MadHat Car Wars Designer Tutorial

 

This tutorial is designed to be used with the MadHat Designer, the most recent version can always be found at http://68.44.118.1/tsarnj/files/madhat.xls .

 

The following assumptions are made for the purposes of this tutorial:

You know what Car Wars is, and know how to design a car.

You are familiar with standard Windows controls involving the mouse, keyboard, and  scrollbars.

 

The MadHat Designer is divided into two pages: Design Page and Car Page.

The purpose of the Design Page is to specify each and every item down to the last detail for a particular design.

The purpose of the Car Page is to allocate the armor, and to display all of the design components during game-play.

Most selections can be made thru the use of dropdown list boxes and scrolltabs, changing a number up or down one value at time.

 

The Design Page is divided into the following sections:

Header

Driver/Gunner

Engine Shop

Test Track

Basics

Crew

Armor

Weapons

Accessories

Component Armor

Rocket Boosters

Personal Weaponry/Equipment

Manual Input

Total

 

As an example, an updated Killer Kart 2003 design will be used to show off the capabilites of the MadHat designer.

Killer Kart 2003: Subcompact, Ext Hvy Chassis, Hvy Suspension, Small electric w/ PC&SC, 4 HD tires, driver only.  MG front with full load of normal ammo.  10 pts CA around driver.  Armor: M/P F 6/5, B 6/5, L 6/5, R 6/5, T 0/1, U 0/1.  $4,802, 2,760 lbs, HC 4, Accel 5, TS 90.

Here’s what it looks like in the MadHat Designer:


Header

The Header section, permanently affixed to the top of the Design Page, allows a constant update to the total cost, weight, and spaces taken up, along with the weight left and maximum weight, and the spaces left and maximum spaces.

 


Driver/Gunner

The Driver/Gunner section is a place to make notes of the skills of your crew.  The default setting is 30 skill points, the standard for AADA arena events.

 

Engine Shop

The Engine Shop will show you the acceleration and top speed of your car at maximum weight with your current engine configuration.  This allows you rapid prototyping to determine the best acceleration and top speed for your design.

 

Test Track

The Test Track will show you the acceleration and top speed of your car at your current weight.  This can be useful when your engine configuration will give you a higher acceleration at just less than your maximum weight.


Basic:

 

The Basic section is the place to choose

Body (from subcompact thru van, all motorcycle and racing bodies) using the dropdown list box.

Modifications (CA Frame, streamlining, or both)

Chassis (usually X-hvy for most duelling machines)

Suspension (usually Hvy for most dueling machines, but racing is available for racing cars)

Engine (subdivided between electric and gas)

Engine Options (also subdivided between electric and gas)

Carburetor (only works with a gas engine selected)

Gas Tank (will add cost, weight, and space, but only recommended with a gas engine)

Tires (the option is available to choose two different sets of tires.  Car Wars allows for mixing tires from front to back, provided they are the same from side to side.  MadHat presumes you will not make a tire selection which would minimize your HC).

Tire Options (allows you to choose normal, steelbelted, radial, slick, fireproof, or any combination)

Should you choose an illegal combination (Plasticore and radial, for instance), Madhat will let you know you’ve made an illegal combination.


Crew:

 

The Crew section lets you establish a driver (which is the default setting) and the possibility of a Gunner.  You also have the option of adding passengers.  Passengers are usually not part of an approved AADA match, but the option is still available.

 


Armor:

The Armor section allows you select a main armor (metal or plastic) and a composite armor.  The standard practice is to have metal layered over plastic.  The type of armor can be selected by using the drop-down list box.  Using the scrollbar, you can select the exact number of points of each type of armor.  By setting the Armor Sloping value to 1 (the highest possible value for this entry), you can slope your armor.  This will automatically adjust the number of spaces you have available, and change the cost of armor and ramplates.


Weapons

The Weapons section allows for the choice of 10 different weapon combinations.  A weapon combination is the same type of weapon, ammo, and facing.  2 Vulcan Machine guns mounted front could be placed on the first line.  A Vulcan Machine Gun mounted forward and a Vulcan Machine Gun mounted back would require two different lines to be displayed properly.

The columns for the Weapons section are as such:

1)      This dropdown list box allows you to choose the weapon name and ammo selection

2)      number of weapons selected

3)      cost (this is filled in by MadHat, no typing here)

4)      weight (this is filled in by MadHat, no typing here)

5)      spaces (this is filled in by Madhat, no typing here)

6)      DP (this is filled in by MadHat, no typing here)

7)      Ammo – This is filled in by the user…a zero value means you have no ammo!

8)      Holds: this shows how many shots the weapon can hold

9)      Ex Clips: this gives you the opportunity to attach extra magazines to the weapon.

