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Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2013.06.12 20:36:00 - [1] - Quote

As Sakari gone inactive once again, i'm recreating thread to be able to update 1st post. This is now official pyfa's eve-o thread.

---

pyfa (python fitting assistant) - cross-platform ship fitting tool, based on python and wxwidgets. Should work across all platforms supported by python and wxwidgets, including Windows Mac OS X and majority of linux distributions.

Current version is 1.1.14. You may find download links below:
Windows (zip), Mac (zip), Linux/src (zip)

Screenshots:
Windows: tackling stiletto
Mac: noctis, purifier
Linux: turret damage projection comparison of mach and NM, HML and HAML damage comparison vs moving target, vagabond

Contacts:
IRC: #[email protected] (web UI)
Github repo: http://github.com/DarkFenX/Pyfa
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2013.06.12 21:05:00 - [2] - Quote

Several project news: as i already mentioned, Sakari has been inactive for quite a while, so i'm taking over the project. Following things will change:

1) evefit.org site will expire soon. All development has been moved to github, eve-files will host release files (at least, for now) to reduce time I spend on maintenance of various tools
2) This thread will be used as main contact point between me and you. First post will contain link to latest pyfa version, and when it's updated, i will make a post to let everyone know.
3) Pyfa is in maintenance-only mode for quite a while (expansion updates, bug fixes, but no new big features), and it will be until new engine is finished. Atm i'm busy with AT stuff, will spend my evenings on coding as soon as it's finished.

Also, I've made a bugfix release, see links in 1st post. It includes:

  • Fix for broken market search for linux users with SQLAlchemy 0.8.*
  • More data for various modules is shown in 'Misc' column, including AAR and ASB (ehp restored over time)
  • Various contact points adjusted to reflect changes I mentioned in this post
  • Small bug & miscalculation fixes
Marty MacGyver
Marty MacGyver
Aliastra
Gallente Federation

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Posted - 2013.06.13 11:48:00 - [3] - Quote

Thank you again for the effort and the updates!

Can you tell us a little more about the plans for this new engine? Is it a full rewrite, language change, or similar? I'm trying to get a sense of how much things will be changing and if it's many months away still (without trying to be too specific... "someday" versus "somewhat sooner than someday").

Also, the skills exporter I mentioned in the old thread is coming along well: a quick export of the required skills from Pyfa and imported to EVEMon quickly tells me I'm about... 163 days and 6 billion ISK away from a Titan. Lol That alone was worth the coding effort.

(What I'm doing might be moot depending on the bigger changes you're working on but I'll let you know when it's up on github. If nothing else, it's been instructive.)
Kadesh Priestess
Kadesh Priestess
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Posted - 2013.06.13 19:01:00 - [4] - Quote

Marty MacGyver wrote:
Can you tell us a little more about the plans for this new engine? Is it a full rewrite, language change, or similar? I'm trying to get a sense of how much things will be changing and if it's many months away still (without trying to be too specific... "someday" versus "somewhat sooner than someday").
New engine is using just new version of language (py3.2 and above), is built around concepts which make it extremely fast and require almost no maintenance cost with releases of new expansions. I consider it halfway done (well, around 60% ready). As i already mentioned, it's been put on hold because of my tournament activity, but i plan to continue work on it after AT or during my vacation which is less than month away. All-in-all I'd like to have it done by the end of the summer, but probably it's not very realistic.

Engine itself is here. If you need any help on it - do not hesitate to ask via EVE-mail or other means of communication.
Indalecia
Indalecia

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Posted - 2013.06.14 11:18:00 - [5] - Quote

Will you keep on maintaining phobos?
http://o.smium.org/ - A browser-based fitter and loadout sharing platform
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2013.06.14 13:04:00 - [6] - Quote

Indalecia wrote:
Will you keep on maintaining phobos?
Sure, it's essential component necessary for any kind of sane engine. It's also hosted on github under my account.
Indalecia
Indalecia

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Posted - 2013.06.14 15:50:00 - [7] - Quote

Kadesh Priestess wrote:
Indalecia wrote:
Will you keep on maintaining phobos?
Sure, it's essential component necessary for any kind of sane engine. It's also hosted on github under my account.

