ISXBJEVE Using Astro Bot

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Using the UI - Modules Page

My design philosophy with Astro Bot is to offer the user as many different ways as possible to customize through an in-game UI how their ship performs it's active task.  The Modules Page is where most of that customization will happen.  It is important to note that your Currently Equipped Modules will only be populated if you are in space.  

Figure 8.1 - Modules Page - Kestrel w/ Launchers Split (Click image to enlarge)

Figure 8.2 - Modules Page - Raven w/ Launchers Grouped (Click image to enlarge)

Currently Equipped Modules: This will show you all of your modules that can be activated (passive modules are filtered out), as well as, provide the options for drones.  Now, it's important to understand that just because it lists drones in this listbox, it is not saying that you have drones available.  In Figure 8.1, you can see that all 4 of my Light Missile Launchers are being displayed because they are not grouped while in Figure 8.2, only 1 'Arbalest' Cruise Launcher is being displayed.  I actually have 6 'Arbalest' Cruise Launchers and they are all grouped.  Astro Bot knows this and will activate them as one module.

Before I discuss the examples provided in Figures 8.1 and 8.2, I want to go through all of the available options.

Activate Condition: This is sometimes referred to as the Primary Activate Condition and it is the first internal check Astro Bot performs on a module.  There are 3 possible conditions, but which conditions are shown will depend on the selected module and it's function.

  • AlwaysOn - Module will always be active.
  • Combat - Module will only be active when you are under attack or about to attack something. Module will terminate when not in combat.
  • Non-Combat - Module will only be active when you are not under attack. Module will terminate when in combat.

Activate on Target: There are two options that are available without you configuring anything on the Targets Page: @Self and @NextCombatTarget

  • @Self - Should be used for modules that do not require a target or will be activated on yourself without a target.  (Examples: Shield Booster, Propulsion, etc.)
  • @NextCombatTarget - Will not function unless you have defined some targets as combat on the Targets Page.  If you configured your Targets Page like the examples shown, this will scan through your locked targets that are stored as combat targets (you assigned them as combat on the Targets Page) and then select a target to activate the module on based on your Target Priority selection.

Other target options may be available from the combobox depending on how you configured your Target Page.  If you configured your Targets Page like the examples shown, you will also be able to assign that module to just Target_1 or Target_2 or Target_3, etc...  This will allow you to purposefully split your modules onto different targets if you want to.

Secondary Activate Conditions: All of the options below the Target combobox are referred to as Secondary Activate Conditions.  These conditions are optional, but allow you greater control over when your modules will activate/deactivate.  All secondary activate conditions are percentage based ranges, except for Dist. To Target which is measured in meters and both sides of the range do not need to be filled out.

  • Capacitor Percent - If your remaining capacitor percentage is less than, greater than or equal to the set range, the module will be activated. The module will terminate when the capacitor percentage is not within the set range.
  • Distance to Active Target - If your distance to your active target is less than, greater than or equal to the set range, the module will be activated. The module will terminate when the distance range is not within the set range.
  • My Shield Percent - If your shield percentage is less than, greater than or equal to the set range, the module will be activated. The module will terminate when your shield percentage is not within the set range.
  • My Armor Percent - If your armor percentage is less than, greater than or equal to the set range, the module will be activated. The module will terminate when your armor percentage is not within the set range.
  • My Velocity Percent - if your current velocity percentage is less than, greater than or equal to the set range, the module will be activated.  The module will terminate when your velocity percentage is not within the set range.

Example Using Figure 8.2:

Line 1: T: (MedSlot2) -- (Large Shield Booster II) | AlwaysOn | @Self | Shield % <= 60 |

This will activate the (Large Shield Booster II) fitted to slot Med_2 on my self always when my shield percentage is less than or equal to 60%.  Above 60% it will deactivate the module.

Line 2: T: (MedSlot1) -- (Large Shield Booster II) | AlwaysOn | @Self | Shield % <= 80 |

This will activate the (Large Shield Booster II) fitted to slot Med_1 on my self always when my shield percentage is less than or equal to 80%.  Above 80% it will deactivate the module.

Line 3: T: (LoSlot0) -- (F85 Peripheral Damage System I) | AlwaysOn | @Self |

This will activate the (F85 Peripheral Damage System I) fitted to slot Lo_0 on my self always.  This module is never deactivated.

Line 4: T: (MedSlot0) -- (Limited Adaptive Invulnerability Field I) | AlwaysOn | @Self |

This will activate the (Limited Adaptive Invulnerability Field I) fitted to slot Med_0 on my self always.  This module is never deactivated.

Line 5: T: (HiSlot0) -- ('Arbalest' Cruise Launcher I) | Combat | @NextCombatTarget |

This will activate the ('Arbalest' Cruise Launcher I) fitted to slot Hi_0 on the next combat target sorted by my target priority selection if I am being attacked or am going to be attacking.  This module will be deactivated if I am no longer in combat.

Line 6: T: (Drones: Combat) | Combat | @NextCombatTarget |

This will activate my (Drones: Combat) on the next combat target sorted by my target priority selection if I am being attacked or am going to be attacking.  The drones might be recalled if you have selected to recall them when not in combat.