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GVD Program Revision History
June 29, 2000
Version 1.2.8
- Changed: VectoredThrust and LiftEngines are mutually exclusive for
ducted fans, jet engines, rocket engines, and reactionless thrusters.
- Changed: Lift fans can be hoverfans or not,
hoverfans default to liftfans but can be VectoredThrust fans.
- Improved: Performance calculation, including
vectored thrust, takeoff and landing distances added.
- New: Air performance profiles allow selection
of different ground motive assemblies for use as landing gear. This affects takeoff and
landing distances, and you'll need to edit your saved profiles to take advantage of this,
other wise you get a long take off and short landing from dragging the belly of the plane
on the ground.
- Fixed: Flexibody is added to list of motive
assemblies only when a flexibody drivetrain is present.
- Fixed: Lifting Gas cost and volume were 50%
too high.
- Fixed: All appropriate DR covering the same
location is now added together for minimum DR necessary for high air speed.
- Fixed: Closer reading of p.VE133 reveals rotor
surface area should be multiplied by three when calculating stall speed.
- New: Percent Thrust in performance profiles is
enabled. This also applies to animals in harness, sails, lift engines, and lift and thrust
from rotors, and does not apply to afterburners, levitation, contragravity, maglev,
hyperdrive, warpdrive, jumpdrive, or teleportation.
- Fixed: TiltRotor was misspelled
"titlerotor" in numerous places. For compatibility reasons,
GetTitleRotorForwardThrust remians in GVD.dll as a stub calling GetTiltRotorForwardThrust.
- New: Performance profiles now have an advisory
field to display warnings of shortcomings in the current vehicle design.
- Fixed: HTML exports now are complete documents
with <html>, <head>, <title>, and <body> tags.
- Beta: Slimline text export, eliminates cost
and weight for many components.
- Fixed: Crash when calculating Air performance
with ornithopters and tilt rotors.
- Fixed: Crash when deleting Ornithoper
drivetrains (failed to properly init array)
- Fixed: Deleting Ornithopers prevented adding a
new set to the same wing pair (wasnt removing key reference)
- Fixed: Space (i.e. " ") character
added between the ST value for Power Shovels and Winches and the component description in
print output strings for those components.
May 31, 2000 Version 1.2.7
Fixed: Total life systems were
only 2X volume of full life systems, corrected to 4X.
Fixed: Changed performance
profile window from tall to wide list windows.
Fixed: Duplicate of
"ducted fan" saved as custom component.
Fixed: Prevented occasional
crash when minimizing.
Fixed: No longer prompts to
save vehicle if no changes have been attempted.
Fixed: Vectored thrust is
counted partially for static lift and partially for motive thrust.
Fixed: Screen layout, splitter
bar position was not saved if GVD was maximized at close.
New: Hour glass pointer
initiated at start of re-calculation cycle
Change: In output Steerage
"operators" now referred to as Steerage passengers
Fixed: Number of medics
calculation now takes into account total passengers as well as crew
Fixed: Recommended number of
stewards doesnt round until after the number of shifts has been factored in
Fixed: Users can now set 0 for
volume, weight and cost of Custom Component
Change: Updated
\Lists\Categories.txt to include more categories
Fixed: When making
battlesuits, a left and a right arm are added instead of two left arms
Fixed: Copy/paste support be
disabled for Group component.
Fixed: Armor output now
correctly shows ".lbs" plural and not singular ".lb" (only effected
the following armor types: ArmorOpenFrame, ArmorGunShield, ArmorComponent, ArmorOverall,
ArmorWheelGuard)
March 02, 2000 Version
1.2.4
- New: In the Tools/Configure dialog
you can set the GVD startup mode to Quick Start which will hurry past the splash screen a
bit faster. It still will display the splash screen while GVD is actually performing
loading operations, but it will not bother to flip through the graphics.
- New: In the Tools/Configure dialog
you can disable the startup sound from being played. This will not do anything to speed up
the launch since the sound is played asynchronously anyway.
- New: GVD's .VEH files can be
associated to Open with GVD when they are double clicked. In the Tools/Configure dialog
just click the checkbox named "Associated .veh extension" This means you can
open a .veh file by just clicking on it. However, since GVD does not use an MDI interface,
this will only work if there is no previous instance of GVD running.
- New: GVD will now remember
independantly, which save, open, text export and html export directories you last used.
- New: DX and IQ for computers are now
listed in its stats and export description.
- New: Most recent file list (holds the
last 5 vehicles) added to File menu
- Change: The various Power, Fuel,
Weapon links, Performance Profile dialogs have been made a little bigger.
