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  #1  
Old March 11th, 2015, 09:43 AM
Matt123 Matt123 is offline
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Default CT Ship Builder

Designs Book 2 ships, Book 5 High Guard ships and small craft. Also enables saving your designs and printing them out as a pdf.

https://tca-2014-12.herokuapp.com/

The design algorithms should be correct. I have had a handful of gamers look at it and anything spotted has been fixed. If you spot a bug, feel free to either post it here or email me. At this early stage avoid big projects coding up every CT ship. The database *should* be stable, but if I break it and lose hours of your work, you won't be happy...

Changing tech level impacts several other options (eg computer, screens, weapons). Submitting the page will re-set those values. Alternatively, selecting a cell and hitting enter is equivalent to hitting submit. Auto responding to tech level changes is the next thing on my todo list, give or take any bugs that might be highlighted here over the next couple of weeks.

I have some ideas on where I want to take this, but I'm interested in your 2Cr as well. For example a better text format than the Book 2 version could be worth discussing - what would it look like?

Given feedback I've seen elsewhere I'm going to mention that I'm here to enjoy myself while dabbling in a great hobby, in good company. If you are of the view feedback is best served harsh and bitter, I will merely place you on my ignore list.

I hope you enjoy this CT Ship Builder and I hope the learning curve isn't too great :-) Feedback on that pain point will be useful too...

Cheers!
Matt

Last edited by aramis; May 2nd, 2015 at 05:40 PM..
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Old March 12th, 2015, 07:15 AM
Shonner Shonner is offline
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I didn't see a counter that showed the total of d-Tons left unused/unfilled. For when fuel tanks or cargo do not fill up the rest of a ship. Or maybe it is somewhere I just didn't see. Anyway, this is one of the best online ship builders I've run into in years, if not decades.
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  #3  
Old March 12th, 2015, 01:07 PM
BillDowns BillDowns is offline
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This supports LBB2, right? I don't see Drives A or B.
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Old March 12th, 2015, 04:06 PM
Matt123 Matt123 is offline
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Quote:
Originally Posted by BillDowns View Post
This supports LBB2, right? I don't see Drives A or B.
The algorithm is correct, new ships initially start with a tonnage of 600 ton which in Book 2 has a range of drives from C to V. In addition the starting tech is TL12 which allows a maximum jump drive of N (Book 3). Meaning the Jump Drive options are correctly filtered to be from C to N. If registered you can also see that the Free Trader and Scout have the correct drive options.

But you raise a useability problem. 600 ton and TL12 as default values are just arbitrary numbers that suited during development. Defaults that appear intuitive without having to pull the rulebook out would make more sense. I will change them to 200 ton and TL15 over the weekend.

**edit** change made 14 Mar 2015

Last edited by Matt123; March 13th, 2015 at 07:31 AM..
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  #5  
Old March 12th, 2015, 04:14 PM
Matt123 Matt123 is offline
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Quote:
Originally Posted by Shonner View Post
I didn't see a counter that showed the total of d-Tons left unused/unfilled. For when fuel tanks or cargo do not fill up the rest of a ship. Or maybe it is somewhere I just didn't see. Anyway, this is one of the best online ship builders I've run into in years, if not decades.
Ta :-)

There is a running total at the top of the Tonnage column that you may have missed. It shows total used, rather than total left so it might not be quite what you are after. Take a look and if you think there is still a need, drop another post here.
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Old March 12th, 2015, 11:19 PM
Shonner Shonner is offline
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I see it now. Just didn't read far enough down.
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  #7  
Old March 14th, 2015, 07:52 AM
simonh simonh is offline
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Very nice. Here's my first design. Needs a little bit of tweaking. I also found it awkward that there isn't a display of unused tonnage, and finding the total of used tonnage wasn't obvious. It might be nice to state the amount of excess tonnage in the warning when you configure too much as well. Minor fix-ups though, I'm impressed.

---
UPDATE - I've revised the design since initial post. 3 Workshops aren't showing up in the ship summary. I configured 1 laser and 1 missile battery, leading to an allocation of 2 gunners, but the ship is described as unarmed. A summary of the crew requirement (roles and numbers) is really needed.

As for the design, it has 3 staterooms and 3 workshops at 4dt each as labs for scientific staff. I also doubled the pp fuel to allow for extended duration surveys. Cargo would probably be split with one 4dt special storage facility for samples, possibly capable of supporting some live specimens. I'd allow 6dt for that, leaving 15dt for regular cargo. That would be taken up by mission specific gear such as equipment for setting up a temporary research base, survey satellites, seismic survey gear, probes to be launched from the missile launcher or whatever else might be needed.
---
The Scout-Heavy Long Range Scout is the first unit in its class (0 actually built). It is a civilian design with a construction tech level of 14. Its 300 ton hull is of the Flattened Sphere configuration; it is streamlined and capable of atmospheric work (hull cost, including 20% discount for Flattened Sphere configuration: MCr24.0). The ship carries no armor. Fuel scoops are present (MCr0.3).

A bridge (20.0 tons; MCr1.5) and a computer model 4 (4.0 tons; MCr30.0; 2 energy points).

The ship is jump-4 (15 tons; MCr60), maneuver-2 (15 tons; MCr10.5), and power plant-4 (24 tons; MCr72). The power plant provides 12 energy points.

