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  #41  
Old February 25th, 2018, 11:08 AM
AnotherDilbert AnotherDilbert is offline
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Quote:
Originally Posted by agorski View Post
Version 1.1 is out with the following changes:
Configuration Airframe does not include Landing Wheels, but it should. errata.


Something wonky with the jump fuel calculation? A Jump drive A, stage Generic, in a 200 Dt hull gives Jump-0 but fuel requirement 22 Dt? A Jump drive A, stage Improved, in a 220 Dt hull gives Jump-1 performance but "No fuel requirement as drive cannot be used"?


Same for Power Plant fuel?


Main Hull: Field Tonnage opens with a alphabetic keyboard to input a numeric value? Same for Fuel Store?


Armour: Specifying Anti-layer Rad doubles AV vs Heat and Pres? Should only affect AV vs Rad?


Jump-2 drive with stage Modified should not be available at TL-12, since Jump-2 is TL-11 and stage Modified is available two TLs higher, i.e. at TL-13?


Ergonomics: No bonus for a bridge (p284).


Ergonomics: Rounding? Four consoles, one spacious and three standard, in a bridge gives Ergonomics -2, should be 2 × ( 2 + 3 ) / 4 - 5 = -2.5, rounded to -3. I assume Ergonomics rating should be rounded down, just as, say, Jump rating?


Mount: Extendable and Deployable only available for Turret and Barbette mount, not Surface or Antenna. p281.
Quote:
Originally Posted by Core, p281
A Deployable Mount (only Turret or Barbette) ...
An Extendable Mount (only Turret or Barbette) ...

Sensor: World Range sensors start without default range (or with a Space range?), inconvenient...


Air Locks: A 320 Dt hull with 4 Personnel Air locks takes no tonnage, but it should only be three free air locks? The fourth takes no tonnage, but costs money?


Crew Comfort:
Quote:
Originally Posted by p310
Q= Crew Quarters Tons. Total tons allocated to crew accommodations (which includes both common areas and staterooms).
I don't think Comfort should include e.g. Escape Capsules and Clinics. I would include Freshers.

Adding quarters for ship's troops does not affect Comfort?
Quote:
Originally Posted by p310
If necessary, calculate Ship’s Troops and Staff separately.
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  #42  
Old March 3rd, 2018, 08:10 AM
AnotherDilbert AnotherDilbert is offline
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Screens in "Bolt-in" mount does not cost tonnage.


Screens in firmpoint mount does not cost tonnage.


Fuel less than 1 Dt is inconvenient to add; the first number can't be 0 but can later be edited to be 0.


When you have more than say 10 ships in the app it takes a long time to add/delete components, e.g. Sensors; database problem?
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  #43  
Old May 27th, 2020, 03:45 PM
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Default Version 1.5 is out

New:
• Incorporated changes corrected or clarified in the T5.10 rules.
• Dark Mode support.
• Added a Duplicate Ship tool button on the Ships view to duplicate an existing ship for trying variations.
• Added a Duplicate Weapon tool button on the Weapons view to duplicate an existing weapon.
• Minor usability tweaks.

Changes:
• Ship's Data view: Added note: Set Hull tonnage first to get proper missions.
• Missions: Added V and B Naval Combat missions. Monitor code changed from B to N. Government,NGO,Private Activity classified as "Non-Combat" except for Privateer. Privateer: Activity-Combat, Type-Independent, Qualifier-Anti-Shipping. Cutter Module added to Small Craft Missions. Vehicle Missions adjusted.
• Mission Modifiers: Adjusted text descriptions. If primary modifier is None then secondary modifier is set to None and cannot be selected until a primary modifier is set.
• Hull Structure: Organic structure is not allowed with Planetoid hull configuration.
• Hull Fittings: Collapsing Wings renamed Folding Wings. Fins are not automatically included on Lifting Body hull. Flotation and Submergence are not allowed with Cluster or Braced hull configurations. Landing Skids are automatically included on Streamlined and Lifting Body hulls but may be replaced by Legs or Wheels. Landing Wheels are automatically included on Airframe hull but may be replaced by Skids or Legs. Adjusted Fins and Wings tonnage. There is no cost or tonnage associated with fittings on hulls that include that benefit.
• Hull Jump Field: Cluster and Braced hulls may use Jump Plates. Experimental, Early, and Prototype stage Jump, Hop, and Skip drives require Jump Plates. Jump Plates reduce all armor values for the first layer of armor by half.
• Hull Armor: Armor protection values against Pen, Rad, Heat/Burn, and Pres adjusted. Anti-Layer protection replaces standard protection for a layer, not in addition to standard protection, unless the standard protection is greater. Anti-Layers affect both Burn and Heat. Armor Stage no longer affects AV or tonnage. AV calculations round down, not up. FeN armor renamed to FeNi. Specific armor Type can now be specified.
• Drives: Tonnage and Cost adjusted for Hop and Skip drives.
• Sensors: Modified Stage cost mod is /2, Surface mount cost is MCr1.0.
• Screen Defenses: Now limited to ranges R=5-7. Cost and tonnage for Bolt-In mount adjusted. Mods for all mounts adjusted.
• Life Support: Life support capacity is now reported in person-days.
• Vehicle Hull Connectors: Interior/Hold Vehicle Storage compartment must be 1 ton larger than vehicle, not 2 tons.
• Starship Quality: Formulas for Comfort and Ergonomics adjusted.

