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Sakari Orisi
Gallente BIG Majesta Empire
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Posted - 2010.12.01 14:29:00 -
[1]
Edited by: Sakari Orisi on 01/12/2010 14:37:19 The evefit project is an umbrella of several projects. Most noticably, a desktop fitting tool: Pyfa, and a web fitter: Aurora.
I'd hereby like to announce the first release candidate of the stable pyfa version: 1.0
It features many advanced features such as DNA import/exporting, advanced graphing and of course every possible fitting calculation. As well as being fully updated for the incursion patch.
It works on every platform eve works on. This includes windows, mac and linux. It works on all those platforms with a NATIVE interface, additionaly it should also work on any other platform python and wx works on.
Don't take my word for it though. Please visit our website.
More information, such as download instructions and screenshots are available here
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Sakari Orisi
Gallente BIG Majesta Empire
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Posted - 2010.12.01 14:32:00 -
[2]
Reserved
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Sakari Orisi
Gallente BIG Majesta Empire
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Posted - 2010.12.01 14:34:00 -
[3]
Reserved
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Entity
X-Factor Industries Synthetic Existence
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Posted - 2010.12.01 14:44:00 -
[4]
I endorse this product.
_
Got Item? | EVE API? | Cache? |
Karbowiak
Caldari hirr Morsus Mihi
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Posted - 2010.12.01 14:56:00 -
[5]
<3 EVEFit and especially <3 Aurora!
Co-Owner and Creator of EVSCO |
Seriously Bored
Minmatar
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Posted - 2010.12.01 17:41:00 -
[6]
Wow. Aurora is looking really good (even if there's a ways to go still).
Excellent work folks, keep it up!
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Rank Badjin
Minmatar Blazing Saddles Tactical Narcotics Team
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Posted - 2010.12.01 23:02:00 -
[7]
Edited by: Rank Badjin on 01/12/2010 23:02:26 Installed and running on Ubuntu. Works well but I have an issue with appearance. The left hand pane on pyfa on my system is displaying the characters in a grey font that is so light as to be unreadable. This may not be a pyfa issue, it may be my system config since I have a similar issue with google desktop's pull out windows displaying the same way.
I have tried all the settings I can find but none, seem to affect either the background of that pane or the font displayed in it. ANY help would be appreciated.
Kudos for implementing this in Python btw, I have really missed not having access to EFT on Ubuntu.
That which does not kill you has made a tactical error. |
Apollo Gabriel
Brotherhood Of Fallen Angels Etherium Cartel
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Posted - 2010.12.01 23:44:00 -
[8]
Unable to download at the moment, will have a look at it later tonight. I tried a version back in October I believe and there were many bugs (incorrect computations) although overall an excellent effort.
How would you like to have bugs reported?
Apollo =============================== || Don't let the Trolls keep you from your goals. || =============================== |
Freyja Asynjur
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Posted - 2010.12.02 01:32:00 -
[9]
Lots and lots of improvements on UX/UI ! I will definitely use it now
(on the bugs side, it seems crystal implants are not working)
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Rian O'Shea
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Posted - 2010.12.02 02:22:00 -
[10]
Clowning around with it, I'd like to see a meta lvl when checking modules/market groups, it makes finding the right one a lot easier. It's nice though.
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Apollo Gabriel
Brotherhood Of Fallen Angels Etherium Cartel
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Posted - 2010.12.02 02:34:00 -
[11]
ok, feeling dumb here, but when I click a ship category ... there are no ships. I am using the mac client, any advice? Do you really care what trolls say? If yes, please log off and go outside, it helps. |
Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.12.02 03:01:00 -
[12]
Edited by: Liang Nuren on 02/12/2010 03:03:35 The UI is massively improved, but I really wish I could move make the market/module windows side by side. Like this:
+------+-----+---------+ | M | M | S | | A | O | H | | R | D | I | | K | U | P | | E | L | S | | T | E | | | | | | +------+-----+---------+
Right now, it looks like:
+------+---------------+ | MK | S | | AE | H | | RT | I | +------+ P | | MU | S | | OL | | | DE | | +------+---------------+
I know, I know... "patches welcome". Its not like I don't know how to do it even.
-Liang
Ed: Formatting the picture. Repeatedly. -- Eve Forum ***** Extraordinaire On Twitter - Blog got deleted when Evepress died - |
Apollo Gabriel
Brotherhood Of Fallen Angels Etherium Cartel
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Posted - 2010.12.02 03:22:00 -
[13]
I am fairly certain the Mac build is borked. Currently with the Nightly build (nov 13th) and the release there are no ships in the ship tab. When I try to import from EFT it has an error. The ship categories do not match the new ones from incursion, so perhaps that is the issue.
Thanks for all your efforts, AG Do you really care what trolls say? If yes, please log off and go outside, it helps. |
Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.12.02 03:27:00 -
[14]
Edited by: Liang Nuren on 02/12/2010 03:26:55
Originally by: Apollo Gabriel Nightly build (nov 13th)
Did you try the release build?
-Liang -- Eve Forum ***** Extraordinaire On Twitter - Blog got deleted when Evepress died - |
Apollo Gabriel
Brotherhood Of Fallen Angels Etherium Cartel
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Posted - 2010.12.02 03:28:00 -
[15]
yes, I tried the nightly and the release build. ====================================== Do you really care what trolls say? If yes, please take a break and head outside, it helps. ====================================== |
Aamrr
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Posted - 2010.12.02 03:41:00 -
[16]
Originally by: Rian O'Shea Clowning around with it, I'd like to see a meta lvl when checking modules/market groups, it makes finding the right one a lot easier. It's nice though.
You should find that all modules are sorted by meta-level.
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Sakari Orisi
BIG Majesta Empire
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Posted - 2010.12.02 08:35:00 -
[17]
Edited by: Sakari Orisi on 02/12/2010 08:36:35
Originally by: Apollo Gabriel Edited by: Apollo Gabriel on 02/12/2010 03:29:33 EDIT: Added Clarity
I am fairly certain the Mac build is borked. Currently with the Nightly build (nov 13th) and the Release Build, in both of these builds, there are no ships in the ship tab. When I try to import from EFT it has an error. The ship categories do not match the new ones from incursion, so perhaps that is the issue.
Thanks for all your efforts, AG
Our local mac guy checked the mac build before it got released. Either something got through or there's a local issue somewhere. Could you head to #evefit on irc.coldfront.net and check with cncfanatics/niki to see whats wrong ?
edit: prefered method of reporting bugs is our trac.
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Kadesh Priestess
Scalding Chill
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Posted - 2010.12.02 09:27:00 -
[18]
We tried release build on 2 different machines, however both of them were running Snow Leopard (at least the one i tried on). If it doesn't work for you - please write at least os x version. _____ EVE Fit |
Zindela
Caldari School of Applied Knowledge
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Posted - 2010.12.02 09:29:00 -
[19]
Working just fine on Win7 x64.
That said, it's a great looking fitting app. I'll play around with it more when I have more time, however, I've noticed that it doesn't seem to keep characters names.
I imported my skillset, and the character stays named as "New Character". I've tried manually changing the name too, it just resets to "New Character" every time. NBD for me, as I only have one character, but those with alts, will see lots of "New Characters", and won't be able to distinguish between them. -------------------
Originally by: CCP Oveur
Guess what I'm wearing.
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Tore Smith
Science and Trade Institute
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Posted - 2010.12.02 09:43:00 -
[20]
Edited by: Tore Smith on 02/12/2010 09:45:48 hi,
running it on a win xp system without any probs. some additional notes concerning personal preferences for usage:
pros: - really good drone layout: user range, tracking etc. - visible damage profiles - tabbed layout for the ship fittings
cons: - damage graph could use attacker/target input - maybe i just couldn't find it: setting prices for faction stuff would be great
all in all very promising! thank you for sharing your work and hope you have the time to further improve on this tool.
cheers!
edit: so you understand the stuff im saying
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Aamrr
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Posted - 2010.12.02 17:24:00 -
[21]
Edited by: Aamrr on 02/12/2010 17:25:23
Originally by: Freyja Asynjur Lots and lots of improvements on UX/UI ! I will definitely use it now
(on the bugs side, it seems crystal implants are not working)
Crystal implants are working now, at least on the repository. The fix will work its way into the stable release.
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.12.02 17:48:00 -
[22]
I'm behind a firewall these days ... think it'd be possible to enable http serves on your git repo? -- Eve Forum ***** Extraordinaire On Twitter - Blog got deleted when Evepress died - |
Gryganne
Gallente Rockhound Inc.
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Posted - 2010.12.02 18:00:00 -
[23]
Edited by: Gryganne on 02/12/2010 18:00:51 nevermind, answer given in the OP
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Qiel
Minmatar The New Guardians of Eden
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Posted - 2010.12.02 18:02:00 -
[24]
Okay, I officially love this. It does everything I need it to do, with only a few minor exceptions.
One issue I have is that the Ship Groups uses a font so small that you can't read it. This is probably because a setting is done so there are no scroll bars. But I would be happy to have scroll bars if I could read it. I get by now by guessing at the shape and length of the words, and the fact they are in alphabetical order. But even getting it to 8pt font would be a great benefit. (Mac OS X 10.6.5)
Also, I love the Spotlight/search feature on the ships group page. However, I would like to request a feature that will probably go towards the bottom of your list. I would like to find ships based on things like # low slots, # Medium Slots, # turrets, # Launchers. That will probably be tough, but you ever know until you ask.
Thanks for the great app.
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Drexit
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Posted - 2010.12.02 18:04:00 -
[25]
Couple comments:
Takes a long time to start. Not sure if thats the python interpreter or what, but its noticeable and ugly :\
Damage pattern editor is non-intuitive, and does not appear to have help. I tried to create a Guristas profile, and entered 50/50 for therm and kin. The percentages at the bottom automatically updated to 0%, 9%, 90%, 0%, which is totally confusing to me. I fished around with numbers, and ended up using 5 kin, 5 therm, which gave me 0/5/50/0.
I want to be able to assign different characters to different ships at the same time. E.g. see John Doe's DPS piloting his domi, compared to Joe Blow's DPS piloting his apoc. Unfortunately I have to click the ship tab, then reselect the character for that ship.
Similar to the above item, I want to be able to show the info window on the right for 2 different ships side by side. In other words, the MDI child windows that contain the modules should also contain the resources/resistances/recharge rates/firepower etc, rather than having that part anchored right.
Your cost factoring works much better than EFT - good job.
This is totally personal preference, but the listbox on the left and the drone/implant/boosters windows are all a few pixels too tall for my taste - in other words, their bottom edge is too close to the bottom of my screen or taskbar. It makes me feel like I may be missing part of the UI, and I need to resize the window.
While I appreciate the animation and coloring of the grid and cpu gauges, I would prefer that they are either green or red. at 101%, it doesn't stand out that I can't fit it.
Still a great tool, and I'm glad the ship classes are finally in alphabetical order!
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Aamrr
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Posted - 2010.12.02 18:22:00 -
[26]
Originally by: Drexit Couple comments:
Takes a long time to start. Not sure if thats the python interpreter or what, but its noticeable and ugly :\
Yes, it's a problem we're working on addressing.
Originally by: Drexit
Damage pattern editor is non-intuitive, and does not appear to have help. I tried to create a Guristas profile, and entered 50/50 for therm and kin. The percentages at the bottom automatically updated to 0%, 9%, 90%, 0%, which is totally confusing to me. I fished around with numbers, and ended up using 5 kin, 5 therm, which gave me 0/5/50/0.
Ahh, yes, I'm noticing the same behavior. I think it's an issue with the status bar not updating when you tab to the next field. Pressing enter after you key in the values should fix the problem though. (FYI, guristas are 570/3504)
Originally by: Drexit
I want to be able to assign different characters to different ships at the same time. E.g. see John Doe's DPS piloting his domi, compared to Joe Blow's DPS piloting his apoc. Unfortunately I have to click the ship tab, then reselect the character for that ship.
For that, we'd need to track pilots on a per-ship basis. We can do that, but chose not to use that as the default behavior. We're going to add that to the preferences window.
Originally by: Drexit
Similar to the above item, I want to be able to show the info window on the right for 2 different ships side by side. In other words, the MDI child windows that contain the modules should also contain the resources/resistances/recharge rates/firepower etc, rather than having that part anchored right.
I'm not sure exactly what you mean by this. Could you elaborate?
Originally by: Drexit
Your cost factoring works much better than EFT - good job.
Thanks
Originally by: Drexit
This is totally personal preference, but the listbox on the left and the drone/implant/boosters windows are all a few pixels too tall for my taste - in other words, their bottom edge is too close to the bottom of my screen or taskbar. It makes me feel like I may be missing part of the UI, and I need to resize the window.
We may work on making those windows resizeable. I'll ask about it in IRC.
Originally by: Drexit
While I appreciate the animation and coloring of the grid and cpu gauges, I would prefer that they are either green or red. at 101%, it doesn't stand out that I can't fit it.
It's an issue we've been playing with for a while, but as it's not directly affecting functionality we haven't had much chance to play with it. I'll poke our UI guy about it
Originally by: Drexit
Still a great tool, and I'm glad the ship classes are finally in alphabetical order!
Oh sure, compliment us on the EASY stuff.
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stoicfaux
Gallente
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Posted - 2010.12.02 18:50:00 -
[27]
Originally by: Aamrr
Originally by: Drexit
Still a great tool, and I'm glad the ship classes are finally in alphabetical order!
Oh sure, compliment us on the EASY stuff.
If there's one thing I learned while writing programs, an ounce of GUI changes will get you a pound of love/hate.
In consideration of our non-island euro-trash players, change 'ounce' to 'gram' and 'pound' to 'kilogram.'
----- "Are you a sociopathic paranoid schizophrenic with accounting skills? We have the game for you! -- Eve, the game of Alts, Economics, Machiavelli, and PvP"
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Drexit
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Posted - 2010.12.02 19:35:00 -
[28]
Originally by: Aamrr
Ahh, yes, I'm noticing the same behavior. I think it's an issue with the status bar not updating when you tab to the next field. Pressing enter after you key in the values should fix the problem though. (FYI, guristas are 570/3504)
What does the 570/3504 stand for? Sorry if this is blatantly obvious, I can be a little dense.
Originally by: Drexit
Similar to the above item, I want to be able to show the info window on the right for 2 different ships side by side. In other words, the MDI child windows that contain the modules should also contain the resources/resistances/recharge rates/firepower etc, rather than having that part anchored right.
Originally by: Aamrr
I'm not sure exactly what you mean by this. Could you elaborate?
Open EFT - you'll see the resources, CPU for instance, attached to the ship window, rather than the main application window. For your app, I should be able to a> undock ship tabs, and b> see the resources attached to the undocked tab, rather than the main window frame. I want to be able to see dps or tank side by side, for two different fits.
Originally by: Aamrr
Originally by: Drexit
Still a great tool, and I'm glad the ship classes are finally in alphabetical order!
Oh sure, compliment us on the EASY stuff.
Well its pretty similar to EFT. Some things are organized better, some worse, but the number one annoying thing to me in EFT was finding a ship. You've fixed, and reduced stress. Sorry if that was trivial for you :) Add in the old quickfit "find a module that fits this slot" button, and I'll grats you for something less trivial.
Again, good job all around.
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Aamrr
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Posted - 2010.12.02 19:49:00 -
[29]
Originally by: Drexit
What does the 570/3504 stand for? Sorry if this is blatantly obvious, I can be a little dense.
Thermal and Kinetic damage respectively.
Originally by: Drexit
Open EFT - you'll see the resources, CPU for instance, attached to the ship window, rather than the main application window. For your app, I should be able to a> undock ship tabs, and b> see the resources attached to the undocked tab, rather than the main window frame. I want to be able to see dps or tank side by side, for two different fits.
That would be a pretty significant change...as it is, you can open several fits at a time and ctrl+tab / ctrl+shift+tab between them. The problem with displaying the stats window is that we'd it takes up a lot of screen real-estate and when you've got 3 or more fits open...
Originally by: Drexit
Well its pretty similar to EFT. Some things are organized better, some worse, but the number one annoying thing to me in EFT was finding a ship. You've fixed, and reduced stress. Sorry if that was trivial for you :) Add in the old quickfit "find a module that fits this slot" button, and I'll grats you for something less trivial.
Again, good job all around.
I believe we're working on that feature, actually
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Drexit
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Posted - 2010.12.02 20:50:00 -
[30]
Oh well, thats a pretty important feature - side by side comparison. Does my domi with purgers and spr's outtank a booster fit, etc. I understand you can still do that with the tab keystroke, but its not side by side, which is incredibly useful.
Awaiting your next version!
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Rank Badjin
Minmatar Blazing Saddles Tactical Narcotics Team
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Posted - 2010.12.02 21:46:00 -
[31]
Originally by: Sakari Orisi Edited by: Sakari Orisi on 02/12/2010 09:10:01 Edited by: Sakari Orisi on 02/12/2010 08:36:35
Originally by: Apollo Gabriel Edited by: Apollo Gabriel on 02/12/2010 03:29:33 EDIT: Added Clarity
Originally by: Rank Badjin Edited by: Rank Badjin on 02/12/2010 00:50:58
Installed and running on Ubuntu. Works well but I have an issue with appearance. The left hand pane on pyfa on my system is displaying the characters in a grey font that is so light as to be unreadable. This may not be a pyfa issue, it may be my system config since I have a similar issue with google desktop's pull out windows displaying the same way. This only occurs on the "Ship" tab in that pane, the "Market" tab is fine. The tab title of the loadout in the right hand pane has a similar issue.
I have tried all the system settings I can find but none seem to affect either the background of that pane or the font displayed in it. ANY help would be appreciated.
Kudos for implementing this in Python btw, I have really missed not having access to EFT on Ubuntu.
This "appears" to be a GTK tooltip issue, but I am still not able to resolve it using gtk-config.
Could you please also get on our IRC so we can look into this with more detail ?
Sorry, but I am not much into social clients even one as old as IRC. I did attempt it, but received a "network error", I don't have time to play with something I never use to figure out what is broken...so I will have to try to work this out here in the forum.
First of all, a more precise description of the problem. Looking at your published screenshots from the stable release, all panes of the GUI have a grey background. Mine does not. I am using Ubuntu Meerkat with the DarkRoom Theme. (I have tried others.) This produces a window that looks like yours but the left hand pane is white and the right hand pane is grey. The left hand pane does not change no matter how I fiddle with gtk settings. The right hand pane does change according to gtk settings. So I conclude that whatever controls gtk also controls wxWidgets appearance to some degree.
The left hand pane has two tabs, one is labeled Ships and the other Market (I am guessing, the titles on the tabs are grey on grey as and nigh unreadable as well). The Market tab produces a white background and black text, no problems there. The Ships tab produces a white background, a column of very small icons, and extremely light grey text in a very small font that is unreadable. In the right hand pane, the background is grey, the text is readable for the most part, the exception being the titles on the tabs. A newly selected tab is totally unreadable since it is grey on grey, a saved tab is a different color font (more red) that is at least visible.
I browsed through the source and a some of the other posts in this thread and the older thread for 0.90 as well. I am familiar with GTK Widgets but it seems you are using wxWidgets for this build, I am not certain of the reasoning behind the change, but the behaviour appears to be governed by the same constraints as GTK so I am assuming a common failure point. My evidence for this is that I am running Google's Desktop Sidebar and it exhibits identical behaviour on the popouts (which I am fairly certain are tooltips). According to the default settings for Ubuntu, this would be a very light yellow background with light grey text...lots of complaints from users on that.
Your code shows no obvious calls to anything except wxWidgets, leaving me clueless on how to change this behaviour.
Rank
That which does not kill you has made a tactical error. |
Kadesh Priestess
Scalding Chill
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Posted - 2010.12.02 22:14:00 -
[32]
Originally by: Drexit Oh well, thats a pretty important feature - side by side comparison. Does my domi with purgers and spr's outtank a booster fit, etc. I understand you can still do that with the tab keystroke, but its not side by side, which is incredibly useful.
It's extremely unlikely to be implemented the way you requested it. For pyfa0 (gtk-based) we planned to provide setup comparison (in separate window, like product comparison is implemented on various online shops), this may be implemented in current pyfa too.
Besides, fast tab switching using some convenient hotkey system may help with comparing setups a bit :) _____ EVE Fit |
Dokah
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Posted - 2010.12.02 23:14:00 -
[33]
Nice app guys :) even though its similar in layout and use to EFT, I'll be using this and won't be nitpicking about little things.
Keep up the good work.
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Gryganne
Gallente Rockhound Inc.
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Posted - 2010.12.03 01:12:00 -
[34]
The program does not load my implants when I import skills from API. Also, when I try to manually add the implants in the character editor, and I click on a certain category, no implants show up. That is, I click on "skill hardwiring", then the + next to "implant slot 10", then when I click the + next to "armor implants" the + simply disappears and no options appear. Similarly, when I try to search for an implant in the above text box, nothing shows up. The only way to add an implant is by using the implant section in the ship editor screen.
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Sakari Orisi
BIG Majesta Empire
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Posted - 2010.12.03 11:48:00 -
[35]
Originally by: Gryganne The program does not load my implants when I import skills from API. Also, when I try to manually add the implants in the character editor, and I click on a certain category, no implants show up. That is, I click on "skill hardwiring", then the + next to "implant slot 10", then when I click the + next to "armor implants" the + simply disappears and no options appear. Similarly, when I try to search for an implant in the above text box, nothing shows up. The only way to add an implant is by using the implant section in the ship editor screen.
We've whacked the character implant code around a bit and it works now. It'll be in the next RC
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Sakari Orisi
BIG Majesta Empire
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Posted - 2010.12.03 11:50:00 -
[36]
Edited by: Sakari Orisi on 03/12/2010 11:50:23 edit: doublepost
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Rian O'Shea
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Posted - 2010.12.03 11:58:00 -
[37]
Trying to be Devil's advocate here; What useful and important features would make me want to stop using EFT (which has it's own set of issues but we're so used to now) and put in the effort to get used to Pyfa instead?
As I see it it's largely similar, perhaps a bit more logical UI but not necessarily easier in selecting ships/modules, apart from that I haven't found anything enlightening. I'm genuinely trying to figure out if it would be worth it to get used to yet another fitting program when it does essentially the same thing as the one I'm used to using.
--- The whole problem with the universe is that fools and fanatics are always certain of themselves, but wiser people are full of doubt. |
Sellendis
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Posted - 2010.12.03 12:58:00 -
[38]
Awesome work honestly. Its nice and easy to use. But i have some remarks.... Could you add a space/divider/whatsoever between high/med/low/rigs? And item coloring like in EFT, coloring modules by slot type and a bit more customizing of the display. Guess that comes later :)
Keep up the good work.
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Kah Eli
Hyvat Pahat ja Eric The Polaris Syndicate
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Posted - 2010.12.03 14:37:00 -
[39]
Btw, Norton 360 judges atleast the windows installer as harmfull software, and automatically removes it after download...
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Aamrr
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Posted - 2010.12.03 14:56:00 -
[40]
Originally by: Rian O'Shea Trying to be Devil's advocate here; What useful and important features would make me want to stop using EFT (which has it's own set of issues but we're so used to now) and put in the effort to get used to Pyfa instead?
As I see it it's largely similar, perhaps a bit more logical UI but not necessarily easier in selecting ships/modules, apart from that I haven't found anything enlightening. I'm genuinely trying to figure out if it would be worth it to get used to yet another fitting program when it does essentially the same thing as the one I'm used to using.
Pyfa offers several key advantages over EFT:
- It's open source. If there are any issues, anyone is free to submit a patch. Pyfa will also be the first to offer new features (like the Noctis) because don't depend on one individual to update something under lock & key
- It's cross-platform. Maybe you use Windows, but a significant portion of the Eve player base does not. EFT looks absolutely terrible on Linux, and running it on Mac is a nightmare. Pyfa was written to solve this.
- The UI is much cleaner. EFT looks like it was written for Windows 95 for god's sake. The virtual desktop UI is a failed experiment, and tabs have become the dominant UI element for viewing multiple pages of information at once.
- Pyfa is more accurate. EFT is noticeably wrong in several of its calculations, including but not limited to capacitor stability, and missile range. We've taken efforts to do an actual simulation of a ship's capacitor consumption, giving you a better idea of how tight you can skin the capacitor cat.
- Pyfa offers several export formats, including EFT's native export, but also including CCP's native DNA export, which can be used to import fits into the game via the IGB at http://dl.evefit.org/dnaspawner.html
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Aamrr
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Posted - 2010.12.03 15:35:00 -
[41]
Edited by: Aamrr on 03/12/2010 15:40:32
Originally by: Kah Eli Btw, Norton 360 judges atleast the windows installer as harmfull software, and automatically removes it after download...
I can't imagine why that would be the case. Virustotal.com reports pyfa to be malware free. I don't suppose there is an exceptions feature that would let you mark it as benign?
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NoLimit Soldier
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Posted - 2010.12.03 16:04:00 -
[42]
Please for the love of all that is holy put powergrid/cpu requirements next to the modules in the bottom left.
When I am 3 CPU overgrid and want to just down scram level I shouldn't have to right click each one and do the math.
If you want to beat EFT, make the numbers take skills into effect in the window. Or go even a step further and put a green arrow or red X next to it if the grid supports it or not.
