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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Sable Blitzmann
In Exile. Imperial Outlaws.
67
|
Posted - 2013.08.07 02:32:00 -
[1] - Quote
Wonderful work, I'm glad that development is active once again
I took a shot at my own mod. I'm still a novice with python, and the pyfa code is confusing coming from an outsider looking in. But I just submitted a pull request with the following changes:
* Adds two columns to characters table in DB ** defaultChar is the character that is associated with the API and the pyfa character ** chars is a text field which, in json format, stores the list of characters accessible by the api id/key pair * Since the character from the API is now stored in the DB, streamlined API updates can happen * Added API Update button next to character selection on main screen (I tried to find a way to add it to a context menu for the skillbook image, but I am not too familiar with python / the underlying code)(also, I used a random image that somewhat relayed the meaning)
Screenshots: Character Editor: http://eve-files.com/dl/264040 Character Selection: http://eve-files.com/dl/264039
Pull request: https://github.com/DarkFenX/Pyfa/pull/7
Not sure how this will affect current installation since it changes the DB schema...
Keep up the good work! |
Sable Blitzmann
In Exile. Imperial Outlaws.
68
|
Posted - 2013.08.07 04:32:00 -
[2] - Quote
NightmareX wrote:Hey. I have 2 requests for PYFA.
1. Would it be possible to add a 'Cargo Bay' tab in the same place as the 'Drones' and 'Implants' are placed with the Cargo space each ships have?
I'm not the project owner, but I could possibly play around with this and see if I can get a working thing together for it. it would be pretty neat.
EDIT: I looked into it, it's way over my head, at least for now. ;)
EDIT 2: I've continued to look into this, and I've got a skeleton working. It adds a cargo view, and only accepts charges. Many bugs / unfinished things, but I'll continue to work on it on my spare time and submit a pull request into the main project branch when ready. =) |
Sable Blitzmann
In Exile. Imperial Outlaws.
68
|
Posted - 2013.08.09 05:54:00 -
[3] - Quote
NightmareX wrote:While i'm in the mood of asking for new things, there is also one more thing that i would like to see in PYFA. I would like to see all of the Jove / Dev ships embedded into PYFA that we can equip just to see how they would be. Those ships would just be under a 'Dev Ships' category.
Pyfa, I believe, only fetches ships that are published in the game. It might simply be a matter of tweaking the code, but something like this might have to be hardcoded (limited edition ships, for example are hardcoded to give them their own special category). Then again, since dev ships are omgwtf, I have no idea if the Pyfa engine would know what to do with the outrageous values they have. Probably a question for the owner. ;)
Also, it's coming along nicely: Pyfa Cargo View |
Sable Blitzmann
In Exile. Imperial Outlaws.
68
|
Posted - 2013.08.09 17:45:00 -
[4] - Quote
NightmareX wrote:To use your picture as an example, you could make it to show 120/165 m3 there if you had used that in the same way as it shows how many calibration points you have used under 'Resources'.
Might become too cluttered, I would have to look into it, but cargo utilization is on the todo list. I might include it in the actual cargo view, perhaps a bar on the bottom that fills up or something... Who knows. |
Sable Blitzmann
In Exile. Imperial Outlaws.
73
|
Posted - 2013.09.03 17:17:00 -
[5] - Quote
Vamp Hakuli wrote:ok, quick question, i posted this in mac as well but no reply, sorry if its been answered or easy :) pyfa outputs a html file for fits, but when i add it to the same destination for the eve files they are xml so its not recognised? is there a way to change it to xml or for eve to see html? thanks for any help
Are you wanting to import fits from Pyfa to the EVE client?
The HTML file that pyfa produces is not meant to be imported. It's a file that contains all your fits that you may open in a web browser - handy and interesting if you have something like Dropbox and you can access your fitting data anywhere (it's also meant to be used in the in game browser).
However, to import fits into EVE, you need to go to File -> Backup fits. This will create a XML file that you can import. Or, if you want to import individually, browse to the fit and go to File -> Export.
EDIT: I think if you open the HTMl file in the in game browser you can browse to your fit and it should open up an in-game fitting window, where you can then save to your eve client. I will have to double check as I cannot access the game right now, but if this is true it's much easier doing it this way than it is to export and import. |
Sable Blitzmann
In Exile. Imperial Outlaws.
73
|
Posted - 2013.09.03 17:36:00 -
[6] - Quote
Kadesh Priestess wrote:As patch is upcoming in few days, i wanted to skip test build and do the release on the patch day. But there turns out to be few changes which may be worth to test thoroughly, so here's the release: Singularity 597398: Linux/src (zip) Warning! This build may damage your data - before lauunching it make sure to backup ~/.pyfa/saveddata.dbThere were multiple changes made by contributors, namely - character import-export and better UI for updating character skills via EVE API. More details will be posted when it comes to stable release. If someone brave enough decides to try it out, please tell me how it went.
Just tested from 1.1.15 to Singularity on Win7. Database didn't explode, my characters API details were still available (although now needing to update the default character), and my fits seem to be untouched. Switched back to 1.1.15 without any problems as well. |
Sable Blitzmann
In Exile. Imperial Outlaws.
75
|
Posted - 2013.09.04 17:40:00 -
[7] - Quote
Invisusira wrote:Unless I'm mistaken, fleet boosts no longer seem to be working? The fleet boosting interface is pretty bad (read: you pretty much have to google search it to figure out how to use it and even then you're not sure), so I could just be forgetting how to set them. If that could be improved in a later version (pop-up menus for fleet/wing/squad booster ship fits, like the pop-up menus for characters?), I'm sure everyone would be very happy. :)
Seem to be working for me.
Browse to your fit, then open it. Then browse to your boosting ship fit, right click -> set as whatever. Then choose character in the fleet panel.
Yes, the boosting interface is pretty bad. Hopefully work will start on a new one once the new engine in finished. |
Sable Blitzmann
In Exile. Imperial Outlaws.
115
|
Posted - 2014.02.18 02:04:00 -
[8] - Quote
Kadesh Priestess wrote:Miracle Chipmunk Otsito wrote:Searching for the Proteus is kinda odd. If I type "pro", I get nothing. "Pro" only shows the Probe. I have to type "eus" to find the Proteus. I even updated to the latest one as of today, which is 1.1.20. I can't remember which version is was, but I know the search worked fine about a month ago. Lol, want to confirm this issue. I will investigate what's wrong with it later.
I've confirmed and found the culprit, see the issue on GitHub please. I will try to look into a fix later this week. |
Sable Blitzmann
In Exile. Imperial Outlaws.
115
|
Posted - 2014.02.18 17:36:00 -
[9] - Quote
Kalliea Aeterna wrote:The Shield compensation skills do not appear to be calculating correctly for shield resistance amplifiers for me.
Compensation skill is being correctly being applied to the amplifier's. Pic: http://eve-files.com/dl/267057
Top row is with lvl5, bottom with lvl0. Please double check version. If you're still experiencing problems post fit, skill levels, expected and actual results. =) |
Sable Blitzmann
In Exile. Imperial Outlaws.
116
|
Posted - 2014.02.21 02:09:00 -
[10] - Quote
Can you list steps to replicate? Does it happen all the time? |
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Sable Blitzmann
In Exile. Imperial Outlaws.
116
|
Posted - 2014.02.21 19:05:00 -
[11] - Quote
Confirmed. Will look into it soon hopefully. |
Sable Blitzmann
In Exile. Imperial Outlaws.
116
|
Posted - 2014.02.24 17:28:00 -
[12] - Quote
Levina Windstar wrote:Kadesh Priestess wrote:Levina Windstar wrote:Issue : Most of the wormhole effects in the projected tab are not accurate. Some of them are just completly wrong too. Please be more specific. It seams that most of the bug I saw are fix now somehow. Although, in the Cataclysmic, the shield boost should be negative and the shield transfer should be positive like the armor one.
I think they are labeled incorrectly in Pyfa.
http://eve-files.com/dl/267130
Shield Repair Multiplier shows as 1.25x, however if you toggle the view, shieldBonusMultiplier shows as 0.9. I don't think the multiplier is being applied to the fit either way:
http://eve-files.com/dl/267131
Shows that it is not implemented |
Sable Blitzmann
In Exile. Imperial Outlaws.
116
|
Posted - 2014.02.24 21:26:00 -
[13] - Quote
Jakob Anedalle wrote:CW Itovuo wrote:I'm sure it's been mentioned, but it'd be nice if the ship description under right-click "show basic stats" would reiterate the hull bonuses. This used to happen, but I'm not seeing it anymore.
Is there a way to see this when you're actually looking at the fit? EFT does this with the little ? icon by the fit name for instance. I only see this in pyfa when I'm at the point of selecting what ship I might want to start fitting up.
Right click in fitting window -> Ship Stats. There is no pop up or other way to see it currently. If you have an idea of where we could add this for a sort of quick reference, it might be feasible. |
Sable Blitzmann
In Exile. Imperial Outlaws.
116
|
Posted - 2014.02.25 03:09:00 -
[14] - Quote
I've got a pull request open to fix this, hopefully Kadesh accepts it |
Sable Blitzmann
In Exile. Imperial Outlaws.
116
|
Posted - 2014.02.28 05:19:00 -
[15] - Quote
Brigard en Chasteaux wrote:Elderad Ulthran wrote:Been having this issue for the past couple versions of pyfa for mac. I can't change my damage profiles in the resistances window; I can open the damage pattern editor and make a pattern, save them, copy them ect, but once I'm done with that I right click on the resistances area and nothing happens.
Some of the other right clicking seems to be working perfectly though, if I right click my damage output I can do the factoring reload time thing.
I know it used to work for me too, because I have a tengu fit saved with different incoming damage patterns. But anyway now I cant change any of it.
some help would be great thanks :) FYI, I can report that this is still an issue. I created a damage profile, right clicked on the resistances area and could change the profile... exactly once. After that, I was no longer able to change profiles at all... right-clicking had no effect and I could not even change back to the uniform damage profile. I can also report that this appears to be limited to the Mac version. Running the windows version of pyfa on Win7 under Virtualbox works perfectly!
Problem is that there aren't a lot of mac devs that can look into this.
Do you know the last version where this worked for you? Is there anything in the error log file created in the save directory (~/.pyfa)? Are you willing to install python and run pyfa from source to see if it pops up anything in the console?
|
Sable Blitzmann
In Exile. Imperial Outlaws.
116
|
Posted - 2014.03.01 17:57:00 -
[16] - Quote
Xan Pendragon wrote:In light of the discussion here, this is very basic, but is there a user guide anywhere that will cover the basics? I don't mean putting together a fit, that part is okay (I think), but other features, such as importing/exporting, importing a character, icon definitions. I have pyfa 1.1.17
I've been meaning to spruce up the readme on GitHub to address some of the more... obscure features. Or maybe make a few wiki pages... I'll get around to it eventually and submit a request to pull it into the main project |
Sable Blitzmann
In Exile. Imperial Outlaws.
116
|
Posted - 2014.03.04 00:36:00 -
[17] - Quote
Nex Killer wrote:How do I get the fleet boost to work? I drag a boosting fit to the fleet window and click squad booster and it doesn't do anything or have anything in the window.
Make sure that you have an active fit open. The additions pane is disabled if there is no fit open. |
Sable Blitzmann
In Exile. Imperial Outlaws.
116
|
Posted - 2014.03.10 16:22:00 -
[18] - Quote
Brigard en Chasteaux wrote:Sable Blitzmann wrote: Problem is that there aren't a lot of mac devs that can look into this.
Do you know the last version where this worked for you? Is there anything in the error log file created in the save directory (~/.pyfa)? Are you willing to install python and run pyfa from source to see if it pops up anything in the console?
I've installed OS X on virtualbox to test this (Mountain Lion). I won't pretend to know much about OS X, but I was able to install Pyfa from the stable release, add damage profile, and switch between them just fine. =/
I'm an EVE newb, and this is the first time I've ever used pyfa, so I can't compare this behavior to older versions. I looked in .pyfa, and there is no error log file. There is only saveddata.db and settings. I already have python installed and will give it whirl from source this weekend. Also, not sure it would make any difference, but I'm on Mavericks and not ML (and, arrived at Mavericks from Snow Leopard->Mountain Lion->Mavericks upgrades, not a fresh install).
Download some older versions and see if the problem persists:
https://github.com/DarkFenX/Pyfa/releases
Try to pinpoint which release the problem starts at |
Sable Blitzmann
In Exile. Imperial Outlaws.
116
|
Posted - 2014.03.11 15:45:00 -
[19] - Quote
I recently installed OS X Mountain Lion on VirtualBox for testing and have experienced some issues as well, such as much longer response time when browsing ships when compared to windows / linux. However, double clicking to add/remove modules seems to work just fine for me with no slowdow. I haven't really had time to look into it, and I know jack all about Macs.
Perhaps find some other Mac users in your corp/alliance and ask if they experience the same issues? |
Sable Blitzmann
In Exile. Imperial Outlaws.
116
|
Posted - 2014.03.14 23:05:00 -
[20] - Quote
Danni Bellenger wrote:On top of the inevitable 1.3 update, I think a feature implementing some kind of quick bar for link or support ships would be awesome. At the moment, to get the effects of links, you have to go back through the ship browser and find the link ship fit and drag that into the boosts bar. An extra click on the link fit causes it to open that fit up, which I've done on more than occasion. Having a quickbar to store link ship fits on for easy access would be amazing.
I've already committed something like this into the main project, see https://github.com/DarkFenX/Pyfa/pull/53
Should be out with the update to Rubicon 1.3 which should be soon - Kadesh handles the new releases |
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Sable Blitzmann
In Exile. Imperial Outlaws.
116
|
Posted - 2014.03.16 15:36:00 -
[21] - Quote
Kadesh Priestess wrote:Time for Rubi 1.3 update! You can find it on release page, as usual. All the changes are listed there as well. This time most of the UI changes were coded by new (now official) team member, Sable Blitzmann. Welcome aboard!
\o/
Halika Androm wrote:Cheers for the update! The new booster mechanics are really useful :) However, I'm not sure if it's working as intended on Windows (7)? Selecting a booster for a fit is fine, but if you want to change the booster to a different ship, you have to first double-click to remove the current one and then select the one you want since selecting a booster disables the drop-down menu (see here: http://i.imgur.com/IgCJPgS.png). IMO it would be better to not disable the drop-down menu when you select a booster.
This is how I imagined it when I started the feature, however dropped the idea in favor for the current implementation. It was a difficult decision, but this is indeed working as intended.
I went with this because the drop down contains ships that are flagged as boosters (right click a ship -> flag). IIRC (this was, like, 2 weeks ago and I haven't looked at it since), it's fairly difficult to add the dragged ship to the dropdown menu. Then you have to deal with taking it out when you switch it, and other use cases that, quite frankly, I didn't want to think about at the time.
Besides, having it as static text will allow us to maybe put a link next to it that opens the fit in a new tab (which was planned, but then I saw something else I wanted to tackle >_>).
I can look at it again if there is demand for it; will continue to monitor this thread. =) |
Sable Blitzmann
In Exile. Imperial Outlaws.
116
|
Posted - 2014.03.18 14:49:00 -
[22] - Quote
Sinsuzo Sho wrote:Sorry if I missed this somewhere else, but is it possible to turn off the market update? When I am not busy at work I like to mess around with fits, and I don't want pyfa to constantly bounce off our firewall.
Amazing tool, keep up the good work!
Not possible at this time, could be added as a setting. In the meantime, there is proxy support.. |
Sable Blitzmann
In Exile. Imperial Outlaws.
116
|
Posted - 2014.03.18 17:30:00 -
[23] - Quote
Sinsuzo Sho wrote:Thanks for the quick reply! Unfortunately a proxy wouldn't do anything for me in this instance. How often does it try to do a market update? Other than the every 60 seconds if it fails of course.
I haven't looked at the pricing update code too much, but it should try to lookup the price every time you add a mod. Pyfa has an internal price caching table - I'm not sure what the expiration is, however if you try to look up the price before the expiration it should come from the database rather than the network.
Not only that, but if market update fails, I think it disables it for a few hours. I'd have to look more into it. |
Sable Blitzmann
In Exile. Imperial Outlaws.
116
|
Posted - 2014.03.19 00:22:00 -
[24] - Quote
Hey thanks! I'll talk with Kadesh about it, maybe we can remove it from the next release. I don't know enough about it to really comment for sure tho.
Is it recreated when Pyfa runs again? |
Sable Blitzmann
In Exile. Imperial Outlaws.
116
|
Posted - 2014.03.22 21:41:00 -
[25] - Quote
Carlita Desposito wrote:"PyFa has stopped working". I get that everytime i try running the program. Even tried reinstalling it. Any1 have any idea what creates this issue, and how to make it go away?
-Thanks.
That's way too vague. Backup your database from ~/.pyfa, delete the folder, re install new version, and try again? Has any version worked for you?
Wilhelm Knicklicht wrote:hi guys! i really love pyfa so far, great tool!
a couple of things have me flummoxed though:
- how can i import my pyfa fit in eve under mac osx? - how can i import my character from eve under mac osx?
sorry if this has been answered before, couldn't find any useful information...
Character: Use the API. Menu > Window > Character Editor
Fits: https://github.com/DarkFenX/Pyfa/wiki/Import-and-Export |
Sable Blitzmann
In Exile. Imperial Outlaws.
116
|
Posted - 2014.03.23 00:04:00 -
[26] - Quote
Wilhelm Knicklicht wrote:thanks sable! i imported my character into pyfa, worked like a charm.
no luck with the fit though. github wiki says to export to fittings folder, but the location only applies to windows. in mac osx the fitting folder is somewhere else and i haven't been able to find it... :-/
I have no idea where it is on Mac. I assume Mac has a Documents folder somewhere. You can find out where in EVE by going to fitting management screen and exporting a fit from EVE. It'll pop up with the message:
Fittings have been exported to the file: -path-
Or you can use the HTML Export option, which is much easier: https://github.com/DarkFenX/Pyfa/wiki/HTML-Export |
Sable Blitzmann
In Exile. Imperial Outlaws.
116
|
Posted - 2014.03.23 21:15:00 -
[27] - Quote
Eloque wrote:This might be very basic, but I couldn't find it with Google, so I am asking here; How does Pyfa calculate the capacitor recharge stability?
I've got a fit and this is what I get in the cap box;
Total 7.53 Stable 34.3% +109 GJ/s - 97 GJ/s
Now, if I calculate, that isn't what I expect, because;
109 GJ/s = 100% 1.09 GJ/s = 1% 97 / 1.09 = 88.9% 100 - 88.9 = 11%
Or, different way;
109 GJ/s = 100% 1.09 GJ/s = 1% 109 - 97 = 12 12 / 1.09 = 11%
So I would expect it to be 11% stable, giver or take a few tents of a percent. Am I making a wrong assumption here?
I'm definitely not the best person to comment on the maths behind Pyfa, but I believe you are forgetting about recharge rate. Just like shields, the rate of capacitor recharge fluctuates and is at it's highest at around 33% - this is why, when flying shield tanked ship, people can hover at around 33% much longer and you're tank is considered "breaking" once it goes past that mark. same with capacitor. Obviously, that will affect the overall stability rating.
See here: https://wiki.eveonline.com/en/wiki/Capacitor_recharge_rate |
Sable Blitzmann
In Exile. Imperial Outlaws.
117
|
Posted - 2014.03.24 00:55:00 -
[28] - Quote
You're gonna have to be more specific. The stability that I get for my ships closely match what pyfa gives (it can be slightly off) |
Sable Blitzmann
In Exile. Imperial Outlaws.
117
|
Posted - 2014.03.24 04:43:00 -
[29] - Quote
Also, been working on a little something:
https://www.dropbox.com/s/qqsfs3im2d30cqz/slotBlanks.PNG
This is probably the most requested feature since Pyfa was release - to visually split slots. However, it has never been supported due to technical limitations of the UI toolkit that Pyfa uses, and the time required to make a proper fix which would be to have a group of list items (modules) attached to a header.
Well, proper fix be buggered, I went ahead and hacked something together. We can kind of emulate the look by inserting blank items into the list. At the moment, I only want to get it to work with blanks: I have not looked into styling them or adding text such as "High Slots" or "Rig Slots". However, I believe even just the blank lines gives a very good visual representation of the slot layout of a ship at a glance. |
Sable Blitzmann
In Exile. Imperial Outlaws.
117
|
Posted - 2014.03.24 14:28:00 -
[30] - Quote
Eka Sina wrote:Problem with 1.1.22 in Windows 7. Yesterday worked fine, today:
...
Last I heard this may be related to environmental changes (lack of space on the drive, etc). See https://github.com/DarkFenX/Pyfa/issues/6
Although I can't vouche for this (backup your data!), this might work if nothing else does. https://forums.eveonline.com/default.aspx?g=posts&m=4359885#post4359885
LakeEnd wrote:PyFa noob here, is there are way to get pirate faction frigate changes to PyFa? Does special branch with dev-stuff exist or maybe special set of data files?
(https://forums.eveonline.com/default.aspx?g=posts&t=324954&find=unread)
TIA
There's no easy way unfortunately, especially if these changes aren't reflected on SISI yet. You can open eve.db in a SQLite manager and change them yourself, however it's not intuitive and you need to know how the database is laid out. Furthermore, any effects that may have changed you might need to add to pyfa itself, which is a completely different beast. |
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Sable Blitzmann
In Exile. Imperial Outlaws.
117
|
Posted - 2014.03.25 04:44:00 -
[31] - Quote
Nimos Endashi wrote:When I try to import an xml file into pyfa, it gets stuck on "Importing" (with the box moving back and forth). Same file imports into EFT just fine. What can I do?
Can you post the XML file, as well as version of Pyfa and operating system? |
Sable Blitzmann
In Exile. Imperial Outlaws.
117
|
Posted - 2014.03.26 04:01:00 -
[32] - Quote
Glad you fixed it.
In other news, I just pushed this thing to the master branch on GitHub: https://www.dropbox.com/s/alas7zwu0e3ivq3/racks.png
Hopefully this helps visualize slot layout =) |
Sable Blitzmann
In Exile. Imperial Outlaws.
118
|
Posted - 2014.03.26 15:07:00 -
[33] - Quote
Dan Rae wrote:JohnHoe wrote:Excellent. This is one of the things that stops me from using pyfa as opposed to EFT. The other thing I am missing is the ability to add charges/paste to the cargo hold for easy exporting. This would indeed be awesome and though I see it in dropbox, I have no idea how to download it and integrate it to PYFA, if someone could point me in the right direction, I would be very grateful. EDIT; Got it eventually, great addition!
Yeah, it'll be available in the next release, however as you found out there's ways of getting it now. I should probably document that on the wiki. =D
|
Sable Blitzmann
In Exile. Imperial Outlaws.
118
|
Posted - 2014.03.28 17:27:00 -
[34] - Quote
Lazerius Bishop wrote:Hi Guys, thank you for the great tool, just a simple question. Do I have to download the tool everytime when a new release is out, or is it possible to update directly with/from git? I tried several git commands but with no success.
