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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
JohnHoe
GoonWaffe Goonswarm Federation
4
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Posted - 2014.03.26 12:13:00 -
[301] - Quote
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. |
Dan Rae
EVE University Ivy League
23
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Posted - 2014.03.26 13:09:00 -
[302] - Quote
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. |
Sable Blitzmann
In Exile. Imperial Outlaws.
118
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Posted - 2014.03.26 15:07:00 -
[303] - 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
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Lazerius Bishop
Central Elite Mining Operations
0
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Posted - 2014.03.28 11:14:00 -
[304] - Quote
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.
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Sable Blitzmann
In Exile. Imperial Outlaws.
118
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Posted - 2014.03.28 17:27:00 -
[305] - 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. |
Ragnen Delent
GoonWaffe Goonswarm Federation
10
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Posted - 2014.03.29 00:36:00 -
[306] - Quote
Sable Blitzmann wrote: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?
Getting a similar issue. This is the error code outputted by windows.
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:1033 Additional Information 1:0a9e Additional Information 2:0a9e372d3b4ad19135b953a78882e789 Additional Information 3:0a9e Additional Information 4:0a9e372d3b4ad19135b953a78882e789
Deleting all associated pyfa folders (.pyfa in users, plus the pyfa installation directory in program files), no change after reinstallation. Nothing is produced in the log folder in .pyfa when this occurs.
I was able to correct the problem by deleting sqlalchemy.cresultproxy.pyd in the pyfa folder, however I am unsure what (if anything) that will impact. |
Sable Blitzmann
In Exile. Imperial Outlaws.
118
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Posted - 2014.03.29 02:23:00 -
[307] - Quote
Deleting that file doesn't have any impact afaik. See https://github.com/DarkFenX/Pyfa/issues/6#issuecomment-27734372 |
March rabbit
Federal Defense Union
1404
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Posted - 2014.03.30 09:44:00 -
[308] - Quote
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 Mittani: "the inappropriate drunked joke"
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Sable Blitzmann
In Exile. Imperial Outlaws.
118
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Posted - 2014.03.30 19:38:00 -
[309] - 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
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Posted - 2014.04.03 04:15:00 -
[310] - 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. |
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Naso Gomez
41
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Posted - 2014.04.04 02:48:00 -
[311] - Quote
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 |
Sable Blitzmann
In Exile. Imperial Outlaws.
118
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Posted - 2014.04.04 03:19:00 -
[312] - 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. =) |
Mikail Thiesant
Sigin-tarag Anoikis Ronin
2
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Posted - 2014.04.04 08:59:00 -
[313] - 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
The "Falloff range within" in the ingame tooltip is optimal range + falloff range. If you right click your guns and check attributes, you will see pyfa is correct. The tooltip just says that after the Falloff range within value. you will do less than 50% of your dps, so maybe you should swap ammo or come closer :-) Very noob friendly, no need to sum the values for optimal and falloff together :-D
Yes and one big "Thank you!!!" to the developers. I would be lost without pyfa on my Linux machine. |
Naso Gomez
41
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Posted - 2014.04.04 22:08:00 -
[314] - Quote
Mikail Thiesant wrote:
The "Falloff range within" in the ingame tooltip is optimal range + falloff range. If you right click your guns and check attributes, you will see pyfa is correct. The tooltip just says that after the Falloff range within value. you will do less than 50% of your dps, so maybe you should swap ammo or come closer :-) Very noob friendly, no need to sum the values for optimal and falloff together :-D
Yes and one big "Thank you!!!" to the developers. I would be lost without pyfa on my Linux machine.
Thanks, I didn't know this is how the new tool tip worked in game. I'm getting the correct values now.
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Louis Ferreira
HELLSINKER Unsuitable
3
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Posted - 2014.04.05 03:11:00 -
[315] - Quote
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 |
Sable Blitzmann
In Exile. Imperial Outlaws.
118
|
Posted - 2014.04.05 20:27:00 -
[316] - 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. =) |
Steven Shen
24th Imperial Crusade Amarr Empire
3
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Posted - 2014.04.08 03:32:00 -
[317] - Quote
I think that the bonus of Interdictor Heretic doesn't work |
Sable Blitzmann
In Exile. Imperial Outlaws.
118
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Posted - 2014.04.08 03:38:00 -
[318] - 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. |
Blue Moonstone
Deep Core Mining Inc. Caldari State
0
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Posted - 2014.04.08 15:49:00 -
[319] - Quote
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. |
Blue Moonstone
Deep Core Mining Inc. Caldari State
0
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Posted - 2014.04.08 15:58:00 -
[320] - Quote
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. |
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Sable Blitzmann
In Exile. Imperial Outlaws.
118
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Posted - 2014.04.08 16:05:00 -
[321] - 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 -
[322] - 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 |
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CCP Logibro
C C P C C P Alliance
374
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Posted - 2014.04.10 23:13:00 -
[323] - Quote
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. CCP Logibro // EVE Universe Community Team // Distributor of Nanites
@CCP_Logibro |
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Lothros Andastar
The Minutemen Li3 Federation
34
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Posted - 2014.04.11 01:32:00 -
[324] - Quote
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. |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
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Posted - 2014.04.11 03:10:00 -
[325] - 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 |
Steven Shen
Passive Aggresive Federal Defense Coalition
3
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Posted - 2014.04.11 03:50:00 -
[326] - Quote
This time, I really found some mistakes.
I design a fitting for cormorant.(Neutron) In pyfa, its range is void 3.8+1.56, null 7.09+4.38 However, in game, I found it is void 3.8+5.6, null 7.0+11. The falloff is totally different. |
howling wind
I Swear She Was 18 Sex Panther.
24
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Posted - 2014.04.11 11:27:00 -
[327] - Quote
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. |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
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Posted - 2014.04.12 01:54:00 -
[328] - 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! |
howling wind
I Swear She Was 18 Sex Panther.
24
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Posted - 2014.04.12 14:00:00 -
[329] - Quote
Working perfectly, thank you. |
Akiko Ichosira
Karl XII's Dragoner Apocalypse Now.
3
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Posted - 2014.04.20 15:38:00 -
[330] - Quote
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/3bs1ui
And 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
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