Nice to hear! Don't hesitate to ping me on IRC if you need testing.
http://o.smium.org/ - A browser-based fitter and loadout sharing platform
Auferre
Auferre
Science and Trade Institute
Caldari State

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Posted - 2013.06.17 16:11:00 - [8] - Quote

Good to know! Pyfa's been my favorite fitting tool for a while now, so I'm glad to hear it will continue to be updated.

Thanks for all the effort going into this!
Elderad Ulthran
Elderad Ulthran
Pathfinders.
The Marmite Collective

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Posted - 2013.06.18 00:01:00 - [9] - Quote

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 :)
Bienator II
Bienator II
madmen of the skies

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Posted - 2013.06.18 01:12:00 - [10] - Quote

great to see that you decided to move to github. This simplifies community contributions dramatically.

edit: btw you could even use github to store the releases etc. it has a minimalistic download section with dl counter etc
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Spacemover
Spacemover
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The Kadeshi

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Posted - 2013.06.18 13:06:00 - [11] - Quote

great this project goes on ;)

if you need someone to test your builds on a macbook pro just tell me.
Dato Koppla
Dato Koppla
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Posted - 2013.06.18 15:02:00 - [12] - Quote

I can't seem to drag n drop the same fit into the 'Projected' box? Im trying to test out RR ships
Rhianna Ghost
Rhianna Ghost
Eat My Shorts Inc.
Suicide-Commando

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Posted - 2013.06.21 12:09:00 - [13] - Quote

a bump and maybe a silly question:

How do I update pyfa without loosing all settings, characters, etc.?

2nd question:

How do I import a Character from file? I am sometimes in situations where a Firewall prevents me from using the API...
Freighdee Katt
Freighdee Katt
Center for Advanced Studies
Gallente Federation

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Posted - 2013.06.22 11:11:00 - [14] - Quote

This was asked more than a year ago, and the answer then was no: Can Pyfa import skills from a .chr text file exported from EVEMon?
Kadesh Priestess
Kadesh Priestess
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Posted - 2013.06.22 11:26:00 - [15] - Quote

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 :)
Please pack and send me ~/.pyfa folder (via EVE-mail). Probably you have some data corrupted, I'll check if it can be avoided & more error-proof logic can be implemented.

Bienator II wrote:
great to see that you decided to move to github. This simplifies community contributions dramatically.

edit: btw (since you mentioned it) you could even use github to store the releases etc. it has a minimalistic download section with dl counter etc
I saw some people mentioning GitHub downloads but they've beeen closed for a while already. For now i'm considering GitHub pages, but it will take a while.

Dato Koppla wrote:
I can't seem to drag n drop the same fit into the 'Projected' box? Im trying to test out RR ships
It should work unless projected fits form a loop (including ship projecting onto itself).

Rhianna Ghost wrote:
a bump and maybe a silly question:

How do I update pyfa without loosing all settings, characters, etc.?
It should be updated without losing any settings, because they're stored in separate folder (your home folder/.pyfa).

Rhianna Ghost wrote:
How do I import a Character from file? I am sometimes in situations where a Firewall prevents me from using the API...
There's no such functionality unfortunately. There's pull request on github which implements char exporter, but no importer yet.
Dato Koppla
Dato Koppla
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Posted - 2013.06.22 13:00:00 - [16] - Quote

Kadesh Priestess wrote:

Dato Koppla wrote:
I can't seem to drag n drop the same fit into the 'Projected' box? Im trying to test out RR ships
It should work unless projected fits form a loop (including ship projecting onto itself).