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Yakiya Shakor
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Posted - 2010.12.03 16:33:00 -
[43]
Originally by: Aamrr Edited by: Aamrr on 03/12/2010 15:40:32
Originally by: Kah Eli Btw, Norton 360 judges atleast the windows installer as harmfull software, and automatically removes it after download...
I can't imagine why that would be the case. Virustotal.com reports pyfa to be malware free. I don't suppose there is an exceptions feature that would let you mark it as benign?
just turn norton off, then it will be okay
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Mashie Saldana
Minmatar Veto Corp
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Posted - 2010.12.03 16:43:00 -
[44]
Originally by: NoLimit Soldier If you want to beat EFT, make the numbers take skills into effect in the window. Or go even a step further and put a green arrow or red X next to it if the grid supports it or not.
I really like that idea.
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crazygirly
Caldari Frontier Digital Nexus
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Posted - 2010.12.03 16:58:00 -
[45]
I installed Pyfa and it renders the following log dump:
Traceback (most recent call last): File "run.py", line 56, in <module> File "sqlalchemy\schema.pyo", line 2119, in create_all File "sqlalchemy\engine\base.pyo", line 1701, in create File "sqlalchemy\engine\base.pyo", line 1738, in _run_visitor File "sqlalchemy\engine\base.pyo", line 1832, in contextual_connect File "sqlalchemy\pool.pyo", line 192, in connect File "sqlalchemy\pool.pyo", line 370, in __init__ File "sqlalchemy\pool.pyo", line 214, in get File "sqlalchemy\pool.pyo", line 600, in do_get File "sqlalchemy\pool.pyo", line 148, in create_connection File "sqlalchemy\pool.pyo", line 254, in __init__ File "sqlalchemy\pool.pyo", line 320, in __connect File "sqlalchemy\engine\strategies.pyo", line 76, in connect File "sqlalchemy\engine\default.pyo", line 249, in connect sqlalchemy.exc.OperationalError: (OperationalError) unable to open database file None None
The program never starts...
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Maeve Trinity
Adhocracy Incorporated
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Posted - 2010.12.03 18:15:00 -
[46]
Working great for me! nice and steamlined. Please keep it up! :)
::::::::::::::
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Enduros
Desard's Nation Cha0s Theory
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Posted - 2010.12.03 19:05:00 -
[47]
Wow finally a proper fitting tool that works on a mac. Thank you so much.
Market tab could use the grid, cpu and meta level columns - This one time, at gate camp, I shot a shuttle... |
Aamrr
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Posted - 2010.12.03 19:21:00 -
[48]
From what I understand, the market tab deliberately omits information cpu and grid consumption because of performance issues. Populating every single element on that list with its appropriate fitting information would incur a very large number of database lookups, so unless you want to wait 5 seconds every time you run a search...
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NoLimit Soldier
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Posted - 2010.12.03 19:50:00 -
[49]
Quote: From what I understand, the market tab deliberately omits information cpu and grid consumption because of performance issues. Populating every single element on that list with its appropriate fitting information would incur a very large number of database lookups, so unless you want to wait 5 seconds every time you run a search...
I hope this is a joke.
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Tub Chil
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Posted - 2010.12.03 21:24:00 -
[50]
it lets me fit any number of turrets/launchers/drones :) I'll keep testing
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syrdan
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Posted - 2010.12.03 21:36:00 -
[51]
good work so far. Now its time for polishing^^
Is there a way to display mine amount for mining ships?
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Katsuro Hikaru
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Posted - 2010.12.03 21:45:00 -
[52]
Ubuntu sqlalchemy 0.4.8-1 wxpython 2.8.9.1-0ubuntu6
/tmp/pyfa$ ./run.py /var/lib/python-support/python2.6/sqlalchemy/util.py:7: DeprecationWarning: the sets module is deprecated import inspect, itertools, new, operator, sets, sys, warnings, weakref Traceback (most recent call last): File "./run.py", line 44, in <module> import service.prefetch File "/tmp/pyfa/service/__init__.py", line 1, in <module> from service.market import Market File "/tmp/pyfa/service/market.py", line 20, in <module> import eos.db File "/tmp/pyfa/eos/db/__init__.py", line 37, in <module> gamedata_session = sessionmaker(bind=gamedata_engine, autoflush=False, expire_on_commit=False)() File "/var/lib/python-support/python2.6/sqlalchemy/orm/session.py", line 74, in __init__ super(Sess, self).__init__(**local_kwargs) TypeError: __init__() got an unexpected keyword argument 'expire_on_commit' /tmp/pyfa$
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Tub Chil
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Posted - 2010.12.03 21:45:00 -
[53]
modules listed in the left need to cpu/pwr usage info, targeting and misc includes too many unrelated stats
tabbing is great, EFT is very ugly
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Ariz Black
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Posted - 2010.12.03 22:13:00 -
[54]
looking at the screenshots, a few questions sprang up, i might even download and give this a go depending on the answers:
1) there is ehp shown, but what about base hp (before resists applied)? this is very important and i didn't see it anywhere
2) does it show you total tank per second factoring in resists, or only base recharge/repair counts as you get ingame?
3) will sensorstrength/sigradius be added as a number so we can quickly see where we are in terms of making unprobable ships?
4) does this also use eve-central prices? ie all faction gear pricing must be put in by hand? lots of killboards have faction gear prices which are updated very often these days so the end user dont have to do it...
5) how is it for skills? can we save separate skill profiles per ship setup? like if i'm planning on having specific skills before i go to fly a ship can i set some levels on those skills and save them with the setup, so i can view stats again later with skills i'm going to have when i use it?
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Sakari Orisi
BIG Majesta Empire
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Posted - 2010.12.03 22:41:00 -
[55]
Originally by: Ariz Black looking at the screenshots, a few questions sprang up, i might even download and give this a go depending on the answers:
1) there is ehp shown, but what about base hp (before resists applied)? this is very important and i didn't see it anywhere
The EHP button is actualy a toggle that lets you switch between base HP and EHP, so yes.
Originally by: Ariz Black
2) does it show you total tank per second factoring in resists, or only base recharge/repair counts as you get ingame?
It shows factoring in resists when the toggle button mentioned above is on EHP mode. Is shows base when above toggle is in raw mode :>
Originally by: Ariz Black
3) will sensorstrength/sigradius be added as a number so we can quickly see where we are in terms of making unprobable ships?
There is a tooltip displaying this number, yes.
Originally by: Ariz Black
4) does this also use eve-central prices? ie all faction gear pricing must be put in by hand? lots of killboards have faction gear prices which are updated very often these days so the end user dont have to do it...
Currently, faction gear is not factored it all, its planned however.
Originally by: Ariz Black
5) how is it for skills? can we save separate skill profiles per ship setup? like if i'm planning on having specific skills before i go to fly a ship can i set some levels on those skills and save them with the setup, so i can view stats again later with skills i'm going to have when i use it?
Characters are currently set globally, but its planned to have a toggle in the preference pane that lets you set it per ship instead.
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I Legionnaire
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Posted - 2010.12.03 23:17:00 -
[56]
Edited by: I Legionnaire on 03/12/2010 23:17:56 Some of the values for deadspace gear are off. The Gist X-Type X-Large Shield Booster is showing as needing 500 powergrid and 170 CPU. Where there's on there's bound to be more.
Overall great program though, visually it's far superior to EFT. The only thing I'd really like to see is pertinent stuff like "Targets, Range, DPS" and other pertinent info put in bold or a different color.
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Sarac3n
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Posted - 2010.12.04 00:34:00 -
[57]
Hi, Is there some way of adding fleet effects either from a char skills or a fitted command ship? I cant seem to find anything, but i might not be looking hard enough
Otherwise the prog looks good, i'll keep on playing around with it to see if theres anyting to make it even better.
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Cyras DeValera
Gallente Midnight Ballistics
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Posted - 2010.12.04 01:24:00 -
[58]
Serious thanks for this, man. Great tool, great UI (IMO) and more handy than EFT. Great work! -CdV
".. the common denominator of the Universe is not harmony, but chaos, hostility and murder." - Werner Herzog |
Aamrr
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Posted - 2010.12.04 02:06:00 -
[59]
Edited by: Aamrr on 04/12/2010 02:11:47
Originally by: I Legionnaire
Some of the values for deadspace gear are off. The Gist X-Type X-Large Shield Booster is showing as needing 500 powergrid and 170 CPU. Where there's on there's bound to be more.
Nope. That value is correct. I just checked in game for confirmation. Note that UNLIKE another certain program, Pyfa will almost never suffer from inaccurate item properties, as we pull the data directly from the bulkdata cache downloaded when the client connects. While you may see certain properties (like the crystal implants we fixed recently) that don't function, if something is functioning, it's almost certainly going to have the right values.
Originally by: Sarac3n Hi, Is there some way of adding fleet effects either from a char skills or a fitted command ship? I cant seem to find anything, but i might not be looking hard enough
I'm afraid that particular feature did not make it into the release candidate. We're currently hiding that particular piece of unfinished functionality, but it is under active development.
The current plan is that entire fleet configurations will be able to be saved and exported in the same way that ship fittings are, including information on character data, implants, ship fittings, and hierarchy. This will be useful for seeing which effects propagate down the leadership tree and apply to what members in the fleet.
We might provide a simplified interface for benefits pertaining only to a single ship, though.
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Sarac3n
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Posted - 2010.12.04 02:18:00 -
[60]
Ok im done playing for the time being heres what ive found and i'll apologise now if they've already been mentioned.
The market list in the bottom left would be more useful if it listed pg/cpu for the mods to aid in squeezing that last bit out of your ship. Shield and armor mods would be easier to find if there was a sub category for the damage type they protect against eg EM, Therm etc.
Seems you can only add projected effects from the items in the market list...which is fine but we all have skills that are different to the default, so some way of having ship fits side by side that you can drag mods over to the projected box to see how your specific skills would effect it. This would be especially useful for the ships that get a bonus to web/neut amount and things like damps, ecms and tracking disruptors which are all skill dependend.
I also found that the neutralizers when added to projected effects didnt seem to reduce cap drain on the capacitor stats at all,but the nosferatus did. And when i was trying to add different mods to projected effects to see how stats were effected it bugged the fitting window and left it blank so i had to delete it.
Thats all ive noticed so far but i'll keep you posted.
Well done on the great app, if the projected mods could be set up to use skills then it would be almost perfect
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Aamrr
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Posted - 2010.12.04 03:32:00 -
[61]
Originally by: Sarac3n Ok im done playing for the time being heres what ive found and i'll apologise now if they've already been mentioned.
The market list in the bottom left would be more useful if it listed pg/cpu for the mods to aid in squeezing that last bit out of your ship. Shield and armor mods would be easier to find if there was a sub category for the damage type they protect against eg EM, Therm etc.
For reasons already explained (performance, database queries, whatever you want to call it), we can't implement that feature. It would take too long to load the menus.
Originally by: Sarac3n
Seems you can only add projected effects from the items in the market list...which is fine but we all have skills that are different to the default, so some way of having ship fits side by side that you can drag mods over to the projected box to see how your specific skills would effect it. This would be especially useful for the ships that get a bonus to web/neut amount and things like damps, ecms and tracking disruptors which are all skill dependend.
Actually, you can project entire fittings at a time to project bonused effects. Simply drag the ship from the ship browser window into the projected effects panel.
Originally by: Sarac3n
I also found that the neutralizers when added to projected effects didnt seem to reduce cap drain on the capacitor stats at all,but the nosferatus did. And when i was trying to add different mods to projected effects to see how stats were effected it bugged the fitting window and left it blank so i had to delete it.
We're aware of the issue with neutralizers and are working to fix it. We only noticed it a short while before the release, and we wanted to make sure we hit the deadline for incursions.
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Proxyyyy
Caldari SniggWaffe GoonSwarm
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Posted - 2010.12.04 03:50:00 -
[62]
Why should i choose your product over one that is currently working, and has never failed me?
IS THIS BETTER THAN EFT?
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Coradendra Jhalavar
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Posted - 2010.12.04 08:12:00 -
[63]
pyfa doesn't seem to remember being resized... everytime I start the program, I have to resize it again to see all columns without scrollbar.
apart from that, good work :)
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Cesar Menage
MenageTech
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Posted - 2010.12.04 10:37:00 -
[64]
Edited by: Cesar Menage on 04/12/2010 10:39:05 why is it trying to get online? right after I turn it on my anti virus firewall blocked it
Edit: never mind NOOB moment there forgot about the ipa stuff Had to drop my 0.02 ISK in. We sell anything that we can make a buck on |
Kadesh Priestess
Scalding Chill
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Posted - 2010.12.04 10:45:00 -
[65]
Originally by: Aamrr For reasons already explained (performance, database queries, whatever you want to call it), we can't implement that feature. It would take too long to load the menus.
Actually there's number of ways to do this without severe performance hits, but we need to settle the war within our team on the need of this feature and how to implement it (if needed). I find it as must-have too, and requests posted here are just awesome :D _____ EVE Fit |
Anddeh McNab
Matari Department of Gun Control
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Posted - 2010.12.04 12:01:00 -
[66]
Originally by: Aamrr
Originally by: Drexit
I want to be able to assign different characters to different ships at the same time. E.g. see John Doe's DPS piloting his domi, compared to Joe Blow's DPS piloting his apoc. Unfortunately I have to click the ship tab, then reselect the character for that ship.
For that, we'd need to track pilots on a per-ship basis. We can do that, but chose not to use that as the default behavior. We're going to add that to the preferences window.
Does that mean I can't see a ships stats for one char while being fleet boosted by another? |
Kadesh Priestess
Scalding Chill
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Posted - 2010.12.04 13:07:00 -
[67]
In current release you can't. _____ EVE Fit |
Drebble
Gallente North Star Networks The Kadeshi
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Posted - 2010.12.04 14:05:00 -
[68]
Edited by: Drebble on 04/12/2010 14:14:48 Edited by: Drebble on 04/12/2010 14:07:36 Looks very nice! Clean interface and lots of nice features. I really liked how quick it was to set up multiple characters from the same account. Creation and copying of ship setups is also very quick and smooth. A big slice of KLADDKAKA for you, sir!
I was fiddling with a Neut setup and I could not find how much cap I neutralize after skills and ship bonuses. Perhaps show it in the firepower section?
Edit: also it would be nice to see Powergrid and CPU requirements in the module browser, and be able to sort by PG or CPU. When you are working with a tight fit its a hassle to right click each module, select show stats, switch to the right tab and scroll down to PG, and then remember that value as you repeat the procedure for all the other modules in the same category - instant headache.
Edit2: Saw that you are not implementing PG/CPU listing for performance reasons. Surely this cannot be a big issue? Looking up 2 stats for at most 10 or 15 modules? Loading ALL stats for a module takes no time at all when you right click and show module info. I have not worked with Python but I find it hard to believe it would be a problem. And it really is a deal-breaker, it easily outweights the advantages of pyfa vs for example eft.
o7
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darth siidiious
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Posted - 2010.12.04 15:13:00 -
[69]
Originally by: crazygirly I installed Pyfa and it renders the following log dump:
Traceback (most recent call last): File "run.py", line 56, in <module> File "sqlalchemy\schema.pyo", line 2119, in create_all File "sqlalchemy\engine\base.pyo", line 1701, in create File "sqlalchemy\engine\base.pyo", line 1738, in _run_visitor File "sqlalchemy\engine\base.pyo", line 1832, in contextual_connect File "sqlalchemy\pool.pyo", line 192, in connect File "sqlalchemy\pool.pyo", line 370, in __init__ File "sqlalchemy\pool.pyo", line 214, in get File "sqlalchemy\pool.pyo", line 600, in do_get File "sqlalchemy\pool.pyo", line 148, in create_connection File "sqlalchemy\pool.pyo", line 254, in __init__ File "sqlalchemy\pool.pyo", line 320, in __connect File "sqlalchemy\engine\strategies.pyo", line 76, in connect File "sqlalchemy\engine\default.pyo", line 249, in connect sqlalchemy.exc.OperationalError: (OperationalError) unable to open database file None None
The program never starts...
I get the same error.... anyone here that can help with fixing this? I can't get the program to start :( |
Sakari Orisi
BIG Majesta Empire
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Posted - 2010.12.04 15:37:00 -
[70]
Originally by: darth siidiious
Originally by: crazygirly I installed Pyfa and it renders the following log dump:
Traceback (most recent call last): File "run.py", line 56, in <module> File "sqlalchemy\schema.pyo", line 2119, in create_all File "sqlalchemy\engine\base.pyo", line 1701, in create File "sqlalchemy\engine\base.pyo", line 1738, in _run_visitor File "sqlalchemy\engine\base.pyo", line 1832, in contextual_connect File "sqlalchemy\pool.pyo", line 192, in connect File "sqlalchemy\pool.pyo", line 370, in __init__ File "sqlalchemy\pool.pyo", line 214, in get File "sqlalchemy\pool.pyo", line 600, in do_get File "sqlalchemy\pool.pyo", line 148, in create_connection File "sqlalchemy\pool.pyo", line 254, in __init__ File "sqlalchemy\pool.pyo", line 320, in __connect File "sqlalchemy\engine\strategies.pyo", line 76, in connect File "sqlalchemy\engine\default.pyo", line 249, in connect sqlalchemy.exc.OperationalError: (OperationalError) unable to open database file None None
The program never starts...
I get the same error.... anyone here that can help with fixing this? I can't get the program to start :(
Please delete ~/.pyfa/ (~ is c:/users/<username>/ on windows 7)
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darth siidiious
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Posted - 2010.12.04 18:25:00 -
[71]
Originally by: Sakari Orisi
Originally by: darth siidiious
Originally by: crazygirly I installed Pyfa and it renders the following log dump:
Traceback (most recent call last): File "run.py", line 56, in <module> File "sqlalchemy\schema.pyo", line 2119, in create_all File "sqlalchemy\engine\base.pyo", line 1701, in create File "sqlalchemy\engine\base.pyo", line 1738, in _run_visitor File "sqlalchemy\engine\base.pyo", line 1832, in contextual_connect File "sqlalchemy\pool.pyo", line 192, in connect File "sqlalchemy\pool.pyo", line 370, in __init__ File "sqlalchemy\pool.pyo", line 214, in get File "sqlalchemy\pool.pyo", line 600, in do_get File "sqlalchemy\pool.pyo", line 148, in create_connection File "sqlalchemy\pool.pyo", line 254, in __init__ File "sqlalchemy\pool.pyo", line 320, in __connect File "sqlalchemy\engine\strategies.pyo", line 76, in connect File "sqlalchemy\engine\default.pyo", line 249, in connect sqlalchemy.exc.OperationalError: (OperationalError) unable to open database file None None
The program never starts...
I get the same error.... anyone here that can help with fixing this? I can't get the program to start :(
Please if you could explain this a little better i'm not really good with computers. I'm running Windows XP. Still this program isn't working and i can't find that thing you told me to delete :S
Please delete ~/.pyfa/ (~ is c:/users/<username>/ on windows 7)
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NoLimit Soldier
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Posted - 2010.12.04 18:27:00 -
[72]
Edited by: NoLimit Soldier on 04/12/2010 18:27:40
Quote: For reasons already explained (performance, database queries, whatever you want to call it), we can't implement that feature. It would take too long to load the menus.
You need better developers then. You are already pulling all the information when you right click and go into the items info.
If I am reading this right you are pulling the information straight from the EVE client's cache. If this is the case and the bottleneck is pulling that information from the cache just have it pull it once and have it build a solo database that it can access much faster. Include an "update database" feature for when new patches come out and Yay, performance issues (which this client has seriously) are gone.
**I am not a developer, just a network engineer.
Because honestly, without PG and CPU listed in the module window I can't use this to test out crazy fits. I would say this is your BIGGEST problem.
Oh yea and I can't assign implants to characters for some reason.
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Sakari Orisi
BIG Majesta Empire
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Posted - 2010.12.04 20:44:00 -
[73]
Originally by: NoLimit Soldier Edited by: NoLimit Soldier on 04/12/2010 18:27:40
Quote: For reasons already explained (performance, database queries, whatever you want to call it), we can't implement that feature. It would take too long to load the menus.
You need better developers then. You are already pulling all the information when you right click and go into the items info.
If I am reading this right you are pulling the information straight from the EVE client's cache. If this is the case and the bottleneck is pulling that information from the cache just have it pull it once and have it build a solo database that it can access much faster. Include an "update database" feature for when new patches come out and Yay, performance issues (which this client has seriously) are gone.
**I am not a developer, just a network engineer.
Because honestly, without PG and CPU listed in the module window I can't use this to test out crazy fits. I would say this is your BIGGEST problem.
Oh yea and I can't assign implants to characters for some reason.
People seem to misunderstand, the problem is not that pg + cpu take too much time. The current system fetches all attributes at once, always. having to fetch all attribs for every item is quite "slow" (a few ms per item) this all adds up for big queries.
The solution to fix this is of course, quite obvious, don't fetch them all. This is being worked on, but isn't as trivial as just using the existing method, as such, it didn't make the cut for RC1.
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Kadesh Priestess
Scalding Chill
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Posted - 2010.12.04 20:54:00 -
[74]
crazygirly and darth siidiious, please provide data on which OS you're using and under which OS account name you were logged on when got this error (what matters here if it's using some non-latin symbols or not, if account name is secret). _____ EVE Fit |
Drebble
Gallente North Star Networks The Kadeshi
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Posted - 2010.12.05 02:07:00 -
[75]
Originally by: Sakari Orisi People seem to misunderstand, the problem is not that pg + cpu take too much time. The current system fetches all attributes at once, always. having to fetch all attribs for every item is quite "slow" (a few ms per item) this all adds up for big queries.
The solution to fix this is of course, quite obvious, don't fetch them all. This is being worked on, but isn't as trivial as just using the existing method, as such, it didn't make the cut for RC1.
By all means fetch all attributes at once, just fetch it for a limited number of modules at a time - i.e. when I click on "Reactor Control Units" simply fetch attributes for only the RCUs in the current tab (market/faction/officer/deadspace), and display the CPU/PG values in the list. Should not be more than 10-15 modules that need fetching, 20 at most for some deadspace stuff. This way you can still use the existing method and the total time for the query should be acceptable.
Writing new methods to just get the pg/cpu values is neater of course, it's up to you if that level of optimization is neccessary.
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Solicis
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Posted - 2010.12.05 02:49:00 -
[76]
Originally by: Proxyyyy Why should i choose your product over one that is currently working, and has never failed me?
IS THIS BETTER THAN EFT?
Hasn't this been said/discussed at least 10 times already. For our sake, please pretend to be intelligent.
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Murtific
Caldari Ore Mongers BAT PHONE
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Posted - 2010.12.05 03:06:00 -
[77]
I like this, it has good information. But it needs to be as FAST as EFT in the aspect of being able to quickly fit a ship and analyze the data that is on the screen.
Fleet Boosting from other ships needs to be added to the tool big time.
Question 1: Is the module cost data real time??
Question 2: When will fleet boosting be released?
Statement: There's a lot of menus to click through to get to my final selection. EFT has less menus which allows for faster clicking. Make a EFT Warrior version and a newbie version...
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Mikial Karlock
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Posted - 2010.12.05 03:28:00 -
[78]
I installed it on OS 10.5. When it first installed I was able to open the program, but when I tried to open the Character Editor it locked up. I closed the program and tried to open again and it says "pyfa error" and I have to terminate. I tried deleting the program and reinstalling it with only the error coming up again. I downloaded Pyfa again and installed it again with the same results. Any suggestions?
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.12.05 03:56:00 -
[79]
Originally by: Aamrr
For reasons already explained (performance, database queries, whatever you want to call it), we can't implement that feature. It would take too long to load the menus.
/facepalm -- Eve Forum ***** Extraordinaire On Twitter - Blog got deleted when Evepress died - |
Sakari Orisi
BIG Majesta Empire
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Posted - 2010.12.05 08:54:00 -
[80]
Originally by: Liang Nuren Edited by: Liang Nuren on 05/12/2010 04:07:42
Originally by: Aamrr
For reasons already explained (performance, database queries, whatever you want to call it), we can't implement that feature. It would take too long to load the menus.
/facepalm
Ed:
$ git diff
diff --git a/gui/marketBrowser.py b/gui/marketBrowser.py index 9067163..8173d13 100644 --- a/gui/marketBrowser.py +++ b/gui/marketBrowser.py @@ -198,8 +198,12 @@ class MarketTree(wx.TreeCtrl): self.marketBrowser.itemView.searching = False class ItemView(d.Display): - DEFAULT_COLS = ["Base Icon", - "Base Name"] + DEFAULT_COLS = [ + "Base Icon", + "Base Name", + "attr:power", + "attr:cpu", + ] def __init__(self, parent, marketBrowser): d.Display.__init__(self, parent)
No performance issues. Now the problem is with the width of the name column. But thats fixable.
Try searching for "shi" or big queries like that one.
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.12.05 09:12:00 -
[81]
Edited by: Liang Nuren on 05/12/2010 09:13:20
Originally by: Sakari Orisi Try searching for "shi" or big queries like that one.
What is it, exactly, that you want me to see? The patch works, and does what its supposed to do without a performance hit that I could see on my somewhat underpowered laptop. A file and line number please, because a few minutes of playing with ack, and then find | grep wasn't revealing.
