| Combat Settings |

All combat related settings are collected in this panel. It is confusing because bot uses different fits and techniques. If you dont use something no need to change setting from its default value.
'Drone Control Distance' - max distance you can send drones to attack. Leave default if you dont use drones
'Drones In Space' - how much drones you ship can launch. For example, gila uses 2 drones, so correct value for gila is 2.
'Attack Distance (ammo 1, ammo 2)' - max distance used to activate guns or launchers. In case of a missiles use max flight distance, in case of a guns use optimal range plus its faloff. When you start to add ammo to fitting plan, bot will show you which ammo is first and which is second. By default bot uses ammo #1 for all targets. In high dps table you can define NPCs where ammo #2 is preferred. If you use one ammo type, second value is not used. Bot can use max 2 ammo types.
'Targeting Distance' - max distance to NPc when bot start locking new target.
'Max Targets' - how much targets your ship can lock at the same time
'Orbit Distance' - default orbit distance to set during first run
'Locking Timeout' - how much seconds bot should wait between targeting attempts. Check and adjust this value or bot will not target NPC fast. Timeout is required to not lock the same NPC twice while previous attempt is not finished, so the less this value the better if you have no targetting errors yet.
'Max Overload AB/MWD time' - bot may overload afterburner or microwarpdrive to get to NPC orbit distance faster. Check your AB/MWD cycle duration and adjust overload time to activate AB/MWD overload for one or several cycles. You should also define NPC types that require AB/MWD overload. During our testing, we have not found a scenario where overloading AB or MWD was necessary to survive. What is more important is to maintain the transversal speed.
'Use AOE Damage Structures To Kill Frigates' - If AOE damage structure is present, bot will orbit structure if more than 3 frigates with signature < 60 in overview. This won't work if you check 'Disable Regular NPC Orbitting'.
'Drone Usage' - select one of 'Dont Use', 'Looting', 'Full'.
'Skip Drone Refit if Drones More Then' special setting for Gila users. Gila may fit 10 medium drones but launch 2 drones at a time. If you feel that 4 drones may be lost before returning to reload station then you can set this value to 6.
'Shield Tank' - tick if you use shield tanked ship. If you use passive tank, bot will regenerate shield before entering new mission. If you use active tank, bot will repair shield with booster. If shield tank is ticked but you have armor damage, bot will move to repair station at the end of a fight. Make sure this checkbox is unticked if you use armor tanking with repairer. This is frequent user error.
'Launch Drones In Advance' - bot can launch drones in advance and collect aggro of NPCs on drones. It is usefull for T0-T1 levels with caldari navy drones (max shield) as NPCs do not hit hard and drones may be docked in time. For T1+ better to use drone tank with selected NPCs only. This way you will loose less drones and don't waste time on drone refit after mission is finished.
'Min Cache Attack Distance' - activate guns/launchers or send drones to attack cache (main structure with loot) if you closer to cache then this value. When you destroy cache while approaching to it, you ship loose speed and stop. You may adjust this distance to stop near cache within 2500 meters after you destroy it. Increase this distance if you use microwarpdrive till about 9000, reduce otherwise.
'Min Shield Level To Start Mission' - bot will wait while shield reached this value before entering first pocket. 'In Combat' will also add shield regeneration stage before entering pocket 2 and 3.
'Min Capacitor Level To Start Mission' - bot will wait while capacitor reached this value before entering first pocket
'Safe Drone Shield Level' - bot will not dock damaged drone if shield level of a drone more then this value. Measured in percents.
'Drone Damage Detection Sensitivity' - if you drone is damaged by AOE structure or weak NPC its HP reduces slowly. By the time you kill all NPCs, shield may not reach zero or even regenerate. No need to dock damaged drone to reaggro NPC in this case. Increase Damage Detection Sensitivity parameter to make drones less responsive to small damage. This value measured in pixels of a shield bar.
'Booster Duration' - if you use boosters in your fitting plan adjust this value to duration of a booster buff. Duration of a booster buff depends on biology skill level.
'Synchronize Drone Attack and Guns/Launchers' - if ticked, every time when bot activate gun/launcher it will also send drones to attack the same target.
'Speed Control' - this option has two effects. When bot enter speed cloud it will reduce speed. Also bot will detect speed of a ship relative to existing structures and return to the center of area earlier. If you orbitting cache/gate most of the time or use slow ship you can switch this off.
'Spiral Motion' - Bot can approach NPCs from a high DPS table using a spiral to keep transversal speed higher.
'Disable Regular NPC Orbitting' - if checked, the bot will not orbit NPCs that are not defined in the High DPS NPC table.
'Fast Focused Frigate Attack' - Experimental mode with unconfirmed efficiency. Bot will fire guns/launchers as fast as possible when locked and focused NPC is frigate.
'Assault Damage Control Activation' - if you have assault damage control in your fitting plan, you can activate it sooner or later depending on this value. Make sure you have properly defined if you are using shield or armor tank.
'Switch Ammo on Fly' - Used only with the 2 ammo plan. Bot will use ammo 1 or ammo 2 depending on distance to focused NPC and its speed. If unchecked, bot will use ammo 1 as default ammo and ammo defined in high dps npc table. Define the reload time in the text box on the right. If you have problems switching ammo when this is unchecked, report a bug.
'Second Repairer Activation/Deactivation' - If you are equipped with two repairers, the first repairer will always work, the second repairer will be activated based on your shield or armor level. Set the activation and deactivation levels of the second repairer to save capacitor.