The most recent version, v1.1.22, will notify you when an official release is ready. It'll offer a download button that will open your web browser and take you to the release details.
As for updating with git, it's possible. If you're on Windows, you can install python and run directly from source. I think it might even be possible to do it from the official Windows release, as all it is is the source files with python / dependencies bundled, tho I haven't tested this.
No idea how Mac works, and Linux you can just run from source. |
Sable Blitzmann
In Exile. Imperial Outlaws.
118
|
Posted - 2014.03.29 02:23:00 -
[35] - Quote
Deleting that file doesn't have any impact afaik. See https://github.com/DarkFenX/Pyfa/issues/6#issuecomment-27734372 |
Sable Blitzmann
In Exile. Imperial Outlaws.
118
|
Posted - 2014.03.30 19:38:00 -
[36] - Quote
March rabbit wrote:Great work guys!
Wanted to ask: is there any possibility to see RAPID DPS of rapid launchers? How big damage they do with 1 full load of ammo? How long it will take for this fit/skills set?
Thanks
The DPS does not include the reload time unless that has been enabled in the Preferences. So the number that you see there is the DPS until the reload starts. |
Sable Blitzmann
In Exile. Imperial Outlaws.
118
|
Posted - 2014.04.03 04:15:00 -
[37] - Quote
Had a bit of downtime tonight, thought this might be a fun project to keep me occupied. I've set up automated 'nightly' builds on my server, which can be found here:
http://blitzmann.it.cx/pyfa-nightly/
Runs every night and generates new builds if commits were made that day. |
Sable Blitzmann
In Exile. Imperial Outlaws.
118
|
Posted - 2014.04.04 03:19:00 -
[38] - Quote
Naso Gomez wrote:It seems the fall off range for Railguns is off, in game tool tip displays a little less than double what is displayed in Pyfa. http://i.imgur.com/l95jHS7.png
These kind of things are most likely user error. Check your fitting, you implants, make sure character API is up to date.
Also, that is not enough info to start diagnosing a potential problem. Please include fit, is this all V / All 0 / custom skill set, complete picture of the fit in-game and in pyfa would be a great starting point. =) |
Sable Blitzmann
In Exile. Imperial Outlaws.
118
|
Posted - 2014.04.05 20:27:00 -
[39] - Quote
Louis Ferreira wrote:Noticed an issue. According to pyfa you can't neut (project a neut onto) a carrier with an active triage module, a dread with an active siege module, or a marauder with an active bastion module, but this is untrue in-game
This is a known issue and has been reported to our issue tracker: https://github.com/DarkFenX/Pyfa/issues/69
We are still unsure how to proceed at this time, but it's my intention to look into having it fixed. =) |
Sable Blitzmann
In Exile. Imperial Outlaws.
118
|
Posted - 2014.04.08 03:38:00 -
[40] - Quote
Steven Shen wrote:I think that the bonus of Interdictor Heretic doesn't work Specifics, please? Expected / actual results. For me Heretic bonuses are being applied to Light missiles, rockets, MWD sig, and armor resists just as advertised. |
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Sable Blitzmann
In Exile. Imperial Outlaws.
118
|
Posted - 2014.04.08 16:05:00 -
[41] - Quote
Blue Moonstone wrote:Sable Blitzmann wrote:Steven Shen wrote:I think that the bonus of Interdictor Heretic doesn't work Specifics, please? Expected / actual results. For me Heretic bonuses are being applied to Light missiles, rockets, MWD sig, and armor resists just as advertised. Both Corax and Heretic can fit 7 Rocket Corax (5% kinetic damage) fitted with Caldari Navy Scourge Rocket and one Ballistic Control System, it has 199 DPS. However, when Heretic (5% all damage) fitted with one Ballistic Control System, it just has 126. And I also don't know why the explosion radius and explosion velocity are different. In Heretic, it is 18m / 180m/s, in Talwar, it is 15m / 225m/s, both ships do not have radius and velocity bouns. So, I think there is a problem somewhere.
I cannot reproduce the DPS difference. Check you skills. On all 5 skill they are the exact same DPS:
http://eve-files.com/dl/267818 http://eve-files.com/dl/267819
As for explosion velocity / radius, Corax gets an explosion velocity bonus while the Heretic does not. As noted in the picture, with controlled fit, explosion radius is the same for both. Check other modules you may have fitted, as well as skills that you're using, rigs, boosters, and implants. I cannot reproduce problem. |
Sable Blitzmann
In Exile. Imperial Outlaws.
118
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Posted - 2014.04.08 16:13:00 -
[42] - Quote
Blue Moonstone wrote:Sable Blitzmann wrote:Steven Shen wrote:I think that the bonus of Interdictor Heretic doesn't work Specifics, please? Expected / actual results. For me Heretic bonuses are being applied to Light missiles, rockets, MWD sig, and armor resists just as advertised. And the same problem also exists for Flycatcher. What's more When fit with 7 * 200mm autocannon, Sabre just has 163 DPS when Thrasher has 229, both of them own a 5% damage bonus. And sabre's falloff bonus doesn't work. For Eris, When I try to plug a hybird weapon rigs, the power grid increases 6%, while in other ship, it should be a 2% increase.
I, again, cannot reproduce the Thrasher / Sabre issue. theyhave the same DPS, and falloff bonus IS being applied to the guns, as shown here:
http://eve-files.com/dl/267821 http://eve-files.com/dl/267820
Haven't checked Eris or Flycatcher - going to have to have more specifics (which rig, what is the rigging skill at, etc).
Make sure you're using v1.1.22 (version found in Help > About). It's either an old version, or your skills are wonky.
You can also check what is affecting various things. You see that the rocket is going furthur than you think it should? Show charge stats > Affected by and see all the skills, modules, rigs, and even ship bonuses affecting that particular thing. This is a good way to double check if something is a bug or not |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
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Posted - 2014.04.11 03:10:00 -
[43] - Quote
CCP Logibro wrote:One thing you guys might want to try.
Project fit A on fit B. Then project fit B on fit A.
Warning: Some recursion might be involved.
Thanks! It's always nice to see devs working with the third party community, reporting bugs on our projects even! =)
Lothros Andastar wrote:Is there a way to alter the balance of resists given by the Reactive hardener in the EHP/Repair amount calculation? By Default it lists the 15% balance as normal but I would like to be able to alter that so I can see (for example) How it will fare when it's reacted to 30/30 or some other balance of resists.
And just to add my two cents (though I thank you for your work!), I think it would be nice if you could right click drag to copy modules across slots, control click to offline rigs temporarily to see their effect on the ships stats and an option to organise the ships list into groups based on Hull size (Frig/Cruiser/BattleCruiser/BattleShip/Capital/Supercapital)
I do not think there is any special mechanic for the Reactive hardener. I believe is stays at 15%, but don't quote me on that. If so, implementing functionality to change it is, I think, a job for the new engine. Kadesh is probably the best person to answer that kind of question.
As for the little things: - Internally, a feature has (finally) been added so you can copy modules by CTRL+Click+Drag. This is something that was planned for back in 2011 according to commit history. I added that and also fixed swapping modules (swapping positions currently has some unexpected results). These will be in the next release (or... pyfa nightly). - Offlining rigs is something that would be very beneficial, however may or may not be supported internally (you can't offline a rig in game but I can't remember how exactly module states are implemented in Pyfa). I can look into this. Workaround for now: Right click -> show module group, then remove rig. Showing the module group allows for quick access to fit it again. - I would love this kind of tree, and it's something I looked into. Lets just say it's not as easy as it looks, and would require quite a bit reworking IIRC |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
|
Posted - 2014.04.12 01:54:00 -
[44] - Quote
howling wind wrote:Hey there. Just reporting a bug with the way DPS is calculated for sieged dreads. Pyfa seems to multiply the base damage by 8.4 however the in-game bonus is a 840% bonus on top of the base DPS. Proof Pyfa/Ingame DPS Display (Both showing same figure) Pyfa/Ingame Sieged DPS Display (This shows the differences between the two.
I'm pretty sure this was fixed internally and will be release with the next version: https://github.com/DarkFenX/Pyfa/commit/e00941b2
You can fix your local copy by applying that commit to the affected file. Let us know! |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
|
Posted - 2014.04.20 17:15:00 -
[45] - Quote
Akiko Ichosira wrote:Is it just me or when you search for a keyword or a ship ingame from the pyfa html you dont get what you are searching for instead you get the hole ship class. Here's a pic: http://prntscr.com/3bs1uiAnd i have my pyfa names set up really neat and easy to find. i call them like "deimos armor buffer rail" i would love to be able to search for like "armor buffer" and only get all the fits with armor buffer in the name showing. http://prntscr.com/3bs2j5
You are correct. While it searches the fit name, it returns the entire ship 's catalog along with fits that don't match the name. This was he same behavior with the old HTML export - it is using jQuery's built in list searching feature, and it would need a bit of extra tweaking and custom filtering to display only those that match. I would like to revisit this soon. |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
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Posted - 2014.04.22 00:26:00 -
[46] - Quote
NearNihil wrote:Speaking of HTML exports, is it possible to include charges (like ammo, scripts, probes et al) when I import the fits in-game? Fits saved in-game have them, Pyfa exported ones don't, and for the sake of convenience and laziness it'd be nice to have.
This would be accomplished with support for storing Charges or Cargo, which Pyfa currently does not. It's something I've looked into a few times but I always fall behind. Perhaps support for the loaded charges / scripts on the modules can be worked into the standard DNA export - it's something that I can look into, but no promises. =) |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
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Posted - 2014.04.22 05:52:00 -
[47] - Quote
NearNihil wrote:Speaking of HTML exports, is it possible to include charges (like ammo, scripts, probes et al) when I import the fits in-game? Fits saved in-game have them, Pyfa exported ones don't, and for the sake of convenience and laziness it'd be nice to have.
This was actually insanely easy to implement: https://github.com/DarkFenX/Pyfa/commit/260737013a2930d68113b0e55fbf42b4a3aa6c8a
Note: This is not implementing the requested feature of a cargo bay. This simply takes the charges already loaded into the fitted modules and sums them, dumping them in a way that the EVE client can see. |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
|
Posted - 2014.04.23 03:03:00 -
[48] - Quote
Are you talking about adding general charges in cargo to the fit? Work on that stalled a while back, and I'm working on a few other things for Pyfa. Hopefully I can continue with it soon, but no promises.
However, the latest commit will include LOADED charges on the modules in the fit's DNA export (which is used by the HTML export). When you open the fit in EVE from the HTML export, the client will interpret these as charges belonging to that fit and list them in the appropriate section. However, as Pyfa doesn't yet have proper support for cargo bay, we must use the currently loaded charges in the modules, and so we are limited by the amount of charges the export can show. For example, you cannot include 4 different missile types when you only have 2 missile launchers. I hope this makes sense.
As for getting the export changes, try http://blitzmann.it.cx/pyfa-nightly/ (latest) or wait until official release (or apply commit yourself -- it's only a few lines of code) |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
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Posted - 2014.04.23 04:55:00 -
[49] - Quote
Lord X3n0s Aeon wrote:Looking through your code I don't see how those changes modify the XML file that eventually gets imported by EVE... I must be missing something here.
Oh, no, this only changes the HTML export of the fits. I thought the XML exports already exported with charges! I will definitely look into adding it for XML export as well (also, you should check out the HTML export - it's easier than the whole export to XML -> import to eve thing: https://github.com/DarkFenX/Pyfa/wiki/HTML-Export)
Also, yes, IIRC the nightly build will work off of your existing database. So back up and be careful, and let us know of any breakage! |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
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Posted - 2014.04.23 05:20:00 -
[50] - Quote
Fittings in Pyfa do not currently have a cargo attribute -- this is going back to the cargo feature that I would like to implement but just haven't had time to work on.
I just commited this feature to my local branch. https://github.com/blitzmann/Pyfa/commit/943ddd3da1a715184a8d39d88c731054c62dec8d
The modules themselves have the charge information that we need, so as we loop through the modules, we collect that info and store in a dict. Then we simply loop that dict and add them to the XML file. You almost got it in your example. =) Feel free to continue to poke around and patch stuff!
I'm on my laptop without an EVE installation, so I cannot verify that it imports into EVE correctly. Once I can verify it, I'll push this commit upstream |
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Sable Blitzmann
In Exile. Imperial Outlaws.
119
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Posted - 2014.04.23 05:50:00 -
[51] - Quote
Lord X3n0s Aeon wrote:On first try copy/psating your changes into the eos/fit.py didn't generate an XML output that had the cargo tags in it. No error messages or anything... just exported an XML without the tags.
Perhaps I made a mistake somewhere.
works for me. http://pastebin.com/ULtkWy71
Make sure charges are added to the modules. Also, here's the raw file to avoid copy/paste errors: https://raw.githubusercontent.com/blitzmann/Pyfa/943ddd3da1a715184a8d39d88c731054c62dec8d/eos/saveddata/fit.py |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
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Posted - 2014.04.23 14:33:00 -
[52] - Quote
StinGer ShoGuN wrote:Just wanted to submit a bug (or more exactly a missing code part I guess): charges in projected modules are not taken into account.
For instance, remote sensor boosters: if projected onto a fit, stats are modified correctly. But if you load let's say, a scan resolution script in it, stats remain unchanged compared to the non-scripted ones. Hope what I'm saying makes sense. Tested remote tracking computer as well, does not work neither.
I do not have time to dig it so I'm posting it here. If it ever happens that I can have a look at it, I will.
This has been a known bug for quite a while. It's been "wontfix" because the new engine is being developed which would take care of this issue and Kadesh wanted full focus on that. I'm not a developer of the new engine (that's all Kadesh's handiwork), and so until the Pyfa rewrite starts and swings into full force I can devote my energy into working on the current codebase of Pyfa to try to fix these little things that have been stuck on "wontfix" status. I am not exactly sure why this particular issue happens but it is something I hope to look into soon
|
Sable Blitzmann
In Exile. Imperial Outlaws.
119
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Posted - 2014.04.24 14:05:00 -
[53] - Quote
Blodhgarm Dethahal wrote:Unsure if this has been mentioned but Pyfa does not calculate Siege Module effects correctly on guns, it is stating that my Revelation max skilled with 4 Faction Heatsinks only does 9900 approximately. In game my max skilled Revelation does 11k..
Please fix! I like your graphs way better than EFT :(
It's already been fixed and will be out with next release. If you wish to have a fixed version yourself, please apply this patch to the correct file: https://github.com/DarkFenX/Pyfa/commit/e00941b2c568915b6762a7416afdd129e3952727
Or, look here for recent builds: http://blitzmann.it.cx/pyfa-nightly/ |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
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Posted - 2014.04.24 14:16:00 -
[54] - Quote
Also, projected modules no longer ignore charges: https://github.com/DarkFenX/Pyfa/commit/83c0bbe37b883ffaf21a80db55fdb4625680053a
I think this commit was just missed on last nights build, but should be included in tonights if anyone wants to give it a go. =) |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
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Posted - 2014.04.25 04:35:00 -
[55] - Quote
StinGer ShoGuN wrote:Nice ! That one was fairly easy... :P
Yeah... I wasn't expecting it to be that easy. I guess no one ever looked into it >_> |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
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Posted - 2014.04.25 23:16:00 -
[56] - Quote
StinGer ShoGuN wrote:While I'm at it and as it seems you are a fast patcher , I have another one for you. If you project a fit that contains a remote effect, like a remote sensor booster, boosts seem to be applied twice. In addition, if you project fit A on fit B, and add the same remote effect, like remote sensor booster again, on fit A, B seems to receive a double booster twice but stacking is taken into account. Let me give an example, it will be clearer: project a remote sensor booster on fit A. Then, fit a remote sensor booster on fit A and enable it. Then, create fit B and project fit A on it. Fit B will be boosted as it received 4 remote sensor boosters ! I'm talking about remote sebos because they're the one I spotted immediately, I've not tested if with other remote effects but I guess it would be affected the same way because it relies on the same piece of code.
This is indeed a bug, thank you for pointing it out! I've confirmed it as well as confirmed that this seems to happen with all effects. https://github.com/DarkFenX/Pyfa/issues/84
As for speedy patches, it really depends on what kind of bug it is. This particular bug may be a little more involved, but on the surface it looks similar in theory to another bug that has a fix pending commit. Will look into it. =)
|
Sable Blitzmann
In Exile. Imperial Outlaws.
119
|
Posted - 2014.04.26 21:48:00 -
[57] - Quote
Krominal wrote:I'm running into an odd issue somewhat regularly with Pyfa lately - When I first install it it runs great for a few days/weeks - after some time though, Ill launch pyfa but nothing happens, the program just doesn't start, no errors or anything just "silence". It first started happening about a month ago when I was on Win7. I ended up formatting my comp and installing Win8 and installed Pyfa and it started working again, however as of today its gone back to just not doing anything when I go to launch it. I've tried downloading the latest releases zip package and overwriting everything in the pyfa directory, and I've also tried downloading the executable and installing pyfa, however pyfa just refuses to launch in both cases. Any ideas whats causing the issue?
Perhaps it's database corruption. Overwriting the pyfa directory won't fix this as user database and settings are saved in ~/.pyfa (on Windows, C:/Users/< user >/.pyfa). If there is something wrong with the database, then pyfa might fail silently
1) Backup .pyfa directory. 2) Look for any log files that might be here. 3) Upload saveddata.db somewhere. Since this contains potentially sensitive information (fittings, api details), I recommend sending me a mail ingame with a link to the upload for privacy, so that I may investigate 4) Delete directory and start Pyfa. Does it work now?
Let me know. =) |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
|
Posted - 2014.04.27 16:00:00 -
[58] - Quote
Thanks for your comments. I'm still testing the various fixes, but would be interested in hearing feedback if you run into issues. I've responded with a test release here: https://github.com/DarkFenX/Pyfa/issues/84#issuecomment-41499332 |
Sable Blitzmann
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120
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Posted - 2014.04.29 18:01:00 -
[59] - Quote
Rubicon 1.4 changed duration of omni directional tracking links to 30 seconds. This is the only change, and as such, I don't think it's worth the hassle of making a completely new release of Pyfa. However, I have modified the eve data file for pyfa, and it can be downloaded from my server here:
http://blitzmann.it.cx/eve.db
Simply overwrite eve.db in pyfa/staticdata/ to apply. =) |
Sable Blitzmann
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Posted - 2014.05.03 23:58:00 -
[60] - Quote
UCara wrote:Hello, good job you guys perform, pyfa is awesome.
But, as a suggestion, would it be difficult to have volley of drones also automatically calculated?
Thanks.
It might be possible. Where do you think this info should be displayed? I think we might be able to add a colum to the drone window to show volley / dpa info of stack |
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Sable Blitzmann
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Posted - 2014.05.06 05:14:00 -
[61] - Quote
Lothros Andastar wrote:Are Geckos added? :3 No. =3
I think they added the Gecko info with Rubicon 1.4, which pyfa has not technically been updated for other than the modified eve.db for Omni Tracking Links. It's quite a hassle to update pyfa with new data from EVE unfortunately. This is something that Kadesh usually handles, but I may take a whack at it.
UCara wrote:Sable Blitzmann wrote:UCara wrote:Hello, good job GǪGǪ..
.... It might be possible. Where do you think this info should be displayed? I think we might be able to add a colum to the drone window to show volley / dpa info of stack in the same location volley is displayed, with overall ship's volley, that would be great. http://prntscr.com/3gmswwthanks.
I personally have an issue with adding it to the overall volley. I think having it on the drone window and showing volley for drone stack would be a better option, or perhaps have drone volley added as an option in the preferences. |
Sable Blitzmann
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120
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Posted - 2014.05.06 05:15:00 -
[62] - Quote
Also, I just pushed a new feature to the master branch: proper support for Cargo, including adding various charges and modules to the cargo in Pyfa and having correct import/export of it throughout all formats. I started on this feature 9 months ago, then stopped. Few days ago I started work on it again and it's to a point now where it works well. I just forced a nightly build of these changes, would appreciate if some people give it a test run: http://blitzmann.it.cx/pyfa-nightly/
I'm currently working on improved drag+drop functionality, so that one can drag from cargo to a slot in the fitting window and swap them out. This would make the new cargo feature that much more handy, as it can be used a personal collection bin of modules that you may want to try on your fit without having to search for them all the time after swapping them. This is still in the works tho. |
Sable Blitzmann
Aperture Harmonics No Holes Barred
120
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Posted - 2014.05.06 17:30:00 -
[63] - Quote
StinGer ShoGuN wrote:Sable Blitzmann wrote:Also, I just pushed a new feature to the master branch: proper support for Cargo, including adding various charges and modules to the cargo in Pyfa and having correct import/export of it throughout all formats. I started on this feature 9 months ago, then stopped. Few days ago I started work on it again and it's to a point now where it works well. I just forced a nightly build of these changes, would appreciate if some people give it a test run: http://blitzmann.it.cx/pyfa-nightly/I'm currently working on improved drag+drop functionality, so that one can drag from cargo to a slot in the fitting window and swap them out. This would make the new cargo feature that much more handy, as it can be used a personal collection bin of modules that you may want to try on your fit without having to search for them all the time after swapping them. This is still in the works tho. Was playing with your new cargo stuff, looks cool. But at some point, I wondered: "hey, how much space left have I got there ??" See where I'm going ? Yes yes, indeed, that way: you should add something somewhere so we know when the cargo is full. And know anyway what's the portion of cargo used. I think you could add a nice bar in a third column of the cargo items, bar that would show the percentage this line use in the total cargo. And add somewhere else (maybe dedicated top line in the cargo tab) with the total percentage cargo usage. Don't know if I'm clear... I'll try to play with Inkscape and post a shot of what I mean. Or code it directly... May be faster...
Hover over the ship's capacity, and you'll see available cargo.
However, I understand that this is totally not intuitive. It was more of a stop gag. I wasn't sure where exactly to display the amount of remaining cargo (there isn't much room with the other PG/CPU/DRONE resources in the stats panel). There may be a way to force a custom row in the cargo view to show % used, but I haven't thought about it too much. A mock up would be interesting to see your ideas, and I'm definitely looking for more feedback from others as well. =)
EDIT: or, perhaps, if cargo view is active, switch out the drone bay bar with a new cargo bar... hmm... |
Sable Blitzmann
Aperture Harmonics No Holes Barred
120
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Posted - 2014.05.07 18:27:00 -
[64] - Quote
Lothros Andastar wrote:Is there an easy way for an end user to edit the module/ship data? I'd like to add the new rattlesnake and gecko to do some theoryhammering.
tl;dr: no, there's no easy way.
