Re: Drydock v2 BETA release

Been mucking around with this a bit more. I'm a big fan of Drake notation, and it's what I record all my ships in, so I'm hoping that'll be  implemented soon. The DISPLAY tab, when I go to select "1" from the filter in Column Y, makes (for me) an unholy mess of the sheet, specifically the weapons listing in Columns TUVW - just stretches and garbles it to death.

Not a big fan of the limited "weapon slots". The old sheet has 6 weapons with 6 arc slots each; max of 36 "weapon slots", where as the new one only has 12 at the moment.

Looking at the new weapon calcs, I'm not understanding the purpose of the MIN functions in Column I of WEAPONS; they'll always return a value of 1 as written, no matter what is entered into the cells.

And having gotten several sheets of scrap paper and hand written the new range formulas down, I think I understand most of it. And while it's great to have Range-based ROF/IMP/DMG as an option again, I find I much prefer the "old" method for weapons - range-based traits being a simple multiplier. So, will "old" calculations still be acceptable for those of us who don't want this much complexity?

Re: Drydock v2 BETA release

MRCAcct wrote:

Been mucking around with this a bit more. I'm a big fan of Drake notation, and it's what I record all my ships in, so I'm hoping that'll be  implemented soon.

SOON.

The DISPLAY tab, when I go to select "1" from the filter in Column Y, makes (for me) an unholy mess of the sheet, specifically the weapons listing in Columns TUVW - just stretches and garbles it to death.

It SHOULD fix itself when you go to print it.

Not a big fan of the limited "weapon slots". The old sheet has 6 weapons with 6 arc slots each; max of 36 "weapon slots", where as the new one only has 12 at the moment.

It's a relatively simple matter to add more. But I had thought 12 would be enough...

Looking at the new weapon calcs, I'm not understanding the purpose of the MIN functions in Column I of WEAPONS; they'll always return a value of 1 as written, no matter what is entered into the cells.

I'm not sure what I was doing there.

And having gotten several sheets of scrap paper and hand written the new range formulas down, I think I understand most of it. And while it's great to have Range-based ROF/IMP/DMG as an option again, I find I much prefer the "old" method for weapons - range-based traits being a simple multiplier. So, will "old" calculations still be acceptable for those of us who don't want this much complexity?

Yes. The "old" system is still completely valid.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Drydock v2 BETA release

Is there a reason the new Drydock doesn't accept Hull sizes above 20?  The Unity rulebook allows up to 35.

Re: Drydock v2 BETA release

No specific reason, no.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Drydock v2 BETA release

Where can we get the latest version of Drydock? The link on the front page 404s, it isn't in the files section, and the attachment on the first post in this thread has been deleted....

thanks

Re: Drydock v2 BETA release

The link on the front page works for me... ?

http://www.mj12games.com/starmada/drydock2.zip

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Drydock v2 BETA release

Is it possible to do a ballistic trait on non-standard ranges? For example on a weapon that had range bands of 4-9-16 (so ranges would actually be */5-9/10-16)?

Re: Drydock v2 BETA release

In theory, yes. Simply use zero as the ROF value.

The spreadsheet does not allow this at the moment, however.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Drydock v2 BETA release

Trying to use the Drydock to make Starfleet ships and having trouble with a few items:
Stingers - can't quite guess what the stats should be for them - added them in to the spreadsheet with lines similar to the shuttle so they can be checked off, but can't seem to get the ORAT and DRAT correct to make the costs come out at least close, also not sure on space
Best guess so far was space 12, ORAT 75, and DRAT 5 but Ranger is definitely too cheap this way and if I bump it up the bigger ships get way too expensive
Expanding Sphere Generator - no idea at all how to stat this one out in the System
Web Generator - not sure what the equipment factors should be
Shield Cracker/Web Breaker - don't know what the modifier on a wpn would be for ShK trait and not even sure what Trait (or modifier) to use for Web Breaker mode.
Decided to ignore anything to do with PP costs and engine to PP conversion as far as affecting how to build Starfleet ships, since I can get most ships to come out close enough on CRAT values anyway.
Anyone have any ideas on what the "missing" costs should be?

Re: Drydock v2 BETA release

I know before v2 alot of the items simply had no modifiers to values. The Exp2/4 trait for drones (now) was the same at the base Exp trait. Same with Evp, Web Generator, ShK, etc.; they were all 1.0 modifier.

I'm working on a version of the spreadsheet for SFU ships. Once I have it done I'll see of Dan will let me post it.

Re: Drydock v2 BETA release

I was playing around with the weapon designer, and noticed that Slw2 & Slw3 weapon modifiers, while adding adjustment to the weapon's BSUR, will only generate a single Slw on the Display & Drake tabs.

Re: Drydock v2 BETA release

netWilk wrote:

I was playing around with the weapon designer, and noticed that Slw2 & Slw3 weapon modifiers, while adding adjustment to the weapon's BSUR, will only generate a single Slw on the Display & Drake tabs.

Well, poo. The "slow" icons aren't being added. I'll add it to the list of fixes.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Drydock v2 BETA release

I am not really having to much luck with Drydock v2.

