GURPS Traveller Ships 2.03.00 (GT2)

Copyright © 1999-2000 by Thomas L Bont

Table of Contents

Introduction

Repository

Menu Items/Speed Buttons

Print Control

Ship Options

Ship Information

Ship Crew

Editing Existing Modules

Tutorial

Notes on GURPS Space 3rd Edition Support

Introduction

GURPS Traveller Ships 2.0 (GT2) is the latest version of a program designed to reduce construction time of starships and non-starships using the rules from GURPS Traveller 2nd Edition. This version is radically different from 1.x but still follows the tradition of being fast and easily configurable.

Included in this version is a programming strategy I developed for calculating values when needed called JITCalc. JITCalc knows what particular modules depend on other modules and how they contribute to a particular output value and only accesses those modules when the value needs it. There are no stored values other than those specific to module inputs. Everything associated with an output value is calculated from the ground up each and everytime it is accessed based on the dependancies of the design system. This prevents creeping in final values and eliminates the need for any "re-calc" to be performed. You may think this would slow the program down, but in actuality, it is faster than the previous release.

Backwards compatibility was maintained as much as possible. However, to take advantage of some of the new features (Reactor Size!!!), you need to replace your old modules with the new ones. And besides, when GURPS Traveller Starships is released with its plethora of other modules, you will be one step closer to using those modules.

As in version 1.x, GTS has two distinct parts; Ship Designer and Repository. The major difference is the repository is now located on the main window along with the ship designer. As you can see by looking at the program, the ship is now represented with a tree view. Each major section of the vessel is contained in separate logical blocks to ease your development effort (and mine).

The last section of this document includes a tutorial to help you build your first ship.

The Main Screen is divided into four parts. Starting in the upper left-hand corner and working clockwise, the different sections (or panes) are called; Ship Tree, Ship Module View, Repository Module View, Repository Tree.

Repository

The Repository is where all modules are stored for use. You drag modules from the repository and drop them on the particular sections of the ship where you want them.

Before we build a ship, it is important to understand the Repository and how it works. Firstly, it is NOT a true database. It is a collection of programming objects with a common set of parameters. Some of these parameters may vary from module type to module type, but in the end they all pretty much have the same information; mass, cost, volume, etc.

Creating a new module in the Repository is quite easy. There are three ways to do it:

  1. Select the category you wish to add a new module to in the Repository Tree. Select the menu item Repository/New Module... You can also get access to this function by using the hot-key sequence or the speed button.
  2. Select the category you wish to add a new module to in the Repository Tree. Double-click in any empty space in the Repository Module View pane. A dialog pops up with all information blank.
  3. Copy an existing module. To do this, highlight the module you want to copy and then press CTRL-D (or the Repository/Duplicate Module... or the speed button). This copies the module (and places it at the bottom of your list). Just double-click on it to begin editing

Listed below are some of the different module types and a brief explanation of the parameters. If a module type is not listed, it is a standard module and the parameters are self-explanatory.

Aux Vehicles - Auxilliary Vehicles are vehicles carried in Spacedocks, Vehicle Bays or mounted externally. They have Volume, Mass, Cost, Crew and may or may not have a power requirement from the ship's reactor. 99.99% of the time, they are completely self-sufficient and do not require power. An example of a vehicle that requires power is one that doesn't have an internal power source and relies strictly on batteries for power. When it is time to recharge, it requires some power from the ship's reactor to do so.

Cutter Modules are grouped under Aux Vehicles because they fit there better than anywhere else. Besides, they usually end up in the Hangar Bay don't they?

Accomodations - There are five different types of crew accomodations; Crew Quarters (usually staterooms), Low Berths, Misc Crew Facilities and Sickbays. They all have Volume, Mass, Cost, Crew and a Power Requirement. The following are additional/revised parameters:

Control Areas - There are four different types of control areas; Bridges, Sensors, Secondary Systems and Software. All but Software have Volume, Mass, Cost, Crew and Power. The following are additional/revised parameters:

Engineering - This is the base engineering module as described in GT2 as well as Jump Drive, Manuever Drive, Fuel Processors, Fuel Tanks and Gravitic Systems. They all have Volume, Mass, Cost and Crew. All but the Engineering modules have Power. In the Repository you may see an entry like 'Fusion Reactor' with no values for mass, volume or cost. This is used as a placeholder to represent the reactor when cockpit/systems are used. As the reactor is included in a bridge module, the placeholder will allow you see the size of the reactor.

