Hope I got this right, the download is here:
https://github.com/Pulsar4xDevs/Pulsar4x/releases/tag/v0.21-AlphaPulsar4X.UI.exe is the program, no Icon for this one. 0.2 features component and ship design, as well as beam combat under the Aurora TN ruleset. There are two factions, and they start across from each other, all new taskgroups will appear where they both start. Unfortunately, this is just the Windows build, someone else will have to upload a linux build.
Components may be designed from the ctrl-f6 menu, SM must be enabled, and instant must be used to create them.
Designable components:
Active sensors / Missile Fire Controls( Missile combat is not implemented as yet but the MFC component can be designed. )
Beam Fire Controls
EM Sensors
Engines(Hyperdrives are not yet enabled in game but may be designed into engines)
Gauss Cannons
High Powered Microwaves
Lasers
Meson Cannons
Particle Beams
Plasma Carronades
Power Plants
Railguns
Shields - Standard
Thermal Sensors
All of these work, they are implemented in simulation with the exception of missile fire controls.
Ships may be created from the F5 menu. The new button, and rename button are functional immediately, and on creating a new unlocked design, the armor buttons and deployment time button become enabled. Likewise the design tab will become visible. Within the design tab, components may be added or subtracted from the design by clicking on them and clicking the add/remove button, or by double clicking on them, as per aurora.
On the ship design tab there are many as yet unimplemented components, these are included for internal tests and aren't yet ready for the sim, they are:
Wasp I FC
Size 1 Launcher
Mag S1
Cargo Handling System
Cargo Hold - Standard
Cargo Hold - Small
Cryogenic Transport
Cryogenic Transport - Small
Cryogenic Transport - Emergency
The industry and transport components merely await code to enable them(and the implementation of the planetary economic system), but missiles are still at proof of concept. Crew quarters are not added manually, and design errors are neither marked yet, nor required to be honored.
Ships can be added to taskgroups from the Shift-F9, This should lock the ship design so that no further changes can be made to it. A Ship BP total is provided, but not checked against as yet. Select the empire, taskgroup and shipclass you want, then modify the number to add, then click the add button. Adding a ship while its design screen is open will require a refresh to display the fact that the ship design is now locked. just close the tab and re open it, I expect this refresh issue to become a major pain.
Taskgroups may be created and ordered around with the F12 Taskgroup page. New taskgroups may be created by pressing the new button. the rename TG button will allow taskgroups to be renamed. This will not refresh the taskgroup name in the selection box, or the system map immediately. Speed may be set, location will be recorded, Time/distance will be calculated for the current or all orders, and movement orders may be issued to planets, contacts, waypoints, or friendly taskgroups.
Ship Information can be had at the F6 Ships tab. Ships can be selected on the left, their armour status will be displayed on the armour status tab. Damaged components will be visible under damage control(but damage control itself is not yet implemented). Miscellaneous holds a temporary textbox for the message log that I expect to do away with at a later date. Class design and combat summary both will display the relevant information, and the shield display(not part of any tab) is of course working. The main show is at combat settings. Individual active sensors can be enabled or disabled, shields can be raised or lowered, firecontrols can be set to open/cease fire, and weapons and targets can be assigned to the selected fire control. A ship must be detected on active sensors to be a valid target. Point defense is filled out with options, but PD is not yet enabled.
The system map will display all taskgroups for both players, there is no empire specific system map yet. Waypoints may be created from the map markers tab on the system map side document, and as time is advanced both time and tick value will be displayed on this tabs header. This is a kludge since I cannot get to the main form binding from the simulation yet. On the map itself there are several buttons that control time advancement, all of them work, but there are no interrupts, if you click 30 days, you'll get 30 days, with whatever unknown consequences of that. There is no line to last position implemented yet, just dots and text to mark location, and taskgroups that are on top of each other will interfere with each other's names.
Please report any bugs here or on github:
https://github.com/Pulsar4xDevs/Pulsar4x/issuesKnown Issues:
Only Faction 1 can create waypoints.
Taskgroup names overwrite eachother instead of stacking upwards.