Fuel tankage provides 144 tons of fuel. 120 tons enables a 4 parsec jump range and a further 24 tons is sufficient for 8 weeks of operations. There is a fuel purification plant (4.0 tons; MCr0.03).

The ship is un-armed.

The ship carries no screens.

Ship's vehicles include; One Air/raft, with 4.0 ton of garage space.

The crew numbers 6. The ship carries 6 staterooms (24.0 tons; MCr3).

A cargo hold of 21.0 tons is provided.

The ship has an agility of 0; it has an emergency agility of 2.
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Last edited by simonh; March 14th, 2015 at 11:04 AM..
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  #8  
Old March 14th, 2015, 04:09 PM
Matt123 Matt123 is offline
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Quote:
Originally Posted by simonh View Post
... lots of good stuff...
Awesome, ta. I'll look to tackle these in the next day or so :-)
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  #9  
Old April 21st, 2015, 05:05 PM
simonh simonh is offline
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Just noodling around. It's intended as a mid-tech vessel capable of long term independent operations. It doesn't carry any heavy weapons (bays), so the fighters are a handy way to increase its firepower beyond the dozen turrets. Together with the ship's boats it has plenty of operational flexibility. I imagine the air rafts are enclosed versions a bit like light armoured grav cars, used for close range excursions and to give an extra planet side interface option since the vessel is not streamlined.


Patroll Cuiser
1200 ton, TL 13 Military Design, 668.11 MCr
56 crew (Command: 2+7, Engineers: 1+2, Service: 1+2, Flight: 1+16, Gunners: 1+9, Marines: 1+12, Medic: 0+1)
5 specialists, 45 tons cargo
Agility 1, Emergency Agility 3
_____Ton._____MCr._____EP.___
| _____.__ | _72.00 | __.__ | Close Structure, partially streamlined
| ___96.00 | _57.60 | __.__ | hull armour #3
| ___24.00 | __6.00 | __.__ | bridge
| ____6.00 | _27.00 | _1.00 | 1 x computer model C-fib
| ___48.00 | 192.00 | __.__ | drive jump #3
| ___96.00 | _48.00 | __.__ | drive maneouver #3
| ___72.00 | 216.00 | __.__ | power plant #3
| __108.00 | ___.__ | __.__ | fuel, PP endurance 12 weeks (36 weeks powered down)
| __360.00 | ___.__ | __.__ | fuel, jump range 3 parsecs
| ____3.00 | __2.25 | __.__ | 3 x sand casters turret #4
| ____6.00 | _18.00 | 18.00 | 3 x beam lasers turret #5
| ____3.00 | __6.75 | __.__ | 3 x HE/Nuc missiles turret #3
| ___28.00 | __3.50 | __.__ | 7 x staterooms
| __108.00 | _13.50 | __.__ | 54 x cabins
| ___45.00 | ___.__ | __.__ | 45 tons cargo capacity
| ____8.00 | __1.20 | __.__ | 2 x 4 ton Air/rafts
| ____8.00 | __1.00 | __.__ | 2 x 4 ton Workshops
| ___24.00 | __3.00 | __.__ | 6 x 4 ton Staterooms
| ___78.00 | __0.16 | __.__ | 6 x 10 ton Light Fighters
| ___78.00 | __0.16 | __.__ | 2 x 30 ton Ships Boats
-----------------------------
| 1,199.00 | 668.11 | 19.00 EP used, PP generates 36.0 EPs

674.79 MCr for first ship in class, built in 121 weeks
534.49 MCr when built in volume, built in 97 weeks
CT Ship Designer by Matt. Visit https://tca-2014-12.herokuapp.com
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Last edited by simonh; April 21st, 2015 at 05:20 PM..
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  #10  
Old April 23rd, 2015, 06:29 AM
Matt123 Matt123 is offline
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One of my core designs for TCS.

Also I've replaced the dashes before the totals row, with a different version of dashes. It looks a wee bit better.

Fleet Fighter
56 ton, TL 12 Military Design, 142.12 MCr
1 crew (Command: 1+0)

Agility 6, Emergency Agility 0
__Ton._____MCr.____EP.___
| __.__ | __4.48 | _.__ | Flattened Sphere, streamlined
| 11.20 | __0.28 | _.__ | small craft bridge, with 2 control couches
| _7.00 | _55.00 | 5.00 | 1 x computer model 6
| _9.52 | __4.76 | _.__ | drive maneouver #6
| 25.12 | _75.35 | _.__ | power plant #E
| __.__ | ___.__ | 3.36 | agility #6
| _2.09 | ___.__ | _.__ | fuel, PP endurance 1 week (14 weeks powered down)
| _1.00 | __2.25 | _.__ | 3 x HE/Nuc missiles turret #1
| _0.07 | ___.__ | _.__ | 0 tons cargo capacity
‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒
| 56.00 | 142.12 | 8.36 EP used, PP generates 8.37 EPs

143.54 MCr for first ship in class, built in 25 weeks
113.69 MCr when built in volume, built in 20 weeks
CT Ship Designer by Matt. Visit https://tca-2014-12.herokuapp.com

Still spotting and fixing minor irritations
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