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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Sable Blitzmann
Aperture Harmonics No Holes Barred
155
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Posted - 2015.03.03 22:46:03 -
[841] - Quote
Caleb Seremshur wrote:Dunno if this has been mentioned yet but I keep crashing
Problem signature: Problem Event Name:APPCRASH Application Name:pyfa.exe Application Version:0.0.0.0 Application Timestamp:49180193 Fault Module Name:sqlalchemy.cresultproxy.pyd Fault Module Version:0.0.0.0 Fault Module Timestamp:4e9b307d Exception Code:c0000005 Exception Offset:000012aa OS Version:6.1.7601.2.1.0.256.48 Locale ID:5129 Additional Information 1:0a9e Additional Information 2:0a9e372d3b4ad19135b953a78882e789 Additional Information 3:0a9e Additional Information 4:0a9e372d3b4ad19135b953a78882e789
Crash on start up, uninstalled and reinstalled, going to try deleting the whole folder this time and see what happens. It USED to work, now it doesn't.
Ok so I did a registry clean up, temp file clean up, deleted the folder, dead file clean up and reinstalled off a fresh download from the main server and pyfa still won't load.
I'm totally at a loss. This is as much of a clean install as you could possibly get. What am I missing? This program worked last night without any problem.
Delete sqlalchemy.cresultproxy.pyd in the pyfa directory. We aren't sure why this happens suddenly. This file should be excluded with the next release
Jetijs wrote:I would like to sync pyfa settings between pcs. So i need to change save data location. I found that it could be config file on pyfa folder where settings are change for home folder, tho i am not sure what exactly and how i need to change?
Could someone give me example of his config file? I would like to save my data on C:\Users\User\Dropbox\eve\pyfa
There's many ways to do this. If you have sync software like Dropbox, you can move your pyfa installation to Dropbox and enable saveInRoot in Config.py (set it to True). This will cause pyfa to save database in it's own installation folder. However,t his will probably be rewritten with every upgrade.
I personally like to use Symbolic links (junctions in Windows). See here for more info: https://github.com/DarkFenX/Pyfa/wiki/Cross-Platform-Data-Sharing
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Oscae
Kitchen Sink Kapitals
28
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Posted - 2015.03.07 16:45:26 -
[842] - Quote
Is there a way to apply WH effects that I'm overlooking?
If not, any chance we'll see that in a later release?
Thanks o/ |
Sable Blitzmann
Aperture Harmonics No Holes Barred
155
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Posted - 2015.03.07 18:27:11 -
[843] - Quote
Oscae wrote:Is there a way to apply WH effects that I'm overlooking?
If not, any chance we'll see that in a later release?
Thanks o/
Under "Additions" click the projected tab. right click in that area and system effects should be available.
I don't really like how this is currently implemented, so ways to improve on it are welcomed. =) |
Ailu
University of Caille Gallente Federation
0
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Posted - 2015.03.09 16:02:58 -
[844] - Quote
Do you have any plans to show repair amount like DPS for logistics ships, perhaps as a toggle similar to the Mining Yield one? |
Sable Blitzmann
Aperture Harmonics No Holes Barred
155
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Posted - 2015.03.09 20:50:16 -
[845] - Quote
Ailu wrote:Do you have any plans to show repair amount like DPS for logistics ships, perhaps as a toggle similar to the Mining Yield one?
How do you mean? Like the amount that remote repair modules help with? Repair amount per module is shown in the misc column in the fitting window. If you project the logi fit onto another fit, then the remote reps are added to the tank info in the stats panel |
Ailu
University of Caille Gallente Federation
1
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Posted - 2015.03.10 15:39:47 -
[846] - Quote
Sable Blitzmann wrote:Ailu wrote:Do you have any plans to show repair amount like DPS for logistics ships, perhaps as a toggle similar to the Mining Yield one? How do you mean? Like the amount that remote repair modules help with? Repair amount per module is shown in the misc column in the fitting window. If you project the logi fit onto another fit, then the remote reps are added to the tank info in the stats panel Right, I see those options, but I (and maybe only me, who knows) would like to have a "RPS" (Repair Per Second) or whatever toggle similar to the Mining Yield toggle under Firepower.
