting more than two, but I suppose you never know. They might even make them hot swappable.
 
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I think in T5 it breaks out the sail component, since in T5 the sail degrades over time and has to be replaced.
The MgT2e version talks about the particles being collected by a canopy of indeterminate size, so there is something similar, though no mention of deterioration.
 
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The MgT2e version is vastly more effective than the T5 version. T5 is TL13 for Jump 1. TL14 for Jump 2, etc. Canopy takes 1 hour to deploy or stow,. Accumulates 1/10 of a charge per day. Charge holds 1 day after canopy retracted. T5 does not have accumulators. The canopy stores the charge. After 100 "charges" have been gathered, it degrades so that every subsequent charge takes longer to accumulate until the canopy is replaced. Exposing the canopy to acceleration adds 10 charges to the degradation.
 
The MgT2e version is vastly more effective than the T5 version. T5 is TL13 for Jump 1. TL14 for Jump 2, etc. Canopy takes 1 hour to deploy or stow,. Accumulates 1/10 of a charge per day. Charge holds 1 day after canopy retracted. T5 does not have accumulators. The canopy stores the charge. After 100 "charges" have been gathered, it degrades so that every subsequent charge takes longer to accumulate until the canopy is replaced. Exposing the canopy to acceleration adds 10 charges to the degradation.
Ah. Thanks. I have to say I like the concise version MgT2e has better.
 
The MgT2e version talks about the particles being collected by a canopy of indeterminate size, so there is something similar, though no mention of deterioration.
I think the collector/accumulator in HGU 2022 p83 is just the 'canopy'. They occupy 1% x J-number (+5 dTons) -- in addition to the J-drive (& J-drive capacitors) itself. So a MgT 2e ship could have several J-drives, and charge them up in sequence with a collector/accumulator. Or, it seems permissible to just buy additional J-Capacitors, and to charge/use those up (in sequence) with a single collector/accumulator.
 
I think the collector/accumulator in HGU 2022 p83 is just the 'canopy'. They occupy 1% x J-number (+5 dTons) -- in addition to the J-drive (& J-drive capacitors) itself. So a MgT 2e ship could have several J-drives, and charge them up in sequence with a collector/accumulator. Or, it seems permissible to just buy additional J-Capacitors, and to charge/use those up (in sequence) with a single collector/accumulator.
All that or even have them as a module or pod that could be swapped for a charged set at a starport or mothership.
 
A feature request for collectors/accumulators. As a military ship might need to jump back out of a system in a hurry and not have the luxury of waiting a week to do so, can there be a way to specify more than one collector/accumulator? I can't imagine someone wanting more than two, but I suppose you never know. They might even make them hot swappable.
It's in the master, so it will be in the next update.
May not remember to announce it, but... just did.
 
Collectors that are as effective as Mongoose's version largely render hydrogen fuel using ships obsolete. Military vessels being the last hold out because of the need to jump more quickly than the collectors work. Allowing collectors to gather and hold multiple charges and every military vessel in Traveller basically gets about 30% more space as it no longer needs to carry J4 fuel, just the collector accumulators. Doubly so if you let ships collect and then charge other ships' accumulators. Which would be a pretty cool setting.

T5 collectors you could imagine existing in Charted Space without actually displacing other techs, because they are good for certain things but still outclassed in many ways.
 
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