Shields - These include Meson Shields, Nuclear Dampers and Black Globes. They have Volume, Mass, Cost, Crew and Power.

Weapon Mounts

Menu Items/Speed Buttons

File

Navigation

Ship

Repository

Tools

Help

Print Control

This version of GTS no longer sends the printouts straight to the printer. It now dumps the printout to a formatted HTML document. As you are more than likely reading this from a browser, there is a very good chance it is either Netscape or the other one. You can now view your printout in your browser and if you don't like the way it is formatted, change it. You can then preview the output in your browser and send it to the printer that way.

I do send one thing to the printer directly, however. That is the Gunner Worksheet. Too many people whooped and hollered when I put that in the last version so I decided to keep it. It is access via the Preview Gunner Worksheet button.

This dialog box is used to select what particular sections are sent to the HTML file.

Ship Options

This dialog box is used to set options that affect the way the ship calculates is final values. These options are saved with the ship and are reset upon program restart. These values also affect the Repository input values.

Ship Information

This dialog box is used to specify "color text" for the vessel being designed.

Ship Crew

This dialog box is used to specify the names of important crewmembers. The list view at the top has a large assortment of departments and positions defined. Select the department you are interested in and then double-click the entry on the right. A dialog box is presented to enter in the crewman's name. You may also specify additional information other than a crewman's name; department size for instance.

Editing Existing Modules

As you add modules to your ship and start configuring these modules, you will notice that several dialog boxes have different options. Most, however, have some that are paramount to proper use of GTS2.

Tutorial : Building your first ship with GTS2

We will now build a ship using GTS2. The ship we want to build is a 200 dton Armed Merchant. It will have above average armor for a ship of its class and have weapons in both of its turrets.

  1. Start the program :)
  2. Select the menu item Repository/Open...
  3. Select the GTSRepository_GT2.gtr file.
  4. Select the Open button.

Note : If you rename the gtr file to GTSRepository.gtr it is automatically loaded each time you start the program.