Someone mailed me about this very issue a couple of days ago. copypasta:
Quote:Unfortunately, there is no easy way to edit the attributes or add new items / ships to the database. It's possible, sure, but it's also a pain in the ass. eve.db is a SQLite database and can be edited with any tool that supports SQLite (I use SQLite Manager extension for Firefox). However, that's the easy part. The database is more or less structured in much the same way as the official EVE database dump. There might be some small differences (I believe pyfa removes some inert columns and such). If you would like to learn more about the structure, see here: http://wiki.eve-id.net/Category:CCP_DB_TablesI can give a quick tutorial tho. For example, I recently released eve.db that included the Omni Tracking Link duration changes that came with Rubicon 1.4. I did this manually. I found all the type IDs of the affected modules, and for each one I changed the attribute value. For the sake of example, lets say I am going to modify the tech 1 meta 0 module of this group. This has a typeID of 23533. I also need to find the ID of the "duration" attribute. You can find this in `dgmattribs`, which shows us that this attribute ID is 73. Now, to change the actual attribute, you need to find the attribute value that links to this attribute and module. This is in `dgmtypeattribs` - simply search for the typeID (23533) and attributeID (73), and that gives you the value (I increased it from 10,000 (10ssec) to 30,000 (30 sec)). This is a lot of manual work even if it's fairly straight-forward, and I wish that we had a better way of editing this. Adding an entire ship to the database is probably not worth it (especially if all of it's attributes haven't been released). Perhaps one day we'll ship a feature with Pyfa that allows us to edit this kind of stuff from the GUI. That only pertains to attributes, not effects. If there is a new effect, you must write python code to implement it (this is very inefficient, which is why Kadesh is working on a new engine for Pyfa). If you're techy, there is also a wiki page describing how you can update Pyfa from SISI. It's a time consuming process, and only works if SISI has been updated to reflect changes.
I've piddled around with updating to Rubicon 1.4 to include the Gecko. However, CCP changed an effect for tracking disruption / scripts, and I'm not too terribly versed in how to implement it.
For the rattlesnake, it's fairly difficult. You can use the above method to change the attributes pretty easily, however the new effect (10% bonus to kinetic and thermal missile damage) will need to be implemented in pyfa itself. What makes it worse is that SISI isn't even updated with the changes to ships, so we can't even start gathering attributes and new effects from SISI (it's difficult just to go by a dev post, rather have the actual data from the client) |
Sable Blitzmann
Aperture Harmonics No Holes Barred
120
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Posted - 2014.05.07 21:53:00 -
[65] - Quote
Just pushed improved drag/drop functionality to dev branch. This allows us to drag modules from market to fitting window/cargo/implants/etc. It also allows us to swap between fitting window and cargo.
As an additional feature, you can clone a module from cargo to an empty slot (without removing from cargo) by using CTRL. You can do this in the fitting -> cargo direction as well.
This has already helped me a lot in making fits and using the Cargo bay as a collection bin to store frequently swapped modules. Hopefully it will improve productivity for others as well. A build will be generated in a few hours with these changes. I implore everyone to test cargo functionality and drag/drop improvements, and let me know if everything feels natural. =)
http://blitzmann.it.cx/pyfa-nightly/ |
Sable Blitzmann
Aperture Harmonics No Holes Barred
120
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Posted - 2014.05.08 17:27:00 -
[66] - Quote
So, I looked into making a cargobay gauge int he resources section. It actually turned out pretty nice. As cargo has almost nothing to do with the fit, I decided to have it display only if you have the cargo tab open. Any other tab will display drone bay, which is probably more pertinent information. Pics:
With cargo: http://eve-files.com/dl/268244 With any other tab: http://eve-files.com/dl/268245
Gonna test is a bit more before pushing upstream. |
Sable Blitzmann
Aperture Harmonics No Holes Barred
120
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Posted - 2014.05.11 04:24:00 -
[67] - Quote
Pax Doosan wrote:I'm stuck trying to import fits. Aimed pyfa at a file with many, it displayed "Importing" until I killed and restarted... tried a file with just one fit and it took, so tried two... no dice.
Any idea why, what can I do? Thanks!
Upload the file somewhere and post it here or mail me in game with it. I know that there was a bug with EFT .cfg files not importing correctly that should be fixed internally. Sometimes, importing a lot of fits takes a lot of time so it would be helpful to have the file(s) that you tried (also make sure you're using latest pyfa version) |
Sable Blitzmann
Aperture Harmonics No Holes Barred
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Posted - 2014.05.13 22:02:00 -
[68] - Quote
Isabelle Warda wrote:Hi Guys, I downloaded both the zip and exe files for windows, I tried both of them, but the import function is not working for me. I used this version: 1.1.22 I can export the fittings to XML, but when I want to import, nothing happens. The loading bar appears for a split second and that's it. I don't see my fit. Can you help me, what I am doing wrong? The exported XML, that I tried to import: http://pastebin.com/8BvQcLrMThanks,
Yes, XML import broke with 1.1.22. It's due to a bad indent and has been fixed internally. You can apply the patch here: https://github.com/DarkFenX/Pyfa/commit/38bd33dce48e946c6d34c2d04f1ac46e4acadd78
Or simply replace the whole file with the version from that commit: https://github.com/DarkFenX/Pyfa/blob/38bd33dce48e946c6d34c2d04f1ac46e4acadd78/eos/saveddata/fit.py |
Sable Blitzmann
Aperture Harmonics No Holes Barred
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Posted - 2014.05.13 22:46:00 -
[69] - Quote
Isabelle Warda wrote:Sable Blitzmann wrote:... Thanks, it is working! Edit: Although when I want to import an XML which has more then one fittings then I experience the same problem. The file I used: http://pastebin.com/1ggjg9DBThanks
I cannot reproduce with dev branch. I am using that file, and all fittings import correctly. Please note that when importing multiple fittings, they do not open like the single fit import does. Please browse to the ships and verify that they are or are not there.
If not, please try the latest nightly build: http://blitzmann.it.cx/pyfa-nightly/ (note that Windows installers are not automatically generated, just the packaged version)
If that still doesn't work, let me know. =) |
Sable Blitzmann
Aperture Harmonics No Holes Barred
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Posted - 2014.05.14 21:18:00 -
[70] - Quote
Isabelle Warda wrote:Thanks, now I see my other fits too. Can I make a suggestion: Is it possible to show the fitted ships on the "Ships" tab in another way, for example in a separate "tree" under the ships (or just create another tab next to the "Ships" and there could be all the imported ships)? Because for noobs like me, it is rather difficult to find the saved ships in that tree (I know that I can search for it, but it would be nice to see all my saved ships in one place). Thanks, PS: Keep up the good work!
I am not sure I understand what you are suggesting. Are you suggesting a tree view like the market has? The would require an overhaul of the existing design, and I believe it goes against the intended design philosophy of Pyfa. Are you able to pinpoint what it is exactly about the current ship browser navigation that is confusing or intuitive? I am of the opinion that it's fairly easy to grasp and find ships that you're looking for, however I've also been using it for years so I may be biased.
Open to suggestions, however we will probably not be looking at any major redesign of UI elements. We may be able to implement some sort of basic tree functionality as an option when Pyfa is rewritten -- you never know. =) |
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Sable Blitzmann
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Posted - 2014.05.15 04:00:00 -
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Isabelle Warda wrote:Well, for me it is difficult to find my fitted ships under the "Ships" tab. Since I am a very new player, sometimes I can't remember the name of the ship (maybe I am the only one with a bad memory :) ). So when I want to find a ship after I loaded my fittings, sometimes I have to think for 5 seconds to figure the name out, but of course I can't remember, so I have to go to eve online, check the fits in game and when I find my ship there, I can search for the same ship in pyfa :) So for example a similar structure would be nice in pyfa: There would be a third tab next the "Ships" tab and you would find a tree there, with the ships from the loaded XML (#1 option). But if this is against the design, then maybe would it be possible to just show a number (the amount of the saved ships) next to the type of ships in the "Ships" tab (#2 option). You can see what I am talking about on this image: http://tozo.info/pyfa_ui_1.pngOn the image you can see a number next to Battleship and next to Cruisers (that number would mean the amount of fittings under that type). So if I have one battleship fitting, then after the xml loaded, that number would be one. This way at least I can see what type of fittings I have. I hope I was able to describe the situation clearly enough :) Thanks again!
I don't believe this meets the design of Pyfa. There is no reason to have a tab dedicated to already saved fits as that is the purpose of the ship browser (the "Ships" tab). Not only that, but a tab with all fits would become unruly very quickly. As you become more familiar with the game it'll come easier to find the ships you're looking for, and thus the fits. There is a feature in the ship listings of the ship browser that shows how many fits there are per ship. There's also a button that will filter out the ships that have 0 fittings (icon is the green crossarrows).
I am still confused as to how you're having difficulty in finding your fits, tho. I may just not be understanding the issue, but you state that you need to find the ship in EVE to remember what it is in Pyfa. To find it in EVE you need to know what kind of ship it is. This is the same way in Pyfa. Pyfa also has a search function that makes it easy. If you want to find a fit but you can't remember the fit name, search for the ship name. If you can't remember what ship it is, but remember you named it "EPICDEATH", just search for that.
However, while looking at this, I do find that when importing multiple fits, it would be nice to show the fits that were just imported. I'll file a todo and see where it goes. ;) |
Sable Blitzmann
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Posted - 2014.05.16 23:03:00 -
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Isabelle Warda wrote:Sable Blitzmann & StinGer ShoGuN:
Yeah I was thinking about the same thing, maybe I have to be more familiar with the game/ships and it will be easier for me to find the saved fitts.
Thanks
Edit:
Another feature I am thinking of: What if we would be able to say to pyfa, that show only the items (or group of items) which can be fitted into the "Low Slot" or "Mid Slot", that way we wouldn't have to go through everything to find the "perfect" item (although I am sure that somebody already thought of that, so basically I am just curious what was the reason behind the "rejection" :) ).
Thanks
Yes, it's been suggested before. It hasn't been rejected to my knowledge, just always on the todo and never materializing. |
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Posted - 2014.05.20 00:46:00 -
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Wrathful Penguins wrote:Odd request and may not be doable but could there be an option to switch the ships/attributes/slots etc between different eve patches? So under file, for example, there was an expansion option and you could select Tyrannis and it'd let you come up with retro fits.
Yes, this is unpractical in the current codebase of Pyfa.
It isn't simply switching out the EVE data (eve.db) - that's the easy part. You also have to have the new effect files - which are written in a mostly manual process (https://github.com/DarkFenX/Pyfa/wiki/Updating-for-new-EVE-expansions). These files change a lot - new effects are added, old effects are removed... it would be a hassle to maintain. I would recommend getting an older copy of Pyfa, which can be found on GitHub (back to Odyssey 1.1)
I believe the new engine should allow for this type of feature where we can distribute "packs" that contain expansion-specific data. However, we still need to start work on the new Pyfa that uses the new engine.
Steve Ronuken wrote:Any chance of a custom ship adder? (and ideally custom modules?) I know totally new things (new options. like adding hull rigs) is a lot more difficult, but I'd like to be able to, say, duplicate a fenrir, and then adjust its stats. (I have a somewhat broken pyfa now, from messing with the database for it )
Something like this would kind of tie into a attribute editor of some sort. It's a fun idea, and something I've thought about, but a big project, and probably better suited to the new engine / rewrite. |
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Posted - 2014.05.21 22:45:00 -
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Lothras Andastar wrote:Howdy. Great tool but would be even better with these. :P
1) Ability to temporarily offline rigs to see how they affect attributes. It's frustrating to have to remove them then dig though the parts list to re-add it. For example to see if something remains cap stable with/without CCC or CPU/PG usage for those kinds of rigs.
2) The ability to right click modules and change the affecting skill ala EFT.
3) Option to have Pyfa remember how many tabs and what fits were loaded ala EFT.
4) Ability to set an API character as the default character on launch. As of now it always loads the All Level 5 Character and you have to swap to an API character manually.
5) Toggle option to allow for double clicking a fit to open in a new tab rather than overwriting the current one.
6) Civilian Gun Modules! I know it sounds crazy, but I actually have a fit that uses a Civilian Blaster as an agro drawing/assigned drones gun. I see a lot of the other Civilian modules but unless I am being stupid and missing something it's missing the Blaster, Lazor Beem, Railgun and w/e the Projectile one is.
Wonderful post, and wonderful suggestions. =)
1) Yes, I think this has been requested many times. Pyfa tries to emulate EVE as closely as possible, and I believe valid states (online, active, offline, etc) come directly from eve data (and you can't offline rigs in EVE). I was planning on looking into this, but never did. Workaround for now: Right click -> show module group, then remove rig. Showing the module group allows for quick access to fit it again. With the upcoming release of 1.1.23, we'll have Cargo support which could double as a handy collection bin: drag the rig to cargo to remove it from fit and keep it in a safe place. =)
2) I would love this. Last I looked into this was many months ago, but I now have a more solid understanding of the codebase than I did back then. Can look into this again.
3) This is something that is on the radar for me to look into. IIRC it was a bit more involved.
4) By default, the character is saved on a per-fit basis. So if you open a fit, it should load with the last character it was saved with. There is an option via preferences to have a global character (all fits use explicitly defined character), but I don't think this is saved or loaded on pyfa start.
5) Ctrl+Click is what you want, and already available. =)
6) Just tried to add them. Apparently they are not even in the database. I'll poke Kadesh about it.
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Sable Blitzmann
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Posted - 2014.05.22 15:38:00 -
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This is a known issue: https://github.com/DarkFenX/Pyfa/issues/80
Basically, drones are kinda screwy when it comes to icons. Their "icon" is a render of the model (so not really an icon) and the render looks bad at such a small resolution. So we do not have icons for the renders. Then, there are the drones that you linked that have an icon - this is because they are assigned an icon in the eve client. It's all a bit of a mess really.
Also, why would someone want to change the file attributes in .pyfa? |
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Posted - 2014.05.22 21:09:00 -
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Lothras Andastar wrote:Basically I set the folder to Hidden so it wouldn't clutter up my User folder. I know in Linux systems the . makes the folder hidden by default.
If you set the files inside to hidden however it screws up.
That's a valid use case... I'm getting a "Permission denied" exception when I try it. Is there a reason you need to set it to individual files in the .pyfa directory rather than just hiding that directory? Perhaps it would be a good idea to look into putting it in %APPDATA%
Aedan Orlenardi wrote:Hey Guys,
I play EVE on both Mac and Windows. Is it possible to 1 pyfa installation working for both, almost like a java application, so I don't have to export and import my fits every time I switch between the two, and more often than not lose synchronisation between windows and mac?
Thanks, Mike
Yes, pyfa can use the same userdata between operating systems (but don't use it at the same time - for example, on your Mac desktop and windows laptop, otherwise conflicts might arise). The directory that is used to store user information (api, fits, characters, etc) is USER/.pyfa.
If both operating systems are on the same computer, you can mount this directory in a way that both applications uses it (for example, store it on Windows partition, then mount Windows partition in Mac and symlink directory from windows partition to /User/:user:/.pyfa).
I personally use dropbox to sync it across multiple systems, and use linux symlinks or windows file system junctions to make the link. =)
Also make sure that both installations are up to date. It can get screwy if they aren't. |
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Posted - 2014.05.23 03:43:00 -
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Claud Tiberius wrote:Hi, how does one go about updating their existing installed pyfa? i.e from 1.1.18 to the latest version.
Link tot he releases is in the first post. Since 1.1.18 there is now an installer for windows - either delete your old pyfa directory and use the installer, or overwrite your pyfa directory with the .zip |
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Posted - 2014.05.28 05:38:00 -
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Samuel Caldara wrote:Just ran into a few bugs.
1. Pyfa doesn't allow neutralizers / nosses to be used on a marauder while in Bastion. 2. Doesn't take into account Capacitor batteries and how much they affect neuts / nosses.
1) Fixed internally, please see http://blitzmann.it.cx/pyfa-nightly/ for nightly builds 2) Please elaborate with fit and what you expect vs what happens. =) |
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Posted - 2014.05.28 20:51:00 -
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Aiwha wrote:Do you plan a pre-release for Kronos data or will you be updating everything once Kronos releases?
Kadesh is currently working on Kronos release. Whether or not it is ready before Kronos releases I cannot say. The update process is long and annoying, requiring a bit of manual work. If it's not ready before, it should be available soon after. |
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Posted - 2014.06.01 16:31:00 -
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Lothros Andastar wrote:More dumb demands requests.
Any chance of a setting to limit pyfa to 1 instance? I keep opening about 2319782139678312 instances of the thing. :3
How do you accomplish this? I think I may, every now and then, open 2 instances by accident, in which case I just close one. >_> |
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Posted - 2014.06.01 18:42:00 -
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Rammix wrote:Somehow the right side of the window (where the stats are) became more narrow for me, some numbers don't fit in.
Need more info with screenshot, along with OS information
About the rack separation, it's coming with the Kronos release |
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Posted - 2014.06.01 22:48:00 -
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Admiral Gray Beard wrote:
It's available. It's under "Orbital EMP S"
Yes, this is a bug, and yes this has been fixed internally. Next release is with Kronos. |
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Posted - 2014.06.03 14:42:00 -
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Kalliea Aeterna wrote:I have a problem trying to load the ships tab. I first select the ship type (eg. Exhumers). It then shows me how many fits for each ship but when I select the ship type nothing happens. It does not view the fit or anything. My ships tab is then broken and no longer responds to anything. This started happening after I upgraded to 1.1.22 from 1.1.18. Pyfa was installed to a different directory. I have un-installed and re-installed without any success.
This sounds like it could be database corruption. Please upload saveddata.db (in your ~/.pyfa/ directory) somewhere and send me the link to this file via eve mail so I can take a look.
Rammix wrote:Sable Blitzmann wrote:Rammix wrote:Somehow the right side of the window (where the stats are) became more narrow for me, some numbers don't fit in. Need more info with screenshot, along with OS information Screenshot with some random fitting: http://i.imgur.com/G9vqPx6.png (the right edge of the "Targeting & Misc" section). OS: openSUSE 13.1 x64, kernel 3.11.10-11-desktop, KDE 4.11.5, DPI 114. And, if it's not too time-consuming, please make the lower-left section (where we pick specific modules) remember its height. Usually it needs less space than the section above it.
I was just talking to Kadesh about spacing on Linux platforms yesterday. It's difficult to figure out a best fit that works everywhere as linux can have many themes depending on distribution / gtk version. I'll take a look at it. |
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Posted - 2014.06.04 03:27:00 -
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Kalliea Aeterna wrote:Sable Blitzmann wrote:Kalliea Aeterna wrote:I have a problem trying to load the ships tab. I first select the ship type (eg. Exhumers). It then shows me how many fits for each ship but when I select the ship type nothing happens. It does not view the fit or anything. My ships tab is then broken and no longer responds to anything. This started happening after I upgraded to 1.1.22 from 1.1.18. Pyfa was installed to a different directory. I have un-installed and re-installed without any success. This sounds like it could be database corruption. Please upload saveddata.db (in your ~/.pyfa/ directory) somewhere and send me the link to this file via eve mail so I can take a look. Can I just delete this file to fix? I don't care about losing my fits as they are mostly crap anyways.
If you don't care about losing your fits, characters, etc, go for it. Let me know if it starts to work after that. =) |
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Posted - 2014.06.04 05:54:00 -
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This is a known issue with current skeleton pyfa is built upon. We will hopefully get around to rebuilding the skeleton soon () next expansion perhaps). Please see here for a fix:
https://github.com/DarkFenX/Pyfa/wiki/APPCRASH-sqlalchemy-.pyd-files |
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Posted - 2014.06.06 21:34:00 -
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Aureus Ahishatsu wrote:I had a similar issue. While fitting out a cruor I put a web on that i did not have the skill for. Rather. than just listing needing the skill for the t2 web it listed EVERYSKILL for EVERY mod on the ship. This makes it rather difficult sometimes to figure out which mod you don't have the skill for if you don't catch that as you add it.
You can still enable the "tree" view in the preferences. So if you have a few modules that you don't have skills for, but only want to know of a certain module, enable that.
The reason we switched to the "compact" skill list of showing the skills needed (listing the skills once, and the minimum level needed to fit everything currently on the ship) was because the current version of wxPython doesn't display large tooltips well. But that is still an option
Also, the bug with the compact skills should be fixed. Those interested should apply this patch: https://github.com/DarkFenX/Pyfa/commit/dea6ced052ba54fa3f8170276e977b0f406b8665 |
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Posted - 2014.06.06 21:39:00 -
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Neutral Jita Hauler wrote:Getting numerous crashes with this release when adding / removing modules in quick succession after about ~5 minutes of use. Previous version never a single crash, win7 x64.
This is pretty vague, however I'm not sure how you can provide more detail without running pyfa through a python interpreter. If that's possible for you, please do so (mail me in game if you need help with it).
Otherwise, please check the ~/.pyfa directory and provide any logs that you may see there. Pyfa has crap logging support, but there's always the possibility that it dumped the error there. If not, I'll try to reproduce issue. |
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Posted - 2014.06.07 01:03:00 -
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Jason Pareka wrote:I can't change damage types i could at first but now when i r-click the resists it no longer does anything
I cannot reproduce. More info is needed (windows? mac? version? etc) |
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Posted - 2014.06.07 17:07:00 -
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Oxide Ammar wrote:Neutral Jita Hauler wrote:Getting numerous crashes with this release when adding / removing modules in quick succession after about ~5 minutes of use. Previous version never a single crash, win7 x64. Getting also crashes, especially when I add drones to my fit.
For those getting crashes, please provide a bit more detail, such as the fit that you were working one when it crashed, the module or drone your were trying to add, exactly what happens (does it lock up, does it just not add correctly, does the program close?).
Please also backup your ~/.pyfa directory and then delete it. This will reset your user information - perhaps it's an issue with your fit database.
Alternatively, I started to provide nightly builds of pyfa here:
http://blitzmann.it.cx/pyfa-nightly/
It would be extremely helpful if you can try to pinpoint the build where the issue starts. I know it's difficult, especially for seemingly random crashes, but it's usually not random. We just need to know the reproduction steps or about where the problem was added... |
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Posted - 2014.06.08 02:01:00 -
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There is no reason to export single fits to HTML
If you mean to export to XML, go to file > Export Fitting, which will export the currently opened fit |
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Posted - 2014.06.08 16:09:00 -
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Bienator II wrote:would it be possible to keep the fit name when you drag the fits from the html exported page to a chat window? currently it creates a link with the hull name instead of the fit name.
No, this is not possible. It is a limitation of the DNA format the EVE Client needs: it does not support names, only typeIDs and qty.
Rammix wrote:[quote=Sable Blitzmann]There is no reason to export single fits to HTML
If you mean to export to XML, go to file > Export Fitting, which will export the currently opened fit Imagine such situation: you've already exported your 200 fits to html, opened one of them in eve in the browser, saw that some module is missing and want to update this single fit in html. Would be nice to do it just with a mouse click on the fit in pyfa and to press "refresh" in the ingame browser.
Oh, that's what you mean...
I tried a few months ago to refactor the HTML export to where it would only update changed fits, and not process the entire file. Seemed more efficient that way. However, it is not a trivial task, and I ran into some roadblocks. I may look at this again in the future if time permits.
In the meantime, you can enable automatic HTML generation in the preferences. This will generate the file in the background every time a fit is changed. It will still take a few seconds for the generation to complete and write to the file, but since it's happening in the background you'll still be able to use pyfa. |
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Posted - 2014.06.08 16:15:00 -
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Texty wrote:Really loving the latest changes! I find the cargo tab to be especially useful. Thank you so much for the great application <3
Some feature requests:
...
