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'Active tank' will initiate the fight
module when any amount of damage is taken to the shields or
armor, or if you get jammed by NPCs. When combat has ended the
shields or armor will be repaired back to 100%. You must make sure that
the position of the repair module is
defined or bot will stop working after the
fight and you will loose drones in space.
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'Passive tank' will only start the fight module when the shields
reach the 'Enter Combat at shield Level' specified by the user. At the
end of the fight EVEPilot remembers the current shield level and
uses that to asses when the next fight will initiate. A new fight will
start if the NPCs do more damage than the last initiation
level. If you don't want to skip combat, use active tanking instead.
You can still add a rule (e.g rule 2) to repair module to help
regenerate the shields faster.
-
'Emergency warpout as Shield/Armor
Level' is the percentage of shield or armor damage you will
receive before warping out to a station and docking. If you are
unable to fight NPCs due to weak tank or weak fighting
skills, use the value 95% to make sure you warp out at the first
sign of incoming damage detected.
-
'Emergency log off at Shield/Armor Level' is the percentage
of shield or armor damage you will receive before the client window will
be closes. With introduction of NPC aggression timers in
Tranquility, ships still warp out from NPC when disconnected,
but remain in space for the duration of the aggression
timer.
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'Disable ELO-s' may be ticked to
disable emergency log offs.
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'Fight Module Time Out' is the figure in seconds before the fight
module times out. This should be enough to kill all of the NPCs
with your skills and ship. If fight module finished by timeout, the next fight
may be initiated not earlier then two
minutes.
-
'Wait Till NPC In Range' is the time that the fight module will
wait for any NPCs to approach your ship. If EVEPilot waits for the value
specified and the NPC still hasn't approached, the fight module will end and
generate timeout event.
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'Launch Drones In Advance' will
launch drones when ship warped to belt. Drones will be collected before
miner initiate new warp. Use if you have jamming NPC in the area you mine.
Otherwise this setting will add a chance to loose drones in case of casual
disconnect.
-
'EWO if Max Time In Belt Reached' -
if you dont want to continue fight when it is time to return to station by
maximal time on belt timeout use this value.
-
'Finish Fight By Max Cargoload Limit'
- fight module will generate artificial timeout and finish fight if you
have cargohold loaded by more then maximal cargoload percent defined in miner
settings. Most useful option.
-
'Skip BS Sized NPC' - option to not
try to kill battle ships for 0.0 miner. Even with good skills it takes minutes
to kill BS sized NPC. If you dont set miner to use jettison
containers, BSs wont be killed till the end of mining round and better to
activate this option.
-
'Switch Off lasers During Fight' can be checked to save on
capacitor during a fight. Check this option if you have to fight in a
Retriever.
-
'Jamming NPC' can be unchecked if the rats in the systems you mine
in do not jam you. Uncheck this option if you don't want to initiate fight
with NPCs when a target painting or turret disruption event has been
detected.
-
'Warp Out if Jammed' may be checked if you want to avoid
fights with jamming NPC. Some NPCs dont allow to fight effectively due to
perma jam.
-
'Abandon Wrecks' will set miner abandon any wrecks it made
after fight with NPC. Players, who hunting in the belts with you, will
not contact you and ask if they may have your
loot.
-
'Loot Faction Wrecks' - if bot detected that killed NPC were
officer type, bot will approach to the wreck and loot
it.
-
'Loot all wrecks' - dont activate it besides if you have fast
vessel. Only close wrecks will be
looted.