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some very simple CT tools

Originally posted by Aramis:


I'm curious to know what you're programming in, and to see the source....
qbasic and when i am done making the program
i'd be happy to share the code..
 
Originally posted by Aramis:


I'm curious to know what you're programming in, and to see the source....
qbasic and when i am done making the program
i'd be happy to share the code..
 
okay 1.5 is ready for a try...

need to fix: 1.6 version
low berth tonage
missle tonage
seperate files for each ship
costs of vehicles?

i now do have the code to fix
these things so bear with me

NEW in this release:
colony ship Z <<<<<see seperate post
safari class K
laboratory ship L <<<needs evaluation
patrol cruiser T
version number displays in top left corner of menu
a notation above the number of graph squares note

other ideas:
was thinking of adding in some more ships
and need some feedback...

staying under 5000t:

battle cruiser 1500 tons? D?
"heavy" carrier 2000 tons? CVH ?
battleship 2000+ tons X ?

tender class E?
it will randomly make either a fuel tender
or a fuel/cargo/munition tender 700 tons?

any suggestions on these?..wants?

download it here:
http://groups.yahoo.com/group/Gal24/
 
okay 1.5 is ready for a try...

need to fix: 1.6 version
low berth tonage
missle tonage
seperate files for each ship
costs of vehicles?

i now do have the code to fix
these things so bear with me

NEW in this release:
colony ship Z <<<<<see seperate post
safari class K
laboratory ship L <<<needs evaluation
patrol cruiser T
version number displays in top left corner of menu
a notation above the number of graph squares note

other ideas:
was thinking of adding in some more ships
and need some feedback...

staying under 5000t:

battle cruiser 1500 tons? D?
"heavy" carrier 2000 tons? CVH ?
battleship 2000+ tons X ?

tender class E?
it will randomly make either a fuel tender
or a fuel/cargo/munition tender 700 tons?

any suggestions on these?..wants?

download it here:
http://groups.yahoo.com/group/Gal24/
 
600 ton colony ship:

how and why i did it that way, feedback appreciated...

in LBB 2 it mentions in the life boat stats,
emergency berths that hold 4 persons
which given the 20 tons of a life boat
i ASSUMED were still .5 per...

so

remaining cargo space - 10t for cargo = total

i then took total * 2 = total berths (.5t each)

then i took total berths * 4 persons = final

as my first few ships only had 800 people
i didnt think that was a good amount for a
colony ship...but by using the above idea
i was able to get arange of 1200-3500+ people
which i felt was more realistic..yes? no?

so when you look at the colony ship
it will have a HUGE amount of low berth numbers
but i add a NOTE: at the bottom sayings
thats CAPACITY...not NUMBER of berths

and every colony ship has only 10t of cargo
remaining left...

and as its a colony ship it only has sandcasters
as its not a comabt ship...so always needs to
be escorted...by patrol cruiser, cruiser, frigate
merhcant M...

any suggestions are welcome....
 
600 ton colony ship:

how and why i did it that way, feedback appreciated...

in LBB 2 it mentions in the life boat stats,
emergency berths that hold 4 persons
which given the 20 tons of a life boat
i ASSUMED were still .5 per...

so

remaining cargo space - 10t for cargo = total

i then took total * 2 = total berths (.5t each)

then i took total berths * 4 persons = final

as my first few ships only had 800 people
i didnt think that was a good amount for a
colony ship...but by using the above idea
i was able to get arange of 1200-3500+ people
which i felt was more realistic..yes? no?

so when you look at the colony ship
it will have a HUGE amount of low berth numbers
but i add a NOTE: at the bottom sayings
thats CAPACITY...not NUMBER of berths

and every colony ship has only 10t of cargo
remaining left...

and as its a colony ship it only has sandcasters
as its not a comabt ship...so always needs to
be escorted...by patrol cruiser, cruiser, frigate
merhcant M...

any suggestions are welcome....
 
version 1.6 is ready

NEW in this release:
--------------------
SHEN now creates seperate files
for each ship you make with its
name as a file label. LIMIT 8 letters!

i fixed the mass for lowberths
now if there are an ODD number
of low berths i force it to EVEN
then it gives me a round number
for mass no more fractions or decimals.

i tried the same thing for missle
wieghts but it gave me decimal numbers
all the time..so i force a weight now
if you have 20 missles or less -1 ton
if you have 21-40 missles -2 tons
if you have 41+ missles - 3 tons...
you shouldnt ever get more then 60 or so missles
so i'm not gonna worry about 1/20th weights...

