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Crew Calculator V4

Knight26Knight26186 Posts: 832Member
edited March 2013 in Releases #1
Crew Calculator V4

Announcing the latest, and hopefully best, version of the crew calculator to date.

As old timers here know long ago I created a crew size calculator for the members here. It was conceived because many on here did not realize just how big the crews of their ships needed to be. It was well received but had several issues, all of which I have since worked out over the various iterations. This latest version features fully function circular references and notes on how to use it embedded into it. It also has several generic size charts based on ship class to give you an idea of where to start. Anyway enjoy, and you will need excel in order to run it, or use the spreadsheet program in open office. If you have any questions on how to use it feel free to ask.

This latest version adds the following enhancements:

1) Two mini-calculators have been added to each page. These are to allow more accurate numbers to be generated for the air wing and gunners, and to provide a better breakdown of said groups.

2) A new example/usage tab has been added for Cutters, small craft that do not stay out for long durations, this might also be helpful for near future in system type craft.

3) The corvette tab example has been cleaned up and had numerous crew position removed/consolidated.

I offer this for free and hope it is as well recieved as it has been in the past. I only ask that credit be given when it is used and that you post any comments, suggestions, or changes you make to it here so that I can incorporate them in a future version.

I am also working on strictly civilian, transport, and scientific tab for future versions, but those will require major revisions.

To use, simply unzip, open in excel or open office, and follow the instructions on the manual tab to determine the number of crew to add. Several spots are autofilled, and can be adjusted if you so desire.

Enjoy

Edit-

Newest revision is now attached, changes notes below.
Post edited by Knight26 on

Posts

  • nyrathnyrath0 Posts: 0Member
    Excellent! Thank you!
  • Knight26Knight26186 Posts: 832Member
    Any comments you have Nyrath would be much appreciated. I am looking at doing more mini-calculators for future version, just need to figure out what else needs to be better broken out.
  • Knight26Knight26186 Posts: 832Member
    Ok I am starting on the science vessel tab, but need some input. Obviously the science vessel will include a large scientific crew, but representing what disciplines, or should I even break that down? I tried looking at a few online sources for what disciplines were represented on say a trek starship, but can't find a good list. Even then I hesitate to use trek ships crew compliments as a basis for these as they tend to highly undermanned from the research I have seen, with the possible exception of the Ent-D, but even then I can't find a crew breakdown just a compliment number.
  • Knight26Knight26186 Posts: 832Member
    I have made some major changes to the Crew Calc and it will replace the one up at the top of the page once it is finished, the science ship is kicking my butt right now, and I am trying to decide whether or not to put more specialized ship tabs on here, i.e. Defensive Frigates, medical ship, merchant ships, etc...

    Some of the featured changes in works:

    1) Readded the Embarked Troops section
    2) Added Mini-Calculator 4 for use in populating the Embarked Crew Section
    3) Made it easier to figure out the number of shift crew members, by outfilling the total with all shifts:
    i.e. you need X sensor operators at all times, enter the number of shifts in cell G2, and the number needed per shift in the appropriate cell: the total will be displayed in the ajoining highlighted cell.
    4) I highlighted all auto-filled cells to keep people from accidentally filling them and causing disruptions.

    Any other comments or requests please feel free to post.
  • Knight26Knight26186 Posts: 832Member
    The latest update is now posted at the top of the thread. Changes are as follows:

    1) The Embarked Troops section is back on all larger craft and blank sheet.
    2) I added the science ship tab.
    3) There are now 4 crew calculators: Aircrew, Gunners, Embarked Troops, and Scientific Staff.
    4) Made it easier to figure out the number of shift crew members, by autofilling the total with all shifts:
    i.e. you need X sensor operators at all times, enter the number of shifts in cell G2, and the number needed per shift in the appropriate cell: the total will be displayed in the ajoining highlighted cell.
    5) I highlighted all auto-filled cells to keep people from accidentally filling them and causing disruptions.