  1. Select the menu item File/New Ship File...
  2. This brings up the Ship Information dialog box. For now, just select the OK button. We will come back to this later.
  3. You should now a fully collapsed tree in the Ship Tree pane.
  1. Expand the Ship Tree.
  2. Select the "Hull" node. GTS2 automatically creates a hull to begin with. It is displayed in the Ship Module View to the right. Its name is Hull. Double-click on it.
  3. You should now be staring at the Configure Hull dialog box.
  4. Enter in a name for the hull. It doesn't really matter what you put in here. It will only show up during the spreadsheet dump and when you view the hull node.
  5. Select the appropriate TL. This is the TL of the Hull and it determines what values to use to calculate the hull values and armor values. Let's leave it at TL10.
  6. Enter the tonnage. You can enter any valid floating point number. Enter 200.
  7. Select an armor DR. The minimum you can enter is 100. Enter 150. You can use your cursor keys to change the value.
  8. Select Very Good Streamlining. This is the default for all streamlined vessels.
  9. Select Medium Frame Strength. This is the default.
  10. Select Standard Frame Materials. This is the default.
  11. Select Expensive Armor Quality. This is the default.
  12. Leave Compartmentalization at Standard. This is the default.
  13. Select Basic Stealth and Basic Emission Cloaking.
  14. The Sealed checkbox is checked by default. All starships need to be sealed if they have passengers.
  15. As we are only building a TL10 vessel, we cannot use Thermal Superconducting armor.
  16. We are not worried about Zhodani's. They take damage like everyone else. Leave the Psi Shielding unchecked.
  17. We are not about to automate our ship. AI is 'bad' so leave the Robotic Hull option unchecked, too.
  18. You may have noticed that as you changed values, the captions on the right and bottom changed. That is JITCalc in action!
  19. Select the OK button.
  1. I know that Engineering is not the next node on the list but it is the next logical section we should edit.
  2. Expand the Engineering node in the Ship Tree.
  3. Select the Engineering node in the Repository Tree.
  4. You should see many Engineering modules and other aux equipment already built for you in the Repository Module View pane. Two are the standard as per GT2 and the rest I either created myself or got from other published sources.
  5. Using your mouse, click on the TL10 Engineering module. With your mouse button still down, move your mouse up and over the Engineering node in the Ship Tree. It changes to an arrow to to let you know you can safely drop the module. When you see the arrow, release the mouse button.
  6. You should now see the Engineering module in the Ship Module View pane. Double-click it.
  7. You should now see the Configure System dialog box for an Engineering module. Select the Main System checkbox.
  8. A caption in the lower left-hand corner appeared. 0.0 dtons (0.00MW). This is telling you the size of your reactor is 0.0 dtons in size and is capable of producing 0 MW. Later as we add more modules to the ship, this caption will change. Feel free to come back here at any time and see it.
  9. Select the OK button.
  1. Expand the Drive nodes under the Engineering node in both the Ship Tree and the Repository Tree.
  2. Select the Jump node in the Repository Module View.
  3. Using the steps from Engineering, select the TL10 Jump Drive and drag it to the Jump node in the Ship Tree.
  4. You should see the Jump Drive in the Ship Module View. Double-click it.
  5. Select Main System
  6. Select Lock Rating
  7. Enter 1 in the Locked Rating edit box.
  8. Notice the volume went to 4 dtons and the caption in the lower right changed to Jump-1.
  9. Also notice the Fuel Tank drop down box is empty. We have to add a fuel tank. Later we will tie this drive to the fuel tank.
  10. Select the OK button.
  1. Expand Fuel Systems under the Engineering node in both the Ship Tree and the Repository Tree.
  2. Select Fuel Tanks in the Repository Tree and drag the TL8 Cryonic Internal Tank in the Repository Module View to the Fuel Tank node in the Ship Tree. The TL8 Cryonic Internal Tank is the same exact one from GT only it has a different name. If you are not familiar with the other tank types and what they do, I recommend sticking with this one.
  3. Double-click on the new module in the Ship Module View pane.
  4. For a 200-ton ship capable of Jump 1, we need 20 dtons of fuel. Enter 20 in the Quantity edit box.
  5. In Mass per dton, enter 1. One dton of fuel weighs one ston. This value is not used when calculating EMass and everthing else based on it.
  6. Select Main System.
  7. As we are using Hydrogen, we need to change our User Note to reflect this. Change the Fire 0 to Fire 13.
  8. Select the OK button.
  9. Go back and edit the Jump Drive module we edited earlier (in the Ship Module View).
  10. In the Fuel Tank drop down box, we now have the tank we just added. Select it and notice our lower left-hand caption change to Jump-1(1). This means, the ship can travel Jump-1 and has enough fuel for 1 jump. If we add more tank, say 10 more dtons, this changes to Jump-1(1.5).
  11. Select the OK button.
  1. We want to be able to refine our own fuel so select the Fuel Processors node in the Repository Tree.
  2. Drag the TL10 Fuel Processor in the Repository Module View to the Fuel Processor node in the Ship Tree.
  3. Double-click on it in the Ship Module View.
