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Thread Statistics | Show CCP posts - 22 post(s) |
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CCP karkur
C C P C C P Alliance
3949
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Posted - 2016.06.08 11:32:37 -
[1] - Quote
Hi all, -á Today we will be updating Sisi with our newest branch, slated for release at the end of this month. While we in Five 0 have been busy working on Citadel improvements, we along with Team Size Matters, have also been working on adding the ability to allow you to fit multiple ships at a time. This is a feature we have wanted to offer for a long time, and we know many of you feel the same way, so we are happy to invite you to help us with testing, starting later today. We are especially interested in hearing from those of you who fit up hundreds of ships a week, whether it's helping support newer players, seeding contracts or for any other reason fitting up a lot of ships. -á We have not yet come up with an official name for the feature, but we commonly call it either 'Bulkfitting' or 'Multifit', but that might change.
Please note that this feature is still not locked in for the next release, as we want to see how testing goes and how it performs before we commit to a release date for it. We are still experimenting with how many ships we allow to be fitted at a times, so that number might change, but it's currently set to 30. We also might add some more throttling later. -á How it works:- bulkfitting only works in Stations and Citadels
- as with normal fitting through saved fittings, ships can only be fit using items in your Ship & Item Hangars
- bulkfitting is only allowed for packaged ships. If you have a bunch of assembled ships in your hangar, good for you, but please repackage them before trying to bulkfit them. The modules for the ship do not have to be packaged
- Tech III cruisers are not eligable for bulkfitting
- once a single ship fails to assemble or fitting fails in any way, the bulkfitting process will be aborted. If the ship had been assembled already, it will be renamed so it's easy to find the ship that might have questionable fitting (it's named "! BAD FIT !").
- when fitting many ship, your client will recover quicker if you close all inventory windows while fitting
-á How to bulkfit: 1. Save a fitting 2. Open Fitting Management window 3. Right click on the fit in list on the left hand side of the window OR 1. Right click on a stack of ships in Ship Hangar 2. Select GÇ£MultifitGÇ¥ 3. Select the fit you want to use -á 4. Select how many ships you wish to fit (window should tell you how many are available) 5. wait a bit, and get bunch of fitted ships -á -á Things weGÇÖd like your help testing- after fitting the ships, are all the modules that should be online online and those that should be offline offline? (due to skills or CPU/power requirements)
- are all the ships correctly named?
- if the fitting failed, was the ship it failed on renamed as expected?
- do all the ship look to be correctly fit?
- while bulkfitting, can items being used for fitting be removed from the hangar?
- does the bulkfitting window give you the correct info?
- and any weird things you can think of :)
Please let use know what you think and report any issues you might have with the feature Happy fitting!!
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP karkur
C C P C C P Alliance
3964
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Posted - 2016.06.08 13:25:52 -
[2] - Quote
Clerical Terrors wrote:Will we still require the skills to sit in the ship in order to fit it? No... I updated my post with that info
5pitf1re wrote:Will Multifit allow me to somehow put rigs in the cargo hold of ships automatically? No, but it woudl be a nice additional option to add.
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP karkur
C C P C C P Alliance
3969
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Posted - 2016.06.08 14:30:46 -
[3] - Quote
Major Lee Baked wrote:CCP Karkur wrote:No, but it would be a nice additional option to add. Please include the ability to fill the cargo hold of the ship with modules in addition to charges. T his seems like it would be simple to implement - you can already do this by importing a fitting with mods in the cargo via the crest appi. Many times people need extra mods in cargo, or items such as rigs, cyno inhibitors, etc. In big alliances, someone has to sit there and manually put everything into the hold of each ship! It would be a shame for you to make such a great new tool, only to find out that I still need to go through and put mods in the cargo of each one. Also, the ability to like have it name the ships in a simple sequence, even one that was not customizable, would be awesome. Modules in cargo hold is something we are looking into supporting fully (with some limitations), but not right now
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP karkur
C C P C C P Alliance
3970
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Posted - 2016.06.08 14:40:17 -
[4] - Quote
Multiple Inbound Supercaps wrote:Firstly, I love you for this change.