Shown here
This is purely a quality of life request and isn't something absolutely needed. |
Rashar Arji
EVE University Ivy League
0
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Posted - 2015.03.13 02:11:28 -
[847] - Quote
Ailu wrote:Sable Blitzmann wrote:Ailu wrote:Do you have any plans to show repair amount like DPS for logistics ships, perhaps as a toggle similar to the Mining Yield one? How do you mean? Like the amount that remote repair modules help with? Repair amount per module is shown in the misc column in the fitting window. If you project the logi fit onto another fit, then the remote reps are added to the tank info in the stats panel Right, I see those options, but I (and maybe only me, who knows) would like to have a "RPS" ( Repair Per Second) or whatever toggle similar to the Mining Yield toggle under Firepower. Shown hereThis is purely a quality of life request and isn't something absolutely needed. Reps per second are affected by your targets resist profile. It's easier to project the intended rep ship to the intended target. You could show HP/s on the logi ship, but that's not overly useful imo.
Speaking of projecting fits on one another, I projected a Guardian onto a Nestor and the Nestor to the Guardian. Now neither fit will load, all other fits still work. Any one else have the same issue? |
Sable Blitzmann
Aperture Harmonics No Holes Barred
155
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Posted - 2015.03.14 02:59:00 -
[848] - Quote
Rashar Arji wrote: Speaking of projecting fits on one another, I projected a Guardian onto a Nestor and the Nestor to the Guardian. Now neither fit will load, all other fits still work. Any one else have the same issue?
Yeah... don't do that. It's a recursion issue that's been around forever, and we haven't really found a good way to resolve it yet. I did conceive a fix for it, but it screwed with other calculations... It might be possible to work with SQLAlchemy to produce an error when such an issue arises. Honestly haven't looked at the problem in nearly a year. =)
See here: https://github.com/DarkFenX/Pyfa/issues/72
As for a fix: Copy one fit and delete the original. This will break the recursion chain, and allow you to save the fittings. |
Akiko Ichosira
Karl XII's Dragoner Apocalypse Now.
3
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Posted - 2015.03.17 14:24:07 -
[849] - Quote
Cant Start pyfa without it crashing, here is the message:
Problem signature: Problem Event Name:APPCRASH Application Name:pyfa.exe Application Version:0.0.0.0 Application Timestamp:49180193 Fault Module Name:sqlalchemy.cresultproxy.pyd Fault Module Version:0.0.0.0 Fault Module Timestamp:4e9b307d Exception Code:c0000005 Exception Offset:000012aa OS Version:6.1.7601.2.1.0.256.1 Locale ID:1053 Additional Information 1:0a9e Additional Information 2:0a9e372d3b4ad19135b953a78882e789 Additional Information 3:0a9e Additional Information 4:0a9e372d3b4ad19135b953a78882e789
Gonna reinstall it now to try. |
Evangeline Rin
Zarks Fallen Angels
3
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Posted - 2015.03.20 11:16:48 -
[850] - Quote
Using on Windows 7 and its not loading at all today. Error and Output logs are empty and it doesn't return anything at the command prompt when I run it.
I've tried reinstalling, but that didn't work either.
Any clues on how I can get a little more information to determine the issue? |
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Kale Freeman
Dirt 'n' Glitter
42
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Posted - 2015.03.22 01:58:46 -
[851] - Quote
I'm having a strange problem with damage profiles.
I've somehow managed to edit the "Uniform" profile to be 0,0,0,0. I can't figure out how to get it back to 1,1,1,1. I'm assuming it is meant to be 1,1,1,1. I can't edit the uniform profile in the editor window. If I import a new Uniform profile from the clipboard it creates another profile with the name Uniform. The original one with 0,0,0,0 is still the default that is selected when a new fitting is created.
The 0,0,0,0 profile results in 0%, 0%, 0%, 0% incoming dmg, which then means all the EHP numbers are wrong. A 1,1,1,1 profile results in 25%, 25%, 25%, 25% and everything works as expected.