-Liang -- Eve Forum ***** Extraordinaire On Twitter - Blog got deleted when Evepress died - |
Sakari Orisi
BIG Majesta Empire
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Posted - 2010.12.05 09:47:00 -
[82]
Originally by: Liang Nuren Edited by: Liang Nuren on 05/12/2010 09:13:20
Originally by: Sakari Orisi Try searching for "shi" or big queries like that one.
What is it, exactly, that you want me to see? The patch works, and does what its supposed to do without a performance hit that I could see on my somewhat underpowered laptop. A file and line number please, because a few minutes of playing with ack, and then find | grep wasn't revealing.
-Liang
No, no, type "shi" in the market search box with your patch active. It will take about 2 seconds instead of being instant. Which is, imo, too long.
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thorax spartan
Dark Ones Destiny Edge of Knight
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Posted - 2010.12.05 10:59:00 -
[83]
awesome tool gents wd gona have aplay with it later on
thor ps will report any bug etc if any that is :)
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Jaari Val'Dara
Caldari Atomic Zeppelins BricK sQuAD.
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Posted - 2010.12.05 14:32:00 -
[84]
Edited by: Jaari Val''Dara on 05/12/2010 14:33:29 Few notes:
1. I cant seem to find total tank, only passive recharge and active boost. I know I could add those numbers, but it is hard :D 2. I can't manually edit module prices. 3. It would be nice if I could separate high slots, from med slots, from low slots. Like it is possible in EFT.
If those 3 things were changed I would switch from EFT.
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Aamrr
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Posted - 2010.12.05 17:04:00 -
[85]
Originally by: Jaari Val'Dara
1. I cant seem to find total tank, only passive recharge and active boost. I know I could add those numbers, but it is hard :D
Realistically, most ships will never use their active and passive regen together. For any competently fitted active tanking ship, retaining a high capacitor regen is more important than retaining high shield regen. As a result, you will almost never be sitting right at that 25-30% point where you see that passive tank.
The number that EFT quotes for shield tanks is deceptive and shouldn't be used. This decision was deliberate, in order to make people think about whether their passive recharge matters to an active shield tanker. 90% of the time, it doesn't, and the listed values are more important.
Also, it's addition for fsck's sake! I'll make a tooltip to calculate a quotient for unprobabeility, but this is ridiculous.
Originally by: Jaari Val'Dara
2. I can't manually edit module prices.
Hrm. This could be doable within the right click contextual menu, I think? Nice feature suggestion.
Originally by: Jaari Val'Dara
3. It would be nice if I could separate high slots, from med slots, from low slots. Like it is possible in EFT.
This has been a feature we've been trying to implement for a long time. The difficulty is that the window we use to list our modules is an abstraction meant to work on all three platforms. As such, while the individual operating systems all have separators, the libraries we use to work with them cross-platform don't support that feature. Long story short, we're looking into it.
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Aamrr
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Posted - 2010.12.05 17:06:00 -
[86]
Originally by: thorax spartan
ok i have been playing with the prog and so far i can see its great, i do have a couple probs(more than likely me though) is there a way i can save a fit as a image to save to save photobucket etc so they are easyly linkable? also how do i select to see the projected effects from the gang links on a cs?
Save a fit as an image? Isn't there a key for that? (printscreen).
And gang link effects are currently being developed. The menu was hidden for the release candidate, as it's not ready yet. It will appear next to the ship and market browsers.
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Jaari Val'Dara
Caldari Atomic Zeppelins BricK sQuAD.
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Posted - 2010.12.05 18:54:00 -
[87]
One more thing, I cant add implants to my character.
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Sakari Orisi
BIG Majesta Empire
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Posted - 2010.12.05 23:22:00 -
[88]
Originally by: Jaari Val'Dara One more thing, I cant add implants to my character.
This was fixed already and the fix will be included in the next RC
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Induc
Amarr
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Posted - 2010.12.06 01:31:00 -
[89]
Very nice, I have one problem with projected effects though. Adding a fit with gang links to the projected effects tab doesn't seem to do anything, this is one thing that makes EFT suck, would be nice if it would be possible here.
Also, being able to toggle projected effects on and off would be nice too.
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.12.06 03:00:00 -
[90]
Originally by: Aamrr Save a fit as an image? Isn't there a key for that? (printscreen)
The reasons people are asking for this: - EFT does it, and people obviously use it. - So that it only captures the appropriate part of the screen - So that they don't have to load their image up and crop it - So that they don't have to manipulate it - So that they don't have to remember what size EFT makes it
But yeah, the printscreen function does all that by default.
-Liang -- Eve Forum ***** Extraordinaire On Twitter - Blog got deleted when Evepress died - |
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Kadesh Priestess
Scalding Chill
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Posted - 2010.12.06 08:44:00 -
[91]
Edited by: Kadesh Priestess on 06/12/2010 08:46:32 On windows you can alt-prsc (capture only current window to clipboard), paste in paint, save in any format you like. Or use any screenshot capturing software which will just silently place screenshot to your desktop. On mac you can use Cmd-Shift-4-Spacebar-click to get screenshot of any window to your desktop in handy png format. Under Gnome and KDE (linux) you can just alt-prsc, hit save and get said screenshot on your desktop.
Eft needs it as system would capture image of a whole program. As we don't use virtual desktop approach, imo it's functionality which shouldn't really belong to application and won't be implemented in pyfa. _____ EVE Fit |
Sakari Orisi
BIG Majesta Empire
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Posted - 2010.12.06 08:53:00 -
[92]
I've finished implementing cpu/pg/any-other-attribute-you-may-want-once-settings-are-implemented display in an efficient way for the market browser. It'll be included in the next RC
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Sellendis
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Posted - 2010.12.06 09:47:00 -
[93]
Edited by: Sellendis on 06/12/2010 09:48:52 Just a quick question. I noticed in the screen-shots the dark gray theme on Pyfa. Is that the OS theme influenced, or am i missing something here? Because the whole coloring theme kinda looks nice, maybe add color themes to Pyfa itself?
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Kadesh Priestess
Scalding Chill
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Posted - 2010.12.06 09:59:00 -
[94]
Originally by: Sellendis Edited by: Sellendis on 06/12/2010 09:48:52 Just a quick question. I noticed in the screen-shots the dark gray theme on Pyfa. Is that the OS theme influenced, or am i missing something here? Because the whole coloring theme kinda looks nice, maybe add color themes to Pyfa itself?
OS theme. And no, no custom theming for pyfa - following OS look (and feel wherever possible) was our intent since beginning. _____ EVE Fit |
Sellendis
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Posted - 2010.12.06 10:10:00 -
[95]
Tnx for the answer :) And if its not troubling, can ya link that OS theme? Looks damn nice on Pyfa.
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Aamrr
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Posted - 2010.12.06 11:10:00 -
[96]
Edited by: Aamrr on 06/12/2010 11:09:56
Originally by: Sellendis Tnx for the answer :) And if its not troubling, can ya link that OS theme? Looks damn nice on Pyfa.
It's from the mint-artwork-gnome package here. It's a linux theme . It's called Wild Mint
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Kadesh Priestess
Scalding Chill
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Posted - 2010.12.06 12:32:00 -
[97]
By the way, for those which are interested in latest features/bugfixes, there're daily auto-built packages: nighty Sometimes they may be broken, but they already contain several recent fixes (namely, crystal implants not affecting shield boost). _____ EVE Fit |
achoura
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Posted - 2010.12.06 16:48:00 -
[98]
Opening character editor in windows x64 stable build = crash
Problem signature: Problem Event Name:APPCRASH Application Name:pyfa.exe Application Version:0.0.0.0 Application Timestamp:49180193 Fault Module Name:StackHash_7c5e Fault Module Version:0.0.0.0 Fault Module Timestamp:00000000 Exception Code:00000000 Exception Offset:00000000 OS Version:6.1.7600.2.0.0.768.3 Locale ID:2057 Additional Information 1:7c5e Additional Information 2:7c5eda3a2aa09c3a791c33848f5fbc26 Additional Information 3:ea75 Additional Information 4:ea75b4bbf0541d836056c69c97fe2c83
P.S. feel free adding that linux theme, you might want an os look but you know there's a reason you have the grey shots at the top of the page and hide windows where no one can see it ***The EVE servers and their patches***
[b]"the data does not seem to support that polished quality sells b |
Mibad
Sickle Moon
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Posted - 2010.12.06 16:53:00 -
[99]
Doesn't feel as lightweight as EFT, actually feels pretty sluggish. Great concept though.
Every time I add or remove a module the center background flashes white (Pretty annoying TBH). Can only add or remove drones 1 at a time. Feels cluttered with words, more graphics instead of letters please (mouse over tell you what it is) Ammos, targeting & misc etc. Please add all pirate/faction damages so people don't have to add them manually. Turning modules on or off feels slow, 1 second delay or something here? 1B + ISK is mislabeled as 1G + ISK Dockable and undockable windows would be nice. Market menus don't show CPU, powergrid, or calibration.
I only used it for like 10 mins, but your program feels promising. I'll stick with EFT till a lot of these minor problems are sorted out. Good luck!
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iekamouse
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Posted - 2010.12.06 16:58:00 -
[100]
First properly working fitting tool for mac users! Made my EVE experience a lot better, loving it!
Many thanks and keep up the good work..
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Aamrr
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Posted - 2010.12.06 23:01:00 -
[101]
Edited by: Aamrr on 06/12/2010 23:00:51
Originally by: Mibad Doesn't feel as lightweight as EFT, actually feels pretty sluggish. Great concept though.
Are there any areas in particular that you feel are working slowly? It feels rather snappy on my box, but then I'm running a different OS than most.
Originally by: Mibad
Every time I add or remove a module the center background flashes white (Pretty annoying TBH).
I'm afraid I can't reproduce this on my box. Perhaps someone else can help fix this.
Originally by: Mibad
Can only add or remove drones 1 at a time. Feels cluttered with words, more graphics instead of letters please (mouse over tell you what it is) Ammos, targeting & misc etc.
We have icons for most every element in the UI. Even ammunition in the fitting window shows an icon when loaded into a hardpoint. About the only exception is the target & miscellaneous pane. Icons would take up too much space there. We've also been quite diligent about adding tooltips. I admit, there is a lot of information, but then, Pyfa provides more info than EFT does.
Originally by: Mibad
Please add all pirate/faction damages so people don't have to add them manually.
There's an import/export damage profile format. If you would like, I could ask Kadeshi Priestess to modify one of the reserved posts to contain the appropriate information for copypasta.
Originally by: Mibad
Turning modules on or off feels slow, 1 second delay or something here?
Again, I'm not experiencing any delay. Perhaps someone in the Windows camp can speak up here.
Originally by: Mibad
1B + ISK is mislabeled as 1G + ISK
I believe we're going with the Latin abbreviations, where the number 10^9 is associated with the letter G (short for "giga"). Conscious decision here.
Originally by: Mibad
Dockable and undockable windows would be nice.
Admittedly. It might take a bit of work, but we'll take it under consideration.
Originally by: Mibad
Market menus don't show CPU, powergrid, or calibration.
They do now. Just made it into the nightly builds, I believe. Calibration was not included, since the vast majority of modules don't use it, and it would just take up extra space.
Originally by: Mibad
I only used it for like 10 mins, but your program feels promising. I'll stick with EFT till a lot of these minor problems are sorted out. Good luck!
Please check back soon. Many of the issues you brought up have already been addressed or are in progress now.
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.12.06 23:30:00 -
[102]
Originally by: Aamrr
Are there any areas in particular that you feel are working slowly? It feels rather snappy on my box, but then I'm running a different OS than most.
He gave some pretty solid examples of how the app feels slow: - Refreshing all modules and all UI elements after each addition - Significant time in changing the status of a module
I confirm both of these under Windows and Linux. Last time I looked at this for Pyfa, it was because of the refresh() method refreshing all GUI elements instead of just the ones it needed. While I admit to only a cursory look at the code, it looks like the same design pattern persists. I wouldn't be surprised if that's the cause of the flashing.
Quote: Pyfa provides more info than EFT does
I wouldn't say that Pyfa provides much more information than EFT. Can you provide a list of these improvements over EFT?
Quote:
There's an import/export damage profile format. If you would like, I could ask Sakari Osiri to modify one of the reserved posts to contain the appropriate information for copypasta.
God forbid an open source project do the "user friendly" thing.
Originally by: Mibad
I believe we're going with the Latin abbreviations, where the number 10^9 is associated with the letter G (short for "giga"). Conscious decision here.
/facepalm
Now that's a pretty stupid decision. Nobody in Eve calls it Giga, and neither should you. You aren't going to revolutionize the whole damn game, and it's just confusing.
-Liang -- Eve Forum ***** Extraordinaire On Twitter - Blog got deleted when Evepress died - |
Sakari Orisi
BIG Majesta Empire
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Posted - 2010.12.06 23:40:00 -
[103]
Edited by: Sakari Orisi on 06/12/2010 23:41:31
Originally by: Liang Nuren
He gave some pretty solid examples of how the app feels slow: - Refreshing all modules and all UI elements after each addition - Significant time in changing the status of a module
I confirm both of these under Windows and Linux. Last time I looked at this for Pyfa, it was because of the refresh() method refreshing all GUI elements instead of just the ones it needed. While I admit to only a cursory look at the code, it looks like the same design pattern persists. I wouldn't be surprised if that's the cause of the flashing.
Refresh checks every label it updates before doing so and only actualy calls any wx methods if the text changed. This causes a very minor amount of flicker for changing text, but its about as minimal as I can get it. I'm open to suggestions to improve this, however (doublebuffering is unfortunatly very buggy in windows :/). If the current behaviour is different, thats a bug.
Originally by: Liang Nuren
/facepalm
Now that's a pretty stupid decision. Nobody in Eve calls it Giga, and neither should you. You aren't going to revolutionize the whole damn game, and it's just confusing.
Agreed, and changed
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.12.06 23:43:00 -
[104]
Originally by: Sakari Osiri Refresh checks every label it updates before doing so and only actualy calls any wx methods if the text changed.
Hmmm... I'll have a look at it again then. I didn't bother digging too deeply because of our previous conversations over the issue.
Originally by: Sakari Orisi Agreed, and changed
<3 Thanks :)
-Liang -- Eve Forum ***** Extraordinaire On Twitter - Blog got deleted when Evepress died - |
Aamrr
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Posted - 2010.12.06 23:51:00 -
[105]
Edited by: Aamrr on 06/12/2010 23:55:35 EDIT: Looks like I type too slowly.
Originally by: Liang Nuren
He gave some pretty solid examples of how the app feels slow: - Refreshing all modules and all UI elements after each addition - Significant time in changing the status of a module
I confirm both of these under Windows and Linux. Last time I looked at this for Pyfa, it was because of the refresh() method refreshing all GUI elements instead of just the ones it needed. While I admit to only a cursory look at the code, it looks like the same design pattern persists. I wouldn't be surprised if that's the cause of the flashing.
Alright, alright, we'll look into it.
Originally by: Liang Nuren
I wouldn't say that Pyfa provides much more information than EFT. Can you provide a list of these improvements over EFT?
In no particular order, we show:
- maximum drone control range
- missile explosion velocity
- target size for scan probes
- simultaneous defense profile (passive/active shield/armor)
- DPS breakdown (turret vs. drone)
- the current damage profile
- raw HP values.
Originally by: Liang Nuren
God forbid an open source project do the "user friendly" thing.
*shrugs* Fine, fine, we can generate it in the default savedata.db when one is absent.
Originally by: Liang Nuren
/facepalm
Now that's a pretty stupid decision. Nobody in Eve calls it Giga, and neither should you. You aren't going to revolutionize the whole damn game, and it's just confusing.
-Liang
Fair point. Changed 20 seconds ago. It'll make it into the next release.
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.12.07 00:02:00 -
[106]
Edited by: Liang Nuren on 07/12/2010 00:02:35
Originally by: Aamrr
In no particular order, we show:
- maximum drone control range
- missile explosion velocity
- target size for scan probes
- simultaneous defense profile (passive/active shield/armor)
- DPS breakdown (turret vs. drone)
- the current damage profile
- raw HP values.
Everything except the scan probe target size and passive/active shield being separated out are easily obtainable in EFT. But you have to look at the tooltips, which IIRC are broken when running under WINE.
-Liang
(I'm not trying to take away your accomplishments BTW. I have always been a big fan of Pyfa, but I do like to have accurate facts) |
Aamrr
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Posted - 2010.12.07 05:03:00 -
[107]
Originally by: Liang Nuren
Everything except the scan probe target size and passive/active shield being separated out are easily obtainable in EFT. Even the passive/active shield separation can be deduced if you're willing to do some math. But for most of it, you'll have to look at the tooltips, which IIRC are broken when running under WINE.
-Liang
Ed: I'm not trying to take away your accomplishments BTW. I have always been a big fan of Pyfa, but I do like to have accurate facts. Also, I think that the dev team should be very careful when refusing requests. Try not to come off as an ass or make light of your customer's request. And they are your customers.
Forgive me, I'm operating under Linux and forced to use EFT under Wine. If a bit of functionality isn't working for me, then I don't have any mechanism to find out otherwise.
For what it's worth, I'm pretty certain that EFT does not display the current damage profile setting to the user unless you open the editor, so I'm fairly certain that fact is correct. I'm going to assume that you're right on the rest.
If I've been coming off as rude, I apologize. I do appreciate the feedback and review, and I do make mistakes. Thank you for correcting my errors. I'll endeavor to be kinder in the future.
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Kadesh Priestess
Scalding Chill
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Posted - 2010.12.07 09:06:00 -
[108]
Originally by: Liang Nuren Edited by: Liang Nuren on 07/12/2010 00:15:02 Ed: I'm not trying to take away your accomplishments BTW. I have always been a big fan of Pyfa, but I do like to have accurate facts. Also, I think that the dev team should be very careful when refusing requests. Try not to come off as an ass or make light of your customer's request. And they are your customers.
Agreed, but that happens only because someone posts before whole team agrees wrt some issue/request. So even if someone posts here 'no', things are still likely to change.
pg/cpu columns are being one of the examples :) _____ EVE Fit |
Barbelo Valentinian
Gallente The Scope
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Posted - 2010.12.07 14:05:00 -
[109]
Small comment - the popup for "needed skills" could do with lasting as long as you keep hovering over the little book icon. At the moment it disappears after a few seconds even if you're still hovering, which makes it awkward if you're looking at a fit with a long list of needed skills (e.g. if you're planning ahead to skills you want in order to fit stuff), you have to keep refreshing the popup. *****
"To wake up is to wake the world up" - D.E. Harding |
Shadow Nebulae
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Posted - 2010.12.07 16:19:00 -
[110]
This is so much better than EFT. And it even has a installer for windows.
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achoura
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Posted - 2010.12.07 23:24:00 -
[111]
Been through several nightly builds, both windows installer & archive (including the RC) and they all crash upon opening the character editor. Has anyone got this running on w7 x64? ***The EVE servers and their patches***
[b]"the data does not seem to support that polished quality sells b |
Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.12.08 00:21:00 -
[112]
Originally by: achoura Has anyone got this running on w7 x64?
Yea -- Eve Forum ***** Extraordinaire On Twitter - Blog got deleted when Evepress died - |
Shadow Nebulae
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Posted - 2010.12.08 00:31:00 -
[113]
Originally by: achoura Been through several nightly builds, both windows installer & archive (including the RC) and they all crash upon opening the character editor. Has anyone got this running on w7 x64?
I have win7 64bit here and working perfectly.
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Drebble
Gallente North Star Networks The Kadeshi
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Posted - 2010.12.08 01:19:00 -
[114]
Late-night brainfart: It would be awesome if the "missing skills" could be exported in EveMon format by for example right clicking the angry red skillbook or something.
Keep up the awesome work.
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Luckytania
Gallente Bullets of Justice
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Posted - 2010.12.08 08:23:00 -
[115]
I've played with it a couple of hours now. Very nice.
Although I almost deleted it over the deal-breaker issue of pg/cpu in Market as I was reading the resistance to adding that. :) (I added the patch in this thread. On my system works entirely quick enough even with that "shi" search test.)
First, some atta-boys: 1) Does appear more accurate in some areas than EFT. 2) I much appreciate the drone range and other drone and missile support numbers. 3) Nicely done NPC specific damage tables. (which do need to be populated "out of the box" as well as having the editor.) 4) Break out of weapon + drone DPS 5) Module search 6) General attractiveness and layout
Second, general comments/suggestions/requests (some y'all have already stated are in-progress or under consideration)
1) *Really* need a delimiter of some sort between high/mid/low slots. Perhaps as an interim approach merely two blank, or 'blank' as possible, lines could be inserted? (Just one between high/mid and another one between mid/low. Two lines total.)
2) As someone else mentioned, would be easier to find things such as armor hardeners if there was some segregation or delimiter between each 'damage type'. Again, something as simple as just a blank line between each 'damage type set' would go a long way.
3) In the "Ships" list allow an option/method to list only the ships which already have definitions. Far more often than not I'm going back to examine/tweak already existing fits rather than creating a new one from scratch. Shorter lists are faster lists to see/perceive/select.
4) Allow fits to be saved along with the pilot. (As well as copy/duplicate and change the pilot on the copy.)
5) *Show* Implants on the ship fit. But define/store them on the Pilot. (Purely nice to have: Some way to define "implant sets" per pilot for those who make use of Jump Clones to have Combat vs Mining or PvE vs PvP configurations sitting in the vats.)
6) Mining m3/minute as EFT had would be *very* nice. Especially if you do it similar to the new way of showing DPS broken up by drones/weapons/combined for drones/miners/aggregate.
Lastly, flat out defects or major UI blunders:
1) Fails to import any of the .cfg files from the EFT/Setups directory. (I tried three.)
2) 100.2% on PG or CPU is not a "green" condition. It is a failed fit.
3) Item 1 above regarding a delimiter between high/mid/low *really* does degrade the ease of use. Do something, anything, now and then take your time finding a cross-platform solution which is more long term satisfying.
4) Multiple windows containing the fit (center pane) *and* stats (right pane) is *really* needed. I routinely have multiple open in EFT to either a) perform tuning or compare results for various ships for the same pilot, or b) when setting up the same 'ship' for two or more pilots while making the necessary adjustments compensating for the pilot's differences in Skills.
5) Doesn't remember window size and placement between executions. (I assume this also extends to pane size settings but I haven't tested that.)
FYI: OS X 10.6.5 | Windows XP (All my testing tonight was on OS X.) MacPro3,1 (early 2008) Dual quad-core 3.2GHz 16gb RAM OS X system and Applications on RAID1 SSD (two 'spindles') Bootcamp on another, single, SSD Dual monitors (30" and 24" Apple Cinema Displays) EVGA GTX 285
PS: Happy to see the shift to Python and open source. I look forward to keeping all the Setup files in a common location and using the native pyfa application on whichever OS I happen to be running at the time. Good luck and thank you for the effort.
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Kadesh Priestess
Scalding Chill
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Posted - 2010.12.08 09:12:00 -
[116]
Originally by: Luckytania 1) Does appear more accurate in some areas than EFT.
This is only partially true. While we already have several nice 'general' features (much more accurate capacitor stability/draintime simulator, more accurate missile flight range, etc etc), raw data provided by pyfa engine (called eos) may be wrong with regards to specific stacking penalties or certain modules being affected/not being affected when they shouldn't be. I'm responsible for framework which tests these calculations, but for now it's filled with 'common sense' knowledge w/o any actual testing in game, so calculations may have mistakes. I yet have to write tests for everything which is not skill and ship, so actual testing is far away from present time, and we'd really appreciate such miscalculations reported here or via our trac to fix'em asap.
Originally by: Luckytania 3) Nicely done NPC specific damage tables. (which do need to be populated "out of the box" as well as having the editor.)
Personally, i strongly believe that it should be an option in preference - by default there should be only uniform damage profile, preference menu should have 2 additional options - pure damage profiles (em/therm/ex/kin) and npc damage profiles, which will be added to damage profile menu and nicely grouped when corresponding option is enabled.
Originally by: Luckytania 1) *Really* need a delimiter of some sort between high/mid/low/rig slots. Perhaps as an interim approach merely three blank, or 'blank' as possible, lines could be inserted? (Just one between high/mid, another one between mid/low and one between low/rig. Three lines total.)
This will take some time as it requires us to rewrite from scratch standard widget used for fitting window. Sure, this is one of the features we want to see in pyfa.
Originally by: Luckytania 3) In the "Ships" list allow an option/method to list only the ships which already have definitions. Far more often than not I'm going back to examine/tweak already existing fits rather than creating a new one from scratch. Shorter lists are faster lists to see/perceive/select.
There's already ticket, if i understood you correctly: 68
Originally by: Luckytania 4) Allow fits to be saved along with the pilot. (As well as copy/duplicate and change the pilot on the copy.)
Same, sounds like part of 325
Originally by: Luckytania 5) *Show* Implants on the ship fit. But define/store them on the Pilot. (Purely nice to have: Some way to define "implant sets" per pilot for those who make use of Jump Clones to have Combat vs Mining or PvE vs PvP configurations sitting in the vats.)