Secondly went on and did some preliminary testing. First 90 ships all fit perfectly and very easily Next 300 ships all fit perfectly, all online and ready to go. It took 1:59 to fit all 300 (150 ships/min)
After that i tried fitting ships i know would have offline mods. 600 ships of a stupid fit with different mods in every slot. It took 4:14 to fit. All mods that should be offline/online were in their correct state. However there were 4 misfits. 1 lowslot and 3 rigs. For the rigs its always the last one to be fit. EDIT: Bulk fitting did not terminate, nor were the ships called !Bad Fit!
I'll do some more testing at a later date. Hit me up if you need anymore info from this testing Could you please file a bugreport on it and explain in as much details as possible what the issue was. Were there 4 incorrectly fitted ships?
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP karkur
C C P C C P Alliance
3972
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Posted - 2016.06.08 16:58:30 -
[5] - Quote
Multiple Inbound Supercaps wrote:CCP karkur wrote:Multiple Inbound Supercaps wrote:Firstly, I love you for this change.
Secondly went on and did some preliminary testing. First 90 ships all fit perfectly and very easily Next 300 ships all fit perfectly, all online and ready to go. It took 1:59 to fit all 300 (150 ships/min)
After that i tried fitting ships i know would have offline mods. 600 ships of a stupid fit with different mods in every slot. It took 4:14 to fit. All mods that should be offline/online were in their correct state. However there were 4 misfits. 1 lowslot and 3 rigs. For the rigs its always the last one to be fit. EDIT: Bulk fitting did not terminate, nor were the ships called !Bad Fit!
I'll do some more testing at a later date. Hit me up if you need anymore info from this testing Could you please file a bugreport on it and explain in as much details as possible what the issue was. Were there 4 incorrectly fitted ships? It seems it was a client side bug. Trying to reproduce it now. All ships were fitted correctly it just showed me having extra mods left over ah, ok... yeah, I've seen that happen myself a few times in the past.
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP karkur
C C P C C P Alliance
3972
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Posted - 2016.06.08 17:01:23 -
[6] - Quote
Imperium Romanus wrote:I'd much rather be testing CONTRACTS IN CITADELS....you know, kinda like completing outstanding development on a half-finished job.....you know you want to. of course we want to... that's why we are also busy working on that see this post
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP karkur
C C P C C P Alliance
3979
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Posted - 2016.06.08 20:43:38 -
[7] - Quote
Lelob wrote:5pitf1re wrote:Awesome stuff Karkur <3
Quick question though. Will Multifit allow me to somehow put rigs in the cargo hold of ships automatically? Along this line of thought, plz plz plz allow us to put random items in the cargoholds too? In Pandemic Horde we have new player skillpacks that we put in shuttles and hand out to new players, and we have to individually put in each skillbook in the shuttle (there's between 10-30 skillbooks per shuttle). If we could multifit that it would be so unimaginaly amazing you just don't even know... I'm not encouraging people to do this or anything, but currently it is possible to import fits with stuff in the cargo. This is not supported and those items do not show up in the fitting, but as it stands, when the fitting is applied, the items will be moved to the cargo. This is not intended, so I can't guarantee that it will always work, but currently it does (unless our changes impacted that). So as far as I know (i haven't tried it yet), you could bulkfit your shuttles using one of those fits.
That being said, we have been talking about supporting modules/items in the cargo (in a bit limited way), but that work has not started yet.
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP karkur
C C P C C P Alliance
3985
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Posted - 2016.06.08 22:51:41 -
[8] - Quote
Sgt Ocker wrote:Querns wrote:Oh my.
This has been an ask of mine for a very, VERY long time. Amazing! Yep bulk fit 100 harpies - Then hand them out 1 at a time because there is no contracts in Citadels or just give them away because no-one who does alliance logistics does it to make isk. Such a great addition, another case of the shoe going on before the sock from Team/s whatever at CCP. I wonder if getting the fundamentals of Citadels replacing stations working before adding more half useful additions ever occurred to anyone at CCP? You might want to take a look at this thread to see what other things we are working on
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP karkur
C C P C C P Alliance
3993
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Posted - 2016.06.09 11:17:20 -
[9] - Quote
Lianara Dayton wrote:CCP, please ensure that the exact position of the modules on the fitting screen is also saved and applied to the multi-fit ships. Please also fix this for regular (single) fitting while you're at it.