    Any other comments or requests please feel free to post.
  • SchimpfySchimpfy171 Posts: 0Member
    This new attachment only has a shortcut in it. :(
  • Knight26Knight26186 Posts: 832Member
    oops will fix tomorrow its on my other computer
  • Knight26Knight26186 Posts: 832Member
    Fixed with the correct file
  • SchimpfySchimpfy171 Posts: 0Member
    Impressive. You've been busy with this. :)
  • Knight26Knight26186 Posts: 832Member
    I just wanted to make it something fun and useful, heck Coolhand and some of the others used it a lot, the old version, but the old version had so many bugs and issues that almost made it unusable. Basically I am trying to make it idiotproof, and am always looking for ways to improve and expand it. Plus it is one of the few things I can work on for the community here at work, since I don't have access to any of my CAD or PS software here.
  • CaptainjerkyCaptainjerky62 Posts: 0Member
    Just wanted to say 'thanks' for the spreadsheet as well. It came in only 100 crew off from my own scientific wild-ass guess. Good stuff!

    Ryan
  • AresiusAresius352 Posts: 4,154Member
    Nice work, haven't seen it before. Might I recommend for the next version to add a new tab dealing with starbases. So far I always used the Carrier-tab, as that came closest, but I always had to shuffle back and forth on elnisted, officers and civilians.
  • Knight26Knight26186 Posts: 832Member
    Hmm, starbases, that would be interesting to experiment with, especially given the civilian numbers, hmmm, let me think on that if you have any suggestions please let me know. I will likley front load the maintainers as that is what starbases will do the most IMHO. Probably a lot more administrators too.
  • alonzo11208alonzo11208171 Posts: 0Member
    Also is there a way to insert more cells for other additions of our own? Say more small craft, weapons, etc, that would equate into the total computation of the crew?
  • Knight26Knight26186 Posts: 832Member
    I have started on the starbase, and it is coming along nicely, question, should the total crew numbers include those of the craft docked to it? In the current itteration, it means a difference between 10k crew and 75k including the docked craft (41 docked craft from cutter to carrier at this point). It is pulling those numbers from the other calculators, but that can be adjusted/deleted. Thoughts?

    As for adding crew positions, yeah it is pretty easy if you know your way around excel, the biggest headache is that you have to completely refill the total crew cell, otherwise it messes up the circular references. I can include that in the next manual if you like. Also let me know what crew additions I missed and I will happily add them in.
  • spacefighterspacefighter1 Posts: 0Member
    surely all this crew calculator business can be solved by listing out all the jobs that need to be fulfilled at the same time or by experts on your ship/base and then multiplying by 2 or 3 depending on how many shifts you have. you might only need 2 shifts of gunners as there will not always need to be full "battle stations" manned whilst the engineers dealing with reactors and power may need 4 shifts as there must always be people to control these systems. that is what i did for the only 2 big ships i modelled in detail (neither is available for download but some images can be found on my blog of one of them.).
  • alonzo11208alonzo11208171 Posts: 0Member
    Knight26 wrote: »
    I have started on the starbase, and it is coming along nicely, question, should the total crew numbers include those of the craft docked to it? In the current itteration, it means a difference between 10k crew and 75k including the docked craft (41 docked craft from cutter to carrier at this point). It is pulling those numbers from the other calculators, but that can be adjusted/deleted. Thoughts?

    As for adding crew positions, yeah it is pretty easy if you know your way around excel, the biggest headache is that you have to completely refill the total crew cell, otherwise it messes up the circular references. I can include that in the next manual if you like. Also let me know what crew additions I missed and I will happily add them in.

    Actually Unless the ships in question are permanent attachments of the station (tugs, tenders, one of two patrol cruisers, etc) I don't think any craft temporarily docked there should attribute to the total crew.

    And as for adding more, I honestly can't think of any now, which is why I was pondering if it was possible to say add more cells/row/whatever that are blank and allow a user to input their own role but itll still tally into the calculation. Best example I can bring up, is me needing more cells for auxiliary craft and weapons that are blank cells, but still add to the total....

    I really hope Im making any sense Knight :/
  • AresiusAresius352 Posts: 4,154Member
    I agree with Alonzo. The Defiant-crew was actually a part of the DS9 so they were counted along them, yet when other ships docked, these crews were on DS9, but not counted as station crew as they had their own quarters on their ships.