For now I just have to work around it by having a uniform2 profile and switching to it every time I create a new fitting. |
Chloe Frost
Frost International
0
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Posted - 2015.03.23 00:29:47 -
[852] - Quote
Hello! First off thank you for the great tool. Now to business =P
I've been having an issue with my damage patterns to where it will only allow me to have ONE pattern. It will over-write any other damage pattern that i have created, thus forcing me to have to manually edit the pattern each time i test a different ship/fit. So far i have tried uninstalling / re-installing (And yes, i did delete all the stuff from the user directory etc) and even tried running it on my other machine, still no dice.
Windows version running on Win 7 Pro x64.
Thanks in advance. |
Sable Blitzmann
Pyre Falcon Defence and Security Multicultural F1 Brigade
155
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Posted - 2015.03.24 00:50:55 -
[853] - Quote
Kale Freeman wrote:I'm having a strange problem with damage profiles.
I've somehow managed to edit the "Uniform" profile to be 0,0,0,0. I can't figure out how to get it back to 1,1,1,1. I'm assuming it is meant to be 1,1,1,1. I can't edit the uniform profile in the editor window. If I import a new Uniform profile from the clipboard it creates another profile with the name Uniform. The original one with 0,0,0,0 is still the default that is selected when a new fitting is created.
The 0,0,0,0 profile results in 0%, 0%, 0%, 0% incoming dmg, which then means all the EHP numbers are wrong. A 1,1,1,1 profile results in 25%, 25%, 25%, 25% and everything works as expected.
For now I just have to work around it by having a uniform2 profile and switching to it every time I create a new fitting.
Interesting. Just tested it out - Uniform should not be editable. However, this led me to discover a bug in which you can create a new profile, name it "Uniform", and this will pretty much overwrite the default one in the system and save it with your custom values. The problem is that the GUI will disable it next time you enter the editor (it disables the name of the profile with "Uniform" -- bad practice, I know, but this is old code).
I'll try to make a fix. In the mean time, please make a new profile and name it exactly Uniform, then change the values to 25,25,25,25 (or 1,1,1,1 works too). You should do this before upgrading to the next release which should be out tomorrow, and which should fix it to where you cannot edit these values again. |
Kale Freeman
Dirt 'n' Glitter
42
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Posted - 2015.03.25 19:53:44 -
[854] - Quote
Thanks for the quick response but I'm still having weird problems.
I upgraded to the new release and deleted the saveddata.db because it was the only way to get rid of the bad Uniform damage profile.
I now have a new fresh saveddata.db, lost all my ship fittings, but the Uniform profile that I have is again 0,0,0,0. I am unable to edit it. I can't delete the 0,0,0,0 Uniform. I can't create a 1,1,1,1 pattern and rename it to be the Uniform profile. Basically I am stuck with this 0,0,0,0 damage profile which now seems to be completely uneditable. Being uneditable is good. Being 0,0,0,0 is bad. Or alternatively the way a 0,0,0,0 profile is handled is bad.
A 0,0,0,0 profile is not handled as "uniform" it is somehow treated special. I'm not sure how the logic works, but with a 0,0,0,0 profile your resists dont matter in any way, and your EHP = your HP.
The annoying thing is that this 0,0,0,0 uneditable profile is also the default profile that every new ship starts out with.
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Kale Freeman
Dirt 'n' Glitter
42
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Posted - 2015.03.25 20:14:46 -
[855] - Quote
Managed to replicate how to get the 0,0,0,0 uniform damage profile.
1. Delete the ./pyfa/saveddata.db file 2. Open pyfa, open damage pattern editor. At this point the Uniform profile is 25,25,25,25 and the uniform profile is the only one you have. 3. Click the new profile button. Give it a name. Click create or press enter and then close the editor.
Now you have a uneditable Uniform 0,0,0,0 profile.
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Sable Blitzmann
Pyre Falcon Defence and Security Multicultural F1 Brigade
155
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Posted - 2015.03.25 22:38:30 -
[856] - Quote
Kale Freeman wrote:Thanks for the quick response but I'm still having weird problems.
I upgraded to the new release and deleted the saveddata.db because it was the only way to get rid of the bad Uniform damage profile.
Please don't delete the database unless you don't care about your fits (or have a backup). This can be fixed without such drastic measures. Just commenting on this in case others are having this issue - I don't want them to lose their fits.