- Change: GVD settings now saved to an
INI file instead of Dat. This will allow for new Ini sections and keys to be added without
having to worry about breaking any file formats.
- Change: More than one sensor can be
attached to a sensor Periscope
- Change: The placement restrictions on
Stabilization gear has been removed. You can place it on litterally ANY component that has
weight and volume. This was done per request.
- Change: Splash screen shows full
version --> Major.Minor.Revision instead of just Major.Minor
- Change: Smaller hand cursor in
Listview for grabbing items. The index finger points to the item just like a regular mouse
arrow.
- Fixed: IQ for computers with Robot
Brain was reporting 3 instead of Complexity + 3. (Sentient computers were fine)
- Fixed: Opening files via the Recent
File Menu was not properly tracking the filepath.
- Fixed: Ducted Fans with vectored
thrust option, were not having weight, cost and volume x 1.5
- Fixed: Loading a vehicle by double
clicking its filename in Explorer would result in filepath not being saved. (same bug as
Recent File Menu since they share the same procedure)
- Fixed: Saved components that are
restored were not being added to the Power System profile dialogs or fuel using system
dialogs (same exact problem as the copy/paste bug)
- Fixed: Ammunition.txt file was
corrupted
- Fixed: Stabilization gear could not
be added to anything (failed to set a flag to True in locationcheck routine)
- Fixed: Crush Depth was ignoring Armor
DR
- Fixed: Rotors can now be placed on
Superstructures, Turrets and Pods in addition to the Body. Now possible to build tilt
rotors with Multiple Main rotors attached to Pods.
- Fixed: Help\About screen shows
correct version
- Fixed: The exported files will now
show the correct GVD version that the file was generated with.
- Fixed: Program will not accept input
during the middle of a stat calculation cycle. This is to prevent user input while the
program is not expeting any.
- Fixed: The Performance Profiles,
Weapon Links, and Power Systems dialogs now show the custom name given to a component and
not the base name.
- Fixed: Steerage operators changed to
Steerage Passengers in output
- Fixed: Copy and paste bug affecting
any component that has a Power System assignment or Weapon Link assignment. Those
components would be added to the vehicle, but would never show up in those dialogs.
- Fixed: Ammunition types for bore
sizes between 9 and 20 are now added properly to the drop down list.
- Fixed: Power output for all jet
engines types was adding +1 kw to all values.
- Fixed: Aerial Sails using Fore &
Aft rig structure can now be built
- Fixed: Aerial Sail stats calculations
for weight and cost are correct
- Fixed: Design check message for
minimum volume when masts are installed is showing correct volume info (and rounded
results)
- Fixed: Thousand comma seperators
added to Speed for air performance values where applicable
- Fixed: Drag was not properly checking
for Cycle Seats or exposed crew stations (exposed seats were working however)
- Fixed: If the category and
subcategory fields were not initially set under some conditions, the export would print
their default values (which happens to be their names cboCategory, cboSubCategory)
- Fixed: ESC at register screen will
cancel it
- Fixed: Contragrav generators do not
need access space as they are not propulsion or power systems.
- Fixed: Cancel button on Edit profile
dialog has been enlarged so the letter "l" wont get chopped off when the button
gains focus
- Fixed: Hovercraft MR was using the
MagLev routines instead of the Aircraft routines
- Fixed: Aircraft MR was applying +2
instead of +1 for responsive structure _OR_ elect/computerized controls modifier. it uses
+2 for _AND_
- Fixed: "No viewer
specified" error keeps popping up when trying to export after initial program launch.
This bug introduced after switching from .dat to .ini file as I was forgetting to save the
viewer path data.
- Fixed: Short and Long now appear
under Occupancy export heading
- Fixed: Non conventional guns
(electromags and gravitic types) can no longer have the "Advanced Options" such
as caseless ammo, liquid propellant, etc.
- Fixed: Cost multipliers for
ammunition types SAPLE and downard in the Ammo table (see page 112) were all set to x1
instead of their actual modifier values. The updated ammunition.txt file fixes this.
- Fixed: WPS and VPS no longer show up
to a ton of decimal places in the text/html output
- Fixed: Many ammo types were having
fragmentation damage where there shouldn't have been any.
- Fixed: The secondary damage was not
resetting if switching ammo types from one with secondary damage to one without it.
- Fixed: Some of the devices in the
power systems with low consumption rates (e.g. .01) had very odd numbers along the lines
of 9.9999998899999 or 1.0000000009988, etc
- Fixed: Editing a "Note" for
a component did not take effect immediately.