  4. Select Main System.
  5. Under Tank to Process, you should see your fuel tank. Select it.
  6. Your description caption changes to 2.5 hours to refine Cryonic Internal Tank. If you ever change the name of your Fuel Tank (say to Main Fuel Tank), you will need to come back to this dialog box and reselect the tank (and the Jump Drive module). I let you name your modules whatever you wish, but if you established any links with them, you need to re-link them if you change the name.
  7. Select the OK button.
  1. Select the Maneuver node in the Repository Tree.
  2. Drag the TL10 Maneuver Drive from the Repository Module View to the Maneuver node in the Ship Tree.
  3. Double-click on the Maneuver Drive in the Ship Module View.
  4. Select Main System.
  5. Select Lock Rating.
  6. Enter 1.2 in the Locked Rating edit box. GTS2 will calculate the minimum number of Maneuver Drive modules needed to produce 1.2 Gs of acceleration. Notice the caption in the lower left hand-corner. It actually reads 1.36 / 1.5 Gs, 280 stons thrust. This represents LAcc / EAcc and the amount of thrust your engines produce. You also notice you have 7 dtons of Maneuver Drive. If you only had 6 dtons, your acceleration would be less than 1.2. To test this, uncheck the Lock Rating checkbox and enter six in the Quantity edit box. Notice the Acceralation is 1.18 / 1.31 Gs. Go ahead and check Lock Rating again.
  7. Now, everytime you add something to your ship that increases its mass, JITCalc reverifies you have enough Maneuver Drive modules to meet the specification you selected.
  8. Select the OK button.
  1. Select the Gravitics nodes in the Repository Tree.
  2. Drag the TL10 Utility to the Gravitics node in the Ship Tree.
  3. Double-click on the Utility module in the Ship Module View.
  4. Select Main System.
  5. Select Lock Rating.
  6. The value remains at 1 because each Utility module covers 500 dtons. Our ship is only 200 dtons in size. There are half-size utility modules available (as for most other systems). Later, you want to optimize (see : Munchkinism), using half-size modules may get you back a couple/three dtons.
  7. Select the OK button.
  1. Now we need a bridge.
  2. Expand the Control Areas nodes in the Ship Tree and Repository Tree.
  3. Select the Bridge node in the Repository Tree.
  4. You will notice quite a few different bridges to choose from.
  5. Drag the TL10 Basic Bridge in the Repository Module View to the Bridge node in the Ship Tree.
  6. Double-click on the bridge module in the Ship Module View.
  7. Select Main System.
  8. Let's select the Hardened option, too. It is, after all, an Armed Merchant.
  9. Notice when you select Hardened, the mass and cost change. It knows how much to change because the Bridge Module in the Repository has those values entered.
  10. Select the OK button.
  11. We should also add some internal sensors.
  12. Select the Sensors node in the Repository Tree.
  13. Drag Standard Internal Sensors (SIS) from the Repository Module View to the Sensors node in the Ship Tree.
  14. You may view the module you just added if you wish. There is really nothing there to add unless you want to have more than one system.
  15. There are no Secondary Systems we are going to add.
  16. We will add Software later.
  1. Now the good stuff.
  2. Expand the Weaponry nodes in the Ship Tree and the Repository Tree.
  3. All weapons that get mounted on a vessel must go in a mount. Even if it is Hull Mounted, it still needs a "mount."
  4. Expand the Mounts node in the Repository Tree.
  5. Select the Weapon Turret node in the Repository Tree.
  6. Drag the Turret module in the Repository Module View to the the Weapon Turrets node in the Ship view.
  7. Notice you can now expand the this node. Expand it.
  8. You see your turret is now part of the Ship Tree. If you select it, nothing shows up in the Ship Module View. There is nothing in it yet.
  9. Now we have to add weapons. Lets add 1 Laser, 1 Missile Rack and 1 Sandcaster to it.
  10. Expand the Weapons node in the Repository Tree and then select the Turret Weapons node.
  11. Drag the 250 Mj Std Laser to the Turret node you just created.
  12. Drag the TL20 Lt Missile Rack to the Turret node you just created. The [82] means you can get 82 missiles in this rack.
  13. Drag the Sand Caster to the Turret node you just created.
  14. You now have three weapons in your turret. But you don't have missiles or sand canisters yet. We have to add them, too.
  15. Expand the Armaments node in the Repository Tree and select he Missiles node.
  16. Drag the TL10 Lt Missile Turret Load [x82] to the Turret you just created. The [x82] means you have 82 missiles in this loadout.
  17. Select the Sand Canisters node in the Repository Tree.
  18. Drag the Sand Caster Full Load [x200] module in the Repository Module View to the turret you just created.
  19. You should now see five different items in the Ship Module View when you select your Turret node.
  20. Now we need to edit the Turret and set up a few parameters. Select the Weapon Turrets node (the one above the Turret node) in the Ship Tree.
  21. Double-click on the Turret module in the Ship Module View.
  22. GTS2 has a much easier method of assigning batteries and crewmen than version 1x. For this particular vessel, we want two batteries of the same type turret. Each battery consists of one turret and has one crewman per turret.
  23. Enter 2 in the Batteries edit box.