Yes, these would be awesome. However, adding a context menu to the fit tabs themselves is troublesome IIRC. What I was thinking was more along the lines of this: https://github.com/DarkFenX/Pyfa/issues/93
Although it says multiple fit import, I think it should be extended to all imports. What it would do is open in the ship browser FitViews (the widget that shows individual fits) of the imported ships. And then from there, add context menus.
I may look into context menu support from the tab again, who knows, but not sure when we'll get to it. =) |
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Posted - 2014.06.09 17:19:00 -
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Lothros Andastar wrote:1.2.0 was working for me yesterday. A reboot later and now it crashes on launch. :( Win 7 x64 Quote: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:2057 Additional Information 1:0a9e Additional Information 2:0a9e372d3b4ad19135b953a78882e789 Additional Information 3:0a9e Additional Information 4:0a9e372d3b4ad19135b953a78882e789
You can probably remove the file sqlalchemy.cresultproxy.pyd from your pyfa directory. This has been a known problem for a while, and is hopefully unrelated to the current crashes some users are experiencing |
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Posted - 2014.06.09 17:20:00 -
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Cowboy Arnerette wrote:Has anyone reported that missing skills are "sticking" when switching fits? If I was missing a skill in a previous fit, all my future fits show the same missing skill even when that module isn't used in the new fit.
Sorry if this is a repeat.
It's been fixed internally |
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Posted - 2014.06.10 02:03:00 -
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Lyrja wrote:The new version of Pyfa was crashing for me too every 2-5 minutes on Windows 7. Either by locking up or crashing to desktop with a changing problem signature. It was impossible to pin down any specific action that triggered the crash: copying a fit, adding a drone, adding/removing a module, creating a completely new ship fit, ... ... until I remembered that I changed one major thing before the crashes started occurring: the automatic html export. After disabling that i haven't experienced a crash so far, so that might a good place to start looking.
Thanks so much, I believe you nailed the issue. it does indeed seem to be related to automatic HTML exporting. I have a fix that I'm testing out, and we will probably make another release with this crucial fix in the next couple days. |
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Posted - 2014.06.11 15:26:00 -
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Lyrja wrote:I've noticed a weird interaction between missile launchers of all kinds and the capacitor stability display.
Whenever I add a launcher to a fit that has modules using cap (thus is either stable at a percentage other than 100% or last for a bunch of minutes) the percentage or lasting duration changes by a few points/seconds.
The total capacitor display remains unchanged as does the capacitor throughput display.
I seem to be able to reproduce this with any hull (with launcher hardpoints) by adding a cap using module and any missile launcher.
I've confirmed this, not sure what the issue is. Perhaps a rounding error? Regardless, the total input/output in cap doesn't change, so it should cause any significant issues. I'll make a ticket about it |
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Posted - 2014.06.12 01:53:00 -
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v1.2.1 is out with a fix for all the frequent crashes. Kadesh is on holiday for a few days, he'll update the topic title when he gets back.
Bienator II wrote:so i am using the same pyfa DB for over 2 years now and suspect that it might have some problems. (e.g i once got far too good tank values, after exporting the fit, removing it and importing it again it was fine).
Is there a procedure how to import everything into a fresh db?
backup to xml -> close pyfa -> delete db -> open pyfa -> import from xml... would this work? Are the char settings and keys also stored in the backup xml/db?
That should work, however I am not sure why you're getting off values. The database doesn't store the stats, only what modules. The fit is calculated from scratch every time you open it.
Feel free to try it, but backup your current database first in case the import isn't successful for whatever reason. =)
Also, no, the characters are not exported. |
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Posted - 2014.06.12 18:55:00 -
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That... is totally news to me. I wouldn't think the HTML export would do something like this, as it's based on the DNA format which doesn't even differentiate slots, just item IDs. I'll look into it tho =) |
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Posted - 2014.06.15 03:10:00 -
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T3 subsystem order has been fixed internally. Catch the next nightly build if you want it now
Pacifica Bairach wrote:Hi,
can you please show the mining yield per minute in case of only mining laser / strip miners are equipped? And also for Mining Drones.
Thank you for this nice tool.
This is been added thanks to @akosiaris |
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Posted - 2014.06.15 14:00:00 -
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Right. I should be more specific: it's just been added internally and will be available with the next release. If you want to give it a try now, check out the nightly releases: blitzmann.it.cx/pyfa-nightly/ |
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Posted - 2014.06.27 05:38:00 -
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It's an issue with wxPython 2.8, and won't be fixed until we update to wxPython 3.0
I've taken a bit of a break from EVE and Pyfa for the moment due to RL stuff (and Summer Sale, ofc). Should be back into the swing of things after a few weeks |
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Posted - 2014.07.03 00:16:00 -
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Majuan Shuo wrote:Steven Shen wrote:Now pyfa is able to set a ship as booster fit
And also, I advise that the electronic warefare should have an impact on target in the graphs.
In EFT - ECM jams in the projected effects showed the % chance to jam on the target data - not so with PYFA or am I missing something?
No, you're not missing anything. It's something I want to achieve, but I'm still on hiatus due to burn out and RL issues that have just recently compounded, so free time is a bit stretched.
Feature progress for ECM will be reported here: https://github.com/DarkFenX/Pyfa/issues/114
Kadesh recommends pre-caclulated values, but I think we can get away with it being based on projected modules and ships, just need to figure out best way to do it. Also, I had no idea EFT did this. Interesting...
As for target painting in graphs and things, I haven't confirmed any of it, but there it is an issue being tracked here: https://github.com/DarkFenX/Pyfa/issues/137
The thing with that is that I have never touched the graphs, so it's a bit out of my league and until I get a chance to sit down and review how it works, I can't comment on it. =) |
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Posted - 2014.07.04 03:03:00 -
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Tukucommin wrote:I just came back to eve and re downloaded Pyfa ...
Turn the cloak off. >_>
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Posted - 2014.07.04 22:52:00 -
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Scheulagh Santorine wrote:things
I had read bits and pieces of your work a while ago before I started working on pyfa. It's impressive, and I believe there are things in which we can improve upon that uses some of these advanced equations. We always encourage forking the codebase and submitting pull requests with additional features.
If you wish to discuss a specific idea, including general layout and how it would function, feel free to open an issue on pyfa's issue tracker on github. If you need any help setting up or questions about the codebase, feel free to mail me =) |
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Posted - 2014.07.19 00:16:00 -
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Victus Menethil wrote:The app looks much better than EFT. Great job on that.
Are the target painters calculated in a DPS graph? They dont seem to make a difference.
It's a known issue that TPs aren't used by the graphs.
Discomanco wrote:Dunno if this has been noted yet, I'm lazy so haven't looked.
Yeah, that was my bad. It's been fixed internally and will come out with the next release. =) |
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Posted - 2014.07.20 20:51:00 -
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I am not exactly sure how Pyfa calculates shield regen amount... I would assume that it's peak regen that it displays. I do know that the fitting window in EVE usually has rounding errors and is generally (from what I've seen ) not as accurate than pyfa or EFT.
In other news, as of right now from SISI data, it looks like the Crius release will be swift. There seems to be no changes to effects for this release - all changes seem to be to ship attributes which is easy to update. |
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Posted - 2014.07.23 01:59:00 -
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Ah, what I mean by effects is ship role bonus, how a MWD affects your ships velocity / mass, etc. Skill requirements are attributes which are easily incorporated into the next release (which is out now) =) |
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Posted - 2014.07.23 06:26:00 -
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Hakaari Inkuran wrote:Is there a reason why the DPS graph can't display sentry DPS properly? They have a massive dramatic drop to 0 DPS once past their optimal and half of their falloff.
edit; Oh yeah I meant to update this, I'm just being dumb and forgetting the 60km control range. Its weird how the graph deals with it, but pretty unimportant in the grand scheme.
That's a legitimate concern. Drones are not taken into account in the DPS graph after the drone control range because it's assumed the drones will be traveling to their target, and after you hit that limit the DPS drops since you can't send them to the target anymore (not considering the fact that they may continue to follow). In the case of sentries, they don't travel and I believe this is just an oversight when graphing support was introduced. I'll see what I can do with it. =) |
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Posted - 2014.07.24 23:03:00 -
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So, a problem was brought to me about the v1.3.0 release.
I fumbled and accidentally included some test databases when I packaged and first uploaded the releases. Someone let me know about the issue yesterday, and the release packages have been updated to clean up this junk.
However, obviously we cannot retroactively remove these files from installations that downloaded v1.3.0 before I got around to cleaning them. Please check your pyfa install directory for the saveddata folder and remove the extra files in there.
Thanks =) |
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Posted - 2014.07.28 02:35:00 -
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Roland Fale wrote:Is there some way to add Mobile Tractor Units / Depots into ships' cargo bays?
It's nice to be able to add those things and some other items that ships might regularly carry in cargo for referencing to other players.
Not at the moment, no. To keep things streamlined, only items that can be added to a ship proper in some way are included in the market browser. The Cargobay is a newish feature, having arrived in the Kronos release of pyfa. Before then, there was no point of including exotic dancers in the market list. However, when cargo support was added, the market tree was not updated to allow for all the items you can store.
I've made an issue on guthub for this: https://github.com/DarkFenX/Pyfa/issues/148 Feel free to continue discussion |
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Posted - 2014.07.30 20:20:00 -
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ShadowandLight wrote:could pos modules be added to PYFA? I would love to do theory crafting with them!
This almost definitely will not happen, at least anytime soon. It would be nice to be able to, say, project a POS gun onto your ship, but pyfa was not designed for something like that.
Slummin wrote:Pyfa on OSX can fetch all the characters on my account, but cannot fetch any of their skills.
Vitality can pull everything using the same API, so the API shouldn't be an issue, unless there are problems with full API keys and Pyfa.
I have also used a Character Sheet specific API: It can fetch characters but not fetch any of their skills.
After doing this, if you close the Character Editor window, it will not open again until you restart the program.
I am on osx and mavericks, latest version.
This sounds like this: https://github.com/DarkFenX/Pyfa/issues/145
Basically, it's CCPs issue with their fumble of the Drone Avionics skill. As we can (usually) trust the EVE API, pyfa doesn't check for duplicate skills, and thus an IntegrityError SQL exception happens.
Check your API and see if it containing the skill twice. If so, that's the issue, and should be fixed by CCP :soon: |
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Posted - 2014.08.06 13:31:00 -
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Marcus Gord wrote:i had Pyfa v1.3.0 refusing to run since yesterday, even removing, redownloading and reinstalling fresh didn't work.
i also can't get my fits out of the program to use in another fitting program because i have no idea where they are.
i wasn't getting an error message from Pyfa when trying to run, it would just crash in the background and windows picked up on it, which is how i know.
Is windows giving you a pop up with more information? It might be related to this: https://github.com/DarkFenX/Pyfa/wiki/APPCRASH-sqlalchemy-.pyd-files
If you are going to try to remove that file, please back it up somewhere first. If that doesn't fix the issue, restore the file.
Also, try to use the .zip file instead of the installer and see if that helps.
The fits are stored in a SQLite database in ~/.pyfa/. It isn't easy to get your fits from it. |
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Posted - 2014.08.07 21:22:00 -
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NightmareX wrote:As the new version of PYFA is out, maybe it's an idea to update the name to the topic to reflect the new version ?
Yeah, I poked Kadesh about that. He's busy with AT stuff. Probably will be updated with the next release for Hyperion |
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Posted - 2014.08.08 14:22:00 -
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Artamis Kane wrote:Capital Core Defence Operational Solidifier I rig does not affect the Capital Shield Boost or the Capital Neutron Saturation Injector modules at least on Carriers. Neither on the tank description in the Recharge Rates tab nor does it appear in the 'Affected By' tab in the Item Info box.
Fixed https://github.com/DarkFenX/Pyfa/issues/151 |
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Posted - 2014.08.08 14:47:00 -
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Lothras Andastar wrote:It would be nice if the drone bay had an ISK cost column right after the speed similar to how modules do. Augmented Drones are pricey! :3
Done. Also added it to the Cargo bay. |
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Posted - 2014.08.09 22:20:00 -
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Yeah, database corruption could cause issues with starting pyfa. pyfa has always had ****** error reporting. If you can, please send me a .zip of your /.pyfa/ directory so I can investigate issue. (eve-mail me a link, don't post it here) |
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Posted - 2014.08.10 06:14:00 -
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Torco wrote:Hello,
Could you please help me where I can find my Character File for the import? I am using Mac, german. And I can't find /Windows/Character Editor Folders. Does anyone here is german macuser too and can help me?
Thanks
Character file is the XML file from the EVE API. I think EVEMon can also export it. But it's much easier to add your API via the character editor (Windows > Character editor) |
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Posted - 2014.08.12 19:00:00 -
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Kallie Rae wrote:Hello,
Is it possible to se/list all the ships which have fittings created for them on the left sidebar?
Click the green arrow icon thing. This only works for the seconds stage - the one that shows the ships, not the categories. With the next release it has been extended to show the categories as well; if you wish to test out the new functionality, please see here: http://blitzmann.it.cx/pyfa-nightly/
Steven Shen wrote:Hi, buddy, can u recommend some books that can bring a newbie into the world of python?
Hope one day I can do some updates for pyfa by myself~
Don't know of any books, I started out knowing the basics of programming / scripting via fiddling with PHP for years. My first real Python project was working with Pyfa. All documentation is online, as well as a plethora of tutorials on the internet. I also recommend hacking away at an established project to figure out how it works. |
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Posted - 2014.08.14 03:53:00 -
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Jason Groff wrote:I was building out a ship in PYFA and noticed that faction projectile weapons, which have a higher Damage Modifier than Meta 0-5, are getting lower DPS with all things equal. Is that accurate? Am I missing something about faction weapons that would cause them to have lower DPS?
Well, meta 0-4 doesn't show lower DPS for me. Meta 4 800mm w/ EMP L = 394 DPS, RF 800mm w/ EMP L = 410
Hwoever, t2 guns usually do more damage than their faction counterparts due to their specialization skills. T2 autocannons are affected by their specialization skill which increases damage by 2% per level. That could be the discrepancy.
Also, Pyfa has this nifty feature of showing the effects applied to a ship/module/charge in the items stats window. It's useful to determine what's being applied and modifying the data.
If you're still unsure, provide fits and I'll got over it. =) |
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Posted - 2014.08.17 06:36:00 -
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Hoshi wrote:It seems the Claymore is missing a Heavy Missile Rate of Fire bonus. Looking at the Affected By on a Heavy Missile Launcher fitted to a Claymore it lists under Claymore a Rate of Fire *0.75 but the Claymore has 2x 5% per level rof bonus, one for the Minmatar Battle Cruiser skill and one for the Command Ship skill.
For what it's worth, pyfa is showing the correct RoF in the missile launchers attributes. I've confirmed with SISI. But I do think there is a bug with how it's displayed. Follow the issue here: https://github.com/DarkFenX/Pyfa/issues/154 |
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Posted - 2014.08.30 02:22:00 -
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Jakob Anedalle wrote:Sable Blitzmann, since you asked me to follow up on this thread, here's the problem I had before. There was one other guy who replied to this original post (page 10) saying he saw the same problem on a Mac machine. I'm running Windows 7. I've updated PFYA a couple times since then and it seems to keep being a problem. Jakob Anedalle wrote:Anyone else having trouble where pyfa stops allowing selection of UI elements? It isn't entirely unresponsive and will close down without errors, but without being able to select modules and such it has to be restarted. Things I've been doing before it happens: * turning on and off overhead * selecting a module over and over (like weapons in high slots) * removing a series of modules quickly * adding more drones
all of them seem to involve me sending a lot of events to the system rapidly, but I'm not sure if that's really the cause. I've tried being more deliberate and slow but am still seeing some of these limited hang events. Given the variety of cases I'm not sure if providing a video will really help.
Windows, 64-bit platform
Thanks, Jakob Just reproduced again with 1.4.0 Stable. To expand a bit - once this happens I can select items, but cannot get a right click menu. Hitting delete will not remove the selected module. I can close the tab of the fit, and open up a blank fitting tab, but not open up a new fit. If I go back to the "Ships" menu I'll get the cylon-esque waiting bar.
Thanks for getting back to me. I have no idea what might be causing these issues. /o\
The fact that the ships don't load tells me it might be database corruption. I know you've said that you've tried different upgrades, however did they start off with a new database, or have they been using the same one? If you can, please upload the database file somewhere and send me a link via EVE mail for security. (database file is in the .pyfa directory under your home directory, called 'saveddata.db')
Another thing that pops into my mind is the automatic HTML export - it can cause system instability and possible crashes due to :reasons:. Disable this if it's enabled (in Preferences) and let me know if it helps.
A video might be helpful - I know the issue can be a bit random, but catching it on video might help with diagnostics.
You could see if pyfa logged anything in it's log file (found in the .pyfa directory), however I have never seen the log actually do what it's supposed to do. >_> As a last resort, if nothing works, you could try to run it from a python interpreter to see if there are any errors that get spit out. pyfa has some pretty crap logging and we should probably fix that soon.
Feel free to convo me in game for a chat. I'd like to get to the bottom of your issues =) |
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Posted - 2014.08.30 02:33:00 -
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Drugsy Fragomeli wrote:Hello, love all the work and care you guys have put into this program.
I'm having a problem with command bonus application
I have 3 ships each with Information Warfare Link - Sensor Integrity II modules. Their command bonuses respectively are 45%, 49.5%, and 51.8%. The problem is each one seems to apply the same amount when I set them as the squad booster.
Please help, thank you again for all your hard work.
Can you post fits (eft format if possible) and give a little more info? Are you setting one as squad booster, then removing it and setting another one? Or are you setting them as squad, wing, and fleet booster at same time? Are they assigned to the same character? what bonus seems to be applied? Thanks =) |
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Posted - 2014.08.31 20:51:00 -
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Darkblad wrote:Andelas Elias wrote:Is there an easy way to make a character in Pyfa that has all 3s and all 4s in skills? I was looking at checking all the boxes but that looked pretty daunting. I just created a new character "All Level 4" and closed pyfa. Then I modified the saveddata.db (SQLite, within the .pyfa settings folder) - after saving a backup copy. table "characters" changed "defaultLevel" from NULL to 4 applied changes Back in pyfa I checked that character and found all Skills set to level 4. SO it looks like this probably works.
Yeah, that should work. Important thing here is to close pyfa as soon as you create the character. If you open a fit, it will probably start loading skills at level 0. Maybe I can make something where you select default level when making a character. |
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Posted - 2014.08.31 20:52:00 -
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NightmareX wrote:Here is a little request.
Make PYFA to remember the window sizes when you resizes the Market Categories and the module window. When i for example are selecting the 'Energized Adaptive Plating' category, then i can see the 'Corpum A-Type Energized Adaptive Nano Membrane' name there under Complex. But the name is so long that i have to widen the window to see the whole name and see the CPU usage of it.
So when i close the app, i want PYFA to store and remember the positions of the window sizes.
Is this possible to add?
It's possible, and I've been meaning to look into it. No sure how annoying it'll be to implement. |
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Posted - 2014.09.02 01:16:00 -
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StarStryder wrote:After a lot of downloading and compiling dependencies (why oh no Deb and RPM files?) I have everything install but I'm still getting: Cannot find wxPython You can download wxPython (2.8) from http://www.wxpython.org/I already have 2.8 installed. What is it checking to produce that message?
Download the wxversion package for your distro. Sometimes the distro splits wxPython and wxversion into separate packages. I should probably mention that in the README.
There are no Linux installation packages because :effort:. There are packages maintained by third-parties (for example, AUR package for Arch Linux: https://aur.archlinux.org/packages/pyfa/, and I know there is a .deb file floating around somewhere), however we don't control those - check to see if there's anything available for your distro. |
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Posted - 2014.09.02 23:40:00 -
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StarStryder wrote:I have both wxversion and wxPython installed.
I am not sure then... You get that error when wxversion failed to import.
Open up python 2.x interpreter and run this code: http://pastebin.com/kpETVN90
Let me know what happens |
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Posted - 2014.09.03 03:20:00 -
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Kai Zamayid wrote:For some reason Pyfa cant give me the cost of the ship sacrilege, it gives me the cost of any other ship just not the sacrilege :p Other than that great program :)
Works fine for me http://eve-files.com/dl/270032
Probably a problem with your connection or price request at the time. Pyfa caches prices, so if it doesn't perform a successful request for the price (internet connection died, EVE central borked, etc), it won't try again for a set delay. Try again in a couple of days |
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Posted - 2014.09.04 00:27:00 -
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Andelas Elias wrote: I would say probably the two biggest features that EFT has over Pyfa is how easy it is in EFT to change affecting skills and the damage grapher. I hope Pyfa catches up some day because until then I often have to make my ships in Pyfa then import them into EFT which is a kludgey way to do things.
You'll need a SQLite editor - poster above me already described it. Aside from that, I'm working on adding something to the gui that will acomplish the same thing: https://github.com/DarkFenX/Pyfa/issues/165
Fun fact, pyfa has the "change affecting skills" thing. However, there were a couple bugs associated with it (for example, any skills that multiply a ship bonus to guns will not show in the gun's menu). We decided to leave it out for now until we could fix them, and I haven't really messed with it since. See discussion here: https://github.com/DarkFenX/Pyfa/issues/101
To enable: Go to pyfa directory where it's install, then go to gui/builtinContextMenus/__init__.py. There's a list of different context menus that are enabled, add this one: changeAffectingSkills (or just replace the whole thing with this: http://pastebin.com/fN4vk7Ab). By design, will only show up if you are on a user character (not the default All 5 or All 0 chars)
I should get around to fixing it up for a proper introduction
Graphing... I don't even want to discuss. Pyfa just needs a whole new graph feature lol |
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Posted - 2014.09.04 01:14:00 -
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StarStryder wrote: >>> import wxversion File "stdin", line 1 wx.__version__import wxversion ^ SyntaxError: invalid syntax >>>
Looks like you didn't apply the statements correctly. Use the pastebin I provided and copy and paste directly into your 2.x python interpreter. This is what you should get:
$ python2 Python 2.7.6 (default, Nov 10 2013, 19:24:18) [MSC v.1500 32 bit (Intel)] on win 32 Type "help", "copyright", "credits" or "license" for more information. >>> import wxversion >>> wxversion.select('2.8') >>> import wx >>> wx.__version__ '2.8.12.1' >>>
Remember, wxversion must be imported first, then the select statement. Next you import wx, then check the version. Post entire output if you have difficulties. |
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Posted - 2014.09.05 23:20:00 -
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Star, dunno what to tell you. It looks like wxversion is borked or not installed. Reinstall module, or maybe even python. Other than that... google around.
PinkKnife wrote:Just a small bug, currently the capital warhead rigor rigs don't apply their effects to the charge. I verified this with the affected by tab. They don't show up where as the flare and calefaction rigs do.
Will look into this.