- Fixed: Damage for Stone Throwers with
"counterweight" mechanism was not adding the +1 per die of damage properly.
- Fixed: Damage for Stone Throwers over
100ST was way off. Formula i was using to calc the swing damage was dividing by 100
instead of 10.
- Fixed: Number of sailors in crew is
now _finally_ correct. Two 20 foot masts with square rig sails for instance will have 2
sailors. sqr(40) / 4 = ~1.58 = 2 sailors
- Fixed: Surface area multipliers for
various wing types now works properly (e.g. STOL x2, Biplane x3)
- Fixed: Surface area multiplier for
rotors is now correct at x3
- Fixed: Armor costs at TL3- are now
correct UNLESS the armor is n/a at that Tech level (not invented yet)
- Fixed: Force screens and deflector
fields output with full detail under the Surface Features heading in the exported file.
- Fixed: Provisions now appear in
exported text/html file under the Environmental Systems heading.
- Fixed: Turbocharged and
Superturbocharged HP Gasoline engines was using 2.5xkW +10 instead of 2.25xkW+10
- Fixed: All ammunitions with range
modifiers are now updating the ranges properly. (e.g. APS ammunition is range * 1.5)
- Fixed: Cost of Thrust Bombs in Orion
Engines was incorrectly multiplying by the number of bombs _and_ the bombs total weight.
- Fixed: Thrust rate on Orion Engines
was not multiplying by the Pulse Rate
- Fixed: Adding a solid rocket engine
or Orion Engine to your vehicle and then trying to access the Options dialog caused a
RunTime error.
- Fixed: Deleting Terminals from a
vehicle resulted in a RunTime error. An array within the Terminal object was not being
initialized.
- Fixed: Per Ve 2nd Edition Second
Printing Errate, Beam Weapon damage formula for > 1,000,000 kJ is 10 x (cube root of O)
x B x T
- Fixed: Weight calculations for Beam
Weapons with Cyclic Rates LESS than 1/2 (since its not covered in the book) will use the
"F" multiplier value of 0.666 (see page 126 for Beam Weapon weight formula).
This will now prevent beam weapons with very slow cyclic rates from having 0 weight,
volume and cost.
- Fixed: Muscle engine Power Output
will no longer exceed the Max power output that you specify
- Fixed: The Air Search & Ground
Search .5 multiplier was reversed for all conditions. It is now correctly using the .5
modifier which results in less expensive cost when used.
- Typeo: kW/s was being displayed
instead of kWs for the Stored capacity for energy banks
- Typeo: Thrust mispelled
"Thurst" in various areas
November 10, 1999 Version
1.1.6
- New: You can now adjsut how many
decimal places appear in the text output. Valid ranges are 0 - 4. This feature is
accessible at the Configure Dialog.
- New: You can now add ammunition to
any subassembly or equipment pod AND you can have multiple ammo types. HOWEVER, its a
little unconventional for using. To set the ammo, first you must attach it to a valid
weapon. Once you're happy with the Gun's statistics, you can "Lock" the ammo's
settings and then you can move it anywhere you like and its statistics wont get changed.
This is not the most automated way to handle this, but quite frankly, its the easiest way
for me without having to add a ton of supporting code to handle this scenario.
- New: You can now copy and paste
components that youve installed in your tree. Currently you can only copy/paste a single
element at a time. This could be changed in a future update, but for now this should help.
Also, some components cannot be copied due to technical reasons. The Body, battlesuit
systems, Wings, Ornithopter Drivetrains, Legs, Leg Drivetrains and a few others are
examples of components that cannot be copy and pasted.
- New: Able to Save/Load individual
components. You cannot however save/load branches of components.. only individually. Also,
saving of a few specific component types is not allowed. Arm motors, Ornithopter
drivetrains, leg drivetrains, wings, legs for instance.
- New: F12 now launches the Save As
dialog. F11 launches the print text dialog. CTRL+N = new vehicle, CTRL+S saves, CTRL+O
opens, etc. Check the various menu items to see which accelerator keys are available.
- New: Lasers, Plasma beams and
disintegrator weapons can be designated as "Energy Drills" which reduces their
cost by half, reduce Acc by 5 and increase SS by 5.
- New: You can now edit the settings of
an existing performance profile. An "edit" button has been placed on the
Performance Profile dialog.
