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Contents |
This are just about the first proper
instructions I've ever written for a piece of hobby software. If they're popular,
though, I may branch out and document the others. Here we go, then.
I'll step through the screens, one by one, and hopefully explain how it all works.
First of all though, a couple of points:
![]() This is the Header Window; it'll stick itself up at the top right of your screen and keeps you up-to-date with the resources available to fit your design into, and how well you are (or aren't) managing. The top row shows the ship's name and category (Merchant, Gunboat, etc). Below that are four boxes which list the values for KL (d-tons x13.5), d-tons, power in MW and hardpoints (weapon attachment sites). A button with "%" on it brings up a quick reference of what percentage of each is used - for the number-blind like me! To the right, under the icon, is a status panel which will read Unsaved if changes have been made since the last save, or Saved if they haven't. If you try and quit or load without saving you'll be reminded anyway, of course. Below it is a little red/green lamp to indicate whether the design is "legal"; ie you haven't run out of KL, MW or hardpoints. The appropriate values in the boxes will also be red if this is the case. Below that we have Tech Level, physical weight in real tons, cost in MegaCredits, Agility, and Cargo capacity - in other words, unused space - in dtons. |
Hull and Basic Options |
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Perhaps obviously, we start at the
very beginning (a very fine place to start).
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Power |
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Drives |
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Here you install engines for your
ship. Quite often, you'll find that you start off with quite optimistic
settings, only to be dragged back here to rack them down to get rid of those
red numbers at the top...
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Electronics |
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Weapons and Screens |
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Here is where you add offensive
and defensive equipment to your vessel. This is one place where the design
almost always blows its' limits! Calculation of weapon factors is done automatically at the TL you have selected for the overall design. If the TL is changed, these will be adjusted for you.
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Control and Computers |
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These are the control systems which
largely run the ship.
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Crew and Accommodation. |
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The crew calculations are also a
bit wild and woolly, and it's best to run through this screen once at this
point, then come back and check again after everything else is finished,
in case your now bigger power plant requires another engineer... Then of
course you may need another stateroom, and so on..
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Subordinate Craft. |
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I've included a good-sized library
of standard craft, including all the Book 2 and 5 ones and everything from
101 Vehicles. If there's anything you're dying to have included,
let me know, or hack the .mdb file and add it yourself (use Access 97!).
Keep a backup if you do, though.
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Other |
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There's a lot you can do with these
sections for "funny" designs that don't meet the rules.
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.s2d file | The design data file. A meaningless and very long list of numbers, generally it's best to leave it alone. |
.s2p file | The profile file. An ASCII file with the MegaTraveller profile of the ship in plain text, formatted for printing. Don't use Notepad, though; either COPY > LPT1 from DOS or use a Posh Print instead. |
.s2n file | This is optional, if you don't click Edit Notes and put something in, it won't be there, but if you do it'll be included in the profile when you next do a save. |
.htm file | The ship profile again, but this time in web page format. |
Load design |
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Allows the opening and reloading of previously saved designs. |
Last x edits |
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This tracks the last ten design files you worked on, and offers a single-click load option for these files. |
Save As |
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Use this to save a design for the first time, or to rename an existing one. If you're renaming, remember that the notes file won't be copied; you'll have to do that manually. |
Fast Resave |
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Once you've saved once, you can
click this button and it will: Save the design Write the ASCII profile file Write the .HTM web-format profile file |
Edit Notes |
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Click this and you'll be offered a File Open dialog. Type in the name of your design file as entered in Save As, suffixing with .s2n instead of .s2d. Notepad will open and allow you to edit notes on the vessel. These will be included in the profile when you next save the design. |
View Profile |
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A File Open dialog will come up giving you the chance to select any .s2p profile file. This will be opened in Notepad allowing you to see what it currently looks like. |
Posh Print |
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While the ASCII profile is fine in its' way, it doesn't look very slick printed out (though it's quick, of course!). This button prints a formatted and arranged print to the currently selected Windows printer. Windows fonts being a bit smaller than standard "DOS" printer fonts, you tend to get a bit more on the page this way. |
List features |
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Brings up a list of the features installed in the design and their usage of resources. While a little hard to read, this can help you track down outrageous errors, and is quite useful for designing deck plans. |
Reset |
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Clears all the values in the design and starts again. |
Bulk Save Options |
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Allows the automatic loading-recalculating-resaving of all designs in a directory, optionally with the creation of a web index to navigate through the resulting HTML profile files. |
Exit |
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Go bye-bye, back to the real world and play Traveller, hopefully with nice whizzy ships to impress your players. |
Database modificatons |
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Some notes on customizing Ships.
If you're feeling brave, you can add extra vehicles, acommodation items
and so on to the database. A few notes: Make a backup first! Copy the SHIPS.MDB somewhere safe. Ideally, do it again each time you make changes, so you don't have to go right back to the beginning if you mess it up. Use Access 97 to open the database. Every version of Access is different. If you open the MDB with Access 2000, it may work afterwards, and then again it may not. If you haven't got Access, ask me, I have a utility for doing this. Make sure the IDNUM fields are consecutive. If there's a gap, Ships will stop loading items into the lists there and the rest won't show. For Small Craft, Miscnum(1) is displacement in dtons Miscnum(2) is the additional KL the craft requires if hangered internally (ie not in a Config 7 ship) Miscnum(3) is number of Flight Crew required If you're adding weapon items (turrets, bays, or spinals), make sure one of the following text strings exists somewhere within the LABEL field:
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Case is not sensitive, but at least the string listed (it can be more, so Missile will do whereas Mis won't) must be present. If this is correctly done, the value listed in the USP field will be tallied up properly as a weapon.
Hugh
Foster