clair_rand
SOC-9
Hi..
I'm sticking together a spreadsheet for doing MT ucp craft design, i've linked the version i'm currently at below.
Excel 97 file.
UCP Advanced V2 Spreadsheet - working
It meantions macros, this is due (i think) to the array formula's used in the fule calculations.
while some of the data is a bit fudged presently, and the vast majority of the equipment isn't in it.. and there a a good few sections left to add..
I'd be interested in any comments on how poeple think it works..
Main features:
* 6 power levels (P1 -> P6)
Each evaluated seperatly, thus your weapons draw power only when you use them.
* fuel tanks treated as actual items
* tree structure, where by each item must be 'in' something.
* capacity for multiple hull sections, each of different designs with their own stats.
* the above two allowing multi-stage craft to be designed as simply as single stage.
* UCP or thrust based drives (or both) in a single craft.
* jump fuel calculations for various ranges
* optimised fuel calculations based on the power levels.
As i say, tis a work in progress, the computers go in next, followed by the weapons. The a hull builder page will be added.
Note the modular nature of the sheet has two implications..
1, recalculation (set to manual) can be slow
2, a whole craft can be evaluated as a 'cargo' object and added to another design, thus adding a sub craft is as east as adding a radio set. Or will be once some sub craft are defined.
oh yes and a full manaual is also required..
it alos shows afair few exel tricks for anyone whos interested.
I'm sticking together a spreadsheet for doing MT ucp craft design, i've linked the version i'm currently at below.
Excel 97 file.
UCP Advanced V2 Spreadsheet - working
It meantions macros, this is due (i think) to the array formula's used in the fule calculations.
while some of the data is a bit fudged presently, and the vast majority of the equipment isn't in it.. and there a a good few sections left to add..
I'd be interested in any comments on how poeple think it works..
Main features:
* 6 power levels (P1 -> P6)
Each evaluated seperatly, thus your weapons draw power only when you use them.
* fuel tanks treated as actual items
* tree structure, where by each item must be 'in' something.
* capacity for multiple hull sections, each of different designs with their own stats.
* the above two allowing multi-stage craft to be designed as simply as single stage.
* UCP or thrust based drives (or both) in a single craft.
* jump fuel calculations for various ranges
* optimised fuel calculations based on the power levels.
As i say, tis a work in progress, the computers go in next, followed by the weapons. The a hull builder page will be added.
Note the modular nature of the sheet has two implications..
1, recalculation (set to manual) can be slow
2, a whole craft can be evaluated as a 'cargo' object and added to another design, thus adding a sub craft is as east as adding a radio set. Or will be once some sub craft are defined.
oh yes and a full manaual is also required..
it alos shows afair few exel tricks for anyone whos interested.