How to Manage Units - Shiolle/KineticsTool GitHub Wiki
Launching kinetics in Attack Vector: Tactical requires certain initial information:
- Units relative position
- Their velocity vectors
- Weapon parameters
- Launch segment
It was decided that the best way to provide this information is to create the list of units similar to the one you can see in AVID assistant by AdAstra Games. It can also be saved and loaded, along with shellstar information.
Units management is done on the main window of Attack Vector Kinetics Tool which you can see below. #1. Time track You can advance or backtrack turn and segment number using this box. This will be used as a segment of launch when user tries to launch kinetics.
This tool does not track turns in game. This way it's easy to experiment with the timing of launch.
#2. Add new unit When you click this button a small window appears:
You can enter unit name and its position on the map. Positions have the following format:
<cx> <cy>:<altitude>
Cx and cy are the coordinates you see on the maps from AdAstra Games.
A white space between them is needed because each coordinates is not limited to a double digit value. Likewise, any coordinate can be negative.
#3. Delete unit Removes a selected unit from the list along with all its attached shellstars.
#4. Save unit list Saves all units in the list and their attached shellstars attached to them. A standard save file dialog will allow user to select the name of the save file. Default extension is .srp.
Save files are plain XML. This is intentional to allow user view them and edit if necessary.
#5. Load unit list Loads a previously saved list of units.
#6. Unit list Each unit in the list is represented by a small plaque shown separately below.
It contains, along with name and position, a few controls. The two buttons to the left (d and e on the image above) allow user to select the unit in one of the selection slots to the right of the unit list. The two selection slots are functionally identical.
The left-most button (c) allows to quickly view attached shellstars of any unit. If a unit does not have attached shellstars, it will be disabled. This button has the same functionality as View Shellstars button to the right (marked #10 on the illustration at top).
#7. Movement control This block controls selected unit position. You can move the unit one hex at a time by pressing a button for the direction of movement or enter the coordinate in the same way it is done in the new unit window.
#8. Velocity control This block allows you to manipulate selected unit's velocity. It has eight boxes for eight velocity vectors. These vectors are not consolidated.
#9. View Shellstars button Pressing this button brings up attached shellstars list. It is identical to the button on unit plate, except that it also shows the number of attached shellstars.
#10. Launch Seekers button Pressing this button brings up firing solution window. The unit in the slot where this button is pressed will be the launching unit; the unit in the other slot will become the target. If this button is pressed in the upper selection slot, the upper unit becomes the launching unit, and the unit in the lower slot becomes the target; if this button is pressed in the lower slot, the lower unit is the launching unit, and the upper unit is the target. This button is disabled unless both selection slots are filled.
#11. Information about the tool and legal notice The logo in the upper left corner of the main window is clickable. Clicking on it will display info about license and legal notice.