Okay, a few weeks ago I was making a ship and came to the mass portion of it. At first I entered a random number, but then saw that it came out to less than the outfits mass. I posted an idea to the Corsair Developers board of having a framework; and, after a bit of work. Me and Jules came up with this:
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Corsair Developers Mass Framework:
Mass = h + s + j + c
where :
h = mass of hull (varies with ship size)
s = total mass of standard items
j = maximum standard number of jumps
c = crew members using the below principal :
5 tons per 15 crew members - ie 3 crew members take up I ton (or .3 tons for every crewmember)
e = size of engines - dependant on the following pricipal :
1 ton per jump (ie: average fighter has 2 tons of engine, scoutship = 8). However it also depends on the class of vessel. It takes more to pull a warship than a shuttle. So the extra tonnage for each class would be:
Fighter/Shuttle/Scoutship= 0 tons added (dependant on speed and normal cargo being taken, if fighter, perhaps add an extra .5 tons, while shuttle add nothing to the base)
Mid-weight war/trading ships= 5 tons added(dependant on speed and normal cargo being taken, if warship, perhaps add an extra 5 tons, while Trading ship add 6).
Large Cruisers (warships/freighters/basically big ships) = 15 tons added(dependant on speed and normal cargo being taken, if warship, perhaps add about 15 tons, while freighter add 17)
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Okay, if anything needs clarified, please tell, and I'll fix it.
-From the Corsair Developers
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Why must I lose to these idiots? -- Grand Master Nimzovich
(This message has been edited by diddlysquat (edited 05-13-2001).)