Thanks for the reply, so how would I test an RR ship receiving reps from an Identical RR ship? Like 2 identical Domis or identical 2 Basis?
Garviel Tarrant
Garviel Tarrant
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Shadow Cartel

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Posted - 2013.06.22 15:24:00 - [17] - Quote

Could you actively steal the things that are nice about EFT?

I prefer Pyfa for most things but some things Like "projected effects" are just plain bad in pyfa =/

Scripts often don't work and at least for me it generally does not assume lvl 5 skills.
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Marty MacGyver
Marty MacGyver
Aliastra
Gallente Federation

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Posted - 2013.06.22 19:58:00 - [18] - Quote

Kadesh Priestess wrote:

Rhianna Ghost wrote:
How do I import a Character from file? I am sometimes in situations where a Firewall prevents me from using the API...
There's no such functionality unfortunately. There's pull request on github which implements char exporter, but no importer yet.

Well, my pull request implements the ability to export required skills for a given character for a given fitting (either to EVEMon-compatible formats or to a text file).

A full character importer/exporter would be much more involved I think (though maybe not... I wonder if you could just pickle the whole thing?)
Marty MacGyver
Marty MacGyver
Aliastra
Gallente Federation

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Posted - 2013.06.22 20:56:00 - [19] - Quote

Freighdee Katt wrote:
This was asked more than a year ago, and the answer then was no: Can Pyfa import skills from a .chr text file exported from EVEMon?

Just curious, what if that export was in CCP's XML format (which EVEMon can export and which is as close to the metal as it gets)?
Marty MacGyver
Marty MacGyver
Aliastra
Gallente Federation

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Posted - 2013.06.23 01:46:00 - [20] - Quote

I've submitted another pull request: https://github.com/DarkFenX/Pyfa/pull/2

This request contains the changes in my previous pull request and comprises the following:

  • Enhancement: You can import an EVE CCP XML character file (a format EVEMon can directly export)
  • Enhancement: You can export a list of skills needed for a given fitting that EVEMon can import natively (also has a text-only export option if you prefer to look over the list itself - sometimes the tooltip isn't big enough!)
  • Minor cleanups to internal functionality as well as some string updates.

If you try it your feedback is appreciated, *particularly* if you have any regression issues (if anything that worked before broke, however unlikely I think that is). As always, back up your fittings folder (e.g., C:\Users\YourLogin\.pyfa) before trying unreleased code.
Sin CIeaner
Sin CIeaner
Viziam
Amarr Empire

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Posted - 2013.06.24 06:07:00 - [21] - Quote

I just got pyfa today having gotten back into eve after a year and a half vacation and i'm really pleased with it. My only issue is, and im probably just being blind, but i can't seem to find any numbers on the RR amount that a ship is putting out. Any help would be appreciated.
Whitehound
Whitehound

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Posted - 2013.06.24 15:38:00 - [22] - Quote

Can I get an "Undo" under Edit, please?
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Mr M
Mr M
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Posted - 2013.06.24 22:19:00 - [23] - Quote

Marty MacGyver wrote:


  • Enhancement: You can export a list of skills needed for a given fitting that EVEMon can import natively (also has a text-only export option if you prefer to look over the list itself - sometimes the tooltip isn't big enough!)


Yay! I've wanted a function like this to show minimum and maximum skill points for a certain fit.

Share your experience
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Akashita Yoshitoshi
Akashita Yoshitoshi
Federal Navy Academy
Gallente Federation

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Posted - 2013.06.28 14:39:00 - [24] - Quote

just wanted to say that I'm happy again, xml import was somehow no longer working with 1.1.3/1.1.4 under odyssey, but is working fine again now with 1.1.5 :)
Peri Simone
Peri Simone
Black Rebel Rifter Club
The Devil's Tattoo

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Posted - 2013.06.28 17:22:00 - [25] - Quote

Hi all. I've used Pyfa previously, but seem to be running into trouble trying to reinstall it.