The reason 0, 0, 0, 0 doesn't work is because the sum of that is 0. So the percentage of 0 in 0 is 0% (it probably also throws a fit with dividing by zero, I don't remember). 1, 1, 1, 1 works because the sum of that is 4, and 1/4 = 0.25 or 25%. Same with 25, 25, 25, 25.
The fix I gave you should have worked: make sure you are using 1.9.0 (the latest release will not allow this fix as it utilized the bug which has been fixed). Then perform the following steps: Create a new damage profile Name it "Uniform" DO NOT CLICK THE CREATE BUTTON, instead hit enter Put in 25, 25, 25, 25 as the values Done. Then upgrade to 1.10.0
The reason for this bug is that the binding is not set correctly. Hitting enter in the text box when creating a new profile will erroneously tell pyfa to rename the current profile (which oftentimes happens to be Uniform), and pyfa will then release the editing restrictions on the values. Hitting the button sends it through the correct logic path to creation and will not cause this issue. Again, this bug has been fixed with 1.10.0 =) |
SCV'Argos
TheMurk
8
|
Posted - 2015.03.26 00:02:39 -
[857] - Quote
Please make Reactive Armor Hardener react to the chosen damage pattern. Currently it just spreads resistances evenly between all 4 types, instead of adapting to damage patterns like it does in game. |
Peonza Chan
Gloryhole Initiative
10
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Posted - 2015.03.27 09:10:34 -
[858] - Quote
I'm sure it already could have been named, but system effects only affects the ship itself, not the projected modules. e.g. incoming remote repairs are not affected by system effects, which is awful considering the ship providing these reps should be in the same system |
Xaven Chastot
Center for Advanced Studies Gallente Federation
0
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Posted - 2015.03.29 10:16:24 -
[859] - Quote
I just noticed today that pyfa seems to be calculating capacitor stability incorrectly in some situations. Here's the silly fit I was playing with when I spotted the issue:
[Proteus, Active Rep Hunter]
Corpum B-Type Medium Armor Repairer Damage Control II Corpum B-Type Medium Armor Repairer Armor Explosive Hardener II Imperial Navy Energized Adaptive Nano Membrane Corpum B-Type Medium Armor Repairer
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800 Federation Navy Stasis Webifier Domination Warp Disruptor Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800
Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M Covert Cynosural Field Generator I Covert Ops Cloaking Device II
Medium Auxiliary Nano Pump II Medium Nanobot Accelerator II Medium Anti-EM Pump II
Proteus Electronics - Friction Extension Processor Proteus Engineering - Supplemental Coolant Injector Proteus Offensive - Covert Reconfiguration Proteus Propulsion - Interdiction Nullifier Proteus Defensive - Nanobot Injector Caldari Navy Antimatter Charge M x480 Nanite Repair Paste x600 Navy Cap Booster 800 x12
Using All V skills, with everything on, the "capacitor stability" section still says I'm going to run out of cap after 47seconds. However, when I look at the "capacitor throughput" details, they shows that I'm gaining more energy than I'm expending, which seems like it should mean I'm stable for as long as my cap charges last.
If I try overloading stuff, it gets weirder. If I overload all the armor repairers and one cap booster, it says I'll run out of cap in 1m 26s. If I overload the other cap booster as well, it thinks I'll run out in just 40s.
I'm afraid I don't know the capacitor mechanics well enough to guess where the strange numbers are coming from. Is there something clever being calculated that leads to these unexpected results? |
Jen Moriarty
Snuff Box Snuffed Out
45
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Posted - 2015.04.08 17:13:37 -
[860] - Quote
Is it just my copy, or did the 1.10.0 release mess up the EHP calculation? It seems like there is no difference between Raw HP and EHP for any ship |
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Zateki Claudere
Eye Of Insight Fraternity.
0
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Posted - 2015.04.09 11:04:45 -
[861] - Quote
I having problem while opening pyfa. This problem happened even I change another version of pyfa.
[url=http://imgur.com/c6FZaoT]
Thanks for help.