- New: Vehicle's class, category and
sub category are added to the text output
- Change: Renamed "astronomical
sensor array" to "astronomical instruments". Some people were confused and
thought this was supposed to be the "Astronomical Telescopes" on page 55. To
build that, you just build it like a telescope or low light tv and add stabilizaton (per
rules page 55)
- Change: Searchlights can be set to
ranges less than 1 mile
- Fixed: GEV/SEV was not increasing
lift for hoverfans by 5 and 4 respectively or 2 if there is not Hovercraft subassembly
- Fixed: Planing speed for boats was
not working correctly. NOTE: this uses the planing speed formula from the 2nd errata.
- Fixed: mispelled "gasoline"
in several spots
- Fixed: can now add mines to launchers
- Fixed: added the "s" in
"kWs" for energy banks
- Fixed: added Hovercraft category to
Description tab in Options dialog
- Fixed: I received several reports of
people mysteriously winding up with 0 byte files after saving. There is a chance that if
GVD was erroring during the save and supressing the error messages. Ive rewritten the save
code such that GVD will first create a copy of the saved vehicle in memory and will only
dump to file if successful. The Load coad has been similarly rewritten to first load the
entire file and if successful, it will rebuild the tree.
- Fixed: Trying to "Reset
Defaults" in options dialog would error out
- Fixed: Land animals attached to
harness now generate kW of motive power and not lbs of Thrust is used for Swimming and
Flying animals
- Fixed: There is now a space between
"high ground pressure" in the printout (i.e. used to read "high
groundpressure"
- Fixed: Stealth mod for TL7 was
correct, but for TL8/9 i was just using flat 1000 and 500 modifiers (i misinterpreted the
rules on page 118 since it doesnt explicitly state WPS *1000 or WPS * 500. But obviously
it makes sense to use WPS for all 3.
- Fixed: Damages for Beam weapons under
1000kj output is now correct (see 2nd vehicles errata)
- Fixed: Emptyweight for Beam weapons
with ROF of 4 is correct (all other ROF were unaffected)
- Fixed: Beam weapon volumes were not
taking into account Power cells
- Fixed: Energy Drill option added to
Rainbow and Blue-Green lasers
- Fixed: Access Space volume is now
added to the Body before Retract multipliers are factored in.
- Fixed: The design check dialog was
popping up bogus messages
- Fixed: Some launchers listed in the
components.txt had the wrong data type listed and so were creating the wrong type of
launcher. This was effecting Revolver launchers and Autoloaders. New components.txt fixes
this problem.
- Fixed: Added CHEM as possible missile
warhead type.
- Fixed: Missile skill was always
trying to show a value for Terminal Guidance even if there wasnt one installed
- Fixed: Crashwebs and other safety
systems that attach to Crew Stations, Seats or accommodations now correctly displays its
Quantity in the print output. (i.e. if you attach a single crashweb to a Crew Station with
quantity of 2, then 2 crashwebs will be displayed.)
- Fixed: Items added to Launchers were
not giving their volume to the subassembly that was holding the launcher.
- Fixed: New 3019.txt file fixes
problem with software cost halfing at tech level 8 instead of 9
- Fixed: Malf for breechloaders at TL5+
were incorrect
- Fixed: Recommended Mechanics now
calculating properly
- Fixed: Simple custom component will
now print, but it will print to its own category header "Custom Components"
(*sigh* trying to retrofit some of these features into the current design is just not that
straightforward and so i'm opting to take the easy way out until such time that Id want to
rewrite portions of it to make it more flexible. But i dont want to invest the time in
that right now)
- Fixed: Fuel Stokers was reversed with
Mechanics on the crew dialog
- Fixed: Gravitic and electromag
autoloaders now have correct Malfunction.
- Fixed: Hurray! Locale setting errors
for non english systems is fixed. No need for you non English gents to change your system
locale settings anymore.
- Fixed: TL8 MHD HP Turbines updated
data file with correct Cost modifier.
- Fixed: No more crash when trying to
armor cargo
- Fixed: able to add stabilization gear
to operating rooms
- Fixed: Harness crew stations now add
20 to drag
- Fixed: Safety systems attached to
Crew Stations or other Accommodations now check the Quantity of the Crew station and calcs
the correct weight/volume/cost
- Fixed: External cradle text output
now correctly displays the max load that it can support
- Fixed: Current weight loaded onto dry
docks, vehicle bays, etc now does not describe this as a "max load" It is now
"currently loaded" weight.
- Fixed: Crush depth formula was
missing the * 10 yards portion of the formula and so max crush depth was always 10
- Fixed: Setting some "access
space" modifier values would not be restoreable when re-entering the Options dialog
- Fixed: Power output for tractor
beams, compressor beams and combination beams were always 0.
- Fixed: Hydrogen as a fuel in a fuel
tank was always free, volumeless and weightless.