Notes:
• Consoles do not use tonnage as they are intended to be installed in a compartment which uses tonnage. To account for 5 2-ton consoles on a bridge, create a bridge compartment of at least 10 tons and assign all 5 consoles to the bridge.
• Air Locks have control panels, unlike the ship design examples in the rules. This will effect ergonomics. Create an air lock as a compartment to avoid the control panel, although 1 air lock per 100 tons will not be free cost.
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  #44  
Old May 28th, 2020, 10:34 AM
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Recreating the Daring class I noticed:


Mission Modifier comes before the Mission; Patrol Corvette should be PE, not EP.


Wings should add space, not reduce space (B2p52).


Jump Drive-3 base TL is 12, not TL-9. Stage availability incorrectly shown. (But Jump properly limited to 5 at TL-14.)



M-Drive base TL similarly wrong.


Power Plant base TL similarly wrong.


Fuel tanks (probably generic) does not allow input of fractional values according to my locale, but displays correctly (9,6 versus 9.6). Editing the value shows 9,6 but that can't be written in that field. You should probably get the decimal separator for the locale and allow that together with the numbers.


Fuel rating misleading, it looks like you have fuel for a jump and months of operations, even if you only have fuel for a single jump and no operations.


Fuel Scoop costs MCr 1, should be MCr 0.1.


Sensors: It is very nice that the software suggests a reasonable range effect and stage (for a Communicator) but it becomes entirely inappropriate for any other Sensor, making input more confusing.


Default for Power Source should probably be Fusion Plus, lest power plant fuel consumption is doubled.


I see no "Duplicate Weapon" (or "Duplicate Ship") button?

(Note: ancient iPad with old iOS.)


Carried Craft: Small craft can't be carried externally in Grapples.


Small Craft connection Niche incorrectly calculates total tonnage? It adds the full tonnage of the carried craft, but it should presumably be half internal, half external?


Improvement: Standard small craft and vehicles not available (e.g. B2p87 & B3p157).


Med Clinic etc is a Life Support component, it should not be counted towards crew Comfort (rule B2p62).


Default Console size should probably be Spacious, since Ergonomics is rated by size.


The Computer does not need a Panel any more than Consoles do.


Quote:
Originally Posted by agorski View Post
Notes:
• Consoles do not use tonnage as they are intended to be installed in a compartment which uses tonnage. To account for 5 2-ton consoles on a bridge, create a bridge compartment of at least 10 tons and assign all 5 consoles to the bridge.
This is outdated. There are no "Compartment" components in T5.10. A Compartment is simply a hit location of standardised size.
The remains of the Compartment system is used for Fitted Payload, see B2p89 Table F.
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  #45  
Old May 28th, 2020, 10:48 AM
AnotherDilbert AnotherDilbert is offline
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Improvement: Adding crew or consoles one by one works for a free trader, but not really for ships with 20 or 50 similar components. How about a quantity slider like accommodations?
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  #46  
Old May 28th, 2020, 06:42 PM
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Moved to T5 forum for further discussion.
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  #47  
Old June 10th, 2020, 03:51 PM
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Default Version 1.6 is out

Let's put any comments on this in the thread over in the T5 forum.

Various fixes related to the T5.10 rules

Changes:
• Missions: Reversed the order of the Mission and Qualifier letter codes everywhere
• Numeric Text Entry: Text fields for hull tonnage, fuel tank tonnage, vehicle tonnage, and vehicle cost now work with decimal separators in any language.
• Hull Fittings: Fins can now be added to a Lifting Body hull. (Non-Folding) Wings and Fins add tonnage to the hull unless the hull configuration automatically includes these fittings.
• Drives: Tech Level for drives and power plants based on potential is now calculated and displayed correctly. Drives that have a tech level higher than the ship are now reduced in potential to be legal.
• Fuel Fittings: Cost of a fitting is now displayed correctly.
• Fuel Status: Fusion power endurance in months is now clarified to note that this is without the use of any interstellar drive.
• Weapons: Removed the maximum range restriction S=7 from Particle Accelerators.
• Controls: Computers no longer have a control panel.
• Compartments: Added Fixed Payload nomenclature to correspond to the rules. Added a notation that these spaces do not contribute to crew comfort.
• Access: Air Locks no longer have a control panel to correspond to ship design examples in the rules.
• Crew Comfort: Calculation updated to include only those items listed in the Crew Accommodation table in the rules.
• Ship's Vehicles: Removed thousands separator from displayed cost value to avoid a crash when editing.

Notes:
• In existing ship designs, control panels for existing drives and power plants will not display the correct tech level. Making an edit to the drive or power plant that affects tech level will correct this.
• In existing ship designs, computers had a control panel. Delete the computer and recreate to correct this.
• In existing ship designs, air locks had a control panel. Delete the air lock and recreate to correct this.
• If your ship design has spaces like wardrooms and mess halls that you would like to contribute to crew comfort, create a Commons of the appropriate tonnage and keep track of this separately.
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