Some people like to min/max the overheating mechanics by fitting the modules in a specific order and not just puke the modules on any which way. This is currently not possible while using the regular "fit ship" (I didn't test it yet for multi-fit). The exact position is stored in the fittings. I just fixed a defect that had to do with not respecting the empty module slots when importing from clipboard, but apart from that I don't know of any issue with keeping the exact positions of modules. Please file a bugreport if you have any other issues than the empty module slots
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP karkur
C C P C C P Alliance
3995
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Posted - 2016.06.09 17:10:04 -
[10] - Quote
CCP karkur wrote:Update: - we have changed it so if you don't check the 'fit rigs?' checkbox, the rigs will go to your cargo hold. This also applies to single fitting, if you answer the popup question with a 'No'. This should be available next time we update Sisi
- we added the little icon in the 'View fitting' window, and you can access the 'Multifitting' feature from there, so no need to save the fitting
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP karkur
C C P C C P Alliance
4000
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Posted - 2016.06.10 10:26:45 -
[11] - Quote
Lelob wrote:Steel Cesaille wrote:CCP karkur wrote:I'm not encouraging people to do this or anything, but currently it is possible to import fits with stuff in the cargo. This is not supported and those items do not show up in the fitting, but as it stands, when the fitting is applied, the items will be moved to the cargo. This is not intended, so I can't guarantee that it will always work, but currently it does (unless our changes impacted that). So as far as I know (i haven't tried it yet), you could bulkfit your shuttles using one of those fits.
That being said, we have been talking about supporting modules/items in the cargo (in a bit limited way), but that work has not started yet. We already fit our shuttles using this way, not sure why lelob thinks we individually add the skillbooks in. I know you said it's not supported but this doesn't work on rigs. It will import 1 but no more, even if you change the qty to 2 on the xml. if the rigs could be fixed so they import using this workaround i'd be so happy. If not then who cares, you've made everyone in the NBI super happy. Thanks so much :D well screw me I was doing skillbooks individually :( rip
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP karkur
C C P C C P Alliance
4000
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Posted - 2016.06.12 21:13:43 -
[12] - Quote
Annuka wrote:CCP karkur wrote:CCP karkur wrote:Update:
- we added the little icon in the 'View fitting' window, and you can access the 'Multifitting' feature from there, so no need to save the fitting
Thanks for much for adding this. I used the multi-fit feature on sisi last night. I have one more request, which would make it perfect for me. When you import a fit, you're locked into using the name of the imported fit, and I'd like to be able to change it in the view fitting window before using the multifit feature. To explain better, this was the procedure I used: 1. Import a fit from EFT, let's say the fitting is named "Steve" 2. Type in a new name into the view fitting window, let's say it's "Herb" 3. Access multi-fit from the view fitting window When I do that, it reverts the ship names to "Steve", no matter what name I wrote into the box before accessing multi-fit. I'd like for it to use the name that's most recently typed into the box, if possible. I agree. I actually just realized this yesterday and was going to change it tomorrow :)
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP karkur
C C P C C P Alliance
4001
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Posted - 2016.06.13 11:19:01 -
[13] - Quote
Sgt Ocker wrote:Any way you can make this more like the industry search function.
Say I want to fit 10 of each of 3 types of ship. Each set of fittings is in its own can in my items hangar - Right now it just tells me the items aren't in my items hangar - What if multifit was smart enough to fit from cans so I can keep my item hangar tidy and transporting of ships and fittings to where they are needed doesn't require so much click select move.
One can, one set of fittings. yeah, it might be cool to explore that option, but for the first release we'll at least stick to doing everything in the hangar
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP karkur
C C P C C P Alliance
4006
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Posted - 2016.06.16 12:20:05 -
[14] - Quote
CCP karkur wrote:2nd update: we have changed it so if there's significant Tidi in the system, the multifit process will be aborted and new ones cannot be started until the Tidi comes down again. The Tidi is checked before fitting each ship, so it will not undo the progress you have made before the Tidi became too high.
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP karkur
C C P C C P Alliance
4009
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Posted - 2016.06.25 12:54:40 -
[15] - Quote
Ren Kavik wrote:Great stuff guys . Loving it .
Can we please get MULTI CONTRACTS !!!
Having to setup the same contract over and over and over again is such a headache. But for distrubution of fitted ships their is no other way. Ceo's and Alliance leaders have to do this stuff constantly and its a very tedious job.