- Fixed: Weapons at end of HTMl output
are now seperate by a line, however, unless i create an html table its still not going to
look right.
- Fixed: TL8 cheap armor is now using
the .5 weight
- Fixed: Fuel Cells can be assigned to
fuel tanks (this could cause some problems with older saved vehicles with fuel cells in
them)
- Fixed: Number of crew reported for
Crew Stations now takes into account a Quantity other than 1 per each crew station
component added to the vehicle.
- Fixed: Bilge pumps now are free for
large vehicles only after the TotalVolume/1000 quantity has been substracted.
- Fixed: Had the Extra Barrel weight
modifier for Artillery reversed. Was applying it to gatlings when instead its supposed to
apply to NON gatlings.
- Fixed: Max range for "WG"
guided missiles
- Fixed: Jet engines would cause a
fatal error when trying to access the Options dialog (this bug introduced after fixing the
required Mechanics crew recommendation)
- Fixed: MR for Air performance
profiles was rounding down to 0 instead of using the minimum .5 value. Hence, Deceleration
was wrong for some vehicles.
- Fixed: With saved components and
pasted components, I was not setting the "load" flag which was causing the
components to override parts of the saved data with default data.
- Fixed: Weights and cost for TL6
Turbo/Supercharged engines was off. TL7 HP Gasoline engines, and TL8 HP Ceramic Engines.
(wrong variable type was causing the fractional part of their weight formula to be
rounded)
- Fixed: range modifiers for guns with
relevant Ammo types listed in the ammo table on pg 112 were not being applied.
- Fixed: For guns, it was impossible to
access the ammo types such as SATNUC's, FASCAM's, ICM's and SICM's
- Fixed: Solid is not a valid
ammunition type for Mines and is no longer an option (solid is only available for kinetic
weapons not stationary ones)
- Fixed: CPS for ammo now uses the
original WPS value in its calculations for those ammo types that have a WPS modifier
- Fixed: Fast Autoloader ROF now
changes from 3~ to 2~ at 20, not at 15.
- Fixed: Damage mod for Canister is
sqrt KE, not 1/2 KE.
- Fixed: Beehive damage is 2.7KE/B, not
1/2 KE.
- Fixed: Shrapnel has a max damage of
1d.
- Fixed: KE damage for missiles *is*
affected my warhead size x0.5 for small, x0.625 for modest, x0.8 for normal, x0.95 for
big, x1 for huge.
- Fixed: ROF for muzzle loading
launchers at TL6+
- Fixed: Notes textbox for crew station
assignments was not modal.
- Fixed: The crew station assignment
text added to print output
- Fixed: missiles/torps that had a
quantity field greater than 1 would display total Cost and Weight in the weapon table at
the end of the print output instead of WPS and CPS
- Fixed: tab order on the Edit
Performance Profile dialog has been updated
- Fixed: tab order on the Options
dialog "Other" tab has been updated
- Fixed: Gun ammo volume was using 50
instead of 150 for the divisor
- Fixed: For cannons, the barrel length
modifier for "long" barreled guns was using 1.5 instead of 1.7
- Fixed: CTLR+I calls up the Options
dialog (all the other letters such as O,S,N,P,T were taken by other menu items such as
Open,Save,New,Performance...)
- Fixed: Recalc Vehicle stats (F5)
wasnt always functioning
- Fixed: Grav Compensators were broken
with a recent fix. Now working agian.
- Fixed: loaders for guns takes into
account Quantity
- Fixed: Ammunition now prints out
following the weapons output
- Fixed: Treeview background color
should always be same color as the other panes
- Fixed: Drop down box on main window
will now drop down to reveal all sub types without the need for a scrollbar
October 05, 1999 Version
1.0.30
- Change: The disposeable launcher now defaults to 1 launch tube instead of 6
- Change: bilge pumps are now free,
weightless and volumeless for larger vehicles. Originally it was intended that if the user
wanted free bilge pumps, then they just wouldnt add them to the vehicle and assume them to
be installed. Now bilge pumps cannot be assumed to exist unless you add them.
- New: Weapon links now addded to text output
- New: Software listing added to text output
- New: Crew makeup now added to text
output
- New: able to armor equipment pods
with component armor
- New: able to specifcy whether you
want to override default provision settings (which auto determines which settings to use
based on the existance of any life support systems) or to set it to force it to use
"light" or "heavy" setting
- New: Able to add armor to cargo
- New: Quanity property added to Grav
compensators
- New: In performance profile, able to
specify whether you want to treat Popturrets as Extented and thus increasing drag
- New: In performance profile, able to
specify whether retractable wheels/skids are extended and thus increasing drag
- New: The "Help/About"
display should have the minor revision numberand patch level displayed
- New: Lift property added to the
air,hovercraft and mag lev performance displays
- New: Can now select rechargeable
power cells for C,D and E cells in Beam Weapons. These are designated as "rC
cell", "rD cell", "rE cell" in the "Power cells" drop
down. NumShots is half due to the fact that rechargeable power cells are only half the
capacity as standard power cells.