Crono Dust wrote:Can you add a skill export option for the fitting tool... for example i build a ship for a toon that i want to fly in the future... i want to build a carrier in pyfa and be able to export the needed skill list for all the modules and hull and all that to evemon. Thanks that would be really helpfull :-D
That's already a feature. File > export skills needed. Will only export skills the selected character doesn't have (so use with an All 0 character to get a skillplan for everything, useful for a new alt) =) |
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Posted - 2014.09.14 22:18:00 -
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No Inspiration wrote:Great tool !
Quick bug report: copying a fit does not seem to copy the cargo content. :s
Thanks! Fixed! |
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Posted - 2014.09.15 15:45:00 -
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Dimanus Orlenard wrote:Great tool! Is there are any possibility to use same "saveddata" dir (located in dropbox) for linux and windows versions? To have same content on both versions. I have used https://github.com/DarkFenX/Pyfa/wiki/Portable-Pyfa to make portable of windows version. Realy useful for me. But launching windows version on linux via wine it is a bad idea, a lot of some small and big problems)). Linux version working very good. But with "-r" it only change location of is saveddata to program dir.
Yes! I should update that wiki page (or make a new one) to reflect these options. Use symbolic links!
More info: https://github.com/DarkFenX/Pyfa/issues/133#issuecomment-46266465 |
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Posted - 2014.09.19 19:44:00 -
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Brophessor Tastyjams wrote:Is there a way to 'Collapse All' Market subgroups? After navigating to various module market groups for a while the entire menu becomes kind of a mess and individually collapsing the Primary Groups becomes a bit tedious.
Unfortunately, no. =/ |
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Posted - 2014.09.22 14:41:00 -
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Kimimaro Yoga wrote:Minor bugfix request: The "Skills required:" mouseover book icon in the upper right lists the old Rigging skills requirements for fitted rigs. Since rigs don't need skills to install anymore, would be nifty if these were removed from the list. My OCD demands a green book!
Also, I take it you are the same Blitzmann who made that awesome LP items site. Too much awesome in one person.
The rigs themselves still list the skill as required although the game does not enforce them. I will check to see if we can simply omit rigs from the skill check.
And yes, I'm the same Blitzmann. I thank you =D |
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Posted - 2014.09.23 21:02:00 -
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Heavypredator Singh wrote:My pyfa decided not to start anymore. How to force it to start? Do i need to clean some config?
Need more info. Does it pop up with a Windows error? Have you tried to reinstall? |
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Posted - 2014.09.23 22:22:00 -
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Try the steps from here and report back: https://github.com/DarkFenX/Pyfa/issues/166
I do recommend backing up the database first tho (called saveddata.db in you HOME/.pyfa/ directory) |
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Posted - 2014.09.28 17:37:00 -
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Austrene Kanenald wrote:How do I export a character?
I don't believe you can export a character... curious, but why would you want to? |
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Posted - 2014.09.28 22:07:00 -
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Lyrja wrote:Sable Blitzmann wrote:I don't believe you can export a character... curious, but why would you want to? One use could be to create a list of skills that constitute the minimal requirements to fly a specific ship fit. That list or skillplan could then be handed out to everyone interested in participating in that specific fleet doctrine.
Can already be done albeit awkwardly. Create a fit under a character with the target skillset. Then switch character to All 0, and File > Export Skills Needed. Since All 0 will always need all the skills, you have your skill plan.
I have been thinking of a better way of doing this through a new window, but haven't gotten around to it.
Or do what Darkblad suggests (I always forget EVEMon has that ability) |
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Posted - 2014.09.28 22:16:00 -
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Xaldafax Caerleon wrote:Hey there... This is a wonderful tool. There is one thing though that I would really like to see added unless I missed how to do it --
Basically I only have a few ships but it is very hard to find them sometimes. Is there a way to just have a tab that shows ship fits that are created without having to go into each different group to see them. Maybe call it Fits or something.
I hope it's possible.
This was discussed here: https://github.com/DarkFenX/Pyfa/issues/134
In short, no. It goes against the design philosophy of pyfa. Besides, there are those that have hundreds of fits, and showing them all at the same time would be a UI and performance nightmare.
However, there are some features that you may not be familiar with to help traverse the tree.
1) That green arrow in the ship navigation toolbar? Select that to show only categories or ships that have fits. So if you only have 1 Assault Frig and 2 Cruiser fits, it will only show Assault Frig and Cruiser categories instead of all categories. Also works in the ships menu (if the assault frig is a Wolf fit, the toggle will only show the Wolf submenu and not the others). This feature is someone recent
2) Learn to use the search. Create descriptive names for you fits. It doesn't only search names of fits, but also names of ships. So if you want to access your Rupture fits, search "Rupture" and select the ship to view them.
3) Ctrl/Cmd+F will automatically toggle search box and set focus. This feature is also somewhat recent.
Hope this helps. Also, I would like to know WHY it's difficult to navigate. I find it very intuitive, but there are some that don't. If you have any ideas for improvements, let me know. =) |
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Posted - 2014.09.29 01:56:00 -
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That is a pretty good point about the character export. Can't promise anything, but I can definitely look into it.
About the bugs:
1) This is an issue I've noticed as well, and I couldn't pinpoint any particular reproduction steps (I'll try your steps of deleting/copying). IIRC, this bug was introduced when I created the ability to open ship in the ship browser from the context menu of a fit. I screwed around with the navigation history so that a "back" when used after the "open ship browser" opened the previous stage, but I dunno, I must have screwed up the logic. Need to look into it.
2) Can you elaborate a bit more? Are you talking about having 2 Scythes remote repping a single fit? That should work just fine. Not sure I understand (provide fits and repo steps if you can)
3) Yes... I remember this issue. It was during a time when I was identifying and fixing many bugs related to projections... so my memory might be a bit fuzzy. I believe the issue you describe is https://github.com/DarkFenX/Pyfa/issues/63, which was fixed with https://github.com/DarkFenX/Pyfa/pull/99. Now, even the fix contains a bug that I noticed in which the order of the application of projections and boosters to fits may or may not result in the correct stats, but is remedied by reopening the fit. Once reopened, it calculates in the correct order. I haven't yet convinced myself to delve into projection logic again to try to sort out why this happens. |
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Sable Blitzmann
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Posted - 2014.09.29 20:43:00 -
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Hmm... didn't know you couldn't apply the same fit multiple times... I don't see a reason why that isn't wouldn't possible to achieve. I will definitely look into it.
As for feature requests: 1) That is a much larger feature request that probably will not come to light due to a variety of :reasons:. However, I have been playing with the idea of perhaps adding a context menu for the projection view that would list all currently open fits, so you can simply right click and select the open fit to project. Kinda like how you apply wormhole effects.
2) Toggle for projected fits is already on the table. Just haven't gotten around to figuring it out. IIRC there were a few issues with it. https://github.com/DarkFenX/Pyfa/issues/83 |
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Posted - 2014.09.30 21:51:00 -
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Neugeniko wrote:Hi, First I'd like to say great app. Any chance the mouse over tooltip could show mass and agility modifier as a quick way to show these values? I've been trying to find what causes a segfault in certain Linux distros, but have limited success, seems to be behavior of certain dependencies when a fit is deleted. I have a non ideal work around, any progress on that issue (#164)? I know it Linux thus low priority.
Neug
As pyfa is the only native app for Linux and Mac, we don't view Linux as low priority. The difficulty is that I develop primarily on Windows with linux VMs which is a pain. I need to install a proper distro on a partition and get to the nitty gritty.
I would be interested in hearing about this workaround / your thoughts, as I haven't had time to make much progress since my latest comment on that issue. Feel free to join that conversation on GitHub, or continue with it here.
As for the tooltip, I assume best place to put it would be a tooltip for the align time stat |
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Posted - 2014.10.01 12:25:00 -
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I tested the new migration extensively... Dunno what the issue is, I will review when I get home tonight. In the meantime, either downgrade to 1.4 or backup / import (if you backup / import you will loose things such as fleet boosters and projections and things tho) |
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Posted - 2014.10.01 12:47:00 -
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For those that are having issues, can you please upload you database files and send me the link via evemail? Before the migration happens the database is backed up to saveddata_migration_* and that will be valuable data to have when i get home.
Also, damage profile format was changed, feel free to post them (they should.already be on the wiki tho) |
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Posted - 2014.10.01 17:45:00 -
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I have somewhat narrowed it down. I think it's an issue with the windows skeleton files (namely, the root file pyfa.py was changed with the new release, however that isn't reflected in the skeletons...) I don't know too much about the skels, so I'll see what can be done by tonight.
I've confirmed v1.5.0 working on Linux. I would like confirmation if the OS X client works if anyone can provide that.
Thanks again for your patience, everyone! |
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Posted - 2014.10.01 21:51:00 -
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I have fixed (hopefully) the issue with the upgrade. I am currently building the new releases and will test them out, be on the look out for v1.5.1 in an hour or so |
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Posted - 2014.10.01 21:59:00 -
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Jason Ozran wrote:Hey Sable,
First thanks for your work on that software. Great stuff!
I found a small issue in 1.4 version (not the last one, had to try that tonight), that is probably easily fixable. Basically, everytime I backup "all the fits" and reimport them, they show up in double (all of them). Take some time to delete the doublons when you have 300+ fits, but duable.
But then to make it harder, if i open the executioner for example, and let's say I have 10 fits (including 5 doublons), if i delete the 5 copies and want to use "<<" button to come back to the list of all frigate to proceed with the tormentor, it shows a white list with nothing in it. I found out why: if i click on the "-" next to 5 of my fits, therefore deleting them, then I have to click 6 times (5 +1) on the "<<" button to go back to the list of frigates. The "+1" is because you would have to click once on it even without deleting fits to go back to the list. Same for all categories of course. Leads from time to time to crashed as well.
Cheers, and long time no see near Egg by the way ;)
For the doubled fits: it's because pyfa does not compare imported fit to current fits. If you have 2 fits and export them, then import them, you will now have 4. It might be possible to do some rudimentary checking as a later feature, but it's pretty low on the list.
For the actual bug... yeah, I kinda broke the history navigation recently. Not sure if this particular issue is related, but I need to look into it a bit more. Thanks!
Also, I moved out of FW and into a wormhole. You may see my alt, Kiara V'Sal around from time to time, but she's currently deployed in Alp with fweddit. o7 |
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Posted - 2014.10.01 22:45:00 -
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Utremi Fasolasi wrote:Sable Blitzmann wrote:I have fixed (hopefully) the issue with the upgrade. I am currently building the new releases and will test them out, be on the look out for v1.5.1 in an hour or so I just downloaded this Mac version and it terminates on start. Using Mavericks.
fml
I'll look into the mac client later tonight. You sure it's v1.5.1? Also, can you send me the database file (should be in .pyfa directory in home)? |
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Posted - 2014.10.02 01:47:00 -
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Aiwha wrote:Aiwha wrote:I had the same issue with launch.
C:\Program Files (x86)\pyfa\sqlalchemy.cresultproxy.pyd
I deleted this file, and Pyfa started right up for me. Downloaded the update. Same launch problem. Same solution. Does anybody know what I keep deleting and any ideas as to why it fixes it?
This is a problem with the skeleton. The current idea is that this file is corrupted, and we just haven't really looked at rebuilding the skeleton (with the trouble I had with v1.5.0 I will be looking into this hopefully by the next big release).
Why does it fix it? I think removing the file (which is a compiled python file) forces the python interpreter to use the non-compiled one that it comes with. That's why removing it doesn't break things. |
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Posted - 2014.10.02 02:03:00 -
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Utremi Fasolasi wrote:Sable Blitzmann wrote:Utremi Fasolasi wrote:Sable Blitzmann wrote:I have fixed (hopefully) the issue with the upgrade. I am currently building the new releases and will test them out, be on the look out for v1.5.1 in an hour or so I just downloaded this Mac version and it terminates on start. Using Mavericks. fml I'll look into the mac client later tonight. You sure it's v1.5.1? Also, can you send me the database file (should be in .pyfa directory in home)? Yeah I downloaded from https://github.com/DarkFenX/Pyfa/releases/tag/v1.5.1I deleted all the ~/Library/Preferences I could find for Pyfa to troubleshoot so they are all gone now and it still crashed instead of rebuilding them.
I have Mountain Lion on a VM, and both v1.5.0 and v1.5.1 were downloaded and launched fine from what I can tell... Both started from a blank profile tho with no previous fits. I can continue to look at these (been meaning to install OS X on a partition) but as long as they work for me I can't give you any help as I'm not too familiar with Macs. Perhaps another mac user can share some insight?
Do you see any error logs?
Also, pyfa prefs aren't stored in ~/Library/Preferences (should they be?). They are stored in ~/.pyfa. Check there. saveddata.db is your user database for pyfa - back that up to make sure you don't lose data, and alternatively send me a link with you saveddata.db file uploaded somewhere |
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Posted - 2014.10.02 05:45:00 -
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Balthazar Lestrane wrote:Darkblad wrote:Both of you might check what happens when you rename your .pyfa folder (WIN-R, then %USERPROFILE%\.pyfa) and try to run 1.5 again. The warning on the github page (and the update notification dialog when running pyfa 1.4.0) Quote:WARNING: This release introduces a new data migration process, while also attempting to convert modules on existing fits to conform with Oceanus Module Tiericide initiative. Please backup fits / user files before updating. made me aware of possible issues. No luck with active 1.4.0 profile, but after renaming the profile, 1.5.0 launched just fine. Certainly without any user data. Update: error_log.txt content of my attempt to launch 1.5.0 with existing user profile. That fixed it! Thanks very much for all the help, I can't tolerate EFT at all.
it indeed does work, but there is a new update now that will work better. ;)
Bienator II wrote:feature idea: let us fit a clone like a ship and simply select them via dropdown box for each ship.
edit: 1.5.1 works great, tested in windows and linux ;) Not sure what you mean by clone. Do you mean character? |
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Posted - 2014.10.02 07:29:00 -
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Sonny Mogwai wrote:There seems to be a mistake in Cheetah powergrid. Pyfa shows 21.1MW but it is actually 20.1 in game. Unfortunately this cost me unnecessary purchases of implants etc, but now I have either offline one mode or to replace the implant.
Cheetah actually has 15 powergrid, and it's being correctly shown in Pyfa. Double check your fit and your character. |
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Posted - 2014.10.02 15:25:00 -
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Sonny Mogwai wrote:Sonny Mogwai wrote:Sable Blitzmann wrote:Sonny Mogwai wrote:There seems to be a mistake in Cheetah powergrid. Pyfa shows 21.1MW but it is actually 20.1 in game. Unfortunately this cost me unnecessary purchases of implants etc, but now I have either offline one mode or to replace the implant. Cheetah actually has 15 powergrid, and it's being correctly shown in Pyfa. Double check your fit and your character. Hmm, I run out of ideas. Pyfa screenshot: http://i.imgur.com/t8JZDdU.pngIn-game fitting, same character: http://i.imgur.com/C9Vt4Sj.pngI am not saying I am right, I am simply struggling to resolve it. I think I found the problem. Beta Reactor Control: Reaction Control (10% PG bonus) is no longer available. It was replaced by : Beta Reactor Control: Diagnostic System I (5% PG bonus). Should it not be removed from pyfa to avoid confusion then? I thought it was simple 1 to 1 name change.
Ah, you didn't tell me what module you were using on cheetah, so I thought you were discussing base stats.
Beta Reactor Control: Reaction Control I should have been converted to Compact Reactor Control Unit as per Oceanus module tiericide, and it is no longer available in pyfa.
The problem is you are not using an up to date pyfa version. You are at least many releases out of date (no mining stats button, cargo support, and it seems no rack separation).
Since you're many releases behind, I recommend backing up your fits with File -> Backup All Fittings, just in case. Then please download and install latest pyfa version (v1.5.1): https://github.com/DarkFenX/Pyfa/releases |
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Posted - 2014.10.02 15:47:00 -
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Arcos Vandymion wrote:I recon he wants to create Character bound Implant sets representing his Jumpclones than be allowed to select, possibly via the character selection, said jumpclones to see the changing stats of entirely different implant sets on a ship without having to refit every single implant and noting stats down for either.
Yeah, we would like to make implants in general more intuitive by creating implant sets. However that is a huge feature and no one has started on it, not sure when it will come around
Arcos Vandymion wrote: How likely would it be to have the "Ships" market tree to select our hulls? I'm not very keen on the alphabetical listing TBH.
Probably not very likely. This is a basic design philosophy of pyfa, to keep market and ships separated. Not only that but it's also a legacy thing. Note that the current ship market tree in the game is fairly new and intuitive. It is now in the form of Frigates -> Standard -> Faction -> ship. Pyfa is old, and a couple years ago (before CCP start re balancing), it was not so neatly refined. It was basically what you currently see in pyfa's ship section (might have bee a tad bit more refined, I do not remember that well).
There have been many conversations on making the ships navigation more refined, much like the market tree. However, it would be difficult as the ship browser stages are more or less hardcoded to three: Categories > Ships > Fits, and it probably will stay that way in the foreseeable future.
There are many different ways to help with navigation tho: search feature, race selector (at bottom), and the green arrow that restricts result to ships / categories that you already have fits in.
Arcos Vandymion wrote:Effective DPS is pretty awesome, damage and resist profiles here: Quote:http://forum.battleclinic.com/index.php?topic=186216.0 Using above damage and resist and damage profiles (it was a pain putting them into PYFA for the first time ...) and rightclicking to select a damage profile is kind of weird as it doesn't seem to sort the trees alphabetically though. What I mean with that is that the "Ammo : E" folder is displayed below two of the "Rats : " folders of damage profiles, while the folders for Hybrid and Projectile ammo is displayed above. -snip-
Wait, I didn't sort the hierarchy? /o\ so much fail... I will see what I can do, but that feature was a PITA to figure out so I'm not promising anything.
We also have a basic set of profiles on our wiki: https://github.com/DarkFenX/Pyfa/wiki/Effective-DPS This was based on that reddit post on the BC topic. But yeah, manually entering many profiles is always a drag. |
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Posted - 2014.10.02 17:34:00 -
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Sonny Mogwai wrote: I kept my pyfa up to date (or at least I thought so), but at some point installer could not recognize correct path and installed a new version into: D:/Program Files/pyfa/pyfa rather than D:/Program Files/pyfa so I had multiple versions installed.
Now reinstalled into correct folder pyfa wouldn't launch at all. Which exe file should I run? pyfa.exe? Seems like there is a lot of rubbish in that folder now. There is pyfa-1.1.20-rubicon-1.1-win there but not oceanus related file.
Sounds like you have some cleanup to do. Delete D:/Program Files/pyfa/ and start over, don't keep old versions. Oceanus release is at the top of the page I linked. Here's a direct link to the latest release: https://github.com/DarkFenX/Pyfa/releases/tag/v1.5.1 Download buttons are on the bottom. I don't know where you are getting pyfa-1.1.20-rubicon-1.1-win but that release is 10 months old.
Windows has two versions: simple zip file, and an installer. Installer is easier and will install over older installed versions. The file you should run is pyfa.exe. Yes, the root folder is messy, but it's been that way for years. Make sure you are running the correct version by going to Help -> About. It should list v1.5.1 as the version.
Here's a direct link to the latest installer: https://github.com/DarkFenX/Pyfa/releases/download/v1.5.1/pyfa-1.5.1-oceanus-1.0-win.exe
Hope that helps. |
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Posted - 2014.10.03 03:15:00 -
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Sonny Mogwai wrote:
Thanks. I have had correct installer downloaded already. Before I delete anything.... Where are all fits kept in? Wouldn't like to lose hundreds of my fittings.
By default (unless you've messed with the config file), fits are stored in a file called saveddata.db in %USERPROFILE%\.pyfa. |
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Posted - 2014.10.03 16:53:00 -
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That error happens on 1.5.0. It seems you did not download the version I suggested at first. But at least it's working now. Please double check your version from Help > About. I don't want you to work with outdated data. =) |
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Posted - 2014.10.04 00:50:00 -
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Kar Andor wrote:Pyfa - How to copy fittings on a Mac?
I do like using Pyfa and have it installed in both my Mac and and windows box, but prefer to edit my fittings on the Mac. However, I don't know how to copy those fittings from Pyfa when using my Mac. On windows I can hit ctrl+c and it will show the options window, on the Mac that key combination never works.
Can someone please help me with this?
Thanks in advance
CMD+C should work. Does it not?
Also, look into this to share the fit database between both platforms: https://github.com/DarkFenX/Pyfa/wiki/Cross-Platform-Data-Sharing |
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Posted - 2014.10.04 20:41:00 -
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Jeedmo Dorn wrote:Thank you for a fantastic tool. Love the UI!
I am probably missing something - but I can't seem to delete/remove items from the "Cargo" tab. One work around I found is to drag/swap into an "active" slot and than remove it. But it's a bit cumbersome.
Thanks for your help.
Double click. It's the same as drones. There should probably be a context menu item >_> |
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Posted - 2014.10.06 23:56:00 -
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Alexis Antollare wrote:I'm having issues getting the download. Been an issue with some sort of security problem with github. My browser keeps giving me an error about the site security and won't let me through.
https://github.com/DarkFenX/Pyfa/releases/download/v1.5.1/pyfa-1.5.1-oceanus-1.0-win.exe
If that doesn't work, let me know. I'll put them on eve files for now. But I would try to get that github thing fixed - the cert passes for me with no security warning |
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Posted - 2014.10.07 02:31:00 -
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Alexis Antollare wrote:Sable Blitzmann wrote:Alexis Antollare wrote:I'm having issues getting the download. Been an issue with some sort of security problem with github. My browser keeps giving me an error about the site security and won't let me through.
https://github.com/DarkFenX/Pyfa/releases/download/v1.5.1/pyfa-1.5.1-oceanus-1.0-win.exe If that doesn't work, let me know. I'll put them on eve files for now. But I would try to get that github thing fixed - the cert passes for me with no security warning I'm not sure how to make Gethub work, so any suggestions you can give me would be great. Also... the windows file won't work. I'm on Mac OS. My apologies for not mentioning it sooner..... totally forgot
Well, I can't tell you what's going on with GitHub. It sounds like it's a security certificate problem which could be on their end or your end. Dunno what to do about it really... try a different browser, or otherwise google the issue.
https://github.com/DarkFenX/Pyfa/releases/download/v1.5.1/pyfa-1.5.1-oceanus-1.0-mac.zip |
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Posted - 2014.10.10 01:00:00 -
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Annika Keikira wrote:Is there a way to make the tool not lag so horribly when quickly replacing modules? Other than that I find this tool very useful, thanks for developing it.
Are you on OS X by chance? I've noticed a log of lag on OS X but always chaulked it up to being on a VM. Also, see if HTML exports is enabled in preferences - it may cause performance issues. |
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Posted - 2014.10.10 15:54:00 -
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Fandy Fendy wrote:Where i can save proxy-server login and password? Pyfa can not get characters info by api key only known proxy-server and port. Sorry for my English :)
Proxy passwords are not supported as this time. https://github.com/DarkFenX/Pyfa/issues/26
I was going to include it in the network overhaul but couldn't get password functionality working correctly on my Linux box.
Annika Keikira wrote:I'm on Windows 8 at the moment. HTML exports are disabled in preferences.