I tried converting it to be compatible with LibreOffice and solved a bunch of errors but have no idea how to fix that weapon display picture on the display page.

So I reverted to using Excel 2010 and I still can't get that picture weapon display to not be distorted.  If I select 0 and 1 it shows fine but obviously displays unnecessary fields.

I like the new options but I think I would prefer the old Drydock simply updated with the new values and options.  At least which ever ones can be done (custome ranges are not that important to me).  I also prefer the look of the older display too.  If possible I would like the option of just using the older Drydock but updated.  If anybody has already done the legwork, please share.

Re: Drydock v2 BETA release

Have you tried printing from the new spreadsheet? I've noticed that the display is sometimes garbled on the screen, but sorts itself out once printed.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Drydock v2 BETA release

Yes, I have read that printing it might fix it but it did not for me.

Re: Drydock v2 BETA release

Just noticed something. Marines do not add their value to DRat. I tried it out with putting my Eternae Suerata-class flag battleship through the Drydock and found the CRat was way off because the DRat was off. Checking, the Marines don't add anything to the DRat.

There was also little errors with the input, but I'm willing to believe that that's just down to rounding--the light and heavy plasma cannons in my Shipbuilder are slightly above the values for the Drydock--25.5 to 25.2, and 111 to 110.8 for the light and heavy plasma cannons in the Shipbuilder and Drydock respectively. EDIT: I'd inserted a ROUND function where none should exist, and I'd done it right at the very start of the whole creation process. Oh well. It's removed now, and v1.11 has a few other changes (mainly cosmetic, such as the all-capitalisation of the Class name in the Drake notation, and the removal of extraneous commas)

EDIT: I checked with another ship, which worked out quite okay. I think the Drydock has an issue with multiple choices of the same equipment option, and it didn't show up shuttlecraft in the Drake notation--no idea why.

(Edit to the above: It seems two or more types of munitions results in the second just displaying as '0')

I had to alter the arcs of the railguns on the Eternae Suerata flag battleship because there weren't enough slots. But SU-wise, they're practically identical

Drydock wrote:

Sueratan Vanguard ETERNAE SUERATA-class Flag Battleship (1900)
---
Hull: B-B-B-B-B-B-B-B-B-B-30-29-28-27-26-25-24-23-22-21-20-19-18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Engines: 2-2-2-2-2-2-2-2-2-2-1-1-1-1-1-1-1-1
Weapons: 92-88-83-79-74-69-65-60-56-51-46-42-37-33-28-23-19-14
Shields: 5-5-5-5-4-4-4-4-3-3-3-3-2-2-2-2-1-1
---
Heavy Plasma Cannon | AC [][]| BD [][] // (2)
      1 | 5x3+/2/1 (Knt/Mdl)
      2 | 3x3+/2/1
      3 | 2x3+/2/1
    4-6 | 1x3+/2/1
   7-12 | 1x3+/1/1
Heavy Railgun | ABCD [][][][][][] // (3)
    1-6 | 1x3+/1/3 (Pr1)
   7-12 | 1x3+/1/2
Railgun | AB [][][][][][][][]| EF [][][][][][][][] // (8)
    1-9 | 1x3+/1/2 (Pr1)
Chaingun | GHI [][][][]| AB [][][][][][][][]| EF [][][][][][][][] // (10)
    1-3 | 2x2+/1/1 (Dfn)
Missile Launcher | AB [][][][][][][][] // (4)
   MA 6 | 1x3+/1/2 (Pr1)
Missile Bay | AB [][][][][][][][] // (4)
   MA 6 | 3x3+/1/1 (Pr1)
---
Equipment: Point Defense System [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] // (15)
Traits: Bulkheads (10)
Marines: 24-23-22-21-20-19-18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
0: 8-7-6-5-4-3-2-1

Shipbuilder wrote:

Sueratan Vanguard Eternae Suerata -class Flag Battleship (1902)
-Tech: Engine: 0 Fighter: 0 Shield: 0 Weapon: 0

Hull: [*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-30-29-28-27-26-25-24-23-22-21-20-19-18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Engines: 2-2-2-2-2-2-2-2-1-1-1-1-1-1-1
Weapons: 98-92-85-79-72-66-59-53-46-40-33-27-20-14-7
Shields: 5-5-5-4-4-4-3-3-3-2-2-2-1-1-1

Heavy Plasma Cannon (Knt,Mdl,)
(1) 5x3+/2/1
(2) 3x3+/2/1
(3) 2x3+/2/1
(6) 1x3+/2/1
(12) 1x3+/1/1
[AC] [AC] [BD] [BD]  // (2)

Heavy Railgun (Pr1,)
(6) 1x3+/1/3
(12) 1x3+/1/2
[ABCD] [ABCD] [ABCD] [ABCD] [ABCD] [ABCD]  // (3)

Railgun (Pr1,)
(9) 1x3+/1/2
[AC] [AC] [AC] [AC] [BD] [BD] [BD] [BD] [CE] [CE] [CE] [CE] [DF] [DF] [DF] [DF]  // (8)