This is already planned (almost since very beginning), support in calculation backend: 28 and in pyfa itself: 27
Originally by: Luckytania 6) Mining m3/minute as EFT had would be *very* nice. Especially if you do it similar to the new way of showing DPS broken up by drones/weapons/combined for drones/miners/aggregate.
I don't think we will broke it up, but we can make dps icon clickable to switch mining/damage modes - will it do?
Originally by: Luckytania 1) Fails to import any of the .cfg files from the EFT/Setups directory. (I tried three.)
We forgot to remove import functionality before release, at the moment it parses only EFT export format (like those guys post on the forums), cfg files have specifics, parsing of which yet has to be implemented.
Originally by: Luckytania 2) 100.2% on PG or CPU is not a "green" condition. It is a failed fit.
Colors were changed recently, now it looks orange. Will be available in next build. _____ EVE Fit |
Kadesh Priestess
Scalding Chill
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Posted - 2010.12.08 09:19:00 -
[117]
Edited by: Kadesh Priestess on 08/12/2010 09:19:39
Originally by: Luckytania 4) Multiple windows containing the fit (center pane) *and* stats (right pane) is *really* needed. I routinely have multiple open in EFT to either a) perform tuning or compare results for various ships for the same pilot, or b) when setting up the same 'ship' for two or more pilots while making the necessary adjustments compensating for the pilot's differences in Skills.
No. This is question of concept and was discussed by team internally multiple times. We will provide another tools for comparing setups, but having virtual desktop with multiple fittings+stats windows open is not a way to go. _____ EVE Fit |
achoura
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Posted - 2010.12.08 10:43:00 -
[118]
Edited by: achoura on 08/12/2010 10:45:03 Well I worked out why it's crashing. It seems when the windows boarder paddingis set to zero pyfa crashes upon opening the character editor. ***The EVE servers and their patches***
[b]"the data does not seem to support that polished quality sells b |
Kadesh Priestess
Scalding Chill
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Posted - 2010.12.08 10:55:00 -
[119]
What is windows padding and how exactly to set it to zero? I'm running pyfa just fine on win7 x64 atm.
Also please specify which theme you're using (i'm using classic theme, which is non-Aero - this usually makes the difference). _____ EVE Fit |
achoura
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Posted - 2010.12.08 11:11:00 -
[120]
It's Aero, and it doesn't happen under classic or basic :) Border padding is under Window Color* and Appearance. R.click > personalise > select aero > select window color > Advanced appearance settings > set border padding to zero.
*They sell windows in the uk, yet they cannot even spell colour
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Vecila
Live and Learn Inc.
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Posted - 2010.12.08 12:35:00 -
[121]
EvE says my archons tank in cap stable at 77.1% @ 81093/434.37s (and I checked), EFT says it's stable 78% @ 81094/466.7s (would prefer it didn't round up tbh, it's off by 30 seconds) and pyfa says 76.3% @ 81093.8/466.7s.
Which is correct?
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Kadesh Priestess
Scalding Chill
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Posted - 2010.12.08 14:56:00 -
[122]
Originally by: achoura It's Aero, and it doesn't happen under classic or basic :) Border padding is under Window Color* and Appearance. R.click > personalise > select aero > select window color > Advanced appearance settings > set border padding to zero.
Reproduced your crash on my win7, hopefully will be fixed sooner or later. Bug seems to be very complex.
Originally by: Vecila EvE says my archons tank in cap stable at 77.1% @ 81093/434.37s (and I checked), EFT says it's stable 78% @ 81094/466.7s (would prefer it didn't round up tbh, it's off by 30 seconds) and pyfa says 76.3% @ 81093.8/466.7s.
Which is correct?
The only proper answer is to go try ingame. Although Entity (we're using cap simulator written by him) says that value provided should be accurate, but to me it seems a bit pessimistic. _____ EVE Fit |
Vecila
Live and Learn Inc.
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Posted - 2010.12.08 15:32:00 -
[123]
When I said eve says I meant that what it's reading in game. I think most people would prefer cap simulations to underestimate their ship rather than overestimate, which eft seems to doing atm.
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Sakari Orisi
BIG Majesta Empire
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Posted - 2010.12.08 15:44:00 -
[124]
Originally by: Vecila When I said eve says I meant that what it's reading in game. I think most people would prefer cap simulations to underestimate their ship rather than overestimate, which eft seems to doing atm.
Most likely, neither is 100% on the spot (nor is that actualy possible). Go undock your ship and activate your modules and see at which point it gets stable, then you can check for yourself.
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Azuse
Lyonesse. Wildly Inappropriate.
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Posted - 2010.12.08 15:50:00 -
[125]
Edited by: Azuse on 08/12/2010 15:50:54 Great tool, despite only being the RC. Has a lot of potential, so off the top of my head...
Bugs:
- shield defense ratings on chimera are wrong? 2754 vs 3273 in eft, this also makse triage 1.7K lower in pyfa than eft. ehp and resistance are correct however (see img).
- pyfa does not remember window positions, it always defaults the the original window size and positing meaning I have to readjust them each time I start the program.
Usability:
- module icons half the size of efts, which is already smaller then eves, making identifying some difficult, would be worse for anyone with poor eyesight and they cannot be adjusted*
- cannot sort items in the market window alphabetically
- mouse back & forward buttons do not work. Enabling this would make navigating the fitting window much easier, since you haven't used cascading menus here (good imo :))
- all values are rounded, and while they may ber very accurate when you mouse over, having to mouse over every single one is not fun. Option to display the exact values (like eft) would be appreciated.*
- cannot adjust fitting or additions window, make organising drones etc. difficult, particularly on carriers
- the resistances window is either raw hp or ehp, there is no visual indication of raw hp alongside ehp. Above the resistances in eft the raw hp of shields, armour and hull is always displayed with exact stats (capacity, recharge, peak recharge and ehp) when moused over - saving both space and the need for a toggle button. While having a button to switch between ehp and raw hp is nice it also effects the recharge rates window making it counter-intuitive and confusing to people using eft for years (see img).
Miscellaneous
- where are ship and item values fetched from? Chimer is 700m in pyfa but 810m (from eve central) in eft. Just curious.
*add a preferences menu?
-------------------------
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Kadesh Priestess
Scalding Chill
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Posted - 2010.12.08 20:53:00 -
[126]
Edited by: Kadesh Priestess on 08/12/2010 20:55:51
Originally by: Azuse shield defense ratings on chimera are wrong? 2754 vs 3273 in eft, this also makse triage 1.7K lower in pyfa than eft. ehp and resistance are correct however (see img).
Paste whole fitting please. Ships and skills are unlikely to be bugged. Also make sure to use uniform damage profile in eft. _____ EVE Fit |
Azuse
Lyonesse. Wildly Inappropriate.
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Posted - 2010.12.08 23:06:00 -
[127]
Assuming all lvl, then the output of each program is different.
[Chimera, Chimera fit]
Triage Module I Capital Shield Transporter I Capital Shield Transporter I True Sansha Large EMP Smartbomb True Sansha Heavy Energy Neutralizer
True Sansha Cap Recharger True Sansha Cap Recharger Capital Shield Booster I Shield Boost Amplifier II Invulnerability Field II Invulnerability Field II Invulnerability Field II
Beta Reactor Control: Capacitor Power Relay I Beta Reactor Control: Capacitor Power Relay I Beta Reactor Control: Capacitor Power Relay I Beta Reactor Control: Capacitor Power Relay I
Large Capacitor Control Circuit I Large Capacitor Control Circuit I Large Capacitor Control Circuit I
-------------------------
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Aamrr
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Posted - 2010.12.09 01:21:00 -
[128]
Ooh, NICE Catch! I think I know what it is, too -- the capacitor power relays penalize your shield boost amount. But that penalty is, itself, stacking penalized. EFT is doing this, and we're not. Again, nice catch.
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Deerin
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Posted - 2010.12.09 13:05:00 -
[129]
I don't know if it is stated before or not. But when I add crystal implants from market to fit they don't have any effect on shield boosting amount. |
Aamrr
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Posted - 2010.12.09 14:06:00 -
[130]
Originally by: Deerin I don't know if it is stated before or not. But when I add crystal implants from market to fit they don't have any effect on shield boosting amount.
Already fixed.
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Hu Evur
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Posted - 2010.12.09 21:40:00 -
[131]
I just downloaded this program and it is similar to EFT. Some things I like more, some less. However, I'm having trouble figuring out how to see fleet bonuses on ship stats. EFT allows you to assing character boosters and ship boosters at the squad, wing and fleet levels. I' don't see an area to do this with Pyfa.
If I am missing it please tell me how to do this with Pyfa. Thanks. |
Kindraii
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Posted - 2010.12.09 21:43:00 -
[132]
not sure if its right or not. its very low priority thing but
in dps graph, ogres II's will even hit target that is going 24924792 m/s and has 1m sig radius. not a big thing tho:D
just asking if anyone else noticed it:P
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Aamrr
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Posted - 2010.12.09 22:06:00 -
[133]
Originally by: Kindraii not sure if its right or not. its very low priority thing but
in dps graph, ogres II's will even hit target that is going 24924792 m/s and has 1m sig radius. not a big thing tho:D
just asking if anyone else noticed it:P
Unfortunately, drone DPS is simply too difficult to model properly, as we have to consider the relative velocity of both the target and the drone and whether or not the drone is orbiting or chasing, whether MWD is engaged, whether the pilot is remembering to pull drones in and out...
Sentry drones do take these factors into consideration, however.
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Kadesh Priestess
Scalding Chill
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Posted - 2010.12.12 16:36:00 -
[134]
pyfa release candidate 2 will be available soon. It incorporates several fixes to calculations and multiple user interface improvements/fixes. _____ EVE Fit |
Sabevissia
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Posted - 2010.12.12 20:11:00 -
[135]
I just wanted to stop and take the time to say thank you to everyone working on this project and to those posting their issues, questions and concerns. I have a feeling that this tool is going to end up outdoing the entire playing fields concerning fit tools and most likely even more down the road and it is great to see this much effort going into something like this. I hope your group continues to build on this and continues to expand on this to bring us the greatest fitting tool ever, good luck and I can't wait for round two on this, again thank you to all involved.
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S3nt3nc3
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Posted - 2010.12.12 21:44:00 -
[136]
Small thing but can You make it to show mining yeld like it shows DPS ?
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Kadesh Priestess
Scalding Chill
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Posted - 2010.12.14 07:05:00 -
[137]
Edited by: Kadesh Priestess on 14/12/2010 07:05:06
Originally by: S3nt3nc3 Small thing but can You make it to show mining yeld like it shows DPS ?
Sure, just a bit later (not in rc2 for sure). _____ EVE Fit |
Kindraii
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Posted - 2010.12.17 05:38:00 -
[138]
Friendly bump for support. Any updates coming soon?
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Decus Daga
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Posted - 2010.12.19 00:54:00 -
[139]
Edited by: Decus Daga on 19/12/2010 00:55:30 Not sure if its been asked earlier, but can you add an option to seperate the low/mid/high/rigs like in eft? makes my life a lot easier(or is there one ive missed?)
otherwise great so far, and helps with a problem ive been having with a corpie not able to use eft(mac).
Keep up the good work.
Edit:
also how about an option say on the top half of the market(for items) with a T2 only(will save a bit of time finding the IIs amongst the chaff :D)
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Joss56
Gallente The Scope
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Posted - 2010.12.19 01:21:00 -
[140]
My 2cts question
is it possible to "import" your char and so test your fit with your char real skils?
________________________________________________
"You do realise you live on a globe, right? And that there places outside the USA/UK?"
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Kierlana Vosk
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Posted - 2010.12.19 03:56:00 -
[141]
Edited by: Kierlana Vosk on 19/12/2010 04:01:35 Edit: Nevermind. I am Fail and Lose.
I dislike the market lists being in alphabetical order, especially long lists like armor plates.
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Fuzzysaurus Rex
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Posted - 2010.12.21 20:18:00 -
[142]
Edited by: Fuzzysaurus Rex on 21/12/2010 20:21:00 I love this program, and just recently upgraded to the latest version (didn't realize I didn't have it.) Anyways, now whenever I click anywhere on Pyfa when it's maximized it jumps up a little bit, and then when I click anywhere again, back down. Not a major thing, just annoying.
Edit: Also, how do I import an EFT fit like:
[Ship, Name] Low Slot Low Slot Low Slot Low Slot Low Slot
Mid Slot Mid Slot Mid Slot
High Slot High Slot High Slot High Slot High Slot High Slot
Rig Rig Rig
I could do it in the old version, but when I go to Import on this, it's only for files...
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Ruareve
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Posted - 2010.12.21 21:06:00 -
[143]
Love the new pyfa look, much more intuitive. I do have one suggestion though, would it be possible to provide colors to the modules in both the selection area and the fit area? That would make identifying where each module will go; whether high, medium, low or rig, much easier.
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Tupot Harlong
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Posted - 2010.12.26 19:10:00 -
[144]
Thanks for the new version
Just one bug I found, the skill Energy Emission Systems affects neuts in the wrong way. shoud be *1.25 not *0.85.
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Aamrr
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Posted - 2010.12.27 05:30:00 -
[145]
Originally by: Tupot Harlong Edited by: Tupot Harlong on 26/12/2010 19:21:32 Thanks for the new version
Just one bug I found, the skill Energy Emission Systems affects neuts in the wrong way. shoud be *1.25 not *0.75.
edit: might be not affected by Energy Emission Systems no jour about that.
The energy emission systems skill provides a 5% reduction to the activation cost of modules. Reducing the cost by 25% is equivalent to multiplying it by 0.75. Working as intended.
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2010.12.27 15:13:00 -
[146]
This is a cool app, been in puython makes it quite portable, so I have a quick question.
Any chance you can try getting it to work on Android phones? Having a fitting tool on a mobile would be more than awesome.
How often does someone in S&M say they know a good fit but are at work and don't have a fitting tool to verify it?
I am sure many would love and donate for a Google Android Evefit.
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Zdrahonul Gallentor
Gallente Royal Black Watch Highlanders Warped Aggression
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Posted - 2010.12.27 18:16:00 -
[147]
This is an excellent and very promising tool. Great job guys so far! I have my feedback though, and I'll try and be as thorough as possible. I will start from the Pyfa settings, or lack of thereof. Settings: - Proxy implementation badly needed. I work behind a HTTP proxy and some IMPORTANT pyfa features are unavailable: account import from API and price check. They simply don't work. They will work when using Proxifier, but that's a dodgy workaround. Proxy implementation would be a BLAST :) - Skins don't exist. It's a nice-to-have, though, but still... If you have the time to implement skin support, that would be awesome! - Resources area: a toggle to show available versus occupied resources is good to have. Right now, it shows occupied resources, but I am more used to checking if I have any resources left. A toggle would make everyone happy. - Resources area (continued): Any percentage graphs should immediately become RED when 100% percent is exceeded. Lets users immediately see something is wrong and will allow them to correct their choice immediately. Truth be told, I never realized I overshot my CPU for a ship until I wrote this post :) - Resistances area: it looks pretty much fine. The EHP toggle is a very nice addition, however I would love to have an option to disable the resistance types I don't care about. If I have a shield-tanked ship, I should be able to remove the Armor/hull resistances from that area, making it easier to understand exactly what's happening. - Recharge rates: same as above; hull recharge rates are something almost nobody would need, so toggles should be added there. From a design point of view, you could transform the icons to buttons (toggle buttons even) which would make the appropriate category disappear. - Firepower: I simply love that pyfa is able to calculate mixed firepower coming from various sources. This is something EFT sucked at. Great job! I think the area is clean and nice. - Capacitor: Add some colors there, please :) - what I mean is: if the ship is not cap stable, make the cap time red. Also, make the cap draw red at all times. Gives some more visual insight on what's happening there. - Targeting and Misc: the area feels... overcrowded. There are no less than 10 entries there, some being very important, some not so much. Scan Resolution would be essential in many cases, also signature size and speed. I would suggest splitting those entries in two categories (targeting / misc would be fine for starters). - Prices category is... priceless :) - simple and nice. No comments there! - There's empty space below all those areas, lots of it, even for a 17" monitor with 1280x1024 resolution. That space needs to be filled with... item/ship properties. I can't emphasize on its importance. EFT did a reasonably good job there: the Item Info is always there and is having a dual behavior: shows basic stats when an item is selected in the left pane and skilled stats when an item is selected in the fitting pane (with char skills applied). Such an area is BADLY needed. And it should be right there, below the Price area. - Please add a horizontal line between High/Med/Low/Rig/Subsystem areas. It'd make everything easier to read. Very useful! - In the Ship list, after you enter a specific category, please make the difference between "no fits" and "X fits" more obvious. Simply making the font bold or italics would help out a bit. Or gray out the "No Fits" text, that'd work fine as well). Also, you could split the ships further by race (if I'm Gallente, I wouldn't want to see all battleships aat all times, the view tends to overcrowd). - You could implement the damage patterns by default and save the hassle of adding them manually every time I install/reinstall the application. That was pretty much it for now. I will check the other features and come back with more feedback. Keep up the good work, I think pyfa is a very good app and looks promising! ...gis sdrawkcaB |
Tupot Harlong
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Posted - 2010.12.27 18:47:00 -
[148]
Originally by: Aamrr
Originally by: Tupot Harlong Edited by: Tupot Harlong on 26/12/2010 19:21:32 Thanks for the new version
Just one bug I found, the skill Energy Emission Systems affects neuts in the wrong way. shoud be *1.25 not *0.75.
edit: might be not affected by Energy Emission Systems no jour about that.
The energy emission systems skill provides a 5% reduction to the activation cost of modules. Reducing the cost by 25% is equivalent to multiplying it by 0.75. Working as intended.
exept for Nos the activation cost is negative so it shoud be multiplied by 1.25. Try it out currently the caprecharg rate is higher, with a nos with energy emission systems on level 0 then on level 5.
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Aamrr
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Posted - 2010.12.27 23:44:00 -
[149]
Originally by: Tupot Harlong
Originally by: Aamrr
Originally by: Tupot Harlong Edited by: Tupot Harlong on 26/12/2010 19:21:32 Thanks for the new version
Just one bug I found, the skill Energy Emission Systems affects neuts in the wrong way. shoud be *1.25 not *0.75.
edit: might be not affected by Energy Emission Systems no jour about that.
The energy emission systems skill provides a 5% reduction to the activation cost of modules. Reducing the cost by 25% is equivalent to multiplying it by 0.75. Working as intended.
exept for Nos the activation cost is negative so it shoud be multiplied by 1.25. Try it out currently the caprecharg rate is higher, with a nos with energy emission systems on level 0 then on level 5.
You said neut, not nos. =p
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Tarunik Raqalth'Qui
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Posted - 2010.12.28 17:15:00 -
[150]
Originally by: Zdrahonul Gallentor
Settings: - Proxy implementation badly needed. I work behind a HTTP proxy and some IMPORTANT pyfa features are unavailable: account import from API and price check. They simply don't work. They will work when using Proxifier, but that's a dodgy workaround. Proxy implementation would be a BLAST :)
Proxies do work, its just you have to set your environment variables correctly to use them (there's no GUI setting for proxies, yet, feel free to make a feature request on Trac)
Quote:
- Skins don't exist. It's a nice-to-have, though, but still... If you have the time to implement skin support, that would be awesome!
Not sure if we can support it...in any case, use your OS's theme support instead of having every app reinvent the wheel.
Quote:
- Resources area: a toggle to show available versus occupied resources is good to have. Right now, it shows occupied resources, but I am more used to checking if I have any resources left. A toggle would make everyone happy.
Good idea, again, make a feature request on Trac :)
Quote:
- Resources area (continued): Any percentage graphs should immediately become RED when 100% percent is exceeded. Lets users immediately see something is wrong and will allow them to correct their choice immediately. Truth be told, I never realized I overshot my CPU for a ship until I wrote this post :)
Sounds like a good choice for a preferences item, I recall this having been batted about before.
Quote:
- Resistances area: it looks pretty much fine. The EHP toggle is a very nice addition, however I would love to have an option to disable the resistance types I don't care about. If I have a shield-tanked ship, I should be able to remove the Armor/hull resistances from that area, making it easier to understand exactly what's happening. - Recharge rates: same as above; hull recharge rates are something almost nobody would need, so toggles should be added there. From a design point of view, you could transform the icons to buttons (toggle buttons even) which would make the appropriate category disappear.
Not sure about these, to be honest.
Quote:
- Capacitor: Add some colors there, please :) - what I mean is: if the ship is not cap stable, make the cap time red. Also, make the cap draw red at all times. Gives some more visual insight on what's happening there. - Targeting and Misc: the area feels... overcrowded. There are no less than 10 entries there, some being very important, some not so much. Scan Resolution would be essential in many cases, also signature size and speed. I would suggest splitting those entries in two categories (targeting / misc would be fine for starters). - There's empty space below all those areas, lots of it, even for a 17" monitor with 1280x1024 resolution. That space needs to be filled with... item/ship properties. I can't emphasize on its importance. EFT did a reasonably good job there: the Item Info is always there and is having a dual behavior: shows basic stats when an item is selected in the left pane and skilled stats when an item is selected in the fitting pane (with char skills applied). Such an area is BADLY needed. And it should be right there, below the Price area.
Make some Feature Requests.
Quote:
- Please add a horizontal line between High/Med/Low/Rig/Subsystem areas. It'd make everything easier to read. Very useful!
Sadly, we've been trying and trying and trying to do this, but it seems rather impossible within our current GUI framework without writing a custom control.
Quote:
*snipped due to lack of space, make a Feature Request if you want it* - You could implement the damage patterns by default and save the hassle of adding them manually every time I install/reinstall the application. *snipped end*
Good one, and one that's worth a Feature Request for sure.
P.S. apologies for all the snipping, blame the bloody 4000 character limit on posts.
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Jean CurPictat
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Posted - 2010.12.28 19:12:00 -
[151]
I have submitted all enhancement requests in Trac. Good job so far!
One more thing: That's actually a huge showstopper. I have literally hundreds of EFT loadouts, but all error out when trying to import to pyfa. None work.
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Aamrr
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Posted - 2010.12.28 19:42:00 -
[152]
Edited by: Aamrr on 28/12/2010 19:44:06
Originally by: Jean CurPictat I have submitted all enhancement requests in Trac. Good job so far!
One more thing: That's actually a huge showstopper. I have literally hundreds of EFT loadouts, but all error out when trying to import to pyfa. None work.
We're working on it. The .cfg files generated by EFT don't match the "export" format used on forums, so we have to write a custom import function for them. There's already a ticket for it.
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Gareth Ultari
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Posted - 2010.12.30 18:49:00 -
[153]
Edited by: Gareth Ultari on 30/12/2010 18:54:45 Edited by: Gareth Ultari on 30/12/2010 18:51:59 would be nice if all ammo types came loaded as possible damage patterns.
or as a compromise, when you open the damage pattern editor, you can still click and move through the menus to different damage types (and manually enter them).
Also, I tried exporting from Eve's fitting menu to a .xml file on a mac and it could not import to Pyfa on a mac until i made a fit and saved it. Then it was able to import. Not a big deal.
almost forgot, none of the implant functions work on my version on the mac. Can't add any.
Nice work otherwise, very good tool, especially for the mac.
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J'J'J'Jita
Ch'Ch'Ch'Chia Corp
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Posted - 2010.12.31 18:31:00 -
[154]
Downloaded RC1 for Mac, unpacked the bz2, and the resultant program crashed on startup and gave an option to visit the macpython homepage. OS X 10.5.8 (Intel MacBook Pro), fully updated Leopard, and python works on my machine.
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Sphit Ker
Dreddit Test Alliance Please Ignore
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Posted - 2010.12.31 20:02:00 -
[155]
Greetings from 2011
This is to say thanks you one MILLION BILLION times. You definitely got something nice going on here. pyfa have everything to blow EFT out of the water so keep rocking that boat!
The following statement is not my signature. The preceding statement is my signature. |
Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2010.12.31 20:43:00 -
[156]
I still think you guys should work out mobile phone ports for iphone and android. You would probably be the instant number one eve players fan.
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Sakari Orisi
BIG Majesta Empire
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Posted - 2011.01.01 01:07:00 -
[157]
Originally by: J'J'J'Jita Downloaded RC1 for Mac, unpacked the bz2, and the resultant program crashed on startup and gave an option to visit the macpython homepage. OS X 10.5.8 (Intel MacBook Pro), fully updated Leopard, and python works on my machine.
Hello there,
if I remember right (I'm not the mac guy). The mac binaries are build for OS X 10.6 only. We'd need someone to build 10.5 binaries. Until then, its quite simple to just install all depencies yourself and use the from source version of pyfa (See: http://www.evefit.org/Pyfa/Installation)
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Fuzzysaurus Rex
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Posted - 2011.01.02 10:19:00 -
[158]
Pyfa isn't taking your Ore Industrial level into account with Tractor Beam range on Noctises (Nocti? Noctis?). I have level 3 Ore Industrial and it still tells me that I have a 20km range.
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Aamrr
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Posted - 2011.01.02 10:51:00 -
[159]
Edited by: Aamrr on 02/01/2011 10:55:14
Originally by: Fuzzysaurus Rex Pyfa isn't taking your Ore Industrial level into account with Tractor Beam range on Noctises (Nocti? Noctis?). I have level 3 Ore Industrial and it still tells me that I have a 20km range.