NEXT VERSION:
-------------
make some of the new ideas for ships
with any ideas from anyone welcome

cleaner menu...its getting too crowded.. :(

increase file name length? if i can...

add veh. costs..

you can download it here:
http://groups.yahoo.com/group/Gal24/
 
version 1.6 is ready

NEW in this release:
--------------------
SHEN now creates seperate files
for each ship you make with its
name as a file label. LIMIT 8 letters!

i fixed the mass for lowberths
now if there are an ODD number
of low berths i force it to EVEN
then it gives me a round number
for mass no more fractions or decimals.

i tried the same thing for missle
wieghts but it gave me decimal numbers
all the time..so i force a weight now
if you have 20 missles or less -1 ton
if you have 21-40 missles -2 tons
if you have 41+ missles - 3 tons...
you shouldnt ever get more then 60 or so missles
so i'm not gonna worry about 1/20th weights...

NEXT VERSION:
-------------
make some of the new ideas for ships
with any ideas from anyone welcome

cleaner menu...its getting too crowded.. :(

increase file name length? if i can...

add veh. costs..

you can download it here:
http://groups.yahoo.com/group/Gal24/
 
Before pulling out tonnage for missiles, remember that some are stored in each turret.

ISTR 12 per turret
 
Before pulling out tonnage for missiles, remember that some are stored in each turret.

ISTR 12 per turret
 
1.7 is ready...maybe


NEW:
----
tender class(E) 2 kinds
a full refueler simliar to an AO in the US navy
and a re-supplier more like an AOE...i think...
randomly made 1 or the other...

new menu..cleaner hopefully...

any suggestions on ships?: under 5000t
battle crusiers?
heavy carrier?
battleship?

except for veh. costs...i think i'm almost done
dont think i can change filename length you'll
have to name your ship 8 letters or less.......
unless you prefer the old way of all ships in
1 file...then you can name it anything you want
in the file...

get it here:
http://groups.yahoo.com/group/Gal24/
 
1.7 is ready...maybe


NEW:
----
tender class(E) 2 kinds
a full refueler simliar to an AO in the US navy
and a re-supplier more like an AOE...i think...
randomly made 1 or the other...

new menu..cleaner hopefully...

any suggestions on ships?: under 5000t
battle crusiers?
heavy carrier?
battleship?

except for veh. costs...i think i'm almost done
dont think i can change filename length you'll
have to name your ship 8 letters or less.......
unless you prefer the old way of all ships in
1 file...then you can name it anything you want
in the file...

get it here:
http://groups.yahoo.com/group/Gal24/
 
No, as NONE of it is "mass" in the sense you are using. The canonical missiles are 50kg, and 10L (10cm x 100cm) (SS3, and Bk 2). The tons used in ship design are Volume: 14 Cubic meters, or 14,000L. One "ship ton" of cargo is thus capable of holding 140 missiles, massing 7000kg.

The 12 in the turret are already accounted for by the turret, too.

Randomize sizes within classes...

Scouts stay 100
Merchants (A) 100, 150, 200, 250, or 300 td
Subbies 300, 400, or 500 Td
Corvette say, 300, 400, or 500 Td
Frigate should be 600 or 700 Td
Cruiser should be 800, 900 or 1000 Td
BC should be 1000, 1100, or 1200Td, maybe even up to 1500
BB 1500+, in 500 Td increments.
 
No, as NONE of it is "mass" in the sense you are using. The canonical missiles are 50kg, and 10L (10cm x 100cm) (SS3, and Bk 2). The tons used in ship design are Volume: 14 Cubic meters, or 14,000L. One "ship ton" of cargo is thus capable of holding 140 missiles, massing 7000kg.

The 12 in the turret are already accounted for by the turret, too.

Randomize sizes within classes...

Scouts stay 100
Merchants (A) 100, 150, 200, 250, or 300 td
Subbies 300, 400, or 500 Td
Corvette say, 300, 400, or 500 Td
Frigate should be 600 or 700 Td
Cruiser should be 800, 900 or 1000 Td
BC should be 1000, 1100, or 1200Td, maybe even up to 1500
BB 1500+, in 500 Td increments.
 
Originally posted by Aramis:
No, as NONE of it is "mass" in the sense you are using.
Except to some of us heretics, well one anyway ;)

Originally posted by Aramis:
The canonical missiles are 50kg, and 10L (10cm x 100cm) (SS3, and Bk 2). The tons used in ship design are Volume: 14 Cubic meters, or 14,000L. One "ship ton" of cargo is thus capable of holding 140 missiles, massing 7000kg.
The 10L would be from SS3 I guess (not handy) since Book 2 only lists 50kg (unless I am forgetting). Book 2 specifies 3 missiles per launcher, so max 9 ready per turret. Your 12 per may be SS3 derived or misremembered (or in the tube, i.e. hot loaded, rather than the turret, as I allow with risks imtu).

