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some very simple CT tools

On another note, I think I'd go with Aramis on your Frigate size, but make it an even 600tons just because of the penalty of odd size hulls for letter drives.

Again this is a cool little inspirational tool, it makes ships I wouldn't, which can be very good. Mold breaking and all that. It's like everytime Jame produces another fine CT B2 ship and inspires new thought.

I just don't get the high numbers of lowberths in some of the designs but figure it could be survival berths, or frozen watches, or colony ships, or... like I said, it frees my imagination to run loose rather than being locked in my own perceptions of how things work.
 
On another note, I think I'd go with Aramis on your Frigate size, but make it an even 600tons just because of the penalty of odd size hulls for letter drives.

Again this is a cool little inspirational tool, it makes ships I wouldn't, which can be very good. Mold breaking and all that. It's like everytime Jame produces another fine CT B2 ship and inspires new thought.

I just don't get the high numbers of lowberths in some of the designs but figure it could be survival berths, or frozen watches, or colony ships, or... like I said, it frees my imagination to run loose rather than being locked in my own perceptions of how things work.
 
yeah i was trying to do a suvival berth thing
or a frozen watch during jumps...

i generally did a random number based on
the number of crew staterooms x 2 poeple for
the military ships...with a minimum of
LB's to at least cover the officers...yes
rank hath privledges


otherwise i did a random number based on
how many LB's were listed in book 2...

was it really meant for trader/merchant ships?
for paying customers? i got that impression...
so i can eliminate them if thats really what they
were for...off of the military ships...

a colony ship is a cool idea...LOL
600ton? 1-2 staterooms the rest all LB's?

good catch bye the way FT i didnt think anyone
would notice i penalized the frigate for jump drives...


THANKS FOR ALL THE FEEDBACK GUYS! TOO COOL!
 
yeah i was trying to do a suvival berth thing
or a frozen watch during jumps...

i generally did a random number based on
the number of crew staterooms x 2 poeple for
the military ships...with a minimum of
LB's to at least cover the officers...yes
rank hath privledges


otherwise i did a random number based on
how many LB's were listed in book 2...

was it really meant for trader/merchant ships?
for paying customers? i got that impression...
so i can eliminate them if thats really what they
were for...off of the military ships...

a colony ship is a cool idea...LOL
600ton? 1-2 staterooms the rest all LB's?

good catch bye the way FT i didnt think anyone
would notice i penalized the frigate for jump drives...


THANKS FOR ALL THE FEEDBACK GUYS! TOO COOL!
 
Originally posted by sid6.7:

was it really meant for trader/merchant ships?
for paying customers? i got that impression...
so i can eliminate them if thats really what they
were for...off of the military ships...
Keep it i'd say, it has many more uses than just cheap passage. Like rescues where treatment is long away, or prisoners who are too dangerous or expensive to ship awake.

Originally posted by sid6.7:
a colony ship is a cool idea...LOL
600ton? 1-2 staterooms the rest all LB's?
A little bit of cargo for supplies and baggage but otherwise yep
 
Originally posted by sid6.7:

was it really meant for trader/merchant ships?
for paying customers? i got that impression...
so i can eliminate them if thats really what they
were for...off of the military ships...
Keep it i'd say, it has many more uses than just cheap passage. Like rescues where treatment is long away, or prisoners who are too dangerous or expensive to ship awake.

Originally posted by sid6.7:
a colony ship is a cool idea...LOL
600ton? 1-2 staterooms the rest all LB's?
A little bit of cargo for supplies and baggage but otherwise yep
 
Oh, v1.4 looks good on a quick check, thanks for the fixes. Seems to be some oddness in bigger designs that I wonder is maybe the allocation of missile storage. Do you have a tons/missles defined? It was like 5tons and 3tons in two carriers that had several missiles in each instance. Don't recall the exact numbers but it was under tonnage so no biggie. It still isn't doing the half-ton calculation for odd numbered lowberths but that's no biggie either.
 