I'm afraid I can't reproduce this. Perhaps it's been fixed already in a recent update...if so, it'll make it into the next release candidate. Sorry for the inconvenience?
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Fuzzysaurus Rex
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Posted - 2011.01.02 11:35:00 -
[160]
Originally by: Aamrr Edited by: Aamrr on 02/01/2011 10:55:14
Originally by: Fuzzysaurus Rex Pyfa isn't taking your Ore Industrial level into account with Tractor Beam range on Noctises (Nocti? Noctis?). I have level 3 Ore Industrial and it still tells me that I have a 20km range.
I'm afraid I can't reproduce this. Perhaps it's been fixed already in a recent update...if so, it'll make it into the next release candidate. Sorry for the inconvenience?
It's not that big of a deal, just thought it should be brought up.
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TorTorden
Amarr
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Posted - 2011.01.04 14:37:00 -
[161]
Edited by: TorTorden on 04/01/2011 14:41:29 Edited by: TorTorden on 04/01/2011 14:40:45 So far loving the hell out of it. but small suggestion could we have a small number stating how many fits there are for a certain group I.E( Battlecruiser (3) )
edit: Oh and trying to sync prices with eve-metrics at this time is obviously not working
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1427146 ------------------------------------------------ There is no such thing as good or evil. Just an egotistic struggle for self empowerment. ------------------------------------------------ |
Infiltrator2112
|
Posted - 2011.01.04 17:47:00 -
[162]
Originally by: TorTorden
Oh and trying to sync prices with eve-metrics at this time is obviously not working
NVM was first running the stable wich was trying to sync with eve-metrics, the nightly build seemed to get them from else.
Yes, would be nice if that would be fixed.
Nice work nevertheless!
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Kadesh Priestess
Scalding Chill
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Posted - 2011.01.04 21:45:00 -
[163]
Edited by: Kadesh Priestess on 04/01/2011 21:45:25
Originally by: TorTorden Edited by: TorTorden on 04/01/2011 15:14:04 So far loving the hell out of it. but small suggestion could we have a small number stating how many fits there are for a certain group I.E( Battlecruiser (3) )
Agree here, also would be nice to have that small button which hides unused groups (i miss it so much), but unfortunately out GUI developer has no idea how to gather data for both things quickly. Hope he'll get to it sooner or later.
Originally by: TorTorden edit: Oh and trying to sync prices with eve-metrics at this time is obviously not working
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1427146
NVM was first running the stable wich was trying to sync with eve-metrics, the nightly build seemed to get them from else.
Dev builds pull data from eve-central. Not sure if notifications were changed to accomodate with this thou. _____ EVE Fit |
TorTorden
Amarr
|
Posted - 2011.01.04 22:34:00 -
[164]
Quote: Agree here, also would be nice to have that small button which hides unused groups (i miss it so much), but unfortunately out GUI developer has no idea how to gather data for both things quickly. Hope he'll get to it sooner or later.
A problem I can easily identify with and I wish him luck.
An actuall bigger deal for me and my corp is the ability EFT has to set a system wide effect, say for wormholes and I'm guessing this would be handy with the upcoming incursion effects, I'm perfectly aware this information isn't made readily available by ccp but would be 'nice' have it. Just the graphs alone is enough to make me use Pyfa ------------------------------------------------ There is no such thing as good or evil. Just an egotistic struggle for self empowerment. ------------------------------------------------ |
Kadesh Priestess
Scalding Chill
|
Posted - 2011.01.04 23:57:00 -
[165]
Originally by: TorTorden A problem I can easily identify with and I wish him luck.
An actuall bigger deal for me and my corp is the ability EFT has to set a system wide effect, say for wormholes and I'm guessing this would be handy with the upcoming incursion effects, I'm perfectly aware this information isn't made readily available by ccp but would be 'nice' to have it.
Just the graphs alone is enough to make me use Pyfa
As current version of pyfa is a rewrite of the older one, it still contains most of the data we need for wh/incursion anomalies; i plan to make sure they all work properly before incursion's release (the one with sansha and stuff), and our GUI guy won't take it long to add separate market category (or any other way to add anomalies) to the pyfa itself. _____ EVE Fit |
Misty Moneypenny
|
Posted - 2011.01.06 01:32:00 -
[166]
Hi, just wanted to say what a great app and I am really liking it!
I do have a quick question though, I also run this on my macbook which has osx 10.6 for fitting stuff when I am not on my gaming machine and it works perfectly except that I cannot copy/paste into the api key info for a new character? Am I simply missing something or is it a known issue? Also is there any way to work around this like maybe manually adding it to a config file and if so which file is it?
Thanks
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Aamrr
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Posted - 2011.01.06 02:13:00 -
[167]
There were some issues with the character importer. They've been resolved, and should make it into the next release candidate.
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Prodigy System
Amarr Ministry of War
|
Posted - 2011.01.06 09:27:00 -
[168]
Edited by: Prodigy System on 06/01/2011 09:29:01 Edited by: Prodigy System on 06/01/2011 09:28:34 Wonderful program! i was just wondering, is there any way to make the mods overload in it? Lazarus |
Aamrr
|
Posted - 2011.01.06 16:02:00 -
[169]
Certainly. Simply right click the module state (the green checkmark or yellow circle next to the module) to overload it. Left clicking will return it to normal, then cycle through the online/offline/active states.
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Xyfu
Minmatar Applied Mechanics
|
Posted - 2011.01.07 04:53:00 -
[170]
I would dearly love a "to lowest" damage profile. 100% of whatever your lowest resist is, (i.e., whatever would yield the least EHP).
When mucking about with fits, it's always a pain to note down a number, doubleclick a module off, doubleclick a different one on, identify the newer lowest resist, then change damage profile to pure em/whatever, and compare the resulting number with whatever cloudy number I fail to remember in my head.
Also, custom prices. My Nightmare fit costs in the region of 3 billion ISK, not 0 ISK. (Not got the latest version, so disregard if this is now irrelevant.) _____ ^ That is a sig line. It should be there without me having to put one in. |
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Aamrr
|
Posted - 2011.01.07 05:52:00 -
[171]
Thanks for reporting this. I have just personally fixed the error with auto targeting systems, and I've filed a new feature request for the lowest damage profile.
As for module pricing, we currently pull information from Eve Metrics, but that site appears to be on the way out. We'll probably adjust our algorithm to draw data from eve-central. Currently, faction items and ships are not tracked -- this will probably be addressed in the same manner as eve-kill uses to draw its pricing information.
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Xyfu
Minmatar Applied Mechanics
|
Posted - 2011.01.07 06:36:00 -
[172]
Edited by: Xyfu on 07/01/2011 06:42:56
Originally by: Aamrr Thanks for reporting this. I have just personally fixed the error with auto targeting systems, and I've filed a new feature request for the lowest damage profile.
As for module pricing, we currently pull information from Eve Metrics, but that site appears to be on the way out. We'll probably adjust our algorithm to draw data from eve-central. Currently, faction items and ships are not tracked -- this will probably be addressed in the same manner as eve-kill uses to draw its pricing information.
So a definite "no" to custom pricing? Dang.
Edit: Also, the site says Eos is available under the LGPL. Where? _____ ^ That is a sig line. It should be there without me having to put one in. |
Aamrr
|
Posted - 2011.01.07 06:50:00 -
[173]
Originally by: Xyfu Edited by: Xyfu on 07/01/2011 06:42:56
Originally by: Aamrr Thanks for reporting this. I have just personally fixed the error with auto targeting systems, and I've filed a new feature request for the lowest damage profile.
As for module pricing, we currently pull information from Eve Metrics, but that site appears to be on the way out. We'll probably adjust our algorithm to draw data from eve-central. Currently, faction items and ships are not tracked -- this will probably be addressed in the same manner as eve-kill uses to draw its pricing information.
So a definite "no" to custom pricing? Dang.
Edit: Also, the site says Eos is available under the LGPL. Where?
I dunno. We might be able to do custom pricing. There'd probably have to be a flag or something on the fitting not to overwrite the custom values, though. Purging the flag on a manual price refresh would be an appropriate solution.
As for obtaining the code, we have a publicly available git repository. The eos folder contains all of the relevant information, including a copy of the LGPL, itself. Pyfa, on the other hand, is licensed under the GPL, and contains the appropriate documentation as well.
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Xyfu
Minmatar Applied Mechanics
|
Posted - 2011.01.09 07:03:00 -
[174]
Probably been mentioned, but when projecting things that can have scripts, changing the script has no effect.
(And Crystal implants dun work.) D: _____ ^ That is a sig line. It should be there without me having to put one in. |
Aamrr
|
Posted - 2011.01.09 07:06:00 -
[175]
Originally by: Xyfu Probably been mentioned, but when projecting things that can have scripts, changing the script has no effect.
(And Crystal implants dun work.) D:
Crystal implants have already been fixed, it'll make it into the next release candidate. Nonfunctional scripts is a legitimate problem though. I'll look into it.
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Xyfu
Minmatar Applied Mechanics
|
Posted - 2011.01.09 08:36:00 -
[176]
Originally by: Aamrr
Originally by: Xyfu Probably been mentioned, but when projecting things that can have scripts, changing the script has no effect.
(And Crystal implants dun work.) D:
Crystal implants have already been fixed, it'll make it into the next release candidate. Nonfunctional scripts is a legitimate problem though. I'll look into it.
I'm starting to really like you.
I should post more.
Hmmm, ok, add an AB to a fit, leave it active, add a second AB. It switches the other one off, but displays the combined speed boost of both of them, which is fixed by turning the other one on.
Offline is before turn off. Damn hell that's annoying. Left click online <-> turned off. Right click Overhead <-> Run cold. Middle click (everyone has it), offline <-> online. _____ ^ That is a sig line. It should be there without me having to put one in. |
Aamrr
|
Posted - 2011.01.09 08:46:00 -
[177]
Originally by: Xyfu
Originally by: Aamrr
Originally by: Xyfu Probably been mentioned, but when projecting things that can have scripts, changing the script has no effect.
(And Crystal implants dun work.) D:
Crystal implants have already been fixed, it'll make it into the next release candidate. Nonfunctional scripts is a legitimate problem though. I'll look into it.
I'm starting to really like you.
I should post more.
Hmmm, ok, add an AB to a fit, leave it active, add a second AB. It switches the other one off, but displays the combined speed boost of both of them, which is fixed by turning the other one on.
Offline is before turn off. Damn hell that's annoying. Left click online <-> turned off. Right click Overhead <-> Run cold. Middle click (everyone has it), offline <-> online.
Thanks for the compliment. I do my best, though I'm only a minor contributor to the project.
As to the other issue, it seems there's a bug with our code that handles deactivation of propulsion modules, gas harvesters, gang links and the like. It's disabling the module correctly, but isn't removing the effect until the fitting is recalculated (such as by offlining another module).
Regarding your final request, I'm afraid I don't quite understand what you're asking for. Apparently it relates to our module state transitions. If it helps, we've got a vocabulary for describing the module states.
Red 'X' = Offline. Yellow 'O' = Online. Green 'v/' = Active. FIYAH = Overheated.
Currently, left clicking cycles through the first three, right clicking any of the first three overheats, and left clicking an overheated module makes it active again.
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Ruareve
|
Posted - 2011.01.09 11:31:00 -
[178]
I'm not sure if I'm doing something wrong, but I'm unable to slot any implants for any of my characters. I go in to manually add them and while the implant trees all exist they are also all empty and contain none of the actual implants.
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Asurix
Caldari StoneDogS Black Star Alliance
|
Posted - 2011.01.09 13:10:00 -
[179]
i keep getting some pyfa error, then it says visit macpython website or terminate
playing on mac btw
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Xyfu
Minmatar Applied Mechanics
|
Posted - 2011.01.09 18:45:00 -
[180]
Originally by: Aamrr
Originally by: Xyfu
Originally by: Aamrr
Originally by: Xyfu Probably been mentioned, but when projecting things that can have scripts, changing the script has no effect.
(And Crystal implants dun work.) D:
Crystal implants have already been fixed, it'll make it into the next release candidate. Nonfunctional scripts is a legitimate problem though. I'll look into it.
I'm starting to really like you.
I should post more.
Hmmm, ok, add an AB to a fit, leave it active, add a second AB. It switches the other one off, but displays the combined speed boost of both of them, which is fixed by turning the other one on.
Offline is before turn off. Damn hell that's annoying. Left click online <-> turned off. Right click Overhead <-> Run cold. Middle click (everyone has it), offline <-> online.
Thanks for the compliment. I do my best, though I'm only a minor contributor to the project.
As to the other issue, it seems there's a bug with our code that handles deactivation of propulsion modules, gas harvesters, gang links and the like. It's disabling the module correctly, but isn't removing the effect until the fitting is recalculated (such as by offlining another module).
Regarding your final request, I'm afraid I don't quite understand what you're asking for. Apparently it relates to our module state transitions. If it helps, we've got a vocabulary for describing the module states.
Red 'X' = Offline. Yellow 'O' = Online. Green 'v/' = Active. FIYAH = Overheated.
Currently, left clicking cycles through the first three, right clicking any of the first three overheats, and left clicking an overheated module makes it active again.
Ok, left clicking through the module states goes in the order Active -> Offline -> Online -> Active, which is kinda nonsensical, 'cause the only people I know who have offlined modules on their fits are Prowler pilots, and even then, they don't regularly switch things Online and Offline. I propose toggling between Online and Offline be done via middle click, toggling Online and Active be done via left click, and toggling FIYAH (doo doo doooo, I'll teach you to burn!) be done via right click.
Thanks for your patience. _____ ^ That is a sig line. It should be there without me having to put one in. |
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Tornicks
Caldari Caldari Provisions
|
Posted - 2011.01.10 00:24:00 -
[181]
This could have been posted already, but will mention still: Introducing the possibility of applying the Command Ship Warfare Links' bonus effects to ship setups would be a good addition in the next release. -- 'Non-essential personnel, abandon ship.' Admiral Yakiya Tovil-Toba's last command, CE23155
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Chelso
|
Posted - 2011.01.10 03:55:00 -
[182]
Program ran once, was super nice (much better than eft on a mac) but alas it now wont run.
"pyfa error"
[visit macpython website] or [terminate]
That is the message and two options i get. What the go, the macpython site seems out of date with the last update dated 2004.
Any help would be much appreciated!
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Tornicks
Caldari Caldari Provisions
|
Posted - 2011.01.10 06:22:00 -
[183]
Also, can't see any graph with tanked DPS info. -- 'Non-essential personnel, abandon ship.' Admiral Yakiya Tovil-Toba's last command, CE23155
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Kadesh Priestess
Scalding Chill
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Posted - 2011.01.10 09:02:00 -
[184]
Originally by: Xyfu Edited by: Xyfu on 07/01/2011 07:01:30 Tripleeditawwwyeee: Eos, gamedata.py
@property "property"'s a keyword, isn't it? D':
It's method decorator.
Originally by: Ruareve I'm not sure if I'm doing something wrong, but I'm unable to slot any implants for any of my characters. I go in to manually add them and while the implant trees all exist they are also all empty and contain none of the actual implants.
For now please add them to the fittings, that's another screen we forgot to cut from release.
Originally by: Xyfu Ok, left clicking through the module states goes in the order Active -> Offline -> Online -> Active, which is kinda nonsensical, 'cause the only people I know who have offlined modules on their fits are Prowler pilots, and even then, they don't regularly switch things Online and Offline. I propose toggling between Online and Offline be done via middle click, toggling Online and Active be done via left click, and toggling FIYAH (doo doo doooo, I'll teach you to burn!) be done via right click.
Actually that's primarily habit from EFT, i had such 'suggestion' too, but got used to new behavior quickly - in 2 or 3 days. Toggling stuff online and offline is useful primarily for passive modules where you can compare ship stats w/o actual removal of module from fitting.
Originally by: Tornicks This could have been posted already, but will mention still: Introducing the possibility of applying the Command Ship Warfare Links' bonus effects to ship setups would be a good addition in the next release.
Yep, there'll be fleet simulator for that.
Originally by: Tornicks Also, can't see any graph with tanked DPS info.
Tanked dps... what parameters would you suggest for its axis?
Originally by: Chelso Any help would be much appreciated!
The only thing i can suggest is to navigate to your user folder, find .pyfa folder, backup it somewhere and delete, redownload pyfa itself and attempt to run again. Error itself isn't very descriptive, so can't help much with it. _____ EVE Fit |
Asurix
Caldari StoneDogS Black Star Alliance
|
Posted - 2011.01.10 09:10:00 -
[185]
Originally by: Chelso Program ran once, was super nice (much better than eft on a mac) but alas it now wont run.
"pyfa error"
[visit macpython website] or [terminate]
That is the message and two options i get. What the go, the macpython site seems out of date with the last update dated 2004.
Any help would be much appreciated!
i had exactly the same error except mine didn't even run once
EFT i've never even been able to find on a mac, only .exe, been trying to find a fitting tool on the mac for ages
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Chelso
|
Posted - 2011.01.10 10:53:00 -
[186]
Originally by: Kadesh Priestess
Originally by: Chelso Any help would be much appreciated!
The only thing i can suggest is to navigate to your user folder, find .pyfa folder, backup it somewhere and delete, redownload pyfa itself and attempt to run again. Error itself isn't very descriptive, so can't help much with it.
Here is the site it links to if you click visit macpython site - http://homepages.cwi.nl/~jack/macpython/index.html
And here is an image of the error pop up - http://www.boomboots.com/images/pyfa.png
Any chance you could be more specific as to the location of the .pyfa folder? I have checked my user directory and the preference directory and search does not reveal it.
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Asurix
Caldari StoneDogS Black Star Alliance
|
Posted - 2011.01.10 10:56:00 -
[187]
Originally by: Chelso
Originally by: Kadesh Priestess
Originally by: Chelso Any help would be much appreciated!
The only thing i can suggest is to navigate to your user folder, find .pyfa folder, backup it somewhere and delete, redownload pyfa itself and attempt to run again. Error itself isn't very descriptive, so can't help much with it.
Here is the site it links to if you click visit macpython site - http://homepages.cwi.nl/~jack/macpython/index.html
And here is an image of the error pop up - http://www.boomboots.com/images/pyfa.png
Any chance you could be more specific as to the location of the .pyfa folder? I have checked my user directory and the preference directory and search does not reveal it.
i had the same problem and there's no .pyfa folder in my entire mac computer
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Lina Miaoke
|
Posted - 2011.01.10 12:14:00 -
[188]
Never knew about this product until I read one of CCP's blog. I've been using EFT for as long as I can remember... Always had couple gripes about EFT. Then I tried out Pyfa... all my gripes been resolved!
A small suggestion I would like to see. The exact amount of resource remaining.
Currently it shows CPU 617/635 tf What I would like to see CPU 617/635 tf (18 left)
Much thanks for developing Pyfa. Keep up the good work!
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Sabevissia
|
Posted - 2011.01.10 12:14:00 -
[189]
The .pyfa folder is a hidden folder (or considered hidden) on most systems including Macs. This means that your search (unless specified otherwise) will not reveal hidden files/folders by default though it has been a while since I used a Mac this may not be 100% accurate anymore and if so my apologies ahead of time.
As for a Windows user the "users" folder is referring to personal users folder but again the concept of a hidden folder applies. The reason for this is the dot in front of the folder name. Most systems by default treat this is a hidden folder and thus it won't show until you turn that option on under your folder/view options (which very based on your syste). But for an example lets say your username is SomeFunyPerson and your looking for this folder on a Windows system. The location would be c:\users\SomeFunyPerson, just replace SomeFunyPerson with your username instead. This is the standard format for this folder structure since Windows Vista, if your system is older then this I am not exactly sure on your folder structure though it should be close. Either case just remember it will normally be right inside of the folder based on your username or if not there then in the folder named 'default' representing the default user or the folder named 'administrator' representating the admin user.
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Chelso
|
Posted - 2011.01.10 12:49:00 -
[190]
Edited by: Chelso on 10/01/2011 12:53:07
Originally by: Sabevissia The .pyfa folder is a hidden folder (or considered hidden) on most systems including Macs. This means that your search (unless specified otherwise) will not reveal hidden files/folders by default though it has been a while since I used a Mac this may not be 100% accurate anymore and if so my apologies ahead of time.
As for a Windows user the "users" folder is referring to personal users folder but again the concept of a hidden folder applies. The reason for this is the dot in front of the folder name. Most systems by default treat this is a hidden folder and thus it won't show until you turn that option on under your folder/view options (which very based on your syste). But for an example lets say your username is SomeFunyPerson and your looking for this folder on a Windows system. The location would be c:\users\SomeFunyPerson, just replace SomeFunyPerson with your username instead. This is the standard format for this folder structure since Windows Vista, if your system is older then this I am not exactly sure on your folder structure though it should be close. Either case just remember it will normally be right inside of the folder based on your username or if not there then in the folder named 'default' representing the default user or the folder named 'administrator' representating the admin user.
For the mac users - http://guides.macrumors.com/Viewing_hidden_files_on_a_Mac
Edit: But deleting this folder doesnt fix the issue.
|
|
Sakari Orisi
BIG Majesta Empire
|
Posted - 2011.01.10 14:18:00 -
[191]
Originally by: Chelso Edited by: Chelso on 10/01/2011 12:53:07
Originally by: Sabevissia The .pyfa folder is a hidden folder (or considered hidden) on most systems including Macs. This means that your search (unless specified otherwise) will not reveal hidden files/folders by default though it has been a while since I used a Mac this may not be 100% accurate anymore and if so my apologies ahead of time.
As for a Windows user the "users" folder is referring to personal users folder but again the concept of a hidden folder applies. The reason for this is the dot in front of the folder name. Most systems by default treat this is a hidden folder and thus it won't show until you turn that option on under your folder/view options (which very based on your syste). But for an example lets say your username is SomeFunyPerson and your looking for this folder on a Windows system. The location would be c:\users\SomeFunyPerson, just replace SomeFunyPerson with your username instead. This is the standard format for this folder structure since Windows Vista, if your system is older then this I am not exactly sure on your folder structure though it should be close. Either case just remember it will normally be right inside of the folder based on your username or if not there then in the folder named 'default' representing the default user or the folder named 'administrator' representating the admin user.
For the mac users - http://guides.macrumors.com/Viewing_hidden_files_on_a_Mac
Edit: But deleting this folder doesnt fix the issue.
This looks a lot like it might be an issue with the binaries. Could you go through the from-source installation process (which is mostly just getting all dependencies) and see if pyfa runs that way ?
I'd also like to know what mac version you're on (the binary mac version is built with and was ment for 10.6
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Chelso
|
Posted - 2011.01.10 14:25:00 -
[192]
version 10.5.8
I will try the source method (already tried but the sql one is a pain to install) again.
Thanks you guys are doing a great job btw!
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Xyfu
Minmatar Applied Mechanics
|
Posted - 2011.01.10 18:46:00 -
[193]
Originally by: Kadesh Priestess
Originally by: Xyfu Ok, left clicking through the module states goes in the order Active -> Offline -> Online -> Active, which is kinda nonsensical, 'cause the only people I know who have offlined modules on their fits are Prowler pilots, and even then, they don't regularly switch things Online and Offline. I propose toggling between Online and Offline be done via middle click, toggling Online and Active be done via left click, and toggling FIYAH (doo doo doooo, I'll teach you to burn!) be done via right click.
Actually that's primarily habit from EFT, i had such 'suggestion' too, but got used to new behavior quickly - in 2 or 3 days. Toggling stuff online and offline is useful primarily for passive modules where you can compare ship stats w/o actual removal of module from fitting.
I'm not denying it's useful, but it's drawn out, with not really any reason to not have stuff on middle click.
Especially when, occasionally, PyFA goes nuts, and has to refresh the whole interface whenever anything's online'd or offline'd. _____ ^ That is a sig line. It should be there without me having to put one in. |
Fraa Bjorn
|
Posted - 2011.01.10 20:16:00 -
[194]
Originally by: Sakari Orisi
Originally by: darth siidiious
Originally by: crazygirly I installed Pyfa and it renders the following log dump:
Traceback (most recent call last): File "run.py", line 56, in <module> File "sqlalchemy\schema.pyo", line 2119, in create_all File "sqlalchemy\engine\base.pyo", line 1701, in create File "sqlalchemy\engine\base.pyo", line 1738, in _run_visitor File "sqlalchemy\engine\base.pyo", line 1832, in contextual_connect File "sqlalchemy\pool.pyo", line 192, in connect File "sqlalchemy\pool.pyo", line 370, in __init__ File "sqlalchemy\pool.pyo", line 214, in get File "sqlalchemy\pool.pyo", line 600, in do_get File "sqlalchemy\pool.pyo", line 148, in create_connection File "sqlalchemy\pool.pyo", line 254, in __init__ File "sqlalchemy\pool.pyo", line 320, in __connect File "sqlalchemy\engine\strategies.pyo", line 76, in connect File "sqlalchemy\engine\default.pyo", line 249, in connect sqlalchemy.exc.OperationalError: (OperationalError) unable to open database file None None
The program never starts...