Chaingun (Dfn,)
(3) 2x2+/1/1
[AC] [AC] [AC] [AC] [BD] [BD] [BD] [BD] [CE] [CE] [CE] [CE] [DF] [DF] [DF] [DF] [GHI] [GHI] [GHI] [GHI]  // (10)

Missile Launcher (Skr,Pr1,)
(MA 6) 1x3+/1/2
[AB] [AB] [AB] [AB] [AB] [AB] [AB] [AB]  // (4)

Missile Bay (Skr,Pr1,)
(MA 6) 3x3+/1/1
[AB] [AB] [AB] [AB] [AB] [AB] [AB] [AB]  // (4)

Equipment: Point-Defence Systems (36) (OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO),  (18)
Traits:

Munitions:
Marines: 24-23-22-21-20-19-18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Shuttlecraft: 8-7-6-5-4-3-2-1

Drydock wrote:

Sueratan Vanguard VANGUARD-class Cruiser (360)
---
ID:    NAME:
---
Hull: 12-11-10-9-8-7-6-5-4-3-2-1
Engines: 3-3-2-2-1-1
Weapons: 39-33-26-20-13-7
Shields: 3-3-2-2-1-1
---
Heavy Plasma Cannon | G [] // (1)
      1 | 5x3+/2/1 (Knt/Mdl)
      2 | 3x3+/2/1
      3 | 2x3+/2/1
    4-6 | 1x3+/2/1
   7-12 | 1x3+/1/1
Heavy Railgun | ABCD [][] // (1)
    1-6 | 1x3+/1/3 (Pr1)
   7-12 | 1x3+/1/2
Chaingun | AC [][]| BD [][]| CE [][]| DF [][] // (4)
    1-3 | 2x2+/1/1 (Dfn)
Railgun | ACE [][]| BDF [][] // (2)
    1-9 | 1x3+/1/2 (Pr1)
Missile Launcher | AB [][][][] // (2)
   MA 6 | 1x3+/1/2 (Pr1)
Missile Bay | AB [][] // (1)
   MA 6 | 3x3+/1/1 (Pr1)
---
Equipment: Point Defense System [][][][][][][][][][][][][][][][][][] // (9)
Marines: 9-8-7-6-5-4-3-2-1

Shipbuilder wrote:

Sueratan Vanguard Vanguard -class Cruiser (361)
-Tech: Engine: 0 Fighter: 0 Shield: 0 Weapon: 0
 
Hull: 12-11-10-9-8-7-6-5-4-3-2-1
Engines: 3-3-2-2-1-1
Weapons: 39-33-26-20-13-7
Shields: 3-3-2-2-1-1

Heavy Plasma Cannon (Knt,Mdl,)
(1) 5x3+/2/1
(2) 3x3+/2/1
(3) 2x3+/2/1
(6) 1x3+/2/1
(12) 1x3+/1/1
[G]  // (1)

Heavy Railgun (Pr1,)
(6) 1x3+/1/3
(12) 1x3+/1/2
[ABCD] [ABCD]  // (1)

Railgun (Pr1,)
(9) 1x3+/1/2
[ACE] [ACE] [BDF] [BDF]  // (2)

Chaingun (Dfn,)
(3) 2x2+/1/1
[AC] [AC] [BD] [BD] [CE] [CE] [DF] [DF]  // (4)

Missile Launcher (Skr,Pr1,)
(MA 6) 1x3+/1/2
[AB] [AB] [AB] [AB]  // (2)

Missile Bay (Skr,Pr1,)
(MA 6) 3x3+/1/1
[AB] [AB]  // (1)

Equipment: Point-Defence Systems (18) (OOOOOOOOOOOOOOOOOO),  (9)
Traits:

Munitions:
Marines: 9-8-7-6-5-4-3-2-1

Re: Drydock v2 BETA release

The Drydock v2.0 has been updated to correct an error in how it computed the combination of Aegis Fire Control and weapons with the Defensive trait. You can download it here:

http://www.mj12games.com/starmada/drydock2.zip

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Drydock v2 BETA release

It appears that the traits Semi-Lancing and Lancing are not selectable in the weapon design list. Re-downloaded the version posted just to double check that it doesn't show up for me.
Erik
(trying to get back into the game after a couple of lost years  smile )

Re: Drydock v2 BETA release

Arrrgh.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Drydock v2 BETA release

Would there be any possibility of an extended weapons input section? I'm not looking for tons more individual weapons, but when pretty much every single system has a secondary mode the spaces get eaten up pretty fast and I've had to spread a couple of factions over to another spreadsheet. I know it seems crazy probably, but that's where I'm at these days  big_smile

Cheers,
Erik
PS Still hoping to get Lancing/Semi- in the mix. Thanks!

Re: Drydock v2 BETA release

I have no Excel and have to resort to Google Sheet, where the Display sheet is massively messed up and unreadable, any fix for this?

Re: Drydock v2 BETA release

I'm sorry, no. The Drydock has only been tested on Excel.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com