I'm not sure then. On Win 7 I can add / remove modules as quickly as I can click on them. What specifically are the steps you are taking? |
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Posted - 2014.10.12 21:32:00 -
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Skrunkle wrote:FEATURE REQUEST
Greetings developers. I use PYFA daily and I must say that it is an outstanding piece of software. Thank you very much for putting your precious time into this endeavor.
I have been spending much time lately theory-crafting burner fits and fleets. And I began to realize that there is a bit of a need for better fit management. I would like to see a third tab on the left panel. This tab would be like a file cabinet for current fits.the window assigned to this tab would allow the end user to create a hierarchical tree of ship fits based on whatever the end user want to organize them under.
So for instance I could create a folder called PVE with a sub called burner fits. with subs for each type of Burner mission each containing fits designated for that particular missions.
Or for instance I could create a folder called PVP and then organize the contents by range or defense layer or any other attribute that I see fit.
Ideally this would allow me to place one fit into more than one folder as some fits will qualify organizationally for many categories but there is no need to duplicate the fit multiple times in the normal fit catalog as the fits in this hierarchical structure should probably just be pointers back into the main fit catalog.
So, you basically want tags? Tag a fit "pve" and "burner"?
It's been discussed before, and I even got around to implementing a basic feature with it, but then got stuck on something. Haven't touched that feature in months, not sure when I can devote time to it tbh. It differs a bit from your proposal: with tags, there would be no hierarchy, just a simple Tag > Fits.
In the meantime, you can name your fits with keywords like BURNER for burner mission fits, then use the search feature to collect them all. |
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Posted - 2014.10.14 05:15:00 -
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Kane Fenris wrote:hi, ive trouble with pyfa it wont start (1.5.1 !) tried zip and .exe installer and other stuff (deactivateing anti virus softawere etc.) eft works just fine but i like pyfa way better any things i can try to fix this?
ps.: running win 7
Similar sounding issue here: https://github.com/DarkFenX/Pyfa/issues/185
Please read and let me know if any of the advise works for you. |
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Posted - 2014.10.20 18:18:00 -
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Ibeau Renoir wrote:On Mint 17, I had to manually install python-sqlalchemy and python-dateutil packages. Pyfa recognises the former and gives an error, but the latter just crashes. I guess dateutil is installed by default on the distros the devs use? Neither message is visible if you just run from a desktop shortcut - an error dialogue in this case would be nice.
https://github.com/DarkFenX/Pyfa/blob/master/readme.txt
dateutil is listed as one of the requirements as it's used in update notifications (and I think somewhere else too, don't remember). We could test for it and warn on startup, but that would require a new skeleton being generated (which what caused a lot of trouble with v1.5.0).
As of right now, I think it's sufficient to include it on the list of required modules.
In other news, I'm taking a hiatus until further notice. I will still continue to work on pyfa in my spare time, but the time that I can devote to it has shrunk dramatically in recent weeks and will not recover any time soon. I will be around to help Kadesh with expansion updates, and I will still tinker with things here and there, but new bug fixes / features from me will become few and fewer until I get a few things in RL sorted out. |
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Posted - 2014.10.20 18:18:51 -
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Ibeau Renoir wrote:On Mint 17, I had to manually install python-sqlalchemy and python-dateutil packages. Pyfa recognises the former and gives an error, but the latter just crashes. I guess dateutil is installed by default on the distros the devs use? Neither message is visible if you just run from a desktop shortcut - an error dialogue in this case would be nice.
https://github.com/DarkFenX/Pyfa/blob/master/readme.txt
dateutil is listed as one of the requirements as it's used in update notifications (and I think somewhere else too, don't remember). We could test for it and warn on startup, but that would require a new skeleton being generated (which what caused a lot of trouble with v1.5.0).
As of right now, I think it's sufficient to include it on the list of required modules.
In other news, I'm taking a hiatus until further notice. I will still continue to work on pyfa in my spare time, but the time that I can devote to it has shrunk dramatically in recent weeks and will not recover any time soon. I will be around to help Kadesh with expansion updates, and I will still tinker with things here and there, but new bug fixes / features from me will become few and fewer until I get a few things in RL sorted out. |
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Posted - 2014.11.04 15:09:09 -
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Takatak Patchkof wrote:First of all, thanks for all your hard work. PyFA is a great tool!
However, on Mac, the ship menu runs terribly slow(!). The same experience occurs when trying to return to the ship menu. Any advise on how to speed it up?
The Python version I am running is Python2.7.6, unless it is PyFA hardcoded to use 3.x, but since it is already compiled I am guessing the Python environment must be included within the compiled package.
Live well and prosper.
Mac client ships with it's own environment, yes. You can try to run pyfa from source as long as you meet the requirements and see if that speeds it up (may be an issue with mac python environment that is shipped). Honestly, I cannot test this as I do not own a mac and can only run through a VM, which itself is slower overall so I don't notice hiccups like these.
Mac developers wanted, please let us know
Discomanco wrote:As always, awesome tool! :D Also, please allow to be the 2 identical fits project to each other (Project fit A to fit A) - Would be useful when fitting Augs/Osprays
This is very hard to achieve due to recursion issues that haven't been worked out and are difficult to fix. See https://github.com/DarkFenX/Pyfa/issues/72 |
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Posted - 2014.11.07 03:03:54 -
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Kadesh Priestess wrote:It remembers time of last failed fetch for each item and re-requests it in 4 hours. I don't know if we need separate button or option with such mechanics in place.
Might be able to create a context menu for the price pane to force a price refresh of the current fit. I'll add it to the issues |
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Posted - 2014.11.07 18:45:08 -
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Tynbor wrote:I'm getting the old "pyfa Error" with a link to the ancient MacPython site. Is anyone getting this under Mac OS X 10.10 (Yosemite)? The last posts I found about this error were from back in 2011. Thanks!
Most likely this is pyfa crashing on database initialization. Try this: https://github.com/DarkFenX/Pyfa/issues/190
I am debating on putting old upgrade paths back in for those that are coming back after a long time away, which should help in this issue =) |
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Posted - 2014.11.07 18:54:20 -
[171] - Quote
A very quick check of error log shows that you have a fit that seems to be missing an attribute. This has happened before to someone who upgraded to a version that included this extra attribute and made a fit. The fit had this attribute. But then downgraded for whatever reason to a version that did not have this attribute. Made another fit, which did not have this attribute. Then upgraded again. Now the fit made with the downgraded version is missing that attribute, and the whole thing chokes on the new version.
I will have to confirm later when I have a chance to look at the actual database file. I'll also try to find a proper fix for this. |
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Posted - 2014.11.09 23:17:53 -
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Qvar Dar'Zanar wrote:Still not working with the new Phoebe version (Windows 7, 64-bits). It just doesn't open the program when double-clicked.
Check error_log in your .pyfa user directory.
You may have some database issues by not upgrading for a while. Try this (doesn't matter if its mac or windows): https://github.com/DarkFenX/Pyfa/issues/190 |
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Posted - 2014.11.12 18:17:58 -
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For those getting a crash error messege, delete sqlalchemy.cresultproxy.pyd file in the pyfa directory. It's a known issue... |
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Posted - 2014.11.12 18:21:06 -
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Jedediah Arndtz wrote:I can't get any version of pyfa (tried 1.4, 1.5.1, and 1.6, in that order, deleting previous files each time) to even boot. Cleared user/.pyfa before I starded. Checked the error logs, they're completely blank. I can't even get 1.4 to run to get the updated DB or whatever. Running Win 7.
Are you absolutely sure you cleared out the {user}/.pyfa directory? Are you using the installer? You may have accidentally installed two different versions and are running the wrong one - try to download the zip archive, extract, and run from there. Also try disabling any over-protective anti-virus software which may interfere. |
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Posted - 2014.11.14 01:26:09 -
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Oscae wrote:I'm having problems getting the DPS graphs to load, at the bottom right of the graph window it says "Invalid Values In [Fit Name]" Is this a known issue or am I doing something wrong?
There's a few fixes that have been implemented the last couple days with respect to graphs. Try a nightly build: http://blitzmann.it.cx/pyfa-nightly/win/ |
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Posted - 2014.11.15 22:34:50 -
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Freay Chrome wrote:When adding a wolf-rayet effect, armor bonus does apply (+100%) but the armor resist bonus ( +50%) does not.
https://wiki.eveonline.com/en/wiki/Wormhole_environment_effects#Wolf_Rayet
Wolf Rayet (C6) gives -50% to shields, not +50% to armor. Working as intended. Make sure you use the latest version. |
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Posted - 2014.11.18 03:53:45 -
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Darismel Abishai wrote:Thanks for the great tool Dev's! Any word on getting the Gecko added to the DB?
Yeah, happened months ago. Please update to the latest version |
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Posted - 2014.11.19 17:52:24 -
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Steven Shen wrote:I find a small bug. I set a Tengu as "Booster fit", and then choose it as the booster for itself, however, it doesn't work very well, i.e. the signature should be reduced to 126 but it is still 150 under the booster. I have to set the skills All o first, and next choose all 5, then it presents the exact information.
Please provide the fit of both the tengu booster and the ship you're applying it to, as well as which pilot (All 0, All 5, character, etc) for each ship, and describe exact replication steps. |
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Posted - 2014.11.26 01:05:35 -
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Steven Shen wrote:Sable Blitzmann wrote:Steven Shen wrote:I find a small bug. I set a Tengu as "Booster fit", and then choose it as the booster for itself, however, it doesn't work very well, i.e. the signature should be reduced to 126 but it is still 150 under the booster. I have to set the skills All o first, and next choose all 5, then it presents the exact information. Please provide the fit of both the tengu booster and the ship you're applying it to, as well as which pilot (All 0, All 5, character, etc) for each ship, and describe exact replication steps. Fit a Tengu with Skirmish Evasive Maneuvers II (reduce signature) and Information Sensor Integrity II (raise sensor str). And set this Tengu as Booster fit. In the Booster-Squad, choose it as the booster. However, we will find the signature/sensor str do not decrease/increase for this Tengu (under its own links). You have to refresh it ---by turning off the link and then turning on, or setting the characters All 0 and then setting it All V---then the exact numbers come out. Another bug I found is that sometime when I click "back" button, it will not return to the previous menu----you have to click the button 4 or 5 times.
Ah, yeah, the bug with the stats not updating is known. The entire fleet boosting / projection logic is thrown together and no one wants to touch it. I was able to fix a lot of it's afflictions earlier this year, but this iparticular bug is a side-effect of a few fixes I made (see https://github.com/DarkFenX/Pyfa/issues/63 and pull request https://github.com/DarkFenX/Pyfa/pull/99)
Navigational bug is also known: https://github.com/DarkFenX/Pyfa/issues/177. No current ETA on fix.
Thanks for reporting these tho! Let us know of any other issues you run into! |
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Posted - 2014.11.27 02:59:43 -
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Looking for input on how people would like the new Tactical Destroyer mode to function in pyfa. Easiest way is to have a context menu, but this is something that should be visible at all times so that the user knows what mode they are in. Looking for UI ideas on where this could be implemented! I will be keeping a list of ideas here: https://github.com/DarkFenX/Pyfa/issues/208 |
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Sable Blitzmann
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Posted - 2014.12.03 22:06:57 -
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This is what I came up with: http://gyazo.com/10189d279943e067046a931f9c59ee02
I would like to introduce an actual GUI element rather than hacking the fitting list and using context menus, but this will suffice for now. Kadesh will take a peak at it within the coming days |
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Posted - 2014.12.04 17:15:30 -
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JetStream Drenard wrote:Maybe I just have not figured it out yet... Is there a way to display Drone Volley and tracking information?? If not, is this possible?
My PYFA drone volley shows 0, and I can not locate a drone tracking information thingy. I have to use EFT to show drone volley. Thanks! I love PYFA!
Tracking speed is shown in the drone pane. Volley is not included in total because of a long-standing oversight. I'll open a ticket for it. |
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Posted - 2014.12.09 07:16:54 -
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Ash Darkfire wrote: First of all, will there be some sort of compare tool or option implemented to compare stats [or even average prices too] of modals while setting up fits and comparing such? along with that, another idea is to possibly add some way of calculating and viewing the additon of cargo for Indies or freighters or even miner ships of items other than just the modals to the cargo bay? such as how adding liquid ozone to cargoholds of cyno ships, ores and ice to cargo haulers and ORE ships, PI materals to epithals or even entire ships [packaged or unpackaged] themselves to Industrials and freighters or the bowhead in the upcoming release. could call it a cargo calculator or such of what the tool can already do. and is there any way to calculate time for overheat damage before it burns out a modal and the side effect of it passing heat to other modals in the rack or is that not possible? [i dont know if overhead it set damage (effected by skills and other moduals also/not OHed or if it is more chance/random based]
thankis ^^
1) I've been increasingly thinking about adding a compare-like tool, however this would be somewhat of an undertaking. Someone in this thread was also going to take a look into developing something along those lines, I don't know if that ever got anywhere. It is on the radar, we just don't know when it'll happen.
2) Not really sure if I see the appeal of having a cargo calculator. pyfa is developed primarily as a fitting management tool for pve/pve situations. This would be a fairly large project requiring development of a more nuanced cargohold feature, with the benefits not justifying the time spent making it. Not ruling it out, but it is not on the radar. Perhaps you could expand on how this may work or be featured in the application? What might it look like?
3) Heat damage is implemented. I know EFT has this feature but I don't think it's very accurate. Heat damage is chance-based based on how much heat has accumulated on the rack and what other modules are present on the rack. As with any chance-based mechanic, there isn't really a good way to estimate how long a module can overheat for (unless you run a simulation in which the rack heats to 100% and then starts to apply damage to the module once per cycle). I guess we could implement some form of granularity to the equation (worst case vs best case vs average), but this type of question should really be directed at Kadesh. He made a really good post about the mechanics of heat and the math behind it, much of which goes over my head: https://forums.eveonline.com/default.aspx?g=posts&m=341573 |
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Posted - 2014.12.09 19:27:22 -
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Torgeir Hekard wrote:Current Git version has broken T2 ammo. It does not load without displaying any errors. At least I checked small focused beams and heavy neutron blasters.
Edit:
Also the lowermost user damage pattern is not selectable. Also paste does not load into ancillary reps. Also can't load anything into an ASB (at least medium). Also can't load a focused warp disruption script. Or unload if one is already loaded.
Well, pretty much dropdown ammo selection menus are completely bonkers.
It's been fixed on the sisi branch. I made an opps while trying to fix wxPython menu bindings to support multiple submenus (windows bindings are strangely different from linux/mac =() |
Sable Blitzmann
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Posted - 2014.12.10 03:35:17 -
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Rhea - v1.7.0 is out: https://github.com/DarkFenX/Pyfa/releases/tag/v1.7.0
I'm looking for anyone that has a Mac and knows python and sqlalchemy to help diagnose and repair performance issues with it. Please let me know. We can get you up to speed with the internals and everything, but I suspect it's query performance issues . |
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Posted - 2014.12.10 18:27:35 -
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Mardios wrote:having an issue when trying to fit a confessor, the fitting window doesnt show the H/M/L slots, I can select mods and see the CPU and and powergrid adjust for the mod ive selected http://imgur.com/LBgLrav In this fit has full rack of beams
Lothian Scykle wrote:I'm having an issue with Pyfa 1.7.0 on a Mac (OS X 10.9.5). I can find the Confessor in the "Ships" tab listing, but selecting it gives a blank fitting window. I can import a fitting via the "Edit", "From Clipboard" menu item, and all modules will be displayed. However, contextual menus do not work - there is no response to right-clicking on anything. When closing pyfa and reloading, or closing the Confessor fit tab and opening it again, I'm back to the blank fitting window. Loading drones, cargo, and implants appears to function normally. By the way, just reading through your poses over the past few days. and I saw some of the other ideas you had for implementing the mode switching for the new tactical destroyers. I much prefer the mode-switching as a button-based section on the right side along with the "Resources", "Resistances", etc. sections. The contextual menu is much less intuitive (imho). Thanks for all the effort you put into this invaluable tool. I know I speak for a lot of folks when I say that it is a life-saver. If you need a Mac guinea pig, please let me know. I'm happy to help.
Can you two send me, via EVE Mail, a copy of your fit database (in windows, it's called saveddata.db in %userprofile%/.pyfa ). Can you also post or send me the error and output logs from there?
It's weird that the fitting window will not display, but the stats update. I had to do some hackish things to make the mode show up alongside the other modules, maybe something is bugging out. Has worked on my win7, linux, and VM mac, so not sure.
About the graph, please let me know what specifically isn't working (I haven't checked and will be working on confessor bugs)
Has anyone downloaded v1.7.0 and had it run without issue with regards to the confessor? |
Sable Blitzmann
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Posted - 2014.12.11 15:02:31 -
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Sonny Mogwai wrote:It's became a tradition to post here after every pyfa update :P
things
Please delete that file. I'm going to talk with Kadesh about generating new skeletons which will hopefully fix this (and we need new skeletons for Windows to continue with a planned enhancement)
Roesjka wrote:@Kadesh Priestess and Sable Blitzmann
Any chance upgrading Python and wxPython requirements to a higher version i.e. Python 3.x and/or wxPython 3.x ? Python 2.7 and wxPython 2.8 are getting a bit dated. In any case keep up to good work with PyFA.
Cheers, Roesjka
With respect to Python 3, not anytime soon. Kadesh has a new calculation engine that runs on Python 3, however it would require a rewrite of everything else in pyfa. It's a long-term plan
wxPython 3, however, is on the list of things to look into. It's not really as trivial as flipping the switch tho, keep up with discussions here: https://github.com/DarkFenX/Pyfa/issues/92
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Sable Blitzmann
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Posted - 2014.12.11 16:03:49 -
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Antillie Sa'Kan wrote:I believe I have found a bug with Pyfa on Linux. Upon trying to create a new fit for the Confessor in Pyfa 1.7.0 I received an empty fitting tab with no fitting slots displayed. I was able to add modules to the fit and watch the used grid and CPU and other ship stats change accordingly but still the fitting tab remained completely empty. When I launched Pyfa from a terminal window and tried the same thing I got the following output when attempting to open or create a confessor fitting:
Traceback (most recent call last): File "/home/antillie/pyfa/gui/builtinViews/fittingView.py", line 449, in fitChanged self.refresh(self.mods) File "/home/antillie/pyfa/gui/builtinViews/fittingView.py", line 563, in refresh self.SetItemBackgroundColour(i, self.slotColour(mod.slot)) AttributeError: 'Mode' object has no attribute 'slot'
(process:29374): GLib-CRITICAL **: g_slice_set_config: assertion 'sys_page_size == 0' failed
Since it was complaining about trying to set the background color of a fitting slot I turned off the "Color fitting view by slot" option in Pyfa's preferences. This resolved the issue and Confessor fits now display in the fitting tab as expected. I am running Python 2.7.6 on Linux Mint 17.1.
Not a big deal really since the fix is so easy. I just thought you might be interested to know.
Thanks, I just fixed it not too long before your post. I'll be making a new release tonight/tomorrow with these fixes |
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Posted - 2014.12.11 16:37:02 -
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Cyber Wulf wrote:Is there a version available for the iPad?
Nope, sorry, and there are currently no plans to support mobile devices. The only decent mobile fitting tool that I'm aware of is EVE Droid, but that's for Android. |
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Posted - 2014.12.11 22:08:01 -
[190] - Quote
v1.7.1 is out with UI fixes to tactical destroyers and graph |
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Posted - 2014.12.13 00:25:48 -
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Daneel Trevize wrote:Not sure when it entered the code, but there's currently a bug w.r.t. damage profiles.
The Selected Ammo and Thermal profiles aren't working right. Selected is acting like uniform, and Thermal isn't successfully selecting in the menu.
There is no "Thermal" unless it's a custom one created by you. Do you have a Uniform option? Best way to diagnose this is for you to privately send me your saveddata.db - that way I can see what's going on with your damage profiles.
Cypher Reese wrote:Using Pyfa 1.7.1
On the DPS graph, I set the distance, velocity, and angle to a constant value (20km, 0 m/s, and 0 degrees though the actual numbers don't matter) and set the signature radius from 30-500 m. The actual plot I believe is correct but the X-axis reads from 0 to 1600m.
Edit: I believe plot is correct if x-axis has correct scale. Doesn't fit correctly with numbers shown on axis.
Edit 2: Figured it out. X-axis is the effective sig radius after painters are applied. Would it be possible to selectively change the x-axis to display the targets sig radius before painters are applied?
I'm not sure what you're stating / asking. X-axis should be the distance you set, not sig radius, while Y-axis is DPS. Maybe you could post a picture of what the problem is?
To toggle the effects of target painting on the graph, simply deactivate the target painter in the fitting window.
Jonathan Xavier wrote:Bug report (Pyfa 1.7.1):
In Pyfa, the Shield Upgrades skill affects power grid requirements of Passive Shield Hardeners (e.g,. EM Ward Field II). In game this is not the case. I don't know if CCP changed this in-game or this has always been the case, but either way, it is not correct in Pyfa as of the current release.
The skill affects all modules which requires the skill Shield Upgrades, passive shield resists being one of the many module groups that this applies to. The examples listed in the skill description (shield extenders and recharges) are simply that and not representative of all modules that benefit from this skill. To confirm, I double checked with latest dogma effects and expressions. =)
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Sable Blitzmann
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Posted - 2014.12.15 03:19:51 -
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It's already been fixed: https://github.com/DarkFenX/Pyfa/commit/ffb771993767b222864e01fce9463ad76de80663
Instead of going through the hassle of making a new release for this one issue, feel free to create that file in your pyfa directory. |
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Posted - 2014.12.15 18:06:02 -
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Macker Momo wrote:Thank you! Incredible application.
Please let me know what I need to do prior to installing any new version of PYFA.
These are the steps I follow now: 1. Download .exe version 2. Uninstall current version of PYFA 3. Go Into program files (x86) and delete the PYFA folder 4. Double click on the .exe installer
In the past I did not uninstall or delete the PYFA folder, and ran into some fitting corruption issues. Thank you.
You shouldn't have to delete the pyfa directry. It should work like any other application installation and overwrite old files with new ones. What kind of fitting corruption issues did you experience? |
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Posted - 2014.12.19 02:21:23 -
[194] - Quote
With the changes announced to recon ships, I wanted to play around with the new stats. I was able to rig together a script to parse parts of the forum post and modify the database values accordingly. I have made an unofficial build with this new data, can they can be found here:
http://blitzmann.it.cx/pyfa-nightly/misc/proteus-recon-unofficial/
Please note that by default, and to prevent this unofficial build from tampering with your current fits, it's set to save the database in the pyfa directory itself. Also note that capacitor recharge rage is more or less estimated and may differ from what we eventually see - this is because CCP did not provide the raw data in the forum post, but instead as a floating point number which may be inaccurate due to rounding. |
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Posted - 2014.12.19 23:16:25 -
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Skyler Hawk wrote:e2: Thanks for doing this, although it seems that the resist change hasn't been accounted for - the ships still have their old resist profiles rather than the hac resist profiles they're going to get in january.