I get the same error.... anyone here that can help with fixing this? I can't get the program to start :(
Please delete ~/.pyfa/ (~ is c:/users/<username>/ on windows 7)
I get the same problem (Swedish Windows 7 64bit), but it works on my English Vista machine. Deleting .pyfa on the Win7 machine does not help, neither does running as Administrator, nor Run in compatibility mode.
On my Win7 machine, my username contains unicode (÷), whereas the working Vista machine has a 7-bit ascii username. I just quickly browsed the source on your homepage and I assume that is the problem? (although config.py does seem to account for unicode, but maybe sqlalchemy does not? )
Let me know if you need help to reproduce the bug, I'll help you out best I can.
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Kadesh Priestess
Scalding Chill
|
Posted - 2011.01.10 22:06:00 -
[195]
Edited by: Kadesh Priestess on 10/01/2011 22:08:02
Originally by: Fraa Bjorn On my Win7 machine, my username contains unicode (÷), whereas the working Vista machine has a 7-bit ascii username. I just quickly browsed the source on your homepage and I assume that is the problem? (although config.py does seem to account for unicode, but maybe sqlalchemy does not? )
You're absolutely correct, we have fixed it right after RC1 release. You can check out one of the development builds to make sure fix works for you.
Originally by: Lina Miaoke A small suggestion I would like to see. The exact amount of resource remaining.
Currently it shows CPU 617/635 tf What I would like to see CPU 617/635 tf (18 left) and CPU 687/635 tf (52 over)
May be good idea for a tooltip, but for some static text box we just don't have enough space (not for all, but for some fitttings, eg supercaps). _____ EVE Fit |
TimeDrawsNigh
Amarr
|
Posted - 2011.01.11 01:14:00 -
[196]
Edited by: TimeDrawsNigh on 11/01/2011 01:14:14
Originally by: Chelso Program ran once, was super nice (much better than eft on a mac) but alas it now wont run.
"pyfa error"
[visit macpython website] or [terminate]
That is the message and two options i get. What the go, the macpython site seems out of date with the last update dated 2004.
Any help would be much appreciated!
I'm also getting the same message after running the program once and quitting it. Deleting it and reinstalling the program fixes it.. for one more run, then after quitting it I'm back to square one.
I'm running Mac OS X 10.5.8 btw.
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Xyfu
Minmatar Applied Mechanics
|
Posted - 2011.01.11 08:34:00 -
[197]
Originally by: Kadesh Priestess
Originally by: Xyfu I'm not denying it's useful, but it's drawn out, with not really any reason to not have stuff on middle click.
Let's clariffy this a bit. What you suggest to do is: Active mods: LMB: online - active - online RMB - overheat MMB - offline Passive mods: LMB: offline - online - offline Rigs: Offline (fyi - as pyfa relies on engine which simulates eve this state doesn't exist for rigs at all) - Online - offline
Correct?
Close enough, apart from:
Active mods: LMB: online - active - online RMB - overheat MMB - offline - whatever state it was in before - offline Passive mods: MMB: offline - online - offline (Wasn't even aware you could do this, but MMB) Rigs: Offline (fyi - as pyfa relies on engine which simulates eve this state doesn't exist for rigs at all) - Online - offline
Originally by: Kadesh Priestss
Originally by: Xyfu Especially when, occasionally, PyFA goes nuts, and has to refresh the whole interface whenever anything's online'd or offline'd.
I bet you're using Vista or 7 with Aero window decoration theme (transulcent glass stuff). This has been also fixed in development builds and will be included in RC2.
Nah, using XP, just does it anyway sometimes. (Bit of a slow rig, when running 3 EVEs and a firefox.) _____ ^ That is a sig line. It should be there without me having to put one in. |
Temporal Saint
|
Posted - 2011.01.11 16:38:00 -
[198]
Hi,
I really like the program, its working on my laptop with XP but on my home pc it crashes with the following message when I open the Character Editor:
Quote:
Problem signature: Problem Event Name:APPCRASH Application Name:pyfa.exe Application Version:0.0.0.0 Application Timestamp:49180193 Fault Module Name:StackHash_7c5e Fault Module Version:0.0.0.0 Fault Module Timestamp:00000000 Exception Code:00000000 Exception Offset:00000000 OS Version:6.1.7600.2.0.0.256.1 Locale ID:1043 Additional Information 1:7c5e Additional Information 2:7c5eda3a2aa09c3a791c33848f5fbc26 Additional Information 3:ea75 Additional Information 4:ea75b4bbf0541d836056c69c97fe2c83
I am running Windows 7 Ult. x64 with 8GB memory and the RC of the program. I did try a nightly build but it gave the same issue.
Something I can do to get it to work?
Thanks.
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Kadesh Priestess
Scalding Chill
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Posted - 2011.01.11 21:07:00 -
[199]
Edited by: Kadesh Priestess on 11/01/2011 21:09:49
Originally by: TimeDrawsNigh I'm also getting the same message after running the program once and quitting it. Deleting it and reinstalling the program fixes it.. for one more run, then after quitting it I'm back to square one. I'm running Mac OS X 10.5.8 btw.
Unfortunately, for now we can't help with this one. I have couple of Macs at work (including macbook 3.1 with 10.5 on-board), but won't have time to check the issue anytime soon. So if anyone familiar with Mac and Python (as well as access to machine with similar issue) can help us with tracking issue down - it'd be greatly appreciated.
Originally by: Temporal Saint Something I can do to get it to work?
My primary workstation has almost the same setup, so, uh, i can't imagine what can cause it. Do you have DEP enabled for all programs or just system components (System Properties > Advanced System Settings > Advanced > Performance Settings > Data Execution Prevention)?
Originally by: Xyfu Close enough, apart from:
Maybe later as an option, current behavior will be kept as default.
Originally by: Xyfu Nah, using XP, just does it anyway sometimes. (Bit of a slow rig, when running 3 EVEs and a firefox.)
Hopefully we got rid of flickering on MSW platform at all, including XP platform :) _____ EVE Fit |
Rawnie
Minmatar The Elysian Horde Elysian Empire
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Posted - 2011.01.12 06:35:00 -
[200]
http://wiki.eveonline.com/en/wiki/Item_Database:Implants_&_Boosters:Implants:Skill_Hardwiring:Implant_Slot_6:Science_Implants
The Prospectors PPH-0/1/2 are in pyfa slot 8 while they are slot 6 (I know for a fact, I had to remove a Gypsy KMB-50 yesterday to plug PPH-1 in ;)).
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Gareth Ultari
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Posted - 2011.01.12 16:29:00 -
[201]
Originally by: Gareth Ultari Edited by: Gareth Ultari on 30/12/2010 18:54:45 Edited by: Gareth Ultari on 30/12/2010 18:51:59 would be nice if all ammo types came loaded as possible damage patterns.
or as a compromise, when you open the damage pattern editor, you can still click and move through the menus to different damage types (and manually enter them).
Also, I tried exporting from Eve's fitting menu to a .xml file on a mac and it could not import to Pyfa on a mac until i made a fit and saved it. Then it was able to import. Not a big deal.
almost forgot, none of the implant functions work on my version on the mac. Can't add any.
Nice work otherwise, very good tool, especially for the mac.
any thoughts on the implant issue? i can't get to the actual list of implants. the drop down goes from skill hardwiring / attribute enhancers and then to the implant slots and then on the skill hardwiring it goes into the categories (armor/gunnery/industry/etc) but the actual implant items don't pop up.
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Temporal Saint
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Posted - 2011.01.12 20:47:00 -
[202]
Originally by: Kadesh Priestess
Originally by: Temporal Saint Something I can do to get it to work?
My primary workstation has almost the same setup, so, uh, i can't imagine what can cause it. Do you have DEP enabled for all programs or just system components (System Properties > Advanced System Settings > Advanced > Performance Settings > Data Execution Prevention)?
It's only enabled for windows stuff, not all programs.
I've disabled/unloaded anything that could play parts like Virus scanners and other background processes. Downloaded the latest nightly, everything works but as soon as I open the character editor, it crashes.
Is there a log or maybe a debug switch I can enable for extra logging?
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Sphit Ker
Dreddit Test Alliance Please Ignore
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Posted - 2011.01.13 06:21:00 -
[203]
Hey how am I supposed to use the projected effect function? IÆd like to know how quick a given Curse setup can nuke a DrakeÆs capacitor, for one, or how much I can debuff a DramielÆs range with tracking disruptors and so on.
How do I drag a module from a ship to another shipsÆ projected tab?
The following statement is not my signature. The preceding statement is my signature. |
Xyfu
Minmatar Applied Mechanics
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Posted - 2011.01.13 09:32:00 -
[204]
Originally by: Sphit Ker Hey how am I supposed to use the projected effect function? IÆd like to know how quick a given Curse setup can nuke a DrakeÆs capacitor, for one, or how much I can debuff a DramielÆs range with tracking disruptors and so on.
How do I drag a module from a ship to another shipsÆ projected tab?
Right click, project onto fit. Though, script changes in projected effects aren't implemented yet.
Click-dragging would be nice, devs. _____ ^ That is a sig line. It should be there without me having to put one in. |
Sphit Ker
Dreddit Test Alliance Please Ignore
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Posted - 2011.01.13 12:31:00 -
[205]
Originally by: Xyfu
Originally by: Sphit Ker Hey how am I supposed to use the projected effect function? IÆd like to know how quick a given Curse setup can nuke a DrakeÆs capacitor, for one, or how much I can debuff a DramielÆs range with tracking disruptors and so on.
How do I drag a module from a ship to another shipsÆ projected tab?
Right click, project onto fit. Though, script changes in projected effects aren't implemented yet.
Click-dragging would be nice, devs.
ah OK. all I get is ship stats, module stats and jump to module market group in the right click menu.
The following statement is not my signature. The preceding statement is my signature. |
Xyfu
Minmatar Applied Mechanics
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Posted - 2011.01.13 22:26:00 -
[206]
Originally by: Sphit Ker
Originally by: Xyfu
Originally by: Sphit Ker Hey how am I supposed to use the projected effect function? IÆd like to know how quick a given Curse setup can nuke a DrakeÆs capacitor, for one, or how much I can debuff a DramielÆs range with tracking disruptors and so on.
How do I drag a module from a ship to another shipsÆ projected tab?
Right click, project onto fit. Though, script changes in projected effects aren't implemented yet.
Click-dragging would be nice, devs.
ah OK. all I get is ship stats, module stats and jump to module market group in the right click menu.
You need a fit loaded, I think, and the projected effects window in focus. Something like that.
(I have an old version, though.) _____ ^ That is a sig line. It should be there without me having to put one in. |
yoo'hoo
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Posted - 2011.01.14 21:26:00 -
[207]
Looking cool so far. The only thing that bugged me after using eft so much is no sorting of the resistance types. Its one long list and a mess. A sub group of the resist type would help out greatly under the different platings and hardeners. |
Zemog Osan
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Posted - 2011.01.15 09:47:00 -
[208]
Originally by: yoo'hoo Looking cool so far. The only thing that bugged me after using eft so much is no sorting of the resistance types. Its one long list and a mess. A sub group of the resist type would help out greatly under the different platings and hardeners.
^ This
The main thing that is keeping me from using this more often I would want to see implemented is "check affecting skills" like EFT has.
Overall awesome software, thanks.
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Sakari Orisi
BIG Majesta Empire
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Posted - 2011.01.15 10:18:00 -
[209]
Originally by: Zemog Osan
Originally by: yoo'hoo Looking cool so far. The only thing that bugged me after using eft so much is no sorting of the resistance types. Its one long list and a mess. A sub group of the resist type would help out greatly under the different platings and hardeners.
^ This
The main thing that is keeping me from using this more often I would want to see implemented is "check affecting skills" like EFT has.
Overall awesome software, thanks.
This is actualy already implemented. Right click on a module and check the module stats (also works for ship stats, of course). You'll see the "Affected By" tab
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Zemog Osan
Science and Trade Institute
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Posted - 2011.01.16 01:22:00 -
[210]
It's there to a certain extent I guess but It's not the same. If you don't have a skill trained that effects that ship or module it won't show it, it doesn't show you what level that skill is or give you a quick way to change it like ETF does.
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Kadesh Priestess
Scalding Chill
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Posted - 2011.01.20 06:13:00 -
[211]
Edited by: Kadesh Priestess on 20/01/2011 06:15:07
Originally by: Temporal Saint Downloaded the latest nightly, everything works but as soon as I open the character editor, it crashes.
Is there a log or maybe a debug switch I can enable for extra logging?
There's similar ticket in our trac (344). Could you check to which value padding is set on your system, please? It's under following menus:
Originally by: achoura Border padding is under Window Color* and Appearance. R.click > personalise > select aero > select window color > Advanced appearance settings > set border padding to zero.
Originally by: Xyfu Right click, project onto fit. Though, script changes in projected effects aren't implemented yet.
At some point we plan to make charges loadable in projected modules and make fittings projectable.
Originally by: yoo'hoo Looking cool so far. The only thing that bugged me after using eft so much is no sorting of the resistance types. Its one long list and a mess. A sub group of the resist type would help out greatly under the different platings and hardeners.
Because pyfa uses the same grouping which is used by eve market in game, grouping by resistance types may be done by hack/hardcoding, thus we're not that willing to implement it unless alternative ways are found. But what you're requesting is halfway done - items are sorted by base item (most often it's t1 variation of corresponding resistance type item), which is different for different hardener/plating/amplifier types, so sorting (but not grouping) is there.
Originally by: Zemog Osan It's there to a certain extent I guess but It's not the same. If you don't have a skill trained that effects that ship or module it won't show it, it doesn't show you what level that skill is or give you a quick way to change it like ETF does.
It's intended to work like this, no skill trained - thing is not affected - pyfa doesn't know about this thing which can affect an item. There can be several workarounds to grab full list of affecting skills (eg background load of all5 character and analysis of skills which affect given item), but they may hit performance hard, and we'd like to delay it to the moment when all basic functionality is implemented and we can work on optimizations/advanced features. _____ EVE Fit |
Temporal Saint
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Posted - 2011.01.20 09:24:00 -
[212]
Originally by: Kadesh Priestess Edited by: Kadesh Priestess on 20/01/2011 06:15:07
Originally by: Temporal Saint Downloaded the latest nightly, everything works but as soon as I open the character editor, it crashes.
Is there a log or maybe a debug switch I can enable for extra logging?
There's similar ticket in our trac (344). Could you check to which value padding is set on your system, please? It's under following menus:
Originally by: achoura Border padding is under Window Color* and Appearance. R.click > personalise > select aero > select window color > Advanced appearance settings > set border padding to zero.
Cool, I know for a fact I have set that to zero. I will change it to 1 and let you know how it works out.
Cheers.
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Mamba Lev
Masturbating Hand Social Club
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Posted - 2011.01.20 10:04:00 -
[213]
Looks very good, can i import fits from EFT so i don't have to red them all? Saying that even importing 100 odd fits one at a time would be a ballache..
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Kadesh Priestess
Scalding Chill
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Posted - 2011.01.20 10:29:00 -
[214]
Originally by: Mamba Lev Looks very good, can i import fits from EFT so i don't have to red them all? Saying that even importing 100 odd fits one at a time would be a ballache..
EFT cfg import is not implemented in RC1 (despite menu item is present), so wait for RC2 (will be released today or tomorrow), you can import all fittings there at once. _____ EVE Fit |
Mamba Lev
Masturbating Hand Social Club
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Posted - 2011.01.20 11:38:00 -
[215]
Originally by: Kadesh Priestess
Originally by: Mamba Lev Looks very good, can i import fits from EFT so i don't have to red them all? Saying that even importing 100 odd fits one at a time would be a ballache..
EFT cfg import is not implemented in RC1 (despite menu item is present), so wait for RC2 (will be released today or tomorrow), you can import all fittings there at once.
That's good to know, thank you for letting me know so quick :D
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Gwendion
Gallente Macabre Votum Morsus Mihi
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Posted - 2011.01.20 11:39:00 -
[216]
Very nice, I just played with a few things and ships for a few moments, but I already have a few thoughts..
* Separate High/Mid/Low slots. Something to visually split the slot selections. * Ability to turn off the delayed numbers. (Its annoying to some of us =) * Maybe a toggle to turn on/off the ability to add modules past the ship's limits. * Add option for Eve-central prices too? =) * Text box search option for ships would be very useful. * Ship search filtered by race option. ** Ship search filtered by "This char can fly" option ** Same with Modules option.
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Kadesh Priestess
Scalding Chill
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Posted - 2011.01.20 22:03:00 -
[217]
Originally by: Gwendion * Separate High/Mid/Low slots. Something to visually split the slot selections.
Ticket 309. We plan to do it at some point, but our guy who deals with interface says it will require vast amount of work (fitting view would need to use custom widget written from scratch instead of standard widget we're using at the moment), so not soon.
Originally by: Gwendion * Ability to turn off the delayed numbers. (Its annoying to some of us =)
Resistance/resources gauges animation?
Originally by: Gwendion * Maybe a toggle to turn on/off the ability to add modules past the ship's limits.
Also planned, ticket 335.
Originally by: Gwendion * Add option for Eve-central prices too? =)
Eve-central is used as price source beginning from RC2.
Originally by: Gwendion * Text box search option for ships would be very useful.
Already there, isn't it? It's shown only when you click search icon though.
Originally by: Gwendion * Ship search filtered by race option.
We decided to drop it as it wasn't used by absolute majority of users.
Originally by: Gwendion ** Ship search filtered by "This char can fly" option ** Same with Modules option.
Good idea, but not soon :) will file ticket for this. _____ EVE Fit |
Kadesh Priestess
Scalding Chill
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Posted - 2011.01.20 22:29:00 -
[218]
Edited by: Kadesh Priestess on 20/01/2011 22:32:38 Pyfa 1.0 RC2 is ready with following changes:
- Database:
- Updated to Incursion 1.1, which includes new sansha supercarrier among other smaller changes
- Fitting stats:
- T3 subsystems are now formalized in pyfa test suite to make sure their bonuses are properly applied
- Fixes to dps/cap stats calculation when 'Factor in reload time' option is on
- Interface:
- Rewritten ship browser (which mostly keeps old look and feel though)
- In ammo column, max amount ofcharges loadable into weapon was replaced by amount of shots before you have to reload (which is different for weapons like lasers)
- Internationalization:
- Bug fixed which didn't let pyfa to launch when you have non-latin Windows account name
- Fittings with non-latin names can be imported from xml/eft configs
- Interoperability:
- Now pyfa features proper importer from EFT .cfg files, located under File > Import menu (note that you can select multiple files at once)
- Interoperability: added support for /OFFLINE tag for EFT import/export
- Miscellanea:
- EVE-central is used as price service instead of EVE-metrics
_____ EVE Fit |
Temporal Saint
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Posted - 2011.01.21 12:19:00 -
[219]
Originally by: Temporal Saint
Originally by: Kadesh Priestess Edited by: Kadesh Priestess on 20/01/2011 06:15:07
Originally by: Temporal Saint Downloaded the latest nightly, everything works but as soon as I open the character editor, it crashes.
Is there a log or maybe a debug switch I can enable for extra logging?
There's similar ticket in our trac (344). Could you check to which value padding is set on your system, please? It's under following menus:
Originally by: achoura Border padding is under Window Color* and Appearance. R.click > personalise > select aero > select window color > Advanced appearance settings > set border padding to zero.
Cool, I know for a fact I have set that to zero. I will change it to 1 and let you know how it works out.
Cheers.
lol it can't be set to zero, 1 is the minimum. Anyway I set it to 2 and the char editor works again.
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Kadesh Priestess
Scalding Chill
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Posted - 2011.01.21 12:57:00 -
[220]
Originally by: Temporal Saint lol it can't be set to zero, 1 is the minimum. Anyway I set it to 2 and the char editor works again.
Displayed value seems to depend on your regional settings, technically speaking your 1 = 0 of the most. Thanks for trying the workaround. _____ EVE Fit |
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Rawnie
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Posted - 2011.01.21 15:55:00 -
[221]
I have now officially ditched EFT in favor of pyfa.
Thanks for the great work, much appreciated!
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Miyu Inoue
Minmatar Degesta Doom Cloud 7 Nebulosa
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Posted - 2011.01.21 16:11:00 -
[222]
Thx very much, for this nice tool.
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Sabevissia
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Posted - 2011.01.22 01:10:00 -
[223]
I am having issues getting into the tracker to report this bug right now (delay on the password reset email being received) so am going to include the text for you below as it is most likely a simple one as this is only affecting the nightly build (and has been for a few nights now).
OS: Windows 7 x64 :ERROR: Traceback (most recent call last): File "pyfa.py", line 27, in <module> sys.exit(1) File "C:\Program Files (x86)\pyfa\.\config.py", line 24, in <module> staticPath = os.path.join(pyfaPath, "staticdata") NameError: name 'pyfaPath' is not defined :ERROR:
Just wanted to give ya guys the heads up on this one.
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Tramadol Hydrochloride
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Posted - 2011.01.22 18:26:00 -
[224]
Marvellous bit of kit, think it needs separation or an option for separating the difference between slots, rigs and implants to make it easier to read. Feels cluttered to me without that.
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babybackribs
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Posted - 2011.01.22 22:06:00 -
[225]
Stumbled across this today and looks great....but when are the wormhole effects going to be introduced? or have I missed something?
I live in a wormhole, so until the effects are added (or i find out where to apply them) I'll have to keep using EFT :-(
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Kadesh Priestess
Scalding Chill
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Posted - 2011.01.22 22:27:00 -
[226]
Originally by: Sabevissia Just wanted to give ya guys the heads up on this one.
Thanks, one of the recent changes broke windows nighty builds, now should be fixed.
Originally by: babybackribs I live in a wormhole, so until the effects are added (or i find out where to apply them) I'll have to keep using EFT :-(
Soon, most likely in next release (which we hope to make with launch of incursions). _____ EVE Fit |
NightmareX
Infinitus Odium
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Posted - 2011.01.22 23:09:00 -
[227]
Edited by: NightmareX on 22/01/2011 23:10:03 I have a question here.
Not sure if it's me or the program. But in PYFA it shows that my Vindicator is doing 1602 DPS with the same setup, skills and implants as i have in EFT where it does 1568 DPS there.
Is it me that are doing something wrong or is there some errors with the DPS calculations in PYFA?
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freshspree
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Posted - 2011.01.23 00:43:00 -
[228]
It works.I think this is a lil bit better in a few things but evehq has more features and it's easier to navigate through. Keep up the good work.
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Drebble
Gallente North Star Networks The Kadeshi
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Posted - 2011.01.24 11:06:00 -
[229]
Quote: * Separate High/Mid/Low slots. Something to visually split the slot selections.
Ticket 309. We plan to do it at some point, but our guy who deals with interface says it will require vast amount of work (fitting view would need to use custom widget written from scratch instead of standard widget we're using at the moment), so not soon.
A bit ugly solution, but how about inserting a blank row or "--------" or "High slot:" into the table? Surely that can't require custom code.
Not perfect but a lot better than not having any kind of separator.
Thanks for a great app, Drebble
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Velonad Tyldamere
Caldari Blood Covenant Pandemic Legion
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Posted - 2011.01.24 20:55:00 -
[230]
It has probably been said before, but creating some sort of bar between the Rigs / Lows / Mids / Highs on the fitting screen helps to make it more readable:
HHH HHH HHH --- MMM MMM MMM --- LLL LLL LLL --- RRR RRR RRR
Similar to EFT's "show slot groups" function.
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J'J'J'Jita
Ch'Ch'Ch'Chia Corp
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Posted - 2011.01.24 21:40:00 -
[231]
Does RC2 work on OS X 10.5.x? "Leopard"? RC1 crashed immediately with a macpython error.
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Sakari Orisi
BIG Majesta Empire
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Posted - 2011.01.24 23:13:00 -
[232]
Originally by: J'J'J'Jita Does RC2 work on OS X 10.5.x? "Leopard"? RC1 crashed immediately with a macpython error.
It works, the binaries don't however. You'll have to use the source build (and get all the dependencies installed)
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Reed Tiburon
Caldari Future Corps
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Posted - 2011.01.25 08:06:00 -
[233]
Quick feedback for RC2: 1) The app is noticeably more sluggish graphically. Not sure why. 2) I'm really not digging this "fade in from the side" effect whenever you select a category in the left frame. Menu navigation should prioritize speed over graphics, and it seems to slow down my computer a bit ;) 3) Also not digging the new graphics for the tabs. Clean and flat > 3d and fuzzy. Compare: old new Not a major issue though. If this is an option I somehow missed please call me stupid. 4) Thanks for adding EVE Central
While you're listening, my wishlist also includes the app saving your window position and a preferences menu
Sorry to be negative, don't get me wrong, I really like this app but I don't have the fastest computer and would prefer the speed. Thanks
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Shivalla
Gallente Financial Removal THE SPACE P0LICE
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Posted - 2011.01.25 23:38:00 -
[234]
Thanx for tool ya have made, been using it now for half a year or so.
Just had few suggestions :)
1) Add the fleetbonus section below "Targeting & Misc" 2) Check the pirate implant bonuses (Slave + Snake + Crystal both LG and HG what comes to mind) 3) Maybe also add the permanent implants for characters, aka same as what is possible in EFT Simplifies changing the "clones" when doing setups. And less hassle with adding the implants everytime again.