- New: For powercells and rechargeable
power cells, you can select a specific Cell type (e.g. AA,A,B,C,D, or E. This will
automatically calculate the stored capacity based on the TL and the type of cell.
Rechargeable power cells will have half the capacity at the same rate. Note you can also
still enter a "custom" stored capacity if you like.
- New: Hitting enter key on a selected
node will display the properties for that component just as if clicking on it with the
mouse.
- New: Can now select cyclic rates for
Beam Weapons using GURPS traveller progression rules. I've removed the minimum cyclic rate
checks.
- New: Thrust and Weight Options added
to the Perforance Profiles (Currently Thrust is Disabled)
- New: Design check dialog that you can
view to see if there are any major flaws in your design.(only reports leg volume problems
and minimum body volume messages currently.
- New: Can now specify an empty weight
for a cargo room/container and a weight per cf. The default weight per cubic foot can be
set in the Options dialog
- New: Able to configure performance
profile to treat tilt rotors as having 3.5x motive power for the purposes of forward
flight. User should create two profiles for a tilt rotor aircraft... one in forward flight
and the other in "helicopter mode".
- New: In options dialog, you can not
check whether you want to use the Capacity for hardpoints and weaponbays for determining
Hardpoint loaded weight (default) or if you'd rather ignore the capacity and search for
all Weapons and Equipment pods attached to hardpoints instead. When creating a performance
profile, you can elect to user a percentage of Hardpoint weight and it will also use the
same setting.
- Fixed: luxury mispelled in options
dialog
- Fixed: trying to alter tracks from 2
to 4 sets caused error.
- Fixed: Hoverfan option for Ducted Fan
now contributes to static lift and not forward thrust
- Fixed: Afterburners now also work in
determining static lift
- Fixed: fixed error caused by having
low hydro drag in water aircraft
- Fixed: error when deleting any jet
engines and then going to the Power System Profiles (i forgot that jets are power
generators in addition to propulsion systems and also need their references from Power
Generating objects deleted when they are deleted.
- Fixed: if user tried to set the power
output of a reactor that doesnt allow output less than 5kW, then the stats would generate
weird negative values. Now program wont let you set <5 values for those specific
reactor types listed in the table on page 86.
- Fixed: Major ommision, rotors surface
area was not being added to the "Total lift area" of a vehicle
- Fixed: Weapons now output to text in
both a table at the bottom and in the regular output that shows their Cost, Weight, HP,
etc
- Fixed: Quantity greater than 1 now
works for all weapon types
- Fixed: MagLev MR was not getting
calculated properly
- Fixed: Hovercraft MR was not getting
calculated properly
- Fixed: Verticle scrollbar for long
vehicle descriptions added to Description textbox on Options dialog
- Fixed: Typeo, cyclic was mispelled
cylic
- Fixed: Cost per shot for gun ammo was
messing up.
- Fixed: Weight for Light Amplification
was incorrect
- Fixed: Datafile for targeting systems
had incorrect data for Hudwac w/pupil scanner
- Fixed: Crush depth calculations
failed for all but medium and higher frame strengths
- Fixed: Orion engine thrust bombs were
using dividing by bomb weight instead of multiplying by it. The thrust bomb table shows
for instance: 40lbs + (2lbs./kiloton) which confused me and i went with a division instead
of a multiplication of 2 * kiloton.
- Fixed: Self destruct systems now have
half weight/volume/cost as normal bombs (per rules page 70)
- Fixed: Bombs and Mines no longer have
motor weights/costs or guidance weights/cost (smart bomb exception)
- Fixed: In the launchers listing, fast
autoloading launch tube was mispelled
- Fixed: Per the rules on page 78, the
minimum number of man days for a limited life system is .25 per person. GVD now checks to
make sure the user has entered a value for man days that meets the requirement. If not,
gvd automatically raises man days to the minimum value necessary.
- Fixed: error with assinging rockets
to fuel tanks
- Fixed: Cubic foot in turret for Form
Fitting battlesuits is now correct
- Fixed: You can now enter the Weight
of Craft in a Storage Bay, Hanger, Space dock etc and this will be added to the
LoadedWeight. For performance profiles, you can specify what percent of that weight you
want used in the calculations
- Fixed: Reactor costs were always
defaulting to the minimum cost of 20,000 (RTG's 2,000)
- Fixed: Grav compensators used 2000
instead of 4000000 in the formula for determining G reduction.
