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EliasWindrider

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  1. Could you post more detail, I'll give an example (hwk-290) and what it tells me. Hwk 290 transport frame, elegant design, passenger quarters, officers quarters reinforced constructionx3, 2 crew 2 passengers, 12 hp, 13 htt, 20 enc (8 adv or 5 adv and 1 tri) Reinforced frame 18 htt, 10 hp. Ion turbine engine, with speed, 3xstrain, 1 shield mod: 7 hp, speed 2, 19 sst, 1/-/-/1 defense, 2 enhanced output (4 adv) => speed 4. Transport hull, ar 1, handling -2; modded => ar 2, handling -1, 2x maneuvering fins, 2x cargo pods (8 adv, or 5 adv and 1 tri) => handling = +1, 40 enc 1 dedicated cargo bays => 6 hp & 70 enc, Hyper drive 5 hp left Navicomputer 4 hp left 2*life support each modded 3 times, => 80 days and 2 hp, So off by 5 enc, needs 3 more hp, 10 more days of life support, has 1 too many sst, so if htt was 5+vsl, that's +2 hp, if assembly could add an hp, that would be 5 hp, which I'd count as a 95% quality match. I should also modify officer's quarters with an "OR increase crew by 1" to decrease advantage needed for frame by 1. I'll get a new draft with those changes out as soon as I can.
  2. EliasWindrider

    CEC Ship Designer

    Stacked is not the same location. You're thinking so 2 dimensionally. Youre geometric thinking isn't that strong anyway. The conqueror engines are already a 3D array by themselves, with a gap in the middle. A gap that was completely filled by the ht-2200 cargo and thrusters, which completely blocks the space where many of the others you selected would occupy. The ghtroc escape pods block the gap between the conqueror engines and the rear cargo pods. Engines could conceivably be installed in the cargo pods but that wasn't an option given by the app... so yeah the place where most of the engines you selected were already completely blocked by other stuff. The first ship you did had 1 other array in the gap between the conqueror engines which is legit but that can only be filled once. And you still lost hard on maneuverability.
  3. EliasWindrider

    CEC Ship Designer

    2 engines cannot occupy the same place at the same time, the cec app doesn't enforce it, and you fell into the trap of "designing" a non buildable ship (which engine are you going to put in location x). And you still lost hard on maneuverability.
  4. EliasWindrider

    CEC Ship Designer

    You violated the constraints of non overlapping engines and you had maneuverability of 0D vs. 3D. So nice try but you lost the bet
  5. EliasWindrider

    CEC Ship Designer

    I note you didn't include agility. Btw the system allows you to stack engines on top of each other. I added the constraint of non overlapping engines. But by all means let's see try to make a faster ship.
  6. thanks http://www.mediafire.com/file/2w9oicv7s63dhmg/TheNubianDesignCollectivesWholeVehicleCraftingHandbook.pdf/file so let's shoot for hwk-290 hwk-1000 (fly casual) KST-100 (dawn of rebellion) MandalMotors Aka'jor class shuttle. pg 38 of friends like these. Aggressor assault fighter (this is actually probably a patrol ship with elegant design but might be a transport with race ship hull) Sentinel landing craft YT-2400 CROC gonzati (no disintegrations) Flatline & Brilliance (Interceptor IV Mask of the pirate queen) http://swrpg.viluppo.net/transportation/starships/1826/ http://swrpg.viluppo.net/transportation/starships/1836/ http://swrpg.viluppo.net/transportation/starships/483/
  7. EliasWindrider

    CEC Ship Designer

    Yours is also slower, 3D less agile, carries 58 less tons of cargo (40 of which accounts for the 4 passenger difference, so even the passengers were the same you'd still be down 18 tons of cargo) has much worse sensors, has a single quad turret for weapons (as in you're down a turbolaser and ion cannon).
  8. EliasWindrider

    CEC Ship Designer

    Compare the stats of the 2 ships we "engineered" there's a big difference in function that making the ship a little ugly provides.
  9. EliasWindrider

    CEC Ship Designer

    It's ugly but has awesome stats, I've always been a form follows function kind of guy, and from a functionality perspective it works and even makes sense to put them there, they would help turn the ship better. It's faster more agile (i.e. handles like a star fighter, in particular an t65b xwing), better armed, better sensors, it only has room for 10 passengers but it has 201 tons of cargo, so I'll deal with ugly. I'll be moving so fast when flying that people won't be able to see me anyway and on the ground ugly is a theft deterrent so I'm ok with it. I would totally use that ship in a d6 game. Based on the xwing stats, In ffg it would have speed 5 and +1 handling, I can deal with ugly to get that in a sil 4 ship with probably 200 enc, extreme sensors, 1 light turbolaser a quad turret and ion can turret, 4 ar and 1/-/-/1 defense and 10 passengers while having a crew of only 1 or 2.
  10. EliasWindrider

