So here I am, taking a stab at this game again. Sending my empire of loli pirates into a war against some very angry denizens of a disturbed ruin ( i guess, I didn't disturb it. It wasn't me)
So the gearing up begins, Make some ships, make some missiles..... wait wasn't there a missile design spreadsheet bumping around the forums here somewhere.
~20 mins of searching later.
Well its not too hard to find Paul's spreadsheet for designing missiles in pre 6.00 aurora,
https://docs.google.com/spreadsheets/d/1TaQzsOn18ur8YfR8zLCuvHdx9ptJRvyiaeX-1ug3HNE/edit?authkey=CImjy-8G&hl=en&hl=en&authkey=CImjy-8G#gid=2
but for the life of me I can't find one set up for the newer versions of the game. So i decided to make 1.
https://docs.google.com/spreadsheets/d/1S1zWjEYWiEgXOaCsw4Y5d1katOotd9S_baIAB2ISGUY/edit#gid=1097444317Simple enough to use, Top left corner, you apply numbers for whatever the missile's given role.
Second set of boxes is for your engine techs themselves gotten off engine design window, and agility/msp on missile window
Best used for finding engine/fuel/maneuver combos for set ranges.
Working through target speed however can net you either fast short range missiles better for penetrating defenses, or the longest range missile possible at that size and tech level.
If anyone does give the thing a shot, if you notice any glaring discrepancies between specs shown in the missile design window VS table outputs, I'll be more than happy to fix them. Only checked it verses a half dozen previous missile designs. It might start having errors with max tech missiles in particular.
I do plan on getting rid of all the extra math columns in the next couple days(they were just there to crosscheck myself while entering equations), and I'll eventually go through and give it a whole workover for Sensor missiles, armored, multi engine, and perhaps a MIRV section.