- Fixed: Cost and Complexity for Robot
skills programs was busted.
- Fixed: For database software, you can
now add in the size in gigabytes
- Fixed: When in tilt rotor propeller
mode, top speed is now limited by the propeller top speed and not rotor top speeds (this
assumes you dont have any NON tilt rotors on board that would slow it down)
- Fixed: Error in Space performances
with 0lb vehicle weight
- Fixed: In the output spelled
camouflage as camaflage
- Fixed: Vehicle storage component
output now lists both Max Cf craft supported as well as max load in lbs.
- Fixed: beam weapons no longer have
"Vacuum Max Range at HT6- (yards)" listed. Its now just Max Vacuum Range".
- Fixed: Hardpoint loaded weights were
not getting calculated properly
- Fixed: When re-entering the Options
dialog, submarine lines would always get disabled if they were previously set
- Fixed: mispelled "Diesel"
in fuel tank fuel type drop down
- Fixed: Changing fuel type now updates
fuel stats
- Fixed: Any item attached to a
hardpoint now increases drag by 5
- Fixed: loading old vehicles saved
with a version of GVD before the Crew Station quantity property was added will now check
for any 0 quantity values and update them to 1
- Fixed: the history.txt file that
installs with GVD has been updated with current history from the web
- Fixed: When starting a new vehicle
after having previously loaded a vehicle, the performance profile drop down list wasnt
being cleared
September 25, 1999
Version 1.0.24
Wow! What a week.
You folks have done a wonderful job in providing user feedback and bug reports and
I thank you. I think most of the kinks have been ironed out and the fact that I
havent received a single new bug report today is a great sign.
- Fixed: Arm motor power reqt was
ST*200 instead of ST/200
- Fixed: HEDP warhead type for both
Missiles and Guns caused crash
- Fixed: Left out some items that
should have been contributing to Static Lift and werent. Specifically helicopter
drivetrains, lifting gas and ornithopters
- Fixed: Some saved data was not
getting restored properly. Note: Your saved files are actually fine and there's no need to
go back and update them. The new vehicles.dll will allow all the data to be read in
properly.
- Fixed: Orion Engine when added to a
Performance Profile caused error
- Fixed: Reactionless thrusters were
always defaulting to the minimum 500.00 cost
- Fixed: Surface area table data file
had a bug. The lookup value starting at 17,186cf had a decimal point where the comma is
(and there shouldnt have even been a comma)
- Fixed: Rotor weight was getting
overwritten by its "foldingweight" (wrong variable assignment)
- Fixed: Armor Tech levels higher than
13 were causing internal error.
- Fixed: Typeo "attached"
mispelled as "atached"
- Fixed: Typeo "Equipment"
mispelled as "Equiptment"
- Fixed: Tab order for controls on
dialogs have been improved.
- Fixed: Options Dialog would not
restore "Military vehicle" checkbox
- Fixed: Fuel storage devices weight
(tanks) were not getting added to Vehicle weight
- Fixed: Body and wing retract volume
werent getting added to the Wings properly
- Fixed: Empty space was being added to
RealBody volume AFTER the modifiers which was resulting in artificially low Body volumes
- Fixed: Stats for certain tech level
environmental controls were wrong
- Fixed: Water and Submerged Top
Speed's fixed. My cube root formula was using ^ 1/3 instead of ^(1/3) Very different
results.
- Fixed: Able to add Bombs to
hardpoints and weaponbays now.
- Fixed: Adding a component with a long
name wont auto scroll to show the entire name of the component any more. People were
annoyed by this, cant say that i blame them. ;-)
- Fixed: ESCAPE key will now
"CANCEL" dialogs without having to press the X or the Cancel buttons. Note that
Cancel means Cancel and not Save and then Close.
- New: F5 key will force stats update.
Im 99.9% sure this wont make a difference since all stats are updated one full cycle after
even the tiniest change. Actually this would have made a difference about 1 month ago
before i went ahead and decided to sacrifice a little performance for superior accuracy by
doing a complete recalc no matter what change you make. Prior to this i was attempting to
do only smart stats updating but this was proving to be unreliable.
- New: Hitting the Enter key when a
Component is selected will add that component to the selected Tree component. (if you
didnt already know, Double clicking also works in place of dragging and drop)
- Fixed: Hitting the tab key now cycles
through controls in the proper order on all dialogs.