Now im going to spam for fear of not being noticed through all the cheering. Because \o/ for multi fitting :))))
Now make us cheer for MULTI CONTRACTS !!! Now make us cheer for MULTI CONTRACTS !!! Now make us cheer for MULTI CONTRACTS !!! Now make us cheer for MULTI CONTRACTS !!! Now make us cheer for MULTI CONTRACTS !!! Now make us cheer for MULTI CONTRACTS !!! Now make us cheer for MULTI CONTRACTS !!! Now make us cheer for MULTI CONTRACTS !!! I know it's not 'multi contracts', but by using 'copy contract' you can pretty easily make 12 contracts/min (think the most I've done is like 18/min)... you just need to be a little careful that it picks the correct ships from you hangar.
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP karkur
C C P C C P Alliance
4010
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Posted - 2016.06.25 16:54:17 -
[16] - Quote
Sentient Blade wrote:CCP karkur wrote:I know it's not 'multi contracts', but by using 'copy contract' you can pretty easily make 12 contracts/min (think the most I've done is like 18/min)... you just need to be a little careful that it picks the correct ships from you hangar. I wish it worked as well as it could do, but once it's finished seemingly trying to pick a ship at random from the hanger, inevitably complaining that it was missing items, trying to find the right one in the horrible contracts item picker, and then giving up, it's often easier to just do them manually. It wouldn't be ~quite~ so bad if we could make corp / alliance contracts for longer than 2 weeks (a few months for example) but sadly no such luck =\ we are actually looking into making the contract time a bit longer. But yeah, you need to be a bit careful when copying contracts and have your stuff well organized. The missing items it complains about are fitted to the ship, and are therefore not really missing if the correct ship is picked.
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP karkur
C C P C C P Alliance
4015
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Posted - 2016.06.29 23:27:11 -
[17] - Quote
Raphendyr Nardieu wrote:Move or "copy" renaming option to bulkfit window (imho, the correct place) We will be changing this in a few days
Raphendyr Nardieu wrote: Add way to select location sued to find items and hulls. Depending on the item storage code, I think items could be first moved to personal hangar (includes permissions checks etc). For multi buy, it should reset the dialog back to personal hangar as that is the destination for buy all.
Tbh, I would love to do that and will be looking into it, but it complicates things quite a bit so we decided to stick to the basics for at least the first iteration :)
Daichi Yamato wrote:I ******* love you.
How come it doesn't work for unpackaged ships? Anything that can be done to make that possible? Basically to reduce the complexity. Assembled ships can have rigs and modules already, stuff in their cargo, insurance, killmarks, shipskins, be damaged, have module damage etc. By only allowing it for packaged ships we know we won't have any complicating factors due to that, we start with a clean slate. Since all packaged ships are the same, we can just pick any stack to fit from but if we allowed you to do this for assembled ships, picking the ships would become more complex. Figuring out what items were missing would also become more complex, requiring you to inspect the inventories of all the ships that were to be fitted and then once fitting the ship removing or moving modules around based on the fit and how the ship is already fitted, which has certain issues with it when doing it on such a large scale.
Hope that makes sense and that you still find the feature useful despite these restrictions
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP karkur
C C P C C P Alliance
4021
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Posted - 2016.08.20 08:19:08 -
[18] - Quote
Anarchist4000 wrote:Can we ever expect T3's to support Multi-Fit in the near future? I know its probably slightly harder to implement but it's not like you can't use the fitting tool to do individual hulls with subsystems already. As someone who will frequently fit and contract a few hundred ships at a time I was really looking forward to this feature but since I usually focus on mass fitting T3s I found the lack of support for those really disappointing.
I know there are a few quirks with them like 0m3 cargo bays when not actively piloted and the slot layout changing based on the subs but its not like you don't already handle that for individual hulls using the fitting tool. I assume the problem with T3s isn't the same as the linking fits in chat limitation either or you would still allow it although its not fully supported like the modules/items in the cargo.
It is nice to see that the fitting window will show the unsupported modules in the cargo for fittings now and more specifically that it shows the quantities of them. In the past that wasn't visible and even though the imported XML files with the fits could have a quantity for those modules in the cargo the process of fitting only ever moved a single module, not a quantity of them. I'll try to find some time to take another look at the T3s and see what it would take to get it to work, but no promises And yes, we stealth fixed the qty thing in the import, but I didn't really want to talk too much about it since it's not a supported thing yet
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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