Oh, v1.4 looks good on a quick check, thanks for the fixes. Seems to be some oddness in bigger designs that I wonder is maybe the allocation of missile storage. Do you have a tons/missles defined? It was like 5tons and 3tons in two carriers that had several missiles in each instance. Don't recall the exact numbers but it was under tonnage so no biggie. It still isn't doing the half-ton calculation for odd numbered lowberths but that's no biggie either.
 
no i didnt as in book 2 it only showed canister wieght so i thought it was negligble mass?

canisters were 50k...what would be missles
same??

yes i have someone working on an ODD EVEN
detection for LB's but i havent fixed that
yet...not sure how to do it in QB...
 
no i didnt as in book 2 it only showed canister wieght so i thought it was negligble mass?

canisters were 50k...what would be missles
same??

yes i have someone working on an ODD EVEN
detection for LB's but i havent fixed that
yet...not sure how to do it in QB...
 
Yep CT missiles are the same as sand cans, so 20 per ton generally. Must be some other minor issue, no worry, with that or the lowberths really
The program functions nicely as is but if you're aiming for perfection I can run some more tests.
 
Yep CT missiles are the same as sand cans, so 20 per ton generally. Must be some other minor issue, no worry, with that or the lowberths really
The program functions nicely as is but if you're aiming for perfection I can run some more tests.
 
so on the safari,patrol and lab ships
what can be random what needs to be canon/fixed?

driv/pow/man random <<<ALSO will be 1 letter only
fuel fixed <<<<based on drive/hull
fire/hard/tur ?
state?
low?
vech?
missles?
computer?
streamlined?

or can it all be random?

if a ship is streamlined i generally eliminate
vech's...just so you know im different that way...
 
so on the safari,patrol and lab ships
what can be random what needs to be canon/fixed?

driv/pow/man random <<<ALSO will be 1 letter only
fuel fixed <<<<based on drive/hull
fire/hard/tur ?
state?
low?
vech?
missles?
computer?
streamlined?

or can it all be random?

if a ship is streamlined i generally eliminate
vech's...just so you know im different that way...
 
In general all can be random drives, single letter and exceeding minimums for performance are fine imo.

Again in general, fuel based on drives.

Hardpoints random for Safari and Lab Ship, max for Patrol Cruiser/Corvette.

Everything else pretty much random or however you like should be fine. Just a note that the Lab Ship "cargo" tonnage is Lab Space would be fine, or base it on the stateroom tonnage.
 
In general all can be random drives, single letter and exceeding minimums for performance are fine imo.

Again in general, fuel based on drives.

Hardpoints random for Safari and Lab Ship, max for Patrol Cruiser/Corvette.

Everything else pretty much random or however you like should be fine. Just a note that the Lab Ship "cargo" tonnage is Lab Space would be fine, or base it on the stateroom tonnage.
 
I'd put labs at same size as SR's, and randomize them for lab ships; cost should be double that of SR's, IMO, but YMMV, and I'm not speaking from canon here.

Lab ships definitely should have a strong chance of better than drive required computer models.


Safari ships should definitely be SL, and at least 3 SR above crew, plus at least 5 tons of capture tank. (Capture tank is just cargo, but is listed separately, so it's a worthy "freebie add-on."

I'm curious to know what you're programming in, and to see the source....
 
I'd put labs at same size as SR's, and randomize them for lab ships; cost should be double that of SR's, IMO, but YMMV, and I'm not speaking from canon here.

Lab ships definitely should have a strong chance of better than drive required computer models.


Safari ships should definitely be SL, and at least 3 SR above crew, plus at least 5 tons of capture tank. (Capture tank is just cargo, but is listed separately, so it's a worthy "freebie add-on."

I'm curious to know what you're programming in, and to see the source....
 
the lab ship is not turning out very well
if i allow drives G or H..
should i sacrfice G and H
to get more lab space?

right now it can be as low as 30 tons
to a high of 178 tons..-3 for cargo and
-1 for waste...

yeah i thought a lab ship should be allowed
any computer model they wanted...
 
the lab ship is not turning out very well
if i allow drives G or H..
should i sacrfice G and H
to get more lab space?

right now it can be as low as 30 tons
to a high of 178 tons..-3 for cargo and
-1 for waste...

yeah i thought a lab ship should be allowed
any computer model they wanted...
 
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