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Reed Tiburon
Caldari Future Corps
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Posted - 2011.01.26 22:47:00 -
[235]
Here's another option you might want to add:
Currently if you have a full rack of T1 guns and you want to switch them for T2, you have to double-click each individually, and then add T2 guns.
Why not add a "Remove Module(s)" option to the right click menu? That way, I can select all my guns, right-click > remove selected, and then put on the T2 guns.
Keep up the good work
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Cunane
Gallente Federal Defence Union
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Posted - 2011.01.27 02:52:00 -
[236]
Absolutely loving this so far thanks for the hardwork!
Just to throw in some more ideas
- Could it be possible to hide race types? I fly pure Gallente and I would love to be able to just see how many fits I have for each cruiser without the massive "clutter" of the other races
- Could we have a bracket with the number of fits for that class of ship on the menu for quick browsing (for example - Cruisers (11) )
- I see you have addressed it about, but a space between H/M/L slots would be great
You guys have made one hell of a tool, thank you once again!
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Patchumz
Minmatar
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Posted - 2011.01.28 08:57:00 -
[237]
As an RC build so far, this is amazing. Not using EFT anymore :D.
Still lots to improve on, but a massive project and you're still in the beginning stages of it. I feel it's a great start.
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Temporal Saint
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Posted - 2011.01.28 10:58:00 -
[238]
Originally by: Reed Tiburon Here's another option you might want to add:
Currently if you have a full rack of T1 guns and you want to switch them for T2, you have to double-click each individually, and then add T2 guns.
Why not add a "Remove Module(s)" option to the right click menu? That way, I can select all my guns, right-click > remove selected, and then put on the T2 guns.
Keep up the good work
Click to top one, hold shift, click the bottom one, hit 'delete'.
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Ganandorf
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Posted - 2011.01.28 12:37:00 -
[239]
I've been looking around for like 30min and can't find it, how the hell can you overload mods on pyfa?
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Sakari Orisi
BIG Majesta Empire
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Posted - 2011.01.28 12:39:00 -
[240]
Originally by: Ganandorf I've been looking around for like 30min and can't find it, how the hell can you overload mods on pyfa?
Right click the little "V" icon next to the module
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Dee Cryptor
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Posted - 2011.01.28 12:45:00 -
[241]
Edited by: Dee Cryptor on 28/01/2011 12:45:09 Sorry if this has been said, at work and cannot read the whole topic :P
Macharial appears to fit 8 high gun slots when it should be 7.
Nice tool though, very.
Edit, failed snipe
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Aamrr
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Posted - 2011.01.28 18:19:00 -
[242]
Certainly, we allow you to load more weapons than the hardpoints of a ship allow -- but there's also an indicator that shows you've exceeded your alotted hardpoints.
I believe it even goes red when the number is exceeded.
I think the philosophy is that we'll do what the user says, then tell them if the result is invalid. Sometimes it's fun to see what a nightmare could do with 7 turrets even if it's not "real." The app listens and provides the appropriate feedback, rather than restricting what the user can do.
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SexTrader
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Posted - 2011.01.29 05:52:00 -
[243]
Nice app.
This has probably been mentioned before, but, it would sure be nice if this was made into an iphone app. That way, when I'm AFK, I can waste away my time working on fits.
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Oskie
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Posted - 2011.01.29 08:03:00 -
[244]
Is there any hope of interfacing the prices to http://prices.c0rporation.com/ or some other faction price db?
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Miss Rabblt
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Posted - 2011.01.29 11:01:00 -
[245]
great tool!
one thing: where is info about ships? if i remember right in previous versions there was tooltip with info about current ship. Short description + bonuses.
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Aamrr
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Posted - 2011.01.29 13:57:00 -
[246]
Sure. Right clicking on the fitting window where all the modules are listed will let you show info. There's a separate context option for the ship, the module, and (if it's a weapon) the ammo.
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Harkonnen V
Caldari State War Academy
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Posted - 2011.01.31 07:49:00 -
[247]
Hi, nice app like it.
Quick question please, can I install RC2 over the top of 1 or do I need to uninstall RC1 first?
Thanks
--------------
Harkonnen V |
Ex0101
Gallente The Scope
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Posted - 2011.01.31 12:45:00 -
[248]
Absolutely loving this, now using it as my full time fitting app, thank you and keep up the good work!
--
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Strickland Banks
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Posted - 2011.02.01 20:06:00 -
[249]
I absolutely love this tool, thank you! |
Sellendis
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Posted - 2011.02.04 14:39:00 -
[250]
Yup, its getting better all the time. I use EFT and Pyfa side by side, but I cant remember a function for the life of me. Lets say 2 ships, and how to compare lock-on times. I got a nice graph that showed me lock-on times for each ship class. If that wasn't in Pyfa, we could use a system like that to compare ships stats in different areas.
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Miss Rabblt
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Posted - 2011.02.04 17:00:00 -
[251]
just found that faction drone specialization isn't used by Pyfa for calculating sentry drone DPS. is it right?
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Aamrr
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Posted - 2011.02.04 17:40:00 -
[252]
Indeed, that is right. They benefit from their own sentry specialization skill, instead.
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Tornicks
Caldari Caldari Provisions
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Posted - 2011.02.04 23:44:00 -
[253]
I can't find a way to remove drones from bay. Is this the case or am I missing the option?
-- 'Non-essential personnel, abandon ship.' Admiral Yakiya Tovil-Toba's last command, CE23155
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Aamrr
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Posted - 2011.02.05 03:28:00 -
[254]
Alas, tis a difficult task you embark upon. First, you must journey to the sunken city of R'lyeh, deep within the bowels of Earth's most forsaken depths. There, you will confront the dread steed Dethmoora, whom you must vanquish to earn the honor of commanding her across the felmist lake of souls. During your passage, beware the dark wanderer Charon tasked with escorting the souls of the dead...and bestowing "right of passage" by death to those mortals foolish enough to risk the same voyage.
Upon reaching river delta of Lethe, you must confront your three greatest fears. Here, I cannot help you; only the spirit of your lost innocence can teach you how to overcome the horrors you will face. With a stout heart and stern determination, you will at last be able to confront Cerberus, the hound of three mouths and a thousand teeth. Satisfy his hungerlust and you may yet free your drone bay from the lodestone you carry, but I know nothing more.
Double-clicking might work too.
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Tornicks
Caldari Caldari Provisions
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Posted - 2011.02.05 20:45:00 -
[255]
Loved that. Thanks.
-- 'Non-essential personnel, abandon ship.' Admiral Yakiya Tovil-Toba's last command, CE23155
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Miss Rabblt
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Posted - 2011.02.06 21:57:00 -
[256]
pyfa 1.0 rc2 adding "Integrated" Ogre to fit kills it. Pyfa can't show drones, you can't remove this drone.
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Sydian Rie
Minmatar Black Aces Against ALL Authorities
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Posted - 2011.02.07 02:59:00 -
[257]
I imported all the damage pattern numbers for each faction but I can't seem to find where to view damage stats for a ship setup against any faction. When I open the Graphs all it gives me is DPS for a drop down option.
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Jesus Rambo
Minmatar Gun Metal Hit Sqaud SpaceMonkey's Alliance
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Posted - 2011.02.07 03:36:00 -
[258]
Hey guys,
Great work! I love PyFA! Seems to stumble on mass importing fittings, though.
Also, how come yours is black? I want a black UI D:
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Companion Qube
|
Posted - 2011.02.07 14:13:00 -
[259]
Is anyone else crashing when they open the character editor?
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Angel Vengen
Caldari Veto. Veto Corp
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Posted - 2011.02.08 19:36:00 -
[260]
Updated to newest RC in an attempt to be able to use implants properly, but now when I try to re-open saved fits the tile-set bar in the fitting area shows up, but nothing else does. Attempting to create a new fit results in the same issue.
Also, now the implant tab is missing from the character editor window.
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Michael Sight
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Posted - 2011.02.10 00:48:00 -
[261]
The ship fits in Pyfa dont match the in game fits. I update my characters when I get new skills but alot of fits that wont work in Pyfa work out in Eve. Most of the time Pyfa says not enough power or cpu but in game the fit is ok. I like the new eft but I dont trust it anymore. Any help or advice would be welcome.
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Sakari Orisi
Aliastra
|
Posted - 2011.02.11 16:27:00 -
[262]
Originally by: Michael Sight The ship fits in Pyfa dont match the in game fits. I update my characters when I get new skills but alot of fits that wont work in Pyfa work out in Eve. Most of the time Pyfa says not enough power or cpu but in game the fit is ok. I like the new eft but I dont trust it anymore. Any help or advice would be welcome.
After checking this a few times, I can't find any miscalculations regarding pg or cpu. Are you sure your implants are set correctly ?
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Sable Blitzmann
Minmatar Massively Mob
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Posted - 2011.02.14 23:36:00 -
[263]
Edited by: Sable Blitzmann on 14/02/2011 23:43:19 Edited by: Sable Blitzmann on 14/02/2011 23:37:32 I cannot wait for the day when this excellent open-source program overtakes the closed-source EFT in market share!
Also, please update http://pyfa.sourceforge.net/ to reflect that there is a new site. I've been using the old version (without the Incursion changes) because I did not know about the switch to the new project name (evefit)
Excellent program, btw. Keep it up!
EDIT: 1.0 seems to have a vastly improved UI. Kudos!
EDIT2: I would also like to see the shiop browser group like ships together, much the same way the EVE market now does:
Battlecruisers --Advanced ----Command --Faction --Standard
Or something like that
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Apollo Gabriel
Brotherhood Of Fallen Angels Etherium Cartel
|
Posted - 2011.02.15 18:44:00 -
[264]
back up. If you need to douche, please do it at home. |
Jonn Smyth
|
Posted - 2011.03.06 06:51:00 -
[265]
Python Fitting Assistant on the Nokia N900
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Gryganne
Gallente Rockhound Inc.
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Posted - 2011.03.09 07:48:00 -
[266]
Originally by: Michael Sight The ship fits in Pyfa dont match the in game fits. I update my characters when I get new skills but alot of fits that wont work in Pyfa work out in Eve. Most of the time Pyfa says not enough power or cpu but in game the fit is ok. I like the new eft but I dont trust it anymore. Any help or advice would be welcome.
I havn't had this experience. All the fits I've tried have been spot on.
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Eyvind Croghan
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Posted - 2011.03.13 19:09:00 -
[267]
Edited by: Eyvind Croghan on 13/03/2011 19:11:16 Just tried Pyfa for the first time, and it's definitely an awesome program.
Somewhat more detailed steps on compiling from open source might be very useful for those people who are, like myself, new to Linux. (The source archive download was straightforward,thank you for that, but even then I was wondering how to launch Pyfa, before a friend gave me pointers. Extending the readme a bit would be really beneficial there.)
One bug I wanted to report is that the speed gain from oversized afterburners is not being calculated correctly. It seems to calculate them like standard ABs.
Edit: Oh, and I wanted to ask whether there's an option to display the modules used last. That always seemed very useful on EFT.
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Korb Biakustra
Amarr French Empire Squad Not Found.
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Posted - 2011.03.20 01:23:00 -
[268]
Edited by: Korb Biakustra on 20/03/2011 01:26:30 Edited by: Korb Biakustra on 20/03/2011 01:26:13 I use Pyfa since the earliest versions and I just discovered the new one (I second the fact that the old website should be updated to point to the new Evefit one): this is even better.
I am not very confortable with the fit browser but, still, this is a huge improvement compared to the old Pyfa or to EFT. I think it would be great to add the "Hide empty ship groups" to the main ship explorer, where all ship types are listed, and to add a new "Unfold fits" option. I guess some users like me would appreciate to use only one level of the ship explorer to browse their fits, and not the three currently necessary to go from the ship types list to the actual loadouts.
Finally, maybe I did not search enough, but I did not find an option to export ship stats (EHP, HP/sec, speed, align time, etc.). I'm pretty sure this option was available in Pyfa 0.9.
Originally by: Jonn Smyth Python Fitting Assistant on the Nokia N900
By the way, I understand Pyfa 1.0 RC2 is still under development and these are not critics, just questions and suggestions. This is a great work and thank you guys for this. I was already a Pyfa guy rather than an EFT one, but now I think I will have less difficulties to convince my corpmates. :)
By the way John Smith, I asked you a question on the Maemo boards if you have time to answer it. Oh and I tested installing Pyfa 1.0 RC2 on the N900 and it works right to. I used "debbie python /home/user/pyfa/pyfa.py" and I was able to display all the informations in the screen. Just have to fold the Ressources and Resistances panels on the right to display the Targeting & Misc and Price ones, but it works very well (except it is very slow).
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Sabevissia
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Posted - 2011.04.07 13:28:00 -
[269]
I have to say it yet again, this tool is like nothing else in the quality that it produces. It has made my planning of fittings much easier then any of the other tools ever did (yes, the big boys like EFT and EVE HQ). I wanted to give props to you guys and gals again as this is hands down the best EVE fitting planning tool out there, period. Thank you for all of your efforts and energies spent bringing us such a wonderful tool.
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Marian Devers
|
Posted - 2011.04.10 11:21:00 -
[270]
Just wondering - any plans for porting this to iOS/Android mobile devices?
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bronyra
|
Posted - 2011.04.10 11:27:00 -
[271]
Hi, was just wondering if there is a way to project the effects of modules with bonuses on other ships.
For example the effect of sensor dampeners from a lachesis on a battleship fit or remote repairs and tracking links from an oneiros?
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Lafe
SOLAR Horizon
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Posted - 2011.04.10 18:41:00 -
[272]
Incredibly good fitting tool, best one available. Good work!
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Phase Space
|
Posted - 2011.04.14 21:23:00 -
[273]
I'd be happy to use this if you could install it on OS X 10.5 Leopard without having to jump through hoops of a manual install / compile.
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Io Koval
|
Posted - 2011.04.17 04:54:00 -
[274]
Originally by: Gryganne
Originally by: Michael Sight The ship fits in Pyfa dont match the in game fits. I update my characters when I get new skills but alot of fits that wont work in Pyfa work out in Eve. Most of the time Pyfa says not enough power or cpu but in game the fit is ok. I like the new eft but I dont trust it anymore. Any help or advice would be welcome.
I havn't had this experience. All the fits I've tried have been spot on.
I am having the same problems as Gryganne. When I try fits in battleclinic or other fits I see posted on blogs or in forums, sometimes I come out 104% for powergrid and cpu, with all skills set to V. It happens to multiple ships with different weapon systems and defense mods, so I don't think it is a module issue.
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Aamrr
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Posted - 2011.04.17 08:33:00 -
[275]
Edited by: Aamrr on 17/04/2011 08:34:14
Originally by: Io Koval
Originally by: Gryganne
Originally by: Michael Sight The ship fits in Pyfa dont match the in game fits. I update my characters when I get new skills but alot of fits that wont work in Pyfa work out in Eve. Most of the time Pyfa says not enough power or cpu but in game the fit is ok. I like the new eft but I dont trust it anymore. Any help or advice would be welcome.
I havn't had this experience. All the fits I've tried have been spot on.
I am having the same problems as Gryganne. When I try fits in battleclinic or other fits I see posted on blogs or in forums, sometimes I come out 104% for powergrid and cpu, with all skills set to V. It happens to multiple ships with different weapon systems and defense mods, so I don't think it is a module issue.
That's quite normal. Many practical fittings (including those on battleclinic) assume the use of fitting implants which provide anywhere from a 1-6% increase in powergrid or CPU. Pyfa has actually implemented a convenient color-shifting graphic for this, going from 1-5% as you exceed your allotted resources.
Another common source of this issue is offlined modules. Some modules are not always useful, but they can be onlined at the expense of another module when it comes time to use them. Salvagers are a common example of this.
Long story short: Just because it's posted on battleclinic, don't assume that it fits as written. =P
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Chocra
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Posted - 2011.04.18 12:03:00 -
[276]
Mac OS X 10.6.7
Downloaded and installed RC2 ok. Set API and got character skills, hit 'OK' in Character Editor. Window closes leaving Fitting Assistant open. Can't select character, all that is available is 'All 0'. Tried multiple times..... Help please.
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Sabevissia
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Posted - 2011.04.24 23:42:00 -
[277]
It appears that the latest nightly build has a minor issue on Windows 7 systems, specifically with the character editor only. It caused the application to freeze when you try to load it and simply you can not click on anything nor does the character editor ever actually show.
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Trader20
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Posted - 2011.04.24 23:54:00 -
[278]
Originally by: Chocra Mac OS X 10.6.7
Well theres ur problem. Try gretting a real computer next time and not some "hipster fad" comp. or try to emulate windows on mac
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Reniske Baboli
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Posted - 2011.04.25 09:30:00 -
[279]
Looks and feels awesome!
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DarkAegix
|
Posted - 2011.04.25 14:50:00 -
[280]
Excellent tool! Better than EFT *gasp* Some things I'd like: -Prevent the adding of turrets and launchers if you have no more hardpoints -I can't think of anything else, but it'd look stupid if I had only one point
Stupid question, how can I make the skin black? Thanks :)
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Aamrr
|
Posted - 2011.04.26 09:27:00 -
[281]
Edited by: Aamrr on 26/04/2011 09:31:03
Originally by: Trader20
Well theres ur problem. Try gretting a real computer next time and not some "hipster fad" comp. or try to emulate windows on mac
While I'm no particular fan of Mac, part of the reason we developed Pyfa was to replace a Windows-only application. We feel very strongly about cross-platform support, and want to ensure that our program works properly for all of its users.
Originally by: DarkAegix
Prevent the adding of turrets and launchers if you have no more hardpoints.
One of our philosophies in building pyfa was that we would do exactly what our user told us to do, and then tell them if what they're doing isn't feasible. The fact that we let fittings go over powergrid and CPU is a reflection of that. Hardpoints are the same way.
Besides, sometimes it's neat to wonder "what if the Retribution had five turrets...?"
Originally by: DarkAegix
how can I make the skin black? Thanks :)
Our program pulls the theme information from the operating system. Skin the OS and Pyfa will change to match.
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DarkAegix
|
Posted - 2011.04.26 10:11:00 -
[282]
Originally by: Aamrr
Originally by: DarkAegix
Prevent the adding of turrets and launchers if you have no more hardpoints.
One of our philosophies in building pyfa was that we would do exactly what our user told us to do, and then tell them if what they're doing isn't feasible. The fact that we let fittings go over powergrid and CPU is a reflection of that. Hardpoints are the same way.
Besides, sometimes it's neat to wonder "what if the Retribution had five turrets...?"
Could you add an option in a menu for hardpoint restrictions? That would be optimal. Powergrid and CPU restrictions are different because you can always add fitting modules, change the meta, add implants, etc.
Some other things I've noticed: -Exporting fittings to the clipboard to be EFT compatible is slightly incorrect. EFT only imports fittings if the low slots are at the top, while pyfa exports then with the high slots listed at the top.
-If I do a market search for a module, the search results appear under normal, faction, officers and complex all at once. I'd prefer it if normal were searched only, unless you click on the faction/officers/complex button. Perhaps this could become another menu option.
And that's all the gripes I really have. Keep up the great work :)
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Aamrr
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Posted - 2011.04.26 11:34:00 -
[283]
Order doesn't matter. Both Pyfa and EFT will import them as normal. Also, it's easier to read with the high slots at the top, which makes it handier for the forums.
And since when have you ever been mad at a program because it let you do something? If you don't want the extra turret, just don't add it.
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DarkAegix
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Posted - 2011.04.26 12:48:00 -
[284]
Originally by: Aamrr Order doesn't matter. Both Pyfa and EFT will import them as normal. Also, it's easier to read with the high slots at the top, which makes it handier for the forums.
I just checked then. Order does matter when importing, for EFT. (v2.13.3, the latest one) Order doesn't matter when importing into pyfa, however. Although reading fits may seem easier with highs at the top, the fact is that the current convention of posting fits is the way EFT does it, with lows first. Since most are more accustomed reading fits with lows at the top, that would be easier
Quote: And since when have you ever been mad at a program because it let you do something? If you don't want the extra turret, just don't add it.
Hey, in EFT when I add turrets to a Hurricane fit I just mash left mouse button until it stop adding them. I'm not going to count 12 mouse clicks in total. In pyfa my mashing ends up with 2 extra turrets Force of habit
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Aamrr
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Posted - 2011.04.26 14:26:00 -
[285]
I have v2.13.3, and it works just fine importing with highs at the top. Not sure why you're having problems.
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CCP Spitfire
C C P C C P Alliance
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Posted - 2011.05.06 12:20:00 -
[286]
Offtopic posts removed.
Spitfire Community Representative CCP Hf, EVE Online |
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Michael Sight
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Posted - 2011.05.11 11:35:00 -
[287]
How do you show Over heating ? Great program thank you.
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Aamrr
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Posted - 2011.05.11 20:45:00 -
[288]
Originally by: Michael Sight How do you show Over heating ? Great program thank you.
Right click the little green checkmark next to an active module. It will overheat it.
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demonfurbie
Minmatar Drunken Wookies BricK sQuAD.
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Posted - 2011.05.11 20:49:00 -
[289]
a little tip that works with pyfa
1 get a free dropbox account. 2 put pyfa there 3 install the dropbox on your client pcs (windows, mac, linux) 4 open pyfa from there it works on any of them
it backs up all your fits in 1 central location
like me i like to fit from work home and school so i can use the same pyfa on my linux box at home and my windows box ect ect
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Militisto
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Posted - 2011.05.16 02:57:00 -
[290]
Is there a tutorial/users guide?
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Jinn Rho
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Posted - 2011.05.20 02:09:00 -
[291]
Great product, glad to see a mac fitting tool so similar to windows EFT :D
A few issues I've noticed that would make the transition from EFT to Pyfa easier, intuitive, and functional: - the copying of modules doesn't seem to work (+icon shows, but it only moves it no copying) - option to separate low/med/high slots so its not a giant cluster (such as a simple space or horizontal line) - similar to heat (CTRL) key, perhaps offline (ALT) key instead of current clicky clicky clicky (for ease of simplicity) - character hardwiring SPECIFIC to each character, perhaps in Character Editor (similar to EFT), or by being able to group them in its current Implants Additions tab - options to sort modules market by name, pg, cpu (instead of current Meta Level) - separating market EANMs from other Energized Platings - separating market Adaptive Nano Plating from other Resistance Platings - ability to input faction module pricings
Otherwise, very clean layout and information, just would like to see it a bit cleaner and functional :D
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stoicfaux
Gallente
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Posted - 2011.05.23 14:04:00 -
[292]
What version of python does pyfa use? (or is preferred or is guaranteed to build with?)
----- "Are you a sociopathic paranoid schizophrenic with accounting skills? We have the game for you! -- Eve, the game of Alts, Economics, Machiavelli, and PvP"
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Tyme Xandr
Gallente Dark Circle Enforcement
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Posted - 2011.05.23 20:50:00 -
[293]
I see a lot of 'Better than EFT' posts here. Heres hoping it is. Downloading now, will give a review from a typical EFT Warriors perspective. Ive noticed the less and less I play eve now, the more i **** around with EFT.
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Sakari Orisi
BIG Gentlemen's Agreement
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Posted - 2011.05.24 21:09:00 -
[294]
Originally by: stoicfaux What version of python does pyfa use? (or is preferred or is guaranteed to build with?)
2.5 and up, we tend to test our stuff with 2.7 on the git though. But stable versions should work with anything above 2.5, idealy. (If they don't, give me a poke and i'll make sure they do)
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Rawnie
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Posted - 2011.05.29 16:37:00 -
[295]
Maybe this has been mentioned but i cba to read 10 pages and search is still useless.
Heat Dissipation Field II is taking 30tf while in game its 44tf.
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Aamrr
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Posted - 2011.05.29 16:58:00 -
[296]
Originally by: Rawnie Maybe this has been mentioned but i cba to read 10 pages and search is still useless.
Heat Dissipation Field II is taking 30tf while in game its 44tf.
I just checked the latest version, and it's listed at 44tf. Are you sure you're not mistaken? The Heat Dissipation Amplifier II takes 30, after all.
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Rawnie
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Posted - 2011.05.30 13:57:00 -
[297]
Edited by: Rawnie on 30/05/2011 13:58:40 I was being dim, I picked the heat dissipation amplifier which takes 30tf, not the dissipation field.
Sorry.
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skyk
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Posted - 2011.05.30 15:26:00 -
[298]
Very nice :)
A couple of things I have noticed..
Some of the icons are not obvious at first glance. Tooltips would be useful?
Seperating the module activate/deactivate/heat functionality from the fitted/unfitted would be good, as once modules are fitted, I tend to just activate/deactivate/heat them.
Possible bug, Moros with Siege Module active shows speed as -7529 m/s :)
It's great though :) Thanks.
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Zief
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Posted - 2011.05.31 13:28:00 -
[299]
Awesome awesome awesome! Works great on a 3 year old iMac.
Maybe it's just being used to EFT, but I'd love to see a "recently used" modules window for when I'm warrioring away on multiple ships, and autoloading weapons with the standard high DPS charges would be cool too.
Love the tracking stat right next to all my turrets, as well as the "additional" tabs taking care of everything else from drones to spacial effects. I think it helps avoid those moments when you wonder for two days why your fit has twice as much EHP as it should have before remembering you put HG slaves on a wolf just for the fun of it and then forgot about the implants window.