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Doppel Gaenger
Lestat's Clan
0
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Posted - 2015.04.10 08:36:24 -
[862] - Quote
I am having an issue with the Damage Patterns as well. The Uniform is now fixed thanks to a reinstall, however, I cannot import any damage patterns. All it says is "No patterns found for import"
I am copying the damage patterns from here
I have done this in the past from this post, and it worked fine, but I cannot get this to work anymore. |
Amarisen Gream
The ArK's Hammer ArK Alliance
70
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Posted - 2015.04.13 14:32:27 -
[863] - Quote
Doppel Gaenger wrote:I am having an issue with the Damage Patterns as well. The Uniform is now fixed thanks to a reinstall, however, I cannot import any damage patterns. All it says is "No patterns found for import" I am copying the damage patterns from hereI have done this in the past from this post, and it worked fine, but I cannot get this to work anymore.
I'm having the same issue.
xoxo
Amarisen Gream
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Kadesh Priestess
This Game Is Terrible Warlords of the Deep
457
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Posted - 2015.04.14 10:21:03 -
[864] - Quote
t3d changes preview is up |
Roesjka
The Last Solution Inc Dawn of Transcendence
0
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Posted - 2015.04.14 16:40:02 -
[865] - Quote
Hi Blitzmann/Kadesh,
Any news on the wx3 front? Seems a bit stale now ;)
Cheers |
Kadesh Priestess
This Game Is Terrible Warlords of the Deep
457
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Posted - 2015.04.14 18:01:28 -
[866] - Quote
Not really. We were interested in wx3 mostly because of its Phoenix branch, which supports python 3, which we need for rewrite. At the moment it's mostly me writing backend, Blitzmann will join later when it's ready and when he has sufficient time for that.
Is there any particular reason you want wx3.0? As far as i remember the only potential issue is that wx2.8 is going to be dropped from newer releases of some linux distributions (like Debian Jessie), so we will be forced to update pyfa distributions to use wx3 one way or another. Biggest concern is mac skeleton (binary environment in which pyfa is launched), we have no idea how to rebuild to satisfy changed dependencies. |
Alhira Katserna
Katserna Corporation
49
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Posted - 2015.04.16 06:21:02 -
[867] - Quote
Jen Moriarty wrote:Is it just my copy, or did the 1.10.0 release mess up the EHP calculation? It seems like there is no difference between Raw HP and EHP for any ship
same problem for me... |
Boyamin
Atavistic Resurgence
10
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Posted - 2015.04.16 23:33:15 -
[868] - Quote
Kadesh Priestess wrote:Is there any particular reason you want wx3.0? As far as i remember the only potential issue is that wx2.8 is going to be dropped from newer releases of some linux distributions (like Debian Jessie), so we will be forced to update pyfa distributions to use wx3 one way or another. Biggest concern is mac skeleton (binary environment in which pyfa is launched), we have no idea how to rebuild to satisfy changed dependencies.
I use a debian jessie distro and just regularly merge the latest changes into the wx3 branch, which seems to work fine. |
Roesjka
The Last Solution Inc Dawn of Transcendence
0
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Posted - 2015.04.17 08:34:14 -
[869] - Quote
Boyamin wrote:Kadesh Priestess wrote:Is there any particular reason you want wx3.0? As far as i remember the only potential issue is that wx2.8 is going to be dropped from newer releases of some linux distributions (like Debian Jessie), so we will be forced to update pyfa distributions to use wx3 one way or another. Biggest concern is mac skeleton (binary environment in which pyfa is launched), we have no idea how to rebuild to satisfy changed dependencies. I use a debian jessie distro and just regularly merge the latest changes into the wx3 branch, which seems to work fine.
@Kadesh Priestess The reason is the rapid change from wx2.8 to wx3.0 in the new linux distros like Debian (jessie) and derivatives like Buntu which have a large install base.
@Boyamin Which files do you copy/merge in the wx3.0 branch? I have both installed on my system.
cheers |
Boyamin
Atavistic Resurgence
10
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Posted - 2015.04.17 23:50:56 -
[870] - Quote
Roesjka wrote: @Boyamin Which files do you copy/merge in the wx3.0 branch? I have both installed on my system.
I clone the github repo, checkout the wx3 branch, do a 'git fetch' and then merge from a recent tag e.g. 'git merge v1.1.20'. |
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