Ah, that is true. Mostly because resists aren't specifically mentioned, just stated as "brought to HAC levels". Not going to worry about it right now. =) |
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Posted - 2014.12.31 19:54:18 -
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Chad Wylder wrote:Kain Keiley wrote:I'm running into an issue where my CPU/PG usage doesn't change according to the fitting I have online. In example, I have a Hunter Proteus fit that cannot online all of it's high slots without being well over on CPU, but offlining the expanded probe launcher should be adequate to make the fitting work. When I toggle online/offline however, the fitting never changes. Screenshots below: http://puu.sh/dMiXz/cf9cceadeb.png - Online http://puu.sh/dMiYg/ee8629452b.png - Offline Uninstalling and re-installing has failed to fix the issue. You're not actually putting the module offline, you're just telling Pyfa that the module isn't currently active (so it's not cycling, but it's still online.) In order to put a module offline, hold ctrl and then left-click the checkmark next to the module. (assuming you're using windows) [Edit] And yeah, passive modules you can turn offline by just left-clicking, but any module that can be activated needs to use ctrl. (You'll know a module is offline when you see a red X next to it in Pyfa.)
This. However, I have opened up an issue to allow for middle clicks to offline modules, which might be a bit more intuitive for some. |
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Posted - 2015.01.04 06:40:23 -
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Chad Wylder wrote:Macker Momo wrote:I am experiencing an issue that is preventing me from using more than two incoming damage patterns, the balanced + one that I create. When I create more incoming damage patterns, everything looks OK until I try to use that pattern. I cannot switch to the new damage pattern, even though it was successfully created and is an option in the drop down menu.
Version 1.7.1 Win 7 64 Amd processor
What information can I provide that will help you troubleshoot this issue?
I've been having a similar issue. It seems that the very last damage pattern in the list will not activate, but creating a damage pattern called "z" to take up the last spot seems to have fixed the other damage patterns for me. (So then the "z" damage pattern is the only one that doesn't activate, since it's in the last spot of the list)
It's a known issue, most likely will be fixed with next release. See https://github.com/DarkFenX/Pyfa/issues/233 |
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Posted - 2015.01.10 23:12:52 -
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iLLeLogicaL wrote:Is there a way to preview ships in the upcoming proteus release (eg a proteus data pack for pyfa)?
No, not yet. updating to new expansions is not as straightforward as it could be with current pyfa engine. |
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Posted - 2015.01.23 22:18:53 -
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Oovarvu wrote:i don't seem to be able to export the fits to eve anymore, the fitting shows up in the import box (in game) but doesn't give the option to import when highlighted.
it would be nice if there was a column for how long a module lasts under heat.
ah ok, import issue already noted, must learn to read the previous posts.
...
has anyone got a workaround for the fit export issue as it's still ongoing?
The XML export is borked in 1.8.1, but is fixed internally. I don't believe it's worth it to make a new release just for this fix. In the meantime, you can simply export using EFT format and use the game client to import from clipboard *. This is quickly becoming the most popular way of transferring fits to the ingame client instead of messing with XML files.
If you absolutely need XML export, it's pretty easy to fix on your pyfa distribution. Simply use the edits found here: https://github.com/DarkFenX/Pyfa/commit/3a9e1f8b850de68bfe574b7ddb4b743a4f2194ef
* I don't think EVE client likes EFT exports when cargo items are attached, so you may have to remove them.
Dama Arishe wrote:The description for the Rook doesn't reflect the Kinetic missile changes, though the bonuses are actually applying properly.
CCP fumbled the Rook's trait descriptions with the initial Proteus release. They fixed it in Proteus 1.1, but it was decided not to release a fix since it's such a small issue. Will be fixed when next expansion is out. |
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Posted - 2015.01.25 00:02:23 -
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Kami Zed wrote:Sup guys, I was wondering why the graph in this image has a "shock" halveway through? It should be a smooth descending line right? or did i miss something? http://i.imgur.com/vUe66Bn.png Im sorry if im asking a stupid question Greetings
Your drones are controlled up to 60km. Once you exceed that, their dps is not counted in the graph because you can no longer control them |
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Posted - 2015.01.27 05:23:16 -
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I've made a packages available for current SISI data, including Svipul and Projectile changes. You can download here: http://blitzmann.it.cx/pyfa-nightly/misc/sisi-857706/
Please note that it should use it's own fit database so as to not interfere with you current fits (it has undergone minimal testing) |
Sable Blitzmann
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Posted - 2015.02.03 15:44:13 -
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Cu3ball wrote:First, thanks for all the work you have done on a great app!
I can't get the damage pattern to change. I have imported a bunch of patterns but when I right click on the Incoming Damage bar but nothing comes up. Any help would be appreciated.
Thanks
Might be database corruption. Try to open the damage pattern editor, does it crash? Are you patterns listed in the drop down? Upload and send me your ~/.pyfa/saveddata.db file via eve mail and I can take a look |
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Posted - 2015.02.05 21:33:45 -
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Someone else reported a similar issue. Can you please upload your saveddata.db file and send me the link via EVE mail? I believe it will be fixed if you delete those blank damage profiles, but I also would like to see WHY they are blank and causing it to not work, for which I need your database. Thanks =) |
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Posted - 2015.02.05 21:36:25 -
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Hiro Epiconthe wrote:Hello,
I love pyfa it is an amazing tool. I was wondering however, it is currently possible to drag fittings of ships onto the system effect window and have them simulate the effects (such as a neuting legion or bhaalgorn) on to the fit. I ran into problems with stacking multiples of the same fit though. It can cope with having multiple fits affecting it but not many of the same, it then only counts it as one. I was wondering if maybe this was a quick fix that could be added because it would help a lot in estimating how to take down certain ships capacitors.
Hiro
If I understand correctly, you want multiple projection, yes? Like, projecting a logi fit to your fit 5 times? Currently not possible due to the way the database is implemented, see https://github.com/DarkFenX/Pyfa/issues/174
There are a few possible fixes, but besides what I've mentioned on issue page, I have not worked towards a fix yet. As a workaround, copy the fit which you want to project multiple times, and porject the copy. It can get messy fairly quickly, but that's the best we can do for now. |
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Posted - 2015.02.06 21:51:16 -
[205] - Quote
Sult Dizarra wrote:Hello, I bumped into a problem. After i reinstalled my pc and installed pyfa again. It refuses to import xml eve fits, and when i export an xml its always empty.
Any idea whats going wrong and how i can solve this?
With kind regards, Sult Dizarra
Exporting XML is broken with 1.8.1, and will be fixed with next release. I wasn't aware importing was broken too. Will confirm and should also be fixed on next release. |
Sable Blitzmann
Aperture Harmonics No Holes Barred
154
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Posted - 2015.02.08 03:38:55 -
[206] - Quote
Triksterism wrote:I'm interested in swapping to Pyfa from EFT, however I have a lot of fits in EFT. Now, I found the import option, navigated to my EFT fittings folder, selected all the files and tried to import them. It was at this point I ran into a problem: The window froze. After some troubleshooting I noticed it happens with single ship imports as well (1 file).
Perhaps I could do the importing manually if I knew where pyfa saved its ship fit data.
Ship data is not stored in a text file like EFT data is. It's stored in a database, so there isn't a way to simply drop the files somewhere and have them work.
EFT cfg importing seems to be bugged, thanks for reporting this. I'll try to get it fixed with the next release. =) |
Sable Blitzmann
Aperture Harmonics No Holes Barred
154
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Posted - 2015.02.19 22:07:20 -
[207] - Quote
Yuki3300 wrote:Hi I tried to use pyfa today and its been crashing on open constantly, I see the process open in task manager then immediately close again.
What OS are you using? Look in your pyfa user directory (%userprofile%/.pyfa/ on windows, ~/.pyfa/ on os x and linux) - can you upload your database file saveddata.db and send me a link via evemail? Is there an error_log.txt file? |
Sable Blitzmann
Aperture Harmonics No Holes Barred
154
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Posted - 2015.02.19 22:52:29 -
[208] - Quote
No Inspiration wrote:Sable Blitzmann wrote:What OS are you using? Look in your pyfa user directory (%userprofile%/.pyfa/ on windows, ~/.pyfa/ on os x and linux) - can you upload your database file saveddata.db and send me a link via evemail? Is there an error_log.txt file? Fault Module Name:sqlalchemy.cprocessors.pyd Exception Code:c0000005 Exception Offset:00001288 I deleted the file and it works again. 4 times I'm in this situation. If a simple deletion always works, can't the file simply be excluded from the installer or something?
I tried that once and it didn't work, as it will just retain the old files (unless you deleted them). We have to modify the installer script to find and remove those files. It can work, just keep forgetting about it. We've been meaning to actually rebuild the Window's files for a while now and keep setting it back. >_> |
Sable Blitzmann
Aperture Harmonics No Holes Barred
154
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Posted - 2015.02.20 22:12:14 -
[209] - Quote
Jimwinz wrote:I'm having similar problems with the Tiamat - v1.9.0 release crashing when opened.
I uninstalled Tiamat - v1.9.0 and reinstalled Proteus - v1.8.1 which still works fine.
I'm on Windows 7, 64 bit..
The crash notification details are as follows if it helps:
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:2057 Additional Information 1:0a9e Additional Information 2:0a9e372d3b4ad19135b953a78882e789 Additional Information 3:0a9e Additional Information 4:0a9e372d3b4ad19135b953a78882e789
Known issue, please delete sqlalchemy.cresultproxy.pyd from your pyfa directory. I'll try to make a renewed effort in looking into properly fixing this with the next release.
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Sable Blitzmann
Aperture Harmonics No Holes Barred
154
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Posted - 2015.02.22 21:43:08 -
[210] - Quote
That is interesting. And oh my at that spec sheet. Like bug report heaven.
I think it might be with the fact that the bitmaps behind the tabps are not rendered properly. This happened with wx3.0 on Linux as well. Sometimes it could be the operating system and the code behind it (to fix it on wx3 in Linux we had to add something to the source), but the fact that you are using the exact same operating system as I leads me to believe it is something with your comp. Check your video drivers. I have tried it with various Windows themes and while I get horrid colors I cannot reproduce what you have.
Also, a reinstall may not be enough. Make sure you completely nuke the pyfa install and then try again. Also, try running from the zip archive and see if that displays same issue.
Without steps to reproduce I don't think I can be of much help =(
edit: also, look in %userprofile%/.pyfa/ for an error log and tell me if that shows anything. |
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Sable Blitzmann
Aperture Harmonics No Holes Barred
154
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Posted - 2015.02.24 22:04:00 -
[211] - Quote
Viva Miriya, I'm not quite sure what to tell you. You are using Windows Basic theme, but that doesn't cause problems with me. Maybe change to Windows 7 theme just to be sure. I haven't had any other Windows user reports this, and I cannot reproduce. Definitely seems like something going on with bitmap transparency rendering.
Aribeth Thiesant wrote:How do I clear all fittings I've imported?.. I've got huge pile of crap in there.
A fit fitting sync option would be good too that adds (and removes) fittings automatically from the exported fittings file from eve.
Thanks.
I'm not sure what you mean. All imported fits from a different source is integrated into the database and cannot be distinguished from other fits, so the only way to remove imported fits it to browse to them and delete. =/ |
Sable Blitzmann
Aperture Harmonics No Holes Barred
154
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Posted - 2015.02.28 18:17:26 -
[212] - Quote
Aribeth Thiesant wrote:
Ah thanks, I delete them manually. So there is a way to clear ALL fits from the database in one click?
What I meant regarding the automatic sync is that suppose I have fittings A,B and C within Eve and I export all of them to a designated and pre-determined file. PYFA, on startup will automatically scan that file adding any fits not in the database, and update any fits that are already in the database. An optional checkbox would also means that it would remove any fits in the database that are not in the file. This way PYFA's database of fits and Eve's database of fits are always in Sync... well at least in one direction.
Thanks.
There is no way besides deleting your user database (which will also delete your saved characters, apis, damage profiles, etc). That file is located in %userprofile%/.pyfa/saveddata.db
Regarding the sync option, it is an interesting idea and one that I've thought about. However, there are problems associated with it. The main one is that there is no way to make a 1:1 link between fits that eve exports and fits that pyfa has stored. Example: you export an updated Rifter fit from EVE. Pyfa has an out of date version. You import the new one hoping that it will update the existing one. But how do we determine which Rifter fit to update? EVE does not export any sort of fitting ID that represents a unique fit, or version of a fit. It only exports "This is a rifter with these modules attached" and there is no way to link them to Pyfa counterparts.
The only way that I can see would be to match the names, which would be possible, however that may cause unintended overwrites without a confirmation (kind of like copying an identically named file to the same directory and it directs you to rename or overwrite). Implementing such a feature is possible but isn't on our short-term radar as we're focusing on... other things at the moment. =) |
Sable Blitzmann
Aperture Harmonics No Holes Barred
154
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Posted - 2015.02.28 18:25:59 -
[213] - Quote
Viva Miriya, the only reason that I can think of that would cause your window to show that grey box is that you have a different system value for wx.SYS_COLOUR_BTNFACE, probably because of your different theme. The only way that I can reproduce this is by opening pyfa and then changing theme from Windows 7 to Windows 7 Basic. restarting pyfa seems to fix this (most likely does not update color when theme changes)
Still have no clue why your tab bitmaps are ******. =/ |
Sable Blitzmann
Aperture Harmonics No Holes Barred
154
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Posted - 2015.02.28 22:10:54 -
[214] - Quote
Glathull wrote: I don't understand why you would say that. There is an easy way to do this, of course. Open the savedata.db file in any SQLite editor and run DELETE FROM fits
That won't clear your saved charaters or API keys or anything else. It will just clear the fits you have saved, and it will preserve the table structure.
Edit: that is not sufficient, actually. It's a bit more to it that just learning that table. Oops.
Sync is a challenge. Not impossible, but a challenge.
Well, yeah, with a SQLite editor you can manipulate that data however you want. You could also install python, import eos.db, and delete all fits from that. I was more so saying there is no built-in way, considering most folks don't have sqlite editor or know how to manipulate it. |
Sable Blitzmann
Aperture Harmonics No Holes Barred
155
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Posted - 2015.03.03 22:46:03 -
[215] - 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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Sable Blitzmann
Aperture Harmonics No Holes Barred
155
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Posted - 2015.03.07 18:27:11 -
[216] - 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. =) |
Sable Blitzmann
Aperture Harmonics No Holes Barred
155
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Posted - 2015.03.09 20:50:16 -
[217] - 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 |
Sable Blitzmann
Aperture Harmonics No Holes Barred
155
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Posted - 2015.03.14 02:59:00 -
[218] - 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. |
Sable Blitzmann
Pyre Falcon Defence and Security Multicultural F1 Brigade
155
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Posted - 2015.03.24 00:50:55 -
[219] - 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. |
Sable Blitzmann
Pyre Falcon Defence and Security Multicultural F1 Brigade
155
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Posted - 2015.03.25 22:38:30 -
[220] - 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 =) |
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Sable Blitzmann
Pyre Falcon Defence and Security Multicultural F1 Brigade
155
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Posted - 2015.11.09 12:47:43 -
[221] - Quote
Hey guys, I'm backfrom hiatus. Been keeping up with pyfa development (obviously) but just reupped my account so now I can post \o/
Lucaz Verona wrote:Character Editor just crashes Python completely every time I open it... Can't even update my APIs to get the right skills.
just downloaded to 1.6.2 and it's happened since you change for Parralax
Which platform are you on? If Linux, do you have wxPython 2.8 or 3.0? If on OS X, are you using the regular build or the wx3 build?
Alicia Dnari wrote:Apparently I'm an idiot. I can't find where to download the latest Mac build. I find Github, but then I'm lost. Anyone got a spare clue?
All releases can be found here: https://github.com/DarkFenX/Pyfa/releases
Virindi Paradox wrote:Hey there, love the program.
I did however find a bug and I wasnt sure how to go about reporting it.
The bug in question was fixed with 1.16.2. I did want to comment though on where to find bugs and report them: https://github.com/DarkFenX/Pyfa/issues |
Sable Blitzmann
Pyre Falcon Defence and Security Multicultural F1 Brigade
155
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Posted - 2015.11.14 22:56:28 -
[222] - Quote
I've replied to the topic in question. This is a false positive with AVG |
Sable Blitzmann
Pyre Falcon Defence and Security Multicultural F1 Brigade
155
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Posted - 2015.11.15 16:05:38 -
[223] - Quote
Noctaly wrote:What is the "user data" folder I should keep when I delete everything and install the new one ?
I have two folders, "eos_old" and "mpl-data"
I have no idea what eos_old is, unless you created it. The user data folder is in your user profile (C:/Users/[name]/.pyfa/), which is away from the pyfa install directory (unless you run pyfa with the -r flag, in which case it's called "saveddata" in your install directory) |
Sable Blitzmann
Dirt 'n' Glitter Habitual Chaos
156
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Posted - 2015.11.17 02:32:07 -
[224] - Quote
Hyperion Kronos wrote:You might have not read my question in my previous post, so I will try again:
Is there a possibility to add notes to each fit like the "descriptions" in EFT or, if not, is it possible or planned to introduce such a feature, including maybe even the option to import the descriptions from EFT?
Thanks a lot for your answer!
https://github.com/DarkFenX/Pyfa/issues/364
It is possible, and actually wouldn't be too difficult to support. However, it is on the backburner for now as pyfa still has a few major issues with OS X that I want to spend time on. =) |
Sable Blitzmann
Dirt 'n' Glitter Habitual Chaos
156
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Posted - 2015.11.17 16:01:08 -
[225] - Quote
GKFC wrote:Hi,
Trying to import a Character using the API I get the following error:
urlopen error [SSL:CERTIFICATE_VERIFY_FAILED] certificate verify failed (>ssl.c:590)
Which I think has something to do with old SSL certificates? Is that something I need to update or is it a Pyfa thing?
Macbook Pro, 10
Cheers,
G.
I'm aware of this issue. What is your OS X version? |
Sable Blitzmann
dirt 'n' glitter Habitual Chaos
156
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Posted - 2015.11.19 00:33:01 -
[226] - Quote
Torgeir Hekard wrote:
Running ubuntu 14.04 with python 2.7.6. master branch works both with wx3 and wx2.8 singularity branch does not work both with wx3 and wx2.8
PS: somebody pleas skin alive the person who made this forum engine
Well the sisi branch is like 30 commits behind master, so it isn't going to work. Just use master =) |
Sable Blitzmann
Dirt 'n' Glitter Habitual Chaos
156
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Posted - 2015.11.20 01:55:45 -
[227] - Quote
Henry KingDeim wrote:I've been excited with the new feature to export and import fits in game, but when I try on Pyfa on my mac, I get this error
401 unauthorized authentication needed, bad token
Pyfa stable 1.16.0 Parallax
Use the 1.16.2-mac-wx3 version. The non-wx3 version does not have CREST support due to :reasons:. Also, if you are having problems with this version (many people are), please let me know which OSX version you have |
Sable Blitzmann
Dirt 'n' Glitter Habitual Chaos
156
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Posted - 2015.11.21 03:05:13 -
[228] - Quote
Porthos Jacobs wrote:I must be doing something wrong I did a shield fit and it game me 700 HP/s recharge for shield, I get amped about it buy it fly it all over to find I am only getting 215 HP/s and 20 k ehp less than Pyfa says. Used my own skills and implants are current. What may I have set wrong?
That isn't very helpful. Please post fit, along with the differences you noted between pyfa and eve. Double check you are using the correct character as well |
Sable Blitzmann
Dirt 'n' Glitter Habitual Chaos
156
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Posted - 2015.11.23 18:30:37 -
[229] - Quote
DTBA Fonulique wrote:Sorry guys does anybody else have a issue with the pyfa 1.16.2 PC version crashing if you open character editor ?
It's a known problem, however it's one that I cannot reproduce and so I'm not sure what to do about it. I will be trying a few things to see if it helps or not, but in the meantime, if you are affected by this bug, please sign up on GitHub and subscribe to that issue - since I cannot reproduce, I will need to rely on others to test out possible fixes.
https://github.com/DarkFenX/Pyfa/issues/441
Also, what is your OS? Does this happen with any other Windows / features? |
Sable Blitzmann
Dirt 'n' Glitter Habitual Chaos
156
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Posted - 2015.11.26 23:15:57 -
[230] - Quote
Richard TheLordOfDance wrote:Quick question, is it a limit built in to CREST that means I have to sign in every 20 minutes or is it an arbitrary thing that's been put into pyfa? From my understanding from Foxfours post on the new endpoint you should just have to do it one time. I love the feature but having to sign in all the time annoys me to no end!
https://github.com/DarkFenX/Pyfa/wiki/CREST
Basically, there are two modes: implicit and user-defined. In implicit mode, you use pyfa's third-party clientID for the SSO authentication, and the token is only good for a certain amount of time that is set by CCP (currently 20 minutes, but FoxFour has stated that they've thought about bumping it to 1 hour).
In user-defined mode, you supply your own clientID and secret, which enables what's called a refresh token. The refresh token is able to be used to refresh the authentication when the token expires. This allows you to log in once and forget about it, as having the refresh token will seamlessly re-authenticate if needed
The reason pyfa doesn't use the refresh token by default is due to the fact that we cannot securely ship with our own client secret. This brings up a few security issues (it's much less concerning in a single-user environment such as a desktop app, but there are still questionable aspect of it).
If you want a log-in-and-forget feature, sign up for a developer application (you will have to accept the dev license) and create your own details. |
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Sable Blitzmann
Dirt 'n' Glitter
157
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Posted - 2015.11.29 17:14:15 -
[231] - Quote
Whiteroses Shi wrote: retrieve method must return none, string, file-like object or an element instance
getting this error when im trying to get characters..
any ideas?
What is your OS?
GKFC wrote:Sable Blitzmann wrote:GKFC wrote:Hi,
Trying to import a Character using the API I get the following error:
urlopen error [SSL:CERTIFICATE_VERIFY_FAILED] certificate verify failed (>ssl.c:590)
Which I think has something to do with old SSL certificates? Is that something I need to update or is it a Pyfa thing?
Macbook Pro, 10
Cheers,
G. I'm aware of this issue. What is your OS X version? Sorry for the late reply, 10.10.5
This problem has been fixed internally, should be out with the next Stable release 1.17 in December |
Sable Blitzmann
Dirt 'n' Glitter Local Is Primary
157
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Posted - 2015.12.02 04:04:59 -
[232] - Quote
Manssell wrote:Just noticed that when I export from Pyfa to Eve through CREST none of the charges, drones, or cargo is getting exported with the fitting.
Also getting a few crashes when selecting a fit on 10.10.5 but overall love the changes though.
Can you describe the crash, and the possibly the fits that do it? You can also send me your user database file at ~/.pyfa/saveddata.db - my email is listed on the README on the repo.
Dethmourne Silvermane wrote:Maybe I'm doing it wrong, but I can't seem to import any damage profiles into Pyfa, even following the exact format used from the "export to clipboard" option.
Please advise.