    Generally, I think the hardest are indeed the civilians. I think you can separate civilians into 3 categories:
    -Visitours and passerbys (those who came on a ship and need to wait for another ship or meet someone and thus rent a room for a few hours or days).
    -Shop-owners, merchants, and workers (like Quark, Garak, the Klingon restaurant owner, etc.) who live on the station permanently, but likely have a small craft, shuttle, runabout, courier vessel docked.
    -Families (non-working people, men, women, and mostly children).

    Depending on the stations primary preset, the numbers of the categories may vary.
    On a military station (like the outposts of the Federation during the war), the bigest number may actually be the families (and even those probably only a few bold). Visitours may barely stay for more than a few hours, thus guest-quarters may be scarce to non-existant. And a few shop-owners may live there to make the tough life a bit more bearable, but that's it.
    Yet on a science-based station (like Jupiter station), you may find mostly families, especially if the entire family are researchers. visitours may be quite allowed, but shop-owners may find a hard time fascinating scientists in holo-pleasures, so replicators would be more needed than a bar...
    And on a primarily commercial station (like Babylon 5), the biggest number may actually be the shop-owners, followed by either the visitours or the families (depending on the personell size and whether or not the station is a vital terminal point).

    As per the additional crew positions, the problem here is micro-management. You can add a subsection/mini-calculator for every department where you can fill in the numbers of each specialised field operator, but few people would care about such a thing as most of such fields are moot and overburen a simple person who barely has a clue as to what a particular field could mean.
    Say for instance, you make a mini-calculator for the science department.
    You have: xeno and exo biology, xeno and exo chemistry, exo and xeno botany, exo and xeno zoology, geology and geography, linguistics and xeno linguistics, stellar cartography, quantum physics, warp physics, plasma physics, stellar physics, interphasic sciences computer sciences, AI sciences, nuclear sciences, astrometrics, exo mineralogy, xeno and exo ecology, subspace sciences, temporal sciences....

    Xeno and exo are both separate parts, means you have a group of xenobiologists and a group of exobiologists (the difference is minuscule, but vital in the field).
    And all those where I just wrote 'sciences' can be further separated into other subgroups. Would you like to fill in a field for every number of crew you want to have in every field? And that's just for the science department. I can go on with engineering, tactical, medical, and so forth if you like...
  • Knight26Knight26186 Posts: 832Member
    @Aresius: I agree, and I am trying to keep this as simple as possible. Right now I am up to 4 min-calcs on the standard charts: airwing, gunner, embarked troops, and scientific staff. The Scientific one was the biggest headache, so I added a couple of blank cells to the bottom of it so people can micromanage as much or as little as they wish. I added a fifth mini-calc for the starbase, just for the dock workers and docked crews.
    I agree that civilians are the hardest part, and I will not micromanage that, I did add a slot for shop owners, with shifts, so people can make decisions in that regard.

    @alonzo: The final numbers are broken down as follows:
    Just Crew:
    Airwing
    Embarked Troops
    Dock Workers
    Total Crew (true)
    Officers
    Enlisted
    Civilian Staff
    Civilian Family
    Docked Ship Crews
    Total Embarked(True)

    That way the true crew numbers a known, as are the numbers for the visiting crews and such, and the total that would be embarked at any one time, so you know how many rooms/hotels to have, I think that is the best comprimise there.
    To make it easier to add crew members I will add a couple of blank spots to each category that will autotally with the rest to make it easier. I do ask that people post any additions they make so I can incoprorate them into later versions if I agree with them.

    @SF: Have you even looked at the crew calculator? That is pretty much what it does, and is a tool to allow folks who are not familiar with what positions would actually be needed on a ship to come up with realistic numbers. If you have an issue with the calculator, why don't you actually voice them instead of once again showing your immaturity and spouting off without thinking.