  24. Under % of Full DR, enter 100. We want the maximum armor we can have for this turret installed. Maximum armor is defined as 500 at TL8, 1000 at TL9, 2000 at TL10, 4000 at TL11 and 8000 at TL12 ... OR ... half the ship's armor whichever is less. There is a minimum of DR100 on turrets, though. If you wish more than that, enter a number greater than 100.
  25. Notice the Description says we have overloaded our turret. This is not really the case, but the program needs to be told that.
  26. Select the OK button and then select the Turret node in the Ship Tree.
  27. Double-click on Missile Turret Load in the Ship Module View.
  28. Select the Do not include Volume in Ship Total. This tells GTS2 that we don't want to track the volume of the missiles. Missile Racks have enough room in them for one of these modules.
  29. Select the OK button.
  30. Double-click the Sand Canister in the Ship Module View.
  31. Select the Do not include Volume in Ship Total. This tell GTS2 that we don't want to track the volume of the Sand Canisters. Sand Casters have enough room in them for one of these modules.
  32. Select the OK button.
  33. Select the Weapon Turret node in the Ship Tree.
  34. Double-click on our turret module in the Ship Module View.
  35. Notice the description changed. On some machines, the description may run off the side. This will not affect final printout.
  36. Select the OK button.
  1. Now we have to assign some crew.
  2. Select the menu item Ship/Ship Crew...
  3. The Recommended Crew Size is 7. This may or may not be what you really want. On a ship this small, the Basic Bridge probably wont have all five workstations filled. Review the Allocations dialog box (by selecting the Allocations buttons).
  4. Select the Has Crew checkbox.
  5. Notice we could proably get away with one engineer for both drives. That's one.
  6. We need two gunners. This is an Armed Merchant so it would probably be wise to keep two on the books. That's two, total three.
  7. The bridge requires five. We really only need a Captain/Pilot and a Navigator/Sensor/Commo. That's two, total five.
  8. Select the Close button.
  9. Theoretically, this ship could get by with just five crewmembers, but we are going to completely fill it up. Enter 7 in the Actual edit box.
  10. Now let's see what our crew description will look like on the printout. Select the Default button and then Yes on the confirmation dialog box.
  11. Obviously we aren't going to have 5 Command and Control so we need to edit the description. Select the Custom Crew Description checkbox.
  12. Enter "7 Total. Caption/Pilot, Navigator/Sensor/Commo, 2 Engineers, 2 Turret Gunners." without the double quotes. You may want to add a note specifying that the Gunners help out with maintenance or bridge duties when not firing the weapons. Indeed, the total of 7 the program recommends assumes that 2/3 of the crew is free 1/3 of the day to help out with maintenance. But it also assumed we would have five people on the bridge when in actuality we wont. This will become important in the next section.
  13. Select the OK button.
  1. Expand the Accomodations nodes in the Ship Tree and the Repository Tree.
  2. Select the Crew Quarters node in the Repository Tree.
  3. Drag the TL10 Stateroom to the Crew Quarters node in the Ship Tree.
  4. Double-click on the Stateroom module in the Ship Module View.
  5. We know we have seven crewmen. We need at least four staterooms. But we may want to pick up passengers, too. Enter a 10 in the Quanitity edit box.
  6. Select the Main System.
  7. We also want our printout to reflect how many people are actually using the staterooms. In the User Notes edit box, enter '7 of 20' without the quotes.
  8. Select the OK button.
  9. We also might need some Low Berths and Sickbays.
  10. Using the same method we used to add staterooms, add a Low Berth module and a Sickbay module.
  11. Edit each of these and select the Main System checkbox.
  12. Go back and review the Crew Requirements. Notice the recommended went to eight. We added a sickbay which has a crew requirement itself. Don't change the Actual Crew unless you really want to, though. We had a slack of two crewmen. Now we have a slack of one.
  1. We want to add a Launch to our vessel. We really need the space for cargo so we will put it in a Vehicle Bay.
  2. Select the Storage Bays node in the Repository Tree.
  3. Drag the Vehicle Bay in the Repository Module View to our Storage Bay node in our Tree View.
  4. Notice this also results in a new node being added to our Storage Bay node.
  5. Select the Storage Bays node in the Ship Tree.
  6. Double-click the Vehicle Bay in the Ship Module View.
  7. Enter 10 in the Quantity edit box.
  8. Notice our description tells us how much room we have left. As we add things to our storage bays, GTS2 tracks our remaining volume. When we have no more room left, our description disappears, informing us we are full.
  9. Select the OK button.
  10. Expand the Storage Bays node in the Ship Tree.
  11. Expand the Aux Vehicles node in the Repository Tree and select the Spacecraft node.
  12. Drag the Launch in the Repository Module View to the Vehicle Bay node in Ship Tree.
  13. Double-click the Launch module in the Ship Module View.
  14. Select the Remove for EMass Calculation.
  15. Notice our Crew requirement for this vessel is 3. Well, we are not going to have three guys just sitting around with nothing to do. Ship's crew can double for Launch Crew. Enter 0.
  16. Select the OK button.