+1
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Kadesh Priestess
Scalding Chill
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Posted - 2011.06.23 16:30:00 -
[300]
Release time! Pyfa 1.0 is available.
Windows: installer, compressed archive Mac: compressed archive Src: compressed archive
As development team has been pretty much inactive most of the time, not much changes: some performance improvements and updated to incarna (including new AT prize ships).
Please be aware that this release includes all the bugs which slipped into incarna, namely salvagers being affected by tractor beam bonuses and negative bonus to resistances on Malice. _____ EVE Fit |
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Seito Yaken
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Posted - 2011.06.23 18:49:00 -
[301]
Seems to be some kind of issue with pyfa not taking skills into consideration when calculating shield repair and so forth: EFT pyfa If you check shield boost on both, you can see there is a difference, pyfa seems to display 391 under reinforced regardless of what skills you got, and i don't think that's correct?
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Kadesh Priestess
Scalding Chill
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Posted - 2011.06.23 19:47:00 -
[302]
Could you say amount of shield HP restored each cycle for this setup in game? Seems to be like a question of stacking penalty applied to SBAs, need to confirm it before fix. _____ EVE Fit |
Kadesh Priestess
Scalding Chill
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Posted - 2011.06.24 17:52:00 -
[303]
Just couple of days passed, but due to pretty severe bug in 1.0 (which primarily affected drone attributes calculations) here's 1.0.1:
Windows: installer, compressed archive Mac: compressed archive Src: compressed archive
During these 2 days we've added couple of neat things: huge boost to ship browser responsiveness (when it comes to opening big groups) and faction stuff price fetching (props to c0rporation.com crew). _____ EVE Fit |
Firenze93
Caldari The Tok'Ra Mandate Liberi Fatales
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Posted - 2011.06.25 06:57:00 -
[304]
Very nice work! Keep it up!
~Firenze
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Mantreh
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Posted - 2011.06.25 07:17:00 -
[305]
Nice work - thank you for this
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Aamrr
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Posted - 2011.06.25 07:28:00 -
[306]
Originally by: Seito Yaken Seems to be some kind of issue with pyfa not taking skills into consideration when calculating shield repair and so forth: EFT pyfa If you check shield boost on both, you can see there is a difference, pyfa seems to display 391 under reinforced regardless of what skills you got, and i don't think that's correct?
Look again. When EFT calculates your shield tanking values, they add your passive tank to your burst and sustained tanking values. Pyfa deliberately chose not to do this, instead displaying them concurrently in two separate columns.
We chose this behavior because an actively tanked ship should almost never be at peak regen. Particularly for capacitor unstable ships, the timing of your shield boosts is dictated more by maintaining peak capacitor regeneration, rather than peak shield.
If you add the numbers across the active and passive shield tanking columns, you should find that they equal exactly the value that EFT gives -- and really, one it shouldn't be giving.
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Calora Beau
Gallente Blackened Skies Imperial Directorate
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Posted - 2011.06.25 17:22:00 -
[307]
I don't know if it already has it, but needs colour themes ^^ I know it sounds silly, but first impression count for a LOT! Especially when there is a competing product out there (EFT.)
A simple chose a colour would be nice, and I would have thought actually quite easily to implement.
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Kadesh Priestess
Scalding Chill
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Posted - 2011.06.25 17:33:00 -
[308]
Originally by: Calora Beau I don't know if it already has it, but needs colour themes ^^ I know it sounds silly, but first impression count for a LOT! Especially when there is a competing product out there (EFT.)
A simple chose a colour would be nice, and I would have thought actually quite easily to implement.
Personally, i'm strongly against any application's own theme support. Also, as far as i understand the whole point of using wxWidgets (interface toolkit which is used in pyfa) is to take system's native widgets (or adapt to their look'n'feel) and present such 'native' gui to user. Not sure if it's even closely possible to provide theme selection in our case.
Fortunately for you, i'm dealing with internals of pyfa rather than interface :) _____ EVE Fit |
Sakari Orisi
BIG Gentlemen's Agreement
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Posted - 2011.06.25 21:52:00 -
[309]
Originally by: Calora Beau I don't know if it already has it, but needs colour themes ^^ I know it sounds silly, but first impression count for a LOT! Especially when there is a competing product out there (EFT.)
A simple chose a colour would be nice, and I would have thought actually quite easily to implement.
Kadesh is right. Pyfa does its very best to look exactly like any other application you might be running. As such, if you skin your OS in black (for example). Pyfa will follow, this is true for windows, linux as well as OSX
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Seito Yaken
|
Posted - 2011.06.25 23:35:00 -
[310]
Originally by: Aamrr Edited by: Aamrr on 25/06/2011 07:37:37
Originally by: Seito Yaken Seems to be some kind of issue with pyfa not taking skills into consideration when calculating shield repair and so forth: EFT pyfa If you check shield boost on both, you can see there is a difference, pyfa seems to display 391 under reinforced regardless of what skills you got, and i don't think that's correct?
Look again. When EFT calculates your shield tanking values, they add your passive tank to your burst and sustained tanking values. Pyfa deliberately chose not to do this, instead displaying them concurrently in two separate columns.
We chose this behavior because an actively tanked ship should almost never be at peak regen. Particularly for capacitor unstable ships, the timing of your shield boosts is dictated more by maintaining peak capacitor regeneration, rather than peak shield.
If you add the numbers across the active and passive shield tanking columns, you should find that they equal exactly the value that EFT gives -- and really, one it shouldn't be giving.
Edit: As a sidenote, tracking down this discrepancy was a pain. EFT shows neither implants nor damage profiles in its screenshots, so I had to first rule those factors out. After that, I had to determine whether hardeners were a factor or whether the bug persisted without them.
In the future, please try to restrict bugged fittings to the minimum necessary to reproduce the bug. For example, Ballistic Controls are obviously not relevant to the issue, but I still had to go through the effort of checking them. In reality, the only module necessary to reproduce the "bug" you were experiencing was an active shield module of any sort, but I still had to remove each one in turn to make sure it wasn't causing interactions.
Ah okay, thanks for the explanation, and sorry for making finding the answer a bit hard, i'll be sure to give some more the next time =)
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Xenuria
Gallente Trillionaire High-Rollers Suicidal Bassoon Orkesta
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Posted - 2011.06.26 04:39:00 -
[311]
Originally by: Sakari Orisi Edited by: Sakari Orisi on 24/06/2011 19:38:55 Edited by: Sakari Orisi on 20/01/2011 21:51:16 After quite a bit of silence and a whole LOT of bugfixing, tweaking, testing and polishing, I'm proud to present pyfa 1.0 RC2
Pyfa (Python Fitting Assistant) is an open-source next-generation fitting tool. It works on all platforms (Linux, Mac, Windows) - and also has a native interface on each of those platforms.
To download Pyfa, please look here To view screenshots of Pyfa, please look here
For other projects and lots of other information about the evefit project, look here
Pyfa Features
- Fully updated to incursion
- Advanced graphing
- Powerful and intuitive UI
- Works on almost all platforms
lol Python... FAIL "Sweet Jesus, It's an Anti-AT field!"
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Aamrr
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Posted - 2011.06.26 08:14:00 -
[312]
You realize that the game you're playing right now is written in Python, right? Surely even you can't be that stupid.
Python is a great language. There's a reason Eve uses it, and there's a reason we chose it. It's a reasonably efficient language which is easy to develop and maintain, with good libraries for working with database and browsers. In many respects, it's the perfect choice for the project.
If you really feel that Python is such a poor choice, then perhaps you should look for a different game...
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Kadesh Priestess
Scalding Chill
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Posted - 2011.06.26 09:10:00 -
[313]
Originally by: Xenuria lol Python... FAIL
lol Trillionaire High-Rollers Suicidal Bassoon Orkesta... FAIL _____ EVE Fit |
Kadesh Priestess
Scalding Chill
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Posted - 2011.06.28 19:42:00 -
[314]
1.0.2 released
Windows: installer, compressed archive Mac: compressed archive Src: compressed archive
Minor bugfixes and update to latest tranquility data, which now includes fix to bugged salvager bonuses. _____ EVE Fit |
Flynn Fetladral
Caldari BlackSite Prophecy
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Posted - 2011.06.29 10:29:00 -
[315]
Rally nice application. Finally I can dump EFT running on wine for the Mac. Follow Flynn on Twitter |
Seito Yaken
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Posted - 2011.06.29 10:56:00 -
[316]
Edited by: Seito Yaken on 29/06/2011 11:01:52 Indeed, this really looking promising. Anyway, is there a more precise changelog somewhere?
Edit: Another question, why is the passive shield recharge in pyfa so different from the number in the fittings windows ingame? Same fitting Nighthawk ingame shows 26hp/s and in Pyfa it says 175hp/s?
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Miss Rabblt
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Posted - 2011.06.29 13:46:00 -
[317]
Edited by: Miss Rabblt on 29/06/2011 13:47:09 thanks again for your work. nice tool. use it instead of EFT for long time....
anything i can support this project with let me know
BTW: why so smooth buttons in Ships tool panel? They look as disabled.
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Aamrr
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Posted - 2011.06.29 13:52:00 -
[318]
Originally by: Seito Yaken Edited by: Seito Yaken on 29/06/2011 11:01:52 Indeed, this really looking promising. Anyway, is there a more precise changelog somewhere?
Edit: Another question, why is the passive shield recharge in pyfa so different from the number in the fittings windows ingame? Same fitting Nighthawk ingame shows 26hp/s and in Pyfa it says 175hp/s?
Eve is telling you how many actual points of shield you get back. We use resistances to determine the effective damage you can tank, rather than the raw shield recharge. The actual percentages of each damage type are determined by the active damage profile, which you can see below your ship's resistances. You can also modify this profile to mimic other sources, or right click on an ammunition to simulate tanking, say, an attacking zealot with Scorch.
Our number is generally more useful, as it lets you compare the usefulness of, say, a shield recharger vs. an invulnerability field (hint: The invuln is almost always better )
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Kadesh Priestess
Scalding Chill
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Posted - 2011.06.29 16:30:00 -
[319]
Edited by: Kadesh Priestess on 29/06/2011 16:31:22
Originally by: Seito Yaken Indeed, this really looking promising. Anyway, is there a more precise changelog somewhere?
No :3
Originally by: Seito Yaken Edit: Another question, why is the passive shield recharge in pyfa so different from the number in the fittings windows ingame? Same fitting Nighthawk ingame shows 26hp/s and in Pyfa it says 175hp/s?
What ^ said + you can click EHP label on the stats pane to not take resistances into account - so you can see raw shield boost/regen numbers. _____ EVE Fit |
Rushnik
Minmatar Anhalter's Minions
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Posted - 2011.06.29 21:44:00 -
[320]
Great tool, I like it! Thanks :)
I'm having a great time comparing different builts with your tool, its really easy and intuitive.
And now I have to ask if you could implement this feature:
Right now I'm having like 8 variations of a single ship and as I see it there will be coming more. They are all slightly different but now I'm adding very different fittings too. I'd like to have an option to hide them or something like that. Could be done in a folder or a drop down tree menu, so I can access them for future referenzes. It should work like that: Make a main fitting and then develop different fittings, compare them with just right clicking the main fitting and hit compare, where you can see the DPS graphs menu etc. It should have the option that you can exchange the main fitting with a variation of it, that would make it easier to know thats your favorite variant of that fitting.
I hope you like my idea. :)
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Aamrr
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Posted - 2011.06.30 02:25:00 -
[321]
Originally by: Seito Yaken Edited by: Seito Yaken on 29/06/2011 11:01:52 Indeed, this really looking promising. Anyway, is there a more precise changelog somewhere?
You're always welcome to browse our timeline for various code snapshots. Each commit has a small summary associated with it.
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Rogerano
Minmatar Einherjar Rising Cry Havoc.
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Posted - 2011.06.30 07:43:00 -
[322]
Damage control II listed at 340m ISK. When I was playing last, they were a bit cheaper. --- Not happy with something in EVE? An emo whine will doubtless help your cause. |
Aamrr
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Posted - 2011.06.30 09:14:00 -
[323]
Edited by: Aamrr on 30/06/2011 09:14:44
Originally by: Rogerano Damage control II listed at 340m ISK. When I was playing last, they were a bit cheaper.
I'm pulling 762k isk right now. Probably just a quirk with the pricing server. It'll resolve itself.
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DeadDuck
Amarr Cutting Edge Incorporated RAZOR Alliance
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Posted - 2011.06.30 09:21:00 -
[324]
I think the EHP calcs maybe broken. Might be the noobs fault tought since I started to try this tool yesterday.
Strength and Honour |
Kadesh Priestess
Scalding Chill
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Posted - 2011.06.30 11:02:00 -
[325]
Edited by: Kadesh Priestess on 30/06/2011 11:03:44
Originally by: Rogerano Damage control II listed at 340m ISK. When I was playing last, they were a bit cheaper.
For market items we rely on eve-central prices. Someone recently uploaded invalid data to eve-central, which resulted in DC II price of 450m and BCS II of 600m etc.
Prices expiration time is set to 24 hours, so once prices are fixed at eve-central (they should be fine now), pyfa will pull new data.
Originally by: DeadDuck I think the EHP calcs maybe broken. Might be the noobs fault tought since I started to try this tool yesterday.
Very unlikely. Maybe just because EHO term used in eve itself is slightly different. _____ EVE Fit |
eocsnesemaj
Keskerakond
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Posted - 2011.06.30 11:19:00 -
[326]
looks neat but whats this damage pattern thing and how do i show tank vs resistances? http://tinyurl.com/EostSig |
Rushnik
Minmatar Anhalter's Minions
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Posted - 2011.07.02 09:03:00 -
[327]
Edited by: Rushnik on 02/07/2011 09:06:35
Originally by: eocsnesemaj looks neat but whats this damage pattern thing and how do i show tank vs resistances?
CTRL + D -> Damage editor... make more profiles of the dmg you expect ... take a look at the second post in this thread. Take a look at the last row of the resistance overview. It shows the default 25; 25; 25; 25; damage pattern (uniform) now you can rightclick on that row and change your damage pattern thus you can now look at tank vs X type damage.
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Gibbo3771
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Posted - 2011.07.02 11:26:00 -
[328]
EHP defo isent right, Made a ham drake loadout and its saying 22k EHP and 22k RAW HP.
Doesent make sense.
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Aamrr
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Posted - 2011.07.02 12:40:00 -
[329]
Originally by: Gibbo3771 EHP defo isent right, Made a ham drake loadout and its saying 22k EHP and 22k RAW HP.
Doesent make sense.
By all accounts, it seems to be working for everyone else. Make sure that you're using the correct pilot skills (selected in the top right corner), the correct damage profile (described above) and are not looking at raw hit points (click the hp/ehp button to toggle them).
Until you provide me with a screenshot or series of reproduction steps, that's all the more help I can give you.
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Mito Rilo
The Bastards.
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Posted - 2011.07.04 12:44:00 -
[330]
Smt wrong with ehp calculation for me too. Same skills and fit gives my Sabre 3,8k ehp in pyfa while eft says 7k. Also offlining the dcu II has no effect at ehp whatsoever. I would upload screenies but i dont know how.
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Aamrr
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Posted - 2011.07.04 12:52:00 -
[331]
Originally by: Aamrr
Until you provide me with a screenshot or series of reproduction steps, that's all the more help I can give you.
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Kadesh Priestess
Scalding Chill
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Posted - 2011.07.04 17:25:00 -
[332]
Edited by: Kadesh Priestess on 04/07/2011 17:25:15 Ways to help us to debug the problem: 1) Open your user folder, then .pyfa folder (like C:\Users\<user>\.pyfa), take saveddata.db and upload it somewhere (any public ftp, file exchange services like megaupload/rapidshare/whatever). Should work if you do not have any top-secret fits there. 2) Make screenshot of pyfa window (alt + printscreen, if on windows - paste into paint and save), upload it to any image sharing service (imageshack.us, funkyimg.com, etc) and drop here link 3) Export setup in the eft format and paste it here + tell us what's particularly wrong
I don't think that mass-import from EFT's cfg files could cause such problem, so it's VERY likely you're using 'raw hp' mode. There's button in the top-right corner of resistances block, if it says 'HP' - then pyfa shows HP (ignoring resistances of the ship), click it to make it show EHP. _____ EVE Fit |
Def Antares
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Posted - 2011.07.05 09:00:00 -
[333]
Edited by: Def Antares on 05/07/2011 09:00:52 I just created a new Hurricane fit (not imported) and added an EANMII, char set to all 5. no change in EHP to RAWHP when pressing the button.
Also I noticed webifier and target painter don't have effects on the damage graph. While its good that you can have more than one setup of the same ship open at the same time (what I missed from eft) its irritating that you cant compare these setups with some different mods.
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Kadesh Priestess
Scalding Chill
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Posted - 2011.07.05 14:26:00 -
[334]
Edited by: Kadesh Priestess on 05/07/2011 14:28:29 HP, EHP.
Which pyfa version are you using? Does it write anything into console or to some txt-format log located in pyfa's folder? _____ EVE Fit |
Thresh Avery
Best Path Inc. Cascade Imminent
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Posted - 2011.07.05 15:17:00 -
[335]
Perhaps i've missed something obvious, but i can't seem to find a way to replace/remove a module or stack of drones on pyfa. It's actually got to the point that i'm getting very frustrated with the program - i'm using the latest stable version in case that helps.
Pre-post edit: After a short while of playing around more, it turns out that double-clicking removes the module. How come there's no user-friendly or "spelt out" way of doing this? And how come i can't just drag another module on top of a current one to replace it?
Just ideas on how to improve the program. I like it so far other than this.
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Def Antares
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Posted - 2011.07.05 20:03:00 -
[336]
Edited by: Def Antares on 05/07/2011 20:04:55 Edited by: Def Antares on 05/07/2011 20:04:21
Originally by: Kadesh Priestess Edited by: Kadesh Priestess on 05/07/2011 14:28:29 HP, EHP.
Which pyfa version are you using? Does it write anything into console or to some txt-format log located in pyfa's folder?
I downloaded from the link on your site today, windows zip.
Version 1.0.2 release
When I start from console the program detaches and nothing is logged to console, there is also no new file (sorted by date), which could be a recently updated logfile. or is it in some subfolder or userprofile folder? (I found nothing that looks like a logfile in C:\Users\USERNAME\.pyfa)
Here my screenies:
http://alpha-orionis.com/images/PYFA_EHP.jpg
http://alpha-orionis.com/images/PYFA_RHP.jpg
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Templar Knightsbane
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Posted - 2011.07.06 11:45:00 -
[337]
hi guys, sorry if this isnt the correct place, or if this has been asked before, i have tried to find me answer through google but to no avail,
im running pyfa, and was just wondering if there was a total defence function like their is in EFT, that tells you the total perma rep tank ability and a pulsed one like they do in EFT?
or, how this nubmer is worked out, just out of interest and to compare to my peers,
great tool, thanks god i found it, needed one for a long time, would love this function on it tho for sure!!!
thanks
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Kadesh Priestess
Scalding Chill
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Posted - 2011.07.06 12:20:00 -
[338]
Originally by: Thresh Avery Perhaps i've missed something obvious, but i can't seem to find a way to replace/remove a module or stack of drones on pyfa. It's actually got to the point that i'm getting very frustrated with the program - i'm using the latest stable version in case that helps.
Pre-post edit: After a short while of playing around more, it turns out that double-clicking removes the module. How come there's no user-friendly or "spelt out" way of doing this? And how come i can't just drag another module on top of a current one to replace it?
I think we should add context menu item. Currently, double-click and delete key should work.
Not sure regarding drag'n'drop. Personally, i'm not used to using d'n'd (double-click all the time instead), so will leave it for gui guys' judgement.
Originally by: Def Antares Here my screenies:
http://alpha-orionis.com/images/PYFA_EHP.jpg
http://alpha-orionis.com/images/PYFA_RHP.jpg
Looks weird, pyfa always applies raw damage pattern.
1) Check pyfa's folder for logs (not user/.pyfa, but pyfa's folder; if pyfa is installed into some protected location like program files folder - please tell, i'll explain how to get these logs) 2) Move user/.pyfa/saveddata.db to some other place and attempt to reproduce bug. Probably some data was corrupted somehow. If it helps - upload your corrupted database, we'll check what might have gone wrong.
Originally by: Templar Knightsbane im running pyfa, and was just wondering if there was a total defence function like their is in EFT, that tells you the total perma rep tank ability and a pulsed one like they do in EFT?
Take a look at 'recharge rates' part of setup stats pane. _____ EVE Fit |
Def Antares
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Posted - 2011.07.06 16:42:00 -
[339]
Originally by: Kadesh Priestess
1) Check pyfa's folder for logs (not user/.pyfa, but pyfa's folder; if pyfa is installed into some protected location like program files folder - please tell, i'll explain how to get these logs) 2) Move user/.pyfa/saveddata.db to some other place and attempt to reproduce bug. Probably some data was corrupted somehow. If it helps - upload your corrupted database, we'll check what might have gone wrong.
@1 Its not installed to a protected location (no logs under appdata), and the user has full access to the directory. but theres no logs in the pyfa folder. what is the name of the logfile? (only *.pyd and gpl.txt, readme.txt and some dlls ico and a lib and the exe in the pyfa root folder)
@2 moved the file, bug remains reproduceable.
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Thresh Avery
Best Path Inc. Cascade Imminent
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Posted - 2011.07.06 16:59:00 -
[340]
Originally by: Kadesh Priestess I think we should add context menu item. Currently, double-click and delete key should work.
Not sure regarding drag'n'drop. Personally, i'm not used to using d'n'd (double-click all the time instead), so will leave it for gui guys' judgement.
I knew the delete key must have worked! Haha. The reason i didn't realise it worked is because i started off my first fitting in the program by putting drones in the drone bay. When i couldn't find a way to remove excess drones from the dronebay through the context menu, i tried the delete key and that didn't work either, so i must have never bothered to try it with the modules, which is strange because i thought i did.
In short, the delete key doesn't work for drones at the moment. Once again, i'm using the latest stable build. Hope this is helpful to you in some way.
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Kadesh Priestess
Scalding Chill
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Posted - 2011.07.11 17:13:00 -
[341]
Edited by: Kadesh Priestess on 11/07/2011 17:13:58 Bug with EHP has been confirmed - it affected only clean installations (ie pyfa wasn't launched before) of 1.0.1 and 1.0.2, thanks Def Antares for reporting it. Here's release which fixes it:
Windows: installer, compressed archive Mac: compressed archive Src: compressed archive _____ EVE Fit |
Sabevissia
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Posted - 2011.07.14 23:54:00 -
[342]
The current Windows nightly build might be having some minor issues/bug fixes needed on certain systems.
System Information: OS: Windows 7 SP1 64-bit Processor: Intel(R) Core(TM) i5 CPU 650 @ 3.x0GHz RAM: 8GB Hardware: Gateway DX4840
The below error is being produced when installing with the latest Windows nightly build. <error_log_content> Traceback (most recent call last): File "pyfa.py", line 50, in <module> else: File "C:\Program Files (x86)\pyfa\.\service\__init__.py", line 1, in <module> from service.market import Market File "C:\Program Files (x86)\pyfa\.\service\market.py", line 25, in <module> import eos.db File "C:\Program Files (x86)\pyfa\.\eos\db\__init__.py", line 55, in <module> from eos.db.gamedata import * File "C:\Program Files (x86)\pyfa\.\eos\db\gamedata\item.py", line 41, in <module> from .metaGroup import metatypes_table ImportError: No module named metaGroup </error_log_content>
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Kadesh Priestess
Scalding Chill
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Posted - 2011.07.15 09:35:00 -
[343]
Originally by: Sabevissia The current Windows nightly build might be having some minor issues/bug fixes needed on certain systems.
Looks weird. Error log points at some change we made prior to 1.0.2 release, so it doesn't look as machine-specific issue, more likely something was cached somewhere.
There were little to no changes after release of 1.0.3. Does 1.0.3 work for you? Try cleaning pyfa's program folder completely (and if it was installed into program files folder, check <user>\AppData\Local\VirtualStore\<path-to-pyfa-from-c>), then reinstalling, it may help. I've just tried WinXP under VirtualBox, and latest nighty windows compressed build and installer work fine. _____ EVE Fit |
Sabevissia
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Posted - 2011.07.16 03:21:00 -
[344]
Ok so I went ahead and did a complete removal of the application, directories and registry entries and all. I then did a clean installation from the nightly Windows build and this one built just fine. So it does appear to be something likely held over from previous installations. Potentially prior to the program doing a better job of installing over top of an already existent installation.
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Sandar Orontur
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Posted - 2011.07.24 13:02:00 -
[345]
It would be great if pyfa included a functionality to see the output of shield transfer arrays, armor remote repair mods and energy transfer arrays, plus the corresponding drones. I suggest adding a separate section in the bar on the right, which has all the other stats as well.
I know this is mostly important for logis and maybe carriers, not so much for other ships. But it would make optimizing fits of those particular ships much easier.
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Kadesh Priestess
Scalding Chill
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Posted - 2011.09.06 12:42:00 -
[346]
Link to the thread on new forums: https://forums.eveonline.com/default.aspx?g=posts&t=6391 _____ EVE Fit |
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