While your calculation is correct Aramis it is also imo extreme. It has no allowance for packing, shape, etc. My suggestion (as in my old CTU though I should have said so clearer) of 20 missiles per ton based solely on the 50kg to 1000kg ton was designed to take that into account. Further IMTU I usually drop it to 18 missiles per ton if it's a magazine to 1) account for the autoloading mechanism, and 2) better divide evenly into turret loads.

Not looking for an argument here, just presenting my reasoning
I did find it interesting that T20 also came up with 20 missiles per ton though.
 
Originally posted by Aramis:
No, as NONE of it is "mass" in the sense you are using.
Except to some of us heretics, well one anyway ;)

Originally posted by Aramis:
The canonical missiles are 50kg, and 10L (10cm x 100cm) (SS3, and Bk 2). The tons used in ship design are Volume: 14 Cubic meters, or 14,000L. One "ship ton" of cargo is thus capable of holding 140 missiles, massing 7000kg.
The 10L would be from SS3 I guess (not handy) since Book 2 only lists 50kg (unless I am forgetting). Book 2 specifies 3 missiles per launcher, so max 9 ready per turret. Your 12 per may be SS3 derived or misremembered (or in the tube, i.e. hot loaded, rather than the turret, as I allow with risks imtu).

While your calculation is correct Aramis it is also imo extreme. It has no allowance for packing, shape, etc. My suggestion (as in my old CTU though I should have said so clearer) of 20 missiles per ton based solely on the 50kg to 1000kg ton was designed to take that into account. Further IMTU I usually drop it to 18 missiles per ton if it's a magazine to 1) account for the autoloading mechanism, and 2) better divide evenly into turret loads.

Not looking for an argument here, just presenting my reasoning
I did find it interesting that T20 also came up with 20 missiles per ton though.
 
Originally posted by Aramis:
No, as NONE of it is "mass" in the sense you are using. The canonical missiles are 50kg, and 10L (10cm x 100cm) (SS3, and Bk 2). The tons used in ship design are Volume: 14 Cubic meters, or 14,000L. One "ship ton" of cargo is thus capable of holding 140 missiles, massing 7000kg.

The 12 in the turret are already accounted for by the turret, too.

Randomize sizes within classes...

Scouts stay 100
Merchants (A) 100, 150, 200, 250, or 300 td
Subbies 300, 400, or 500 Td
Corvette say, 300, 400, or 500 Td
Frigate should be 600 or 700 Td
Cruiser should be 800, 900 or 1000 Td
BC should be 1000, 1100, or 1200Td, maybe even up to 1500
BB 1500+, in 500 Td increments.
thanks for the input!

for now for simplicty i think i'll stick
to 20 missles per ton...

i have made a BC at 1500t as you suggested
i am making a BB at 2000t...1500 + 500 incremenet also as you suggested..in the works i have a
2000t hvy carrier also.....

just about done i think unless someone notices
some real bad error...

whats a subbie? is that the R and M merchant?

thanks,didnt relieze it was volume VS weight...LOL
 
Originally posted by Aramis:
No, as NONE of it is "mass" in the sense you are using. The canonical missiles are 50kg, and 10L (10cm x 100cm) (SS3, and Bk 2). The tons used in ship design are Volume: 14 Cubic meters, or 14,000L. One "ship ton" of cargo is thus capable of holding 140 missiles, massing 7000kg.

The 12 in the turret are already accounted for by the turret, too.

Randomize sizes within classes...

Scouts stay 100
Merchants (A) 100, 150, 200, 250, or 300 td
Subbies 300, 400, or 500 Td
Corvette say, 300, 400, or 500 Td
Frigate should be 600 or 700 Td
Cruiser should be 800, 900 or 1000 Td
BC should be 1000, 1100, or 1200Td, maybe even up to 1500
BB 1500+, in 500 Td increments.
thanks for the input!

for now for simplicty i think i'll stick
to 20 missles per ton...

i have made a BC at 1500t as you suggested
i am making a BB at 2000t...1500 + 500 incremenet also as you suggested..in the works i have a
2000t hvy carrier also.....

just about done i think unless someone notices
some real bad error...

whats a subbie? is that the R and M merchant?

thanks,didnt relieze it was volume VS weight...LOL
 
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