    CEC Ship Designer

    Upshaw look at mine
  11. EliasWindrider

    CEC Ship Designer

    Here's my attempt... She might not look like much (the ghtroc engines) but she's got it where it counts kid. http://rpggamer.org/main.php?page=cec-designer%2Fcec-production.php&layer12=off&layer19=off&layer20=off&layer2=off&layer3=off&layer39=off&layer59=off&layer68=off&layer4=off&layer63=off&layer64=off&layer31=off&layer44=off&passengers=10
  12. Btw I tried building the yz-900 (very similar sister ship of the YZ-775) with the existing ruleset and came up with a pretty close match but had too many hp, which lead me down the route of what if they had to spend some of the hp on reinforced frame attachments to get the htt up to 35, here's the process Transport frame crafted with 7 advantage with larger scope => sil 5, htt 35, 25 hp, 20 Enc, 4 crew, 8 passengers, integrated improvements => 16 passengers, officer quarters => 6 crew, 14 passengers, integrated improvements to halve crew requirements => 3 crew Ion turbine engine with 5 advantage for 3 hp => 1/0/0/0 defense, 25 sst, speed 1, enhanced output => speed 2, enhanced power to deflectors => 1/0/0/1 defense Mod engine to increase speed to 3 (22 hp left) 2xmod to increase shields to 1/1/1/1, Transport hull with 6 advantage, armor 1, handling -2, 3x layered plating => armor 4 2 dedicated cargo bays for 2 hp => 510 enc, 20 hp left 4x life support systems for 4 hp, 3 modded twice, 1 modded once => 275 days (approx 9 months) of consumables and 16 hp left Sensors 1hp, modded to long range => 15 hp left Hyperdrive 1 hp, suitably modded => 14 hp left Navicomputer 0hp Weapons 6 hp => 8 hp left Luxury passenger compartments for stateroms 1 hp => 7 hp left Supposed to have 3 unspent hp => 4 too many hp if I did the math right 
  13. In another thread where I was debating with Tramp who claimed the YZ-775 should have in the neighborhood of 50 htt and I was saying it was about right where it is, I went through viluppo and made a list of similar ships. All of them are sil 5, here's the list. https://starwars.fandom.com/wiki/YZ-775_medium_transport http://swrpg.viluppo.net/transportation/starships/463/ D20, 52 meters, 210 hull points FFG 34 htt, 25 sst, AR 4 https://starwars.fandom.com/wiki/Curich-class_shuttle http://swrpg.viluppo.net/transportation/starships/2137/ D6 54 meters FFG 38 htt, 18 sst, ar 3 https://starwars.fandom.com/wiki/HT-2200_medium_freighter http://swrpg.viluppo.net/transportation/starships/1480/ D6 54.8 meters FFG 35 htt, 14 sst, ar 5 https://starwars.fandom.com/wiki/PB-950_patrol_boat http://swrpg.viluppo.net/transportation/starships/484/ D6 37 meters, warship FFG 34 htt, 22 sst, ar 4 https://starwars.fandom.com/wiki/Wayfarer-class_medium_transport/Legends http://swrpg.viluppo.net/transportation/starships/442/ D20 82 meters, 160 hull points FFG 32 htt, 20 sst, ar 4 https://starwars.fandom.com/wiki/CSS-1_Corellian_Star_Shuttle http://swrpg.viluppo.net/transportation/starships/483/ D20 (OCR) 80 meters, 300 hull points FFG 30 htt, 22 sst, ar 4 https://starwars.fandom.com/wiki/Space_Master_medium_transport http://swrpg.viluppo.net/transportation/starships/440/ D20 80 meters, 160 hull points FFG 25 htt, 25 htt, ar 2 https://starwars.fandom.com/wiki/VCX-100_light_freighter http://swrpg.viluppo.net/transportation/starships/2835/ 43.9 meters FFG 32 htt, 28 sst, ar 3  https://starwars.fandom.com/wiki/IR-3F-class_light_frigate http://swrpg.viluppo.net/transportation/starships/2570/ D20 110 meters, 240 hull points, FFG 40 htt, 35 sst, ar 3 The point is that to date the effort has focused on being able to replicate the awesome ships, and that has caused the ruleset to not be able to replicate average ships, e.g. current there is no way for a sil 5 transport frame to have 25 htt (admittedly the race ship hull could get it down to 30, but the listed ships are not race ships). Which leads me to think that the base htt for a transport should be VSL instead of VSL + 10, and then the "reinforced construction" frame crafting upgrade (which will provide +1 htt, be able to be taken silhouette #of times, and cost 1 adv moving forward) and "reinforced frame" attachment. Could someone investigate what that would do to the ability to replicate extremal ships that we've previously built in this thread?
  14. EliasWindrider

    A Crew In Need of a Ship

    I just noticed something, although you claimed that passengers, and cargo were from lore, which struck me as odd because I can't recall reading any novel/short story that cited the number of crew or payload. And Wookieepedia listed the passengers and cargo as being from star wars gamer #2, in particular the "legacy of starships" article that's what the [1] on those stats cites. So I went and read star wars gamer 2 at https://archive.org/details/Star_Wars_Gamer_2/page/n39 And the only mention of the passengers and cargo was in the rpg stat block. It seems very much like your claim that the cargo and passengers were from the lore rather than the rpg stat block is a falsehood.
  15. EliasWindrider

    A Crew In Need of a Ship

    I can't speak for Tramp but I didn't get agitated in this discussion. I do admit to humoring him less than before.
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