10)  Facing: this drop down list box allows you to choose the facing (front, back, etc)

11)  BTC: this allows you to attach a blow-through concealment patch the weapons on this row.  One BTC per weapon (column 2), and your weapons will not appear on the Walkaround (on the Car Page)

12)  RED FLAGS – Red Flags appear to the right of the BTC column.  These Red Flags include not having a facing, not having ammo, trying to put a BTC on a discharger, or trying to mount certain weapons to facings not allowed by the rules (an Anti-Tank Gun to the left, for instance)  Satisfying all of these conditions will remove the red flags.  You’ll also notice the entire row is lit up in red when any one of these conditions are not met.  This is to protect the designer from mistakenly submitting an invalid design, or one that would prove less than worthy in combat (not having any ammo is legal, but is presumed by MadHat to not be in accordance with the designer’s wishes).


 

Accessories

The Accessories section allows for a list of accessories for the design.  A small number of the accessories are based on the number of tires in the design (HD Shocks, HD Brakes, etc).  By selecting one item, MadHat calculates how many tires there are for the design and adjusts the cost accordingly.  The memo section (the last column) includes useful information regarding the selected accessory.  You will see the blow-through concealment item in this list.  It is a valid choice as an accessory, but it will not automatically modify the WalkAround section on the Car Page like the BTC column in the Weapons section will.

If you see a redflag labeled “Armor MisMatch”, you’ve selected a spoiler, airdam, wheelguard or wheelhub that doesn’t match the armor selection in the Armor section.  Choose the type of armor that matches the armor selection, and the redflag should disappear.


Component Armor

The Component Armor section allows you choose component armor for your driver, gunner, engine, gas tank, and/or weapons.

Select the number of spaces to be protected in column 1, the number of points of armor (maximum is 10) in column 2, and the cost, weight and space is calculated.  By changing the number in the items column, you may create multiple instances of component armor, should you need more than the 5 rows provide.  The CA Modifications column allows you to specific what type of armor you would like, and the Facing column allows you to choose which side or internal component will be protected.

 

It is your responsibility to make sure that the number of spaces you select matches the number of spaces protected.  By choosing a facing, you can be sure to match up the components.


 

Rocket Boosters

The Rocket Boosters section allows you to install solid fuel rocket boosters for instantaneous acceleration.  Use the scrolltabs in the Input Weight column to set how many pounds of booster you would like.  You will see the cost and space increment as you increase the weight.  You will also see the acceleration increase.  Continue to increase the weight until you achieve the desired acceleration.  Be sure also to establish a facing (usually back).  This will contribute to your 1/3 spaces restriction for Car Wars designs.  At no time should you need to type in the cost or the spaces columns.  Those are filled in for you.


Personal Weaponry/Equipment

The Personal Weaponry/Equipment section allows you to select what equipment you crew will carry into combat.  For normal AADA arena combats, usually only a single set of body armor, a fireproof suit, a flak vest and a portable fire extinguisher are allowed, per crew member.  For non-AADA arena combats, a whole slew of items are available.

Simply use the dropdown list box to select your item, use column 2 to select the number of items you want, and use the Ammo column to select the ammo you would like.


Manual Input

The Manual Input section covers everything that isn’t covered anywhere else.  Only in this section do you need to type in everything, from name, to amount, to cost, weight, space and facing.  Whatever amounts you include for the cost weight and space will be included in the final total.


 

Total

The Totals section sums up all the components.  This information is also displayed at the top of the Design Page, so this section is often overlooked.


Car Page

 

The primary purpose of the Car Page is to display the design in a format ready for use during game time.  The only reason to enter data on this page is to allocate your armor.  Armor allocation also allows for the calculation of a ramplate, should you have one.

 

The Car Page is divided into the following sections:

Vehicle Name: This is where you can name your vehicle.

Club Name: This is where you can put in the name of your gaming club

Below the club name are the vital statistics of your design:

Size, weight, cost, chassis, suspension, HC, Acceleration, Top Speed, Power and/or MPG, Range, and DM.

Directly beneath that is the Weapons section, which lists the number, type, ammo type, damage, fire mods, ammo amount and DP of all of the weapons in your design.

Beneath that is the Accessories section, which lists the number and type of all of your accessories.

 

Beneath the Vehicle name is the Car Image section.  This is room to draw, either by hand or with your computer, a schematic of your car for use during combat to check off components as they are damaged and destroyed.

 

Beneath the Car Image is the Armor section.  You will be informed if you have selected to slope your armor or not, and this is your opportunity to allocate your armor.  You will also be informed of the total to-hit modifier based on your car size and your sloped armor condition.  Here we see a subcompact being –1 to hit on the side.

 

Beneath the Armor section is the Notes section, which lists your HC with a spoiler/airdam, regardless of if you have one, and your acceleration with and without overdrive, high-torque and heavy-duty high-torque motors.

 

Beneath the Notes section is the Walkaround section.  The Walkaround section will, with a few pointed exceptions, completely describe the external features of your car as required under the Walkaround rules for Car Wars.  The noted exceptions are fake weapons and fake wheelguards/hubs.

 

At the bottom right corner of the Car Page is the Speed section.  This can be used during play to mark off your speed and handling class over the course of the game.