Make sure the data is in the following format: https://github.com/DarkFenX/Pyfa/wiki/Effective-HP
Otherwise, please post what exactly you're trying to import and I'll take a look. Also, what OS are you using? |
Sable Blitzmann
Dirt 'n' Glitter Local Is Primary
157
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Posted - 2015.12.08 17:39:50 -
[233] - Quote
v1.17.0 is out: https://github.com/DarkFenX/Pyfa/releases/tag/v1.17.0 |
Sable Blitzmann
Dirt 'n' Glitter Local Is Primary
157
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Posted - 2015.12.09 01:02:29 -
[234] - Quote
If you can make an issue on GitHub, that would be great. I like keeping conversations about these issues there as it's more focused.
https://github.com/DarkFenX/Pyfa/issues
But I will ask: are you using the basic -mac build, or the -mac-wx3 build? Can you consistently reproduce it? What actions are you taking when this happens? Does it happen when pyfa first starts up, or when it's been running for a while?
We've had some other folks report problems on 10.11, which is troublesome as I do not have that version. OSX issues are also generally much more difficult to diagnose as I am not a Mac user primarily - I only have hackintoshs to reproduce and fix issues that crop up. |
Sable Blitzmann
Dirt 'n' Glitter Local Is Primary
157
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Posted - 2015.12.10 02:04:23 -
[235] - Quote
Tornii wrote:I think there's a bug in the most recent release (Dec 8): I can't open the market category for Remote Sensor Damper modules, plus there's no right click menu when clicking on already fitted sensor damper modules.
Known bug, it's been fixed and will be released by tomorrow probably
Idame Isqua wrote:Hello
firstly I was wondering what happened to your blitzman.it website? you had the best tools on it
But about Pyfa I'm struggling to adjust to pyfa from eft
One of the biggest reasons why I use fitting tools And I think a lot of people are in my situation Is we are fitting for a john doe character, with limited skill points
in eft it was very easy to make a L3/L4 skills low skill character
To give context, I'm fitting for FW the ships need to be functional cheap and low skilled. Its important to make sure the fit works even with missing core skills
So basically I'm asking you take this usage into consideration building budget ships for characters who don't have any long train skills
So far creating a character in pyfa looks like its gonna require clicking each skill It would be great if I could click on a skill group and set them all LX
Likewise for importing fits via crest its a great feature but having to individually open up each fit in pyfa to import it is unnecessary? even more frustrating I just clicked through all my fits then realised that I have to actually load the fit before i click import and that the menu is therefore none functioning could the import pyfa button be greyed out (goes for everything else) when it dosnt actually have a function that would really help reduce the learning curve and frustration
So basically more select all mass edit mass import features would be great
no idea how editing pyfa files by text works either and couldnt find any explanations for example the damage profile i pasted it into text and it gives a explanation but it dosnt give an actual working example which would be greatly appreciated
Edit: Subscribed
Reading through thread again as I'm starting to put two and two together more now.
About the character editing: You are able to import an EVEMon "After Plan" Character export file. That being said, I have been thinking about adding the option to select default starting level for all skills. But in the meantime, the easiest way would be to either use an EVEMon export, or use a newbie's API to import their skills >_>
The CREST functionality is definitely lacking - its basically a rough draft and wasn't really polished. There's a few things that I want to improve upon - one being more options about how to import. I'm focusing more on stability issues on OSX and some crashes on Windows right now, so iterations on the CREST functionality are paused right now.
For damage profiles: https://github.com/DarkFenX/Pyfa/wiki/Effective-HP
You have to copy text to clipboard, then open damage editor and click the import button on the bottom. I agree, this should be improved but it's low on the priority list. |
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Posted - 2015.12.11 00:57:00 -
[236] - Quote
GKFC wrote:Can confirm my importing Characters bug is fixed.
But.
Now the client hardlocks whenever I try to Import a previously Exported fitting.
- Imported EFT fit from web - Exported (not to Documents folder but a custom one within Applications folder) - Tried to import again - Status bar appears but nothing happens
Can't close the window, or get back into the app, so have to Force Quit Pyfa manually.
MBP v10.10.5
Cheers,
G.
This is a known issue for the mac-wx3 client - I'm still trying to pinpoint it. https://github.com/DarkFenX/Pyfa/issues/456 |
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Posted - 2015.12.27 16:05:30 -
[237] - Quote
Sturm Cortez wrote:FYI - prospect in latest pyfa cannot fit the covert ops cloak
It should be fixed in the next release in January
Karl Hundason wrote:In the Endurance the CPU requirements for cloacking devices is reduced to 50%. This is not taken into consideration and all devices use the unbonesed CPU values.
pyfa: 1.17.1 Stable - Frostline 1.0 python: 2.7.10 wxPython: 3.0.2.0 SQLAlchemy: 1.0.5 OS: Windows 7
Will look into this
Kaldeer wrote:I was using EFT all time but finally I wanna try Pyfa. I was trying copy some fits from Osmium site in EFT format:
[Ship Name] modules modules modules
modules etc
Tried Import from clipboard, Ctrl V, tried XML format, DNA, just everything and seems nothing work. So in Pyfa I just cant copy/paste fits from sites and have to put every module manually or Im doing something wrong?
Please post the exact fit that you are trying to import. Also give me more details: operating system, pyfa version, etc. Does this happen with any EFT fit?
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Posted - 2015.12.31 03:05:59 -
[238] - Quote
The import issues are known and were fixed internally shortly after the 1.17.1 release. They happen due to the empty slot values or with modules that don't exist. I'm waiting on more details on if / when the January release will take place before deciding to either make a 1.17.2 point release or wait until 1.18.0. =)
Alicia Dnari wrote:Trying out the crest interface. It seems awfully slow.
How do you mean? The GUI is slow, or getting the fits it slow? If the latter, that's simply loading the data from CCPs servers, and can take a bit depending on connection speed / how many fits you're trying to pull at once. =) |
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Posted - 2015.12.31 03:57:44 -
[239] - Quote
AllMappedOut wrote:Hi, There appears to be an issue with the command destroyers - the Magus has a role bonus of 50% sig bloom reduction from MWDs but it appears that Pyfa is calculating it per command destroyer level skill (ie: 10% per level). For example, the fit below has a sig of 338m with CD I, but 218m with All V selected. Oddly, this appears to be the same as in game, which implies that the game is calculating incorrectly also. affected by screenshots: level 1 - http://prntscr.com/9je3su all 5 - http://prntscr.com/9je3yh [Magus, Magus fit]
400mm Steel Plates II Damage Control II Energized Explosive Membrane II Energized Adaptive Nano Membrane II
Warp Scrambler II X5 Prototype Engine Enervator Micro Jump Field Generator 5MN Quad LiF Restrained Microwarpdrive
75mm Gatling Rail II, Javelin S 75mm Gatling Rail II, Javelin S 75mm Gatling Rail II, Javelin S Small Infectious Scoped Energy Neutralizer [Empty High slot]
Small Trimark Armor Pump I Small Trimark Armor Pump I
Infiltrator II x2 Hobgoblin II x3 Warrior II x5
Thanks for the bug report. I've noted it here, along with commentary on why it happens: https://github.com/DarkFenX/Pyfa/issues/487
it has been fixed internally tho. =) |
Sable Blitzmann
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Posted - 2016.01.01 05:11:44 -
[240] - Quote
Alicia Dnari wrote: Getting the fits, iirc. It did come up eventually. I don't know how many I have, but it's more than a couple.
How slow is slow? I have quite a few fittings on my account, and it takes about 2-3 seconds after hitting the "fetch fits" button for them to pop up, which is a fairly normal delay
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Sable Blitzmann
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Posted - 2016.01.08 17:37:49 -
[241] - Quote
I also cannot reproduce. Which version of OS X? Mind supplying a screenshot? |
Sable Blitzmann
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Posted - 2016.01.09 03:48:16 -
[242] - Quote
[quote=Chromartix]OS X 10.11.2 crash report[/quote
can you tell me what you were doing when pyfa crashed? |
Sable Blitzmann
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Posted - 2016.01.14 01:20:40 -
[243] - Quote
The cloak bug is known and fixed internally.
K950 wrote:1) EFT tells me how long modules will last overheated, and how much heat damage will be applied... 2) EFT has proper "Change Ship Skills" for the hull itself, such as Caldari Cruiser level, Minmatar Frigate level, etc... 3) EFT tells me how much capacitor energy is "positive" from modules like capacitor batteries, cap rechargers, power relays, etc. Can you be so kind as to make a "All Level IV" profile? This profile would be REALLY nice to have too. Some of us have to make doctrines, or make fits for the general populace, and having All Level IV, New Character and possibly All Level III would be nice too.
1) Yes, it would be an interesting thing to have. However, no one can ever tell me if EFT's heat estimator is even accurate. Heat damage is based on chance, and so estimating a time based on chance is tricky. I don't have the time to sit and think about an efficient algorithm for this at this time, but there is an open issue regarding this: https://github.com/DarkFenX/Pyfa/issues/445 2) This is due to the way pyfa calculates things. Ideally, we should be using the skill to modify the ships bonus attribute before applying that bonus to the module in question. In reality, the skill level is combined with the ship attribute at the time the ship bonus attribute is being applied to the module. The ship itself never sees the skill, and thus doesn't know it's an 'affector', whereas it is the item itself that show this. This can be a really difficult thing to change as it's so ingrained into the current pyfa engine 3) I'm not sure I understand this. The cap stats on the right show total + and - cap with stability. Please elaborate 4) Yeah, I've been meaning to add an option to specify a default level when making a new character. In the meantime, you can import and EVEMon "After Plan" character export. Just make an evemon character with all 4 (or whatever other finesse you wish) and import it. =)
Moghedien wrote:Maybe a feature to import ammunition damage types by copying from the EVE client. For example RF Fusion S returns the following when copying the damage types from the attributes window:
EM damageNone Thermal damageNone Kinetic damage2.30 HP Explosive damage11.50 HP
Would be helpful to improve the "Import damage type" function in the damage pattern editor (unless there's a similar or easier method to do this)
Find the ammo in the market, right click, and select "Set Charge as Damage Pattern"
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Sable Blitzmann
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Posted - 2016.01.20 18:07:45 -
[244] - Quote
Timmeeyh Thesecond wrote:Pyfa keeps crashing on me whenever I open the character editor. I had this problem last release and the current release Crash report: Problem signature: Problem Event Name:APPCRASH Application Name:pyfa.exe Application Version:1.15.1.0 Application Timestamp:549debdc Fault Module Name:StackHash_d19e Fault Module Version:0.0.0.0 Fault Module Timestamp:00000000 Exception Code:c0000005 Exception Offset:74c02dd9 OS Version:6.1.7600.2.0.0.768.3 Locale ID:1033 Additional Information 1:d19e Additional Information 2:d19e32876b8131b0e5fdd9d20f8a8520 Additional Information 3:ff4d Additional Information 4:ff4dcfca128113e6ce71b37b82dea407 Read our privacy statement online: http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409 If the online privacy statement is not available, please read our privacy statement offline: C:\Windows\system32\en-US\erofflps.txt
This is something I am actively looking into at this moment. It's difficult as I cannot reproduce the issue myself, and thus have been relying on other folks to tweak files to see what works and what doesn't. There is a possible fix available (albeit one that doesn't make sense and one that is not final at this time), but I'm still trying to find the root cause of this issue.
Please see here for updates on issue: https://github.com/DarkFenX/Pyfa/issues/441
For those experiencing this issue, you may follow these instructions in the meantime to get a working editor: https://github.com/DarkFenX/Pyfa/issues/441#issuecomment-172793111
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Sable Blitzmann
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Posted - 2016.01.24 03:49:52 -
[245] - Quote
Argento Jones wrote:Hey guys, Seems that I can not copy and paste anyting in the API setup - HELP??
How do you mean?
BSTheo Aldent wrote: Is there an explanation on what the "Projected" tab is projecting when you drag a fit to it? I've done a number of searches in this forum and via google and I can't find an explanation.
Thanks
If you project a fit, it will project any remote effects (webs, neuts, cap exchangers, etc). There's no way yet to turn some off or on other than opening fit in new tab and toggling them from there. |
Sable Blitzmann
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Posted - 2016.01.26 02:07:38 -
[246] - Quote
New thread: https://forums.eveonline.com/default.aspx?g=posts&m=6299694
I'll continue to monitor this thread for some time while people fix bookmarks and migrate over |
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Posted - 2016.02.17 00:46:58 -
[247] - Quote
Cixi wrote:I was wondering if you could make something like this : When I fit something I would like to export a list of all relevant skills to the fit, so I can plan the training accordingly. Thank you
This should already be possible. Open fit, then File -> Export skills needed. |
Sable Blitzmann
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Posted - 2016.02.24 17:39:28 -
[248] - Quote
Triksterism wrote:With EFT seemingly falling by the wayside recently I've found myself using Pyfa more and more. I've always liked the UI and everything as it's pretty crisp and organized but there are a few things from EFT I still miss:
- The ability to save implants to clones: I hate having to add implant sets to each different fit of each different ship I want to mess with. It was easier to have different loadouts for different characters and go from there. This is probably my biggest issue.
- Overheat time calculation: In EFT you could select overheat (like you can in Pyfa) but it would give an estimated time till burnout which made it nice for messing with different slot configurations to increase overheat efficiency.
- EFT's graph is more technical / robust: The Pyfa graph is OK but I miss being able to mess with different modules (painters, webs, etc...) in EFT's graph/fittings. In Pyfa its all manual number editing, not as intuitive I feel, minor complaint.
Regardless, Pyfa is a fantastic tool, it's really fancy and feels great to use plus the regular and quick updates are fantastic. Can't wait to see more in the future.
1) https://github.com/pyfa-org/Pyfa/issues/422 It's something I was working on, then other things came up and I haven't really made another push since. The problem with this is simply to figure out a intuitive way of differentiating character implants from fit implants, and figure out a way to toggle between them (it will also require edits to the current database schema, which I dread doing)
2) https://github.com/pyfa-org/Pyfa/issues/445 This has also been discussed multiple times. But, due to the nature of heat damage, I am unconvinced EFT gives a reliable value for this. EFT may just be pulling numbers out of no where; someone suggested EFT used a worse-case scenero - we don't know and can't check due to it being closed-source. I am not opposed to this idea, but it needs to be efficient and correct (or at least a ballpark), and not added simply because EFT has it (the quality of which I am not sure of). There's also the undertaking of implementing it when an algorithm is developed for it, which will not be trivial
3) Yes, the pyfa graph needs a complete overhaul, but it's definitely not a priority (and generally not something I am familiar with).
To all: I would urge you to join the github discussions for these features / issues and give your input. The more input we receive on how to tackle some of these problems the better. =) |
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Posted - 2016.02.29 23:49:09 -
[249] - Quote
Aluanna wrote:So, I'm not sure where to post this, but I figure here is a good a place as any, and who knows, maybe I'm not the only one..
First off I find Pyfa far more usable than the two alternatives EveHQ and EFT.
However, after using it for a while it will randomly stop accepting right clicks.. making the contextual menu completely inaccessible and the whole thing become just frustrating as I have to close the application and open it again.
I have no idea what is causing it, or what could be the trigger, it happens seemingly randomly.
Windows/Linux/OS X? |
Sable Blitzmann
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Posted - 2016.03.02 17:04:35 -
[250] - Quote
Aluanna wrote:Sable Blitzmann wrote:Aluanna wrote:So, I'm not sure where to post this, but I figure here is a good a place as any, and who knows, maybe I'm not the only one..
First off I find Pyfa far more usable than the two alternatives EveHQ and EFT.
However, after using it for a while it will randomly stop accepting right clicks.. making the contextual menu completely inaccessible and the whole thing become just frustrating as I have to close the application and open it again.
I have no idea what is causing it, or what could be the trigger, it happens seemingly randomly.
Windows/Linux/OS X? Windows 10
please post your log somewhere, it's found under c:/users/NAME/.pyfa by default. |
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Sable Blitzmann
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Posted - 2016.03.02 23:16:28 -
[251] - Quote
Aluanna wrote:Sable Blitzmann wrote:Aluanna wrote:Sable Blitzmann wrote:Aluanna wrote:So, I'm not sure where to post this, but I figure here is a good a place as any, and who knows, maybe I'm not the only one..
First off I find Pyfa far more usable than the two alternatives EveHQ and EFT.
However, after using it for a while it will randomly stop accepting right clicks.. making the contextual menu completely inaccessible and the whole thing become just frustrating as I have to close the application and open it again.
I have no idea what is causing it, or what could be the trigger, it happens seemingly randomly.
Windows/Linux/OS X? Windows 10 please post your log somewhere, it's found under c:/users/NAME/.pyfa by default. which log? The only log that actually has any text in it is "log.txt" The other two are empty.. Or do they reset for ever launch so I should post them right after it happens?
log.txt is the correct one. The other two logs are old log files that are no longer used, however they we never explicitly removed |
Sable Blitzmann
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Posted - 2016.03.11 05:55:34 -
[252] - Quote
Ligraph wrote:I don't know if you're taking suggestions or not, but there are a few things I noticed that I would like.
- Remote Repair stats. This is the big thing I notice missing.
- Damage Profile for your dps. Preferably as combined damage.
- An "Attribute Export" option that exports all the attributes for the active fit. This is mostly because I'm trying to make a fleet-comms program in which scouts scan down ships, create their fits in PYFA, then upload it the program. I need a way to get a fits hp, resists, dps, damage profile, etc., and as far as I know this would be the easiest way to go about it. Although I am still looking into eos.
Actually, since I assume you guys know eos well: would it be viable to have my program bring up a pyfa window, somehow get the eft fit or xml to my program, and use the sde to link names -> ids, put the ids into an eos fit, and read the data I need? Or, even easier, build an option into fit.py to get the value of any attribute? This could already be fart of eos or pyfa and I'm just not seeing it. And since I haven't said it yet: thanks for taking the time to build and maintain such a great tool!
1) https://github.com/pyfa-org/Pyfa/issues/235 This has been discussed, but progress on this stalled. Someone else was attempting this feature, but I haven't heard anything about it in a while, and forgot about it. I may pick back up on it. In the meantime, the ships outgoing reps can be seen in the misc column of the modules. 2) We have something called Target Resists which tries to calculate the DPS that you are applying based on the damage type of your ammo and the target resistances you select for. IS this what you are talking about?
As for 3, I have no idea what you are trying to do here. It may just be that I'm extremely tired at the moment, blease be more specific with what you are trying to accomplish.
I can tell you that you should be able to use the eos engine from outside of pyfa itself. Simply `import eos` from a script in the pyfa root directory and you can use the `gamedata_session` and `saveddata_session` in eos.db to access the game data and user data respectively (these are pointers to SQLAlchemy sessions).
BTW, if you gonna use pure eos, to get an attribute of an item (module, fit, charge, etc), you can simply access it via `item.getModifiedItemAttr('attrName')`. This will return the attribute value for that item modified by the character and other effects affecting it.
If you have questions about it, please start chatting on Gitter: https://gitter.im/pyfa-org/Pyfa, or poke me on tweetfleet stack. This forum is not really conductive to discuss practical development. =) |
Sable Blitzmann
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Posted - 2016.03.19 04:09:38 -
[253] - Quote
Idame Isqua wrote:Probably me just being me
But whats up with the random .something folders (I think theirs 3 of them) in my user folder Its kinda untidy and I deleted them once and bad things happened
Also I haven't really found a explanation of how we are supposed to update pyfa
So what I do is download the zip and drag drop the stuff into the pyfa install folder but it seems to wipe some of my settings which is annoying
Finally Is it possible to drag drop open windows, having to search for a fit and drag drop from that section is anoying
And the two features that keep me using EFT as a backup are: - overheating - ammo timers
Also I find the damage profile setup and damage chart easier to use In Pyfa I have to manually enter my targets sig speed While in EFT its very easy to compare shipA fighting shipB
But probably the most important thing Could you bring back your LP store please it was way better than fuzzworks
Otherwise Pyfa is lovely and the only problems I've had have been caused by me being dumb. (windows 8.1 user)
1) There should only be .pyfa in your user folder. This is the pyfa user directory for config / personal settings / fit database. I am not sure why you have 3, unless they are unrelated to pyfa (I know many programs used the ~/.dir convention)
2) To update: you can extract the zip somewhere (you should be able to re-write the previous location you used, unless you're upgrading from a very old version in which case best to delete old one). OR the easy way and use the .exe installer - this will install pyfa to a path you choose, and when you run the updated installer it will overwrite for you. This is the preferred method, as we can add code to the installer in the event that directory layout changes which might not be compatible with previous versions
3) Overheat timeres. It's been discussed before https://forums.eveonline.com/default.aspx?g=posts&m=6359763#post6359763 https://github.com/pyfa-org/Pyfa/issues/445 tl;dr this would be a very big project for very small benefit IMO (considering heat is based off chance and there's not way to predict it). I am not convinced EFT is doing it right so this is something where I would say just because EFT has it doesn't mean it's needed / useful. I'm open to thoughts though, feel free to provide a algorithm that might work =)
4) Ammo timers, can you be more specific?
5) DPS graphing. Yes, I know it sucks. This has been known for many years. No one wants to touch it though. >_>
6) Ah, the LP Store. I want to get it back up and running eventually, but I've had a lot on my plate recently. That and EMDR has died off (or will be) so I'd have to re-write the price caching backend of it. Not only that, but the LP Store data itself is probably very stale and I don't have the energy to keep it updated - it was very manual process of flying to each store and manually confirming if they were accurate. **** that. So yeah, I want to, but it's not as easy and simply turning it back on ;)
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Sable Blitzmann
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Posted - 2016.03.19 04:13:21 -
[254] - Quote
Ligraph wrote:Sable Blitzmann wrote: 2) We have something called Target Resists which tries to calculate the DPS that you are applying based on the damage type of your ammo and the target resistances you select for. IS this what you are talking about?
Yeah, what I meant was displaying it somewhere. But its a minor thing.
Displaying target resists like we display the damage profile. It's been mentioned: https://github.com/pyfa-org/Pyfa/issues/217
The problem is GUI space - it's already extremely limited, and we can' really sacrifice any more vertical space than we already are. I did mention to put it into a tooltip, but that was the end of that discussion for a while. I'll have to remember to take a look at it again soon. |
Sable Blitzmann
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Posted - 2016.03.21 22:46:28 -
[255] - Quote
Bienator II wrote:regarding implants. I always imagined pods just as a regular ship with mods (implants). Maybe you could just add a pod as special ship type, make it fittable with implants, then let us select the pod via a combo box (listing all pod fittings) for each ship fitting.
I know that description is oversimplified and there is more to that, but it would have the advantage that you don't need more UI for managing clones, since it reuses stuff which is already there.
Too late, we already have character implants in a development branch. However, I would like to point out that both ideas would probably take the same amount of work overall (but in our situation, the character implants already had much of the back-end functionality, so less work)
Mo Skor wrote:Question...........how and when does pyft update to new modules and module specs, etc.?
How do you mean? In general, we simply release a new Stable version which contains an updated EVE database file (eve.db) that contains all EVE-specific things (modules, ships, attributes, etc). We also have some renaming mappings so if you import an old fit with old names it converts them to the new modules.
I can get more specific if needed, or you can contact me with any of the methods listed in the pyfa README. |
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