At this point, we need to make a decision. Look at the Status Bars in the middle of the screen. Look for the box that says Free : 62.5. That's all the space we have left. We can't even completely fill that remaining space with Cargo because we have our Maneuver Drive locked. As we add cargo, our drive size will go up because our ship is getting heavier. A Beowulf has more cargo than that. So, in a completely personal decision, I decide I want to reduce my Loaded Acceleration to 0.9 Gs and drop my staterooms to 9. To do this, I edit the Maneuver Drive module and reduce my Locked Rating to 0.9. I then reduce my staterooms to 9. I make sure to change my User Notes to '7 of 18' to reflect the change.

  1. Select Storage Bays in the Repository Tree.
  2. Drag the 1/2 dton Hold to the Storage Bays node in the Ship Tree.
  3. Expand the Storage Bays node in the Ship Tree.
  4. Double-click the Hold module in the Ship Module View.
  5. As we are dealing with a 1/2 dton module, we need to enter in twice the number of modules we normally would. Enter 127 in the Quantity edit box. This give us 63.5 dtons of cargo.
  6. Enter 5 in the stons/dton edit box. This is a standard value.
  7. Select the OK button.

We should now verify our Crew Requirements. Look at the Ship Crew dialog box. We are still ok but let's increase our Actual to 8 (personal decision) and change out description to "8 Total. Caption/Pilot, Navigator/Sensor/Commo, 3 Engineers, 2 Turret Gunners, 1 Medic." without the quotes. Now change our User Notes in the Stateroom module to 8 of 18.

That's it. Well, not quite. We have to save it.

  1. Select the File/Save Ship File... menu item.
  2. The Ship Information dialog box comes up. We need to enter in some values.
  3. Enter TL10.
  4. Enter Blowfish in the Ship Class edit box.
  5. Enter Armed Merchant in the Common Use edit box.
  6. Enter SS Prickly in the Ship Name edit box.
  7. Enter your name in the Designed By edit box.
  8. Fill in the rest as you see fit.
  9. Select the OK button.
  10. That dialog disappears and the File Save dialog box shows up. Enter a file name (ie. TL10 200-ton Armed Merchant).
  11. Select the Save button.

Now we want to print our ship out.

  1. Select the File/Output/Print... menu item.
  2. Defaults are usually good enough on this page.
  3. Select the HTML Verbose button.
  4. The File Save dialog box comes up. Select a name for your HTML file. By default, it takes the Ship Name.
  5. Select the Save button.
  6. Now you can view your file in any browser and use it to print it out, put it on your web page, whatever you want to do with it.

Notes on GURPS Space 3rd Edition Support

Although the design system between GS3 and GT2 are very similar, there are some things that completely different and are not readily supported by GTS2. You can build a GS3 vessel in GTS2, however. It will just take a bit of work on your part to find the features you want and how to configure your Repository. I have tried to compile a list of I found while building the Repository for it, but I am sure there are other nuances that do not make themselves apparent until you try to use them. Perhaps as time goes by and the demand is high enough, I'll start modifying GTS to take advantage of the system from GS3.

  1. GTS2 only supports the GT2 Jump Drives. You can still use the FTL drives in the Repository, but you will have to calculate the final speed by hand and then edit the output.
  2. Life Support totals will not be accurate. As GT2 includes the life support slice in the individual staterooms, bunkrooms and seating, it is easy to determine how many people can be supported. With the GS3, you cannot. You have two options
    1. Delete the Occupants field in the all the berthing modules so GTS2 will not add them up.
    2. Edit the file by hand after you have done the calculations.
  3. Bridge Computer Utilization is practically non-existant for GS3. It is a little more abstract than GT2. This makes figuring the computer load impossible unless you know what the complexity is. If you find out what the complexity is for the different bridges at the different TLs, drop me a line and I'll add them in.
  4. Engineering Reactor size is going to be totally wacked. GTS2 depends on a reactor slice per module to calculate the total reactor size. Your best bet here is to just delete the reactor size description in the output file.
  5. Shields. You will have to do all calculations by hand. I have no support for GS3 style shields.
  6. Weapons. All weapons are listed under the Turret Weapon heading. As in GT2, I only track volume in a turret, I don't track number. You could theoretically put 10 Light Weapons in a single Medium mount. This is against the rules in GS3 ... for now that is. If you want to mount a weapon in the hull, you still have to put a zeroed out "turret" marked as Hull Mounted in your ship. Then fill it up as in GT2. I could have put the larger, non-turretable weapons in the Spinal Mount heading but I was lazy. They were just as well here.
  7. There really aren't any bays in GS3. They are either mounted in the hull (as spinal mounts are) or in turrets.
  8. I am not 100% sure the turret armor masses and costs are being calculated correctly. If someone finds a problem and you have a clue as to how to solve it, drop me a line.

I think that about sums it up. There is really nothing major that it doesn't support, mainly just the FTL and shield stuff. Someone may even figure a way to handle the shields if they play with the numbers enough ... hint, hint.