- Fixed: When editing a property for a
component, the selected sell wont return all the way to the top anymore. Instead it will
stay where you left off. This will make keyboard access alot easier.
- Fixed: Tracks were computing volume
as .06 and .04 times body volume instead of .6 and .4 respectively.
- New: Added menu item for Forcing
Recalc of all stats F5 will also work
- New: Added menu item to clear the
Warning message panel F6 will also work
- Fixed: Could not assign Ion Drive to
a Power Supply. Unfortunately this fix required a break in compatibility with the old
vehicles.dll file. The only real problem this causes is if you saved any vehicle with an
Ion drive already, the program will not be able to load it since that component has
changed format internally.
- "Solid" has been removed
from possible "guiadance system" types.
- Fixed: Smart bombs can now be given
any guidance system (with TL restrictions the same as guided missiles) except for IG and
WG.
- Fixed: internal error when setting a
Naval Mine onto the vehicle
- Change: Naval proximity mines can use
Active sonar homing, Passive radar homing, multiscanner homing, optical homing, and
neutrino homing. Im not sure if AH, MH, NH and OH are realistic or not so let me know and
i can remove them as options.
- New: Quantity property enabled for
Crew Stations
- New: Added my email address to the
about box
- New: Crew Escape Capsules now
functional
- Fixed: Objects attached to Equipment
Pods thought they were attached to hardpoints and so Equipment pods were having all 0's
for stats.
- Fixed: the aSR calculations were
really screwed up
- Fixed: Vectored thrust calculations
were off.
- Fixed: Some weapons would not print
to file.
- Fixed: Now able to choose your
Brilliant "terminal" guidance system for Guided Missiles and Guided Torps.
Setting this value to "none" is equal to not having a Brilliant system
installed.
- Fixed: hitpoints for jet engines were
off
- Fixed: Electric gatlings were not
"powered"
September 19, 1999
Version 1.0.18
Thanks for
the bug reports and please continue to send me mail on any problems you run across!
Also, it would be very good to hear your comments about the program in general.
Good or bad, i can take it ;-)
- new: in the text output, the list of
devices that a power system supplies power to is listed along with any reserve power left
over. (Registered versions only)
- new: stopwatch icon appears when
loading vehicles along with "Loading..." text
- fixed: Status bar on Options panel
updates when activating the dialog
- fixed: Top speed checks for
Hovercraft and Aerial performances are now enforced.
- change: Levitations now uses
Loadedweight instead of Empty weight for their lift capabilities.
- fixed: crash when setting Top Decks
to ON with Open Cargo component in vehicle
- fixed: ammunition type LE in
ammunition.txt had "explosive" instead of "exp." damage type
- fixed: guidance system costs for
Missiles was multiplying by Guidance weight AND Missile weight and so the guiance system
costs were outrageously high.
- fixed: selectable ARH (active radar
homing) missile guidance type was mispelled ARG and as a result, was not getting read from
the lookup table thats used to determine the price
- fixed: Hovercraft will now use as
much vectored thrust from vectored thrust capable engines or fans as necessary to obtain
static lift equal to loadedweight
- fixed: rate of fire for Manual
Repeaters with Low Power or Extra Low power option is now 3 instead of 1
- fixed: rate of fire for guns and
launchers of "var." outcomes is now correct. Used to use a "1" value
for any "var." value
- fixed: Electrothermal option for Guns
now results in correct stats
- fixed: Renaming and reverting the
name on a component now updates the display in the statusbar
- fixed: Moving a component to another
spot in the tree results in stats updating for the vehicle
- fixed: Treeview no longer shows
loading of vehicles in progress anymore. Looks much better now.
- fixed: Options dialog now loads about
twice as fast as it used too
- fixed: Updating Masts would not cause
all sails to recalc. Now it does.
- fixed: Much cleaner stats
re-calculations across the board. Now if you make a change in one component, you should
see the relevant updates occur in the other components.
- fixed: when loading a saved vehicle
with retractabld wheels, the retract location would get set back to "none." Fix
is now to set wheel subtype to "rectractable" if the user sets retract location
to anything other than "none"
- fixed: minimum volume messages
"should" only appear now when appropriate
- fixed: loading a corrupt file will no
longer prevent new files from being loaded later.
- fixed: changing the surface area
formula to/from Table and Cube root formula now automatically updates every component in
the vehicle instantly
- fixed: when double clicking a
component to add it (instead of dragging and dropping) the stats werent updating. Now they
do.
- fixed: could not set motorweight
properly on some missile types. now you can.
September 17, 1999 First
Public Release
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