Excel Ship Designer

Thanks to Spartan 159,
Repulsor Bay Adv (TL+1 from pg 34 of HG2022) S,M & L are now implemented.

Current Version: 2023.03.18
 
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Very slick. Any chance an unlocked version is available? I am not able to get it to format correctly when I go to print.
 
Thanks!
The password is Password. (It's only there to keep clueless people from destroying their file)
I print to pdf then print from there.
 
With the inclusion of tonnage in the companion 2024 Update, cannonades and the GP Mass Driver are implemented.
Since I had to add to several tables, I will keep the old link active for a bit. Just in case I didn't test every combination to break them...

Current Version: 2023.07.21
 
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Minor Error with Command Bridges: the additional tonnage does not seem to be adding
Thanks.
Fixed that, and Point Defense Batteries should no longer automatically add gunners to the crew.

Current Version: 2023.07.29
 
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Hi Arkathan

Great work! I think I may have run into a couple of small bugs (or could be just my fault):

1) Creating a small craft with a high burn thruster (tab 2 - Secondary Drive, High burn thruster), with the fuel efficient advantage. This works fine but the fuel is not reduced by 20% in the fuel tab, as it should be. It remains unaffected (even by other disadvantages).

2) I noticed you have "small" as an advantage for many components... but I dont notice that small is an open for reaction drives for example (in high-guard update). Am I missing something or did you just include generic upgrades for our benefit? :)
 
Thanks!
1) I'll check on that and get back (relatively) shortly
2) Some upgrades are not technically legal, like the TL cost discounts when I did them, but I saw no reason not to include them, which is why there is a disclaimer on the first page about running mods past the GM first.
 
Creating a small craft with a high burn thruster (tab 2 - Secondary Drive, High burn thruster), with the fuel efficient advantage. This works fine but the fuel is not reduced by 20% in the fuel tab, as it should be. It remains unaffected (even by other disadvantages).
OK. Checked it out. At the top of the Drives tab is a setting for calculating fuel based on Mains or Back-up Drives. (Optionals)
Setting it to Back-up appears to reduce the fuel required for the input burn-hours on the Fuel tab for the B/U drive: High Burn Thruster.
SO. If you have main and B/U reaction drives, You'll need to check both and note the B/U usage in the Notes on the Ship Info Tab.
If you use an M-Drive as the Main Drive, setting the calculation to B/U will show the modded High Burn Thruster reduced fuel usage.
Or you can just use an M-Drive AND a Main Reaction Drive, since they calculate the same as an HBT and do not interfere with each other.
 
Sorry to bother you again so soon but.. :)

I think Barbette power values are not correctly calculated... or at least when used on firm points. For example, fusion barbette should be 15 (20 base, and firm point reduced it by 25%). But it is showing up as 45..
 
NEVER apologize for pointing out an error.
Thanks for finding that! To keep track of not allowing any other weapon with a small craft barbette, it counts as three weapons. I forgot about that when calculating power. I added a check that divides by three on a firmpoint barbette power calculation, so it works as intended again.

Current Version 2023.08.04
 
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First, Wow. It looks like you completely revamped from the last version I commented on. Thanks for doing this. Below are some questions and differences I found as I built a 12k Light Cruiser. Lots of Bays, no Spinal. (Because it's all about the Bays, No Triples?)

Am I possibly missing rules errata?

HULLS: What is a military hull (aside from more expensive) I can’t find a reference in HG2022 or Core 2020.

1691723015085.png

WEAPON TL
Particle Bay Weapons and Meson Bay Weapons are showing a TL discrepancy from HG tables. The TL for Bay Particle Beams and Meson Guns are constant at 11, and don't vary by size in the tables.

1691723052210.png

Also it looks like the TL column is returning an error code, rather than min TL and red conditional formatting (I highlighted the .png in yellow).

1691723100521.png
 
Am I possibly missing rules errata?

HULLS: What is a military hull (aside from more expensive) I can’t find a reference in HG2022 or Core 2020.
This was added in the 2022 version, page 12:

"Military Hull: By increasing the cost of a hull by +25%, a ship may install armour up to double its standard rating."
 
First, Wow. It looks like you completely revamped from the last version I commented on. Thanks for doing this.
...
WEAPON TL
Particle Bay Weapons and Meson Bay Weapons are showing a TL discrepancy from HG tables. The TL for Bay Particle Beams and Meson Guns are constant at 11, and don't vary by size in the tables.

View attachment 1226

Also it looks like the TL column is returning an error code, rather than min TL and red conditional formatting (I highlighted the .png in yellow).

...
Thanks.
HGUpdate2022 changes TLs of Meson and PB bays based on size.
I will look into the other an get back with you later.
 
Thanks.
HGUpdate2022 changes TLs of Meson and PB bays based on size.
I will look into the other an get back with you later.

:oops: I really need to separate my old files from my newest files. I want to be part of the solution, not part of the problem.

Thanks for removing the small craft lookup.... but in the far future would you consider adding a small craft worksheet where a user could specify 10 x 30 ton fighters full bay + 2x 50 ton pinnaces full bay + 2 x 30 ton modules docking space, with the user inserted price that would add to overall crew and cost?

And maybe something similar for ammunition? let the user input the quantity and cost, and just add the tonnage back, ie 144 standard missiles +12 nukes with 100 sandcaster standard + 12 chaff + 8 pebble...

Everything you have done is amazing, because I tried to DIY it, so I understand how hard it is. Gave up ages ago.
 
CREW:

Not calculating the number of Medics for a Military Ship (3 per 120)

Not Sure what the [Calculate Sensop?] is supposed to do. I installed extra sensor stations.

1691810986928.png
 
Thanks!
🤨 Somehow, a few of the fields got redirected to the wrong one in calculations and wound up multiplying by zero. Only some, so not sure how that happened.
Fixed. Sensop was one of the ones affected. Since Sensor operators are optional on small ships, the switch allows a free trader to ignore it in crew staffing.

On small craft and Ammo, I have considered it, but haven't gotten up the nerve to rewrite the Cargo tab or a whole new tab to accommodate those... yet Need to redo the cargo tab at some point, though. For now, Crew tab: the fields (# craft and tons of small drives) at the end of the line for pilot and engineer add to pilots, engineers and maintenance positions needed.

Current Version: 2023.08.12
 
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