    I will probably have a releasable V5 by next week, I need to fix and bug check a few places. I have added new slots that are specific to the starbase, and right now the starbase crew load out looks like this.
    Just Crew: 9642
    Airwing 896
    Embarked Troops 276
    Dock Workers 3727
    Total Crew (true) 14541
    Officers 2721
    Enlisted 9826
    Civilian Staff 1990
    Civilian Family 3000
    Docked Ship Crews 58234(total of 41 ships, 12 cutters, 12 corvettes, 6 cruisers, 6 destroyers, 3 carriers and 2 mega freighters)
    Total Embarked 75775(for figuring out accomodation numbers)
  • alonzo11208alonzo11208171 Posts: 0Member
    Knight26 wrote: »
    @Aresius: I agree, and I am trying to keep this as simple as possible. Right now I am up to 4 min-calcs on the standard charts: airwing, gunner, embarked troops, and scientific staff. The Scientific one was the biggest headache, so I added a couple of blank cells to the bottom of it so people can micromanage as much or as little as they wish. I added a fifth mini-calc for the starbase, just for the dock workers and docked crews.
    I agree that civilians are the hardest part, and I will not micromanage that, I did add a slot for shop owners, with shifts, so people can make decisions in that regard.

    @alonzo: The final numbers are broken down as follows:
    Just Crew:
    Airwing
    Embarked Troops
    Dock Workers
    Total Crew (true)
    Officers
    Enlisted
    Civilian Staff
    Civilian Family
    Docked Ship Crews
    Total Embarked(True)

    That way the true crew numbers a known, as are the numbers for the visiting crews and such, and the total that would be embarked at any one time, so you know how many rooms/hotels to have, I think that is the best comprimise there.
    To make it easier to add crew members I will add a couple of blank spots to each category that will autotally with the rest to make it easier. I do ask that people post any additions they make so I can incoprorate them into later versions if I agree with them.

    @SF: Have you even looked at the crew calculator? That is pretty much what it does, and is a tool to allow folks who are not familiar with what positions would actually be needed on a ship to come up with realistic numbers. If you have an issue with the calculator, why don't you actually voice them instead of once again showing your immaturity and spouting off without thinking.

    I will probably have a releasable V5 by next week, I need to fix and bug check a few places. I have added new slots that are specific to the starbase, and right now the starbase crew load out looks like this.
    Just Crew: 9642
    Airwing 896
    Embarked Troops 276
    Dock Workers 3727
    Total Crew (true) 14541
    Officers 2721
    Enlisted 9826
    Civilian Staff 1990
    Civilian Family 3000
    Docked Ship Crews 58234(total of 41 ships, 12 cutters, 12 corvettes, 6 cruisers, 6 destroyers, 3 carriers and 2 mega freighters)
    Total Embarked 75775(for figuring out accomodation numbers)


    This sounds good.

    And THATS what I was trying to say lol. Just a few more blank cells in certain sections that offers nothing more than a better breakdown, but still autotally. As I said, the biggest thing for me, was some more blank cells in the auxiliary craft and weapons section.
  • SchimpfySchimpfy171 Posts: 0Member
    surely all this crew calculator business can be solved by listing out all the jobs that need to be fulfilled at the same time or by experts on your ship/base and then multiplying by 2 or 3 depending on how many shifts you have. you might only need 2 shifts of gunners as there will not always need to be full "battle stations" manned whilst the engineers dealing with reactors and power may need 4 shifts as there must always be people to control these systems.

    That sounds vaguely (re: really, really obviously) what this product does. If used as intended it provides almost exactly the same info as you suggest. Interesting what happens when you actually look at something and think before you "critique" it. :rolleyes:
  • Knight26Knight26186 Posts: 832Member
    Thanks Juvat and Alonzo: V5 should be finished by monday. I do ask that if you add anything please let me know so I can incorporate it into future versions. I would rather have a slot that isn't needed by everyone, then not have it you know? The debate I am having right now is whether or not to have all the starbase extras on the blank page. Right now it is the standard with no crew on it, also I am trying to work out how to get rid of the 12 person minimum it keeps showing on the blank. I am leaning towards not putting the starbase stuff on there as that one does pull from the other pages by design. If people do not like that please let me know.
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