I'm using Ubuntu 12.04 and have downloaded the files, and I thought I'd successfully installed xwPython and SQLAlchemy but am seeing the error message:

Cannot find wxPython or the installed wxPython version doesn't meet the min. requirements.
You can download wxPython (2.8) from http://www.wxpython.org/

Having gone to www.wxpython.org I see that wxpython isn't supported under 12.04. Should I be building it from source following instructions at http://www.wxpython.org/BUILD-2.8.html or am I missing something fairly basic? The build instructions are a little outside my comfort zone, and I remember this being a lot simpler the last time, though I can't actually recall what I did.

Any suggestions?
Jack Vanderpool
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EVE University
Ivy League

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Posted - 2013.06.30 19:16:00 - [26] - Quote

Just want to say a quick thanks for the great tool and for keeping it updated, I know it's a lot of hard work.
Steven Shen
Steven Shen
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Posted - 2013.07.01 16:27:00 - [27] - Quote

I found a problem between Myrmidon and Medium Ancillary Armor Repairer. Seems like AAR is not affected by the repair bonus of Mymidon. Please check. Thx very much.

And I also advise that you should split the fitting window into three parts (high, med, low, just like EFT does). This makes the fitting windows nicer.
Steven Shen
Steven Shen
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Posted - 2013.07.03 13:53:00 - [28] - Quote

ahhhh~
Med Energy Turret damage bonus in Omen Navy Issue also doesn't work correctly.
chris1945
chris1945
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Posted - 2013.07.03 14:20:00 - [29] - Quote

Ok, thanks for fixing the import-fit-with-something-in-cargo bug.

I still have a big bug though: The only way to close this thingy is killing it with the task mgr. If I click on the X, nothing happens. If I do File/Quit, nothing happens.
Dato Koppla
Dato Koppla
Veni Vidi Evassi
The Barking Nexus Chommy Alliance

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Posted - 2013.07.03 14:30:00 - [30] - Quote

Dato Koppla wrote:
Kadesh Priestess wrote:

Dato Koppla wrote:
I can't seem to drag n drop the same fit into the 'Projected' box? Im trying to test out RR ships
It should work unless projected fits form a loop (including ship projecting onto itself).


Thanks for the reply, so how would I test an RR ship receiving reps from an Identical RR ship? Like 2 identical Domis or identical 2 Basis?


Just bumping this, wondering if anyone has a solution to my problem.
Adaahh Gee
Adaahh Gee
Rock jockeyz
Northern Associates.

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Posted - 2013.07.03 17:39:00 - [31] - Quote

Dato Koppla wrote:
Dato Koppla wrote:
Kadesh Priestess wrote:

Dato Koppla wrote:
I can't seem to drag n drop the same fit into the 'Projected' box? Im trying to test out RR ships
It should work unless projected fits form a loop (including ship projecting onto itself).


Thanks for the reply, so how would I test an RR ship receiving reps from an Identical RR ship? Like 2 identical Domis or identical 2 Basis?


Just bumping this, wondering if anyone has a solution to my problem.


I got round this by creating a copy of the fit (ie Scimitar 1 and Scimitar 2) then project one onto the other. Works for e-war modules too, so you can see how 2 sensor damps projected onto you will affect lock range, scan res.
Xeraphi
Xeraphi
The Gun Runners

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Posted - 2013.07.04 02:03:00 - [32] - Quote

First, I'm very impressed with the speed Pyfa was updated to Odyssey and it's now my primary fitdrooling tool.

How difficult would it be to add a "favorites" tab next to Market and Ships where we could add specific fits into multiple categories? I'm thinking something like:

Incursion Fits
- Shield
-- Hyperion
-- Vindicator
-- Vindicator Shiny Goal
-- Logicruiser Incursion

PVP Fits
-- Frigates
--- Farmfit
--- Derptron
-- Destroyers
--- Plexy
--- iHub Basher

- Character
-- Frigate
--- Brawl
---- Merlin
---- Punisher
--- Medium
---- Tristan
--- Kite
---- Kestrel
-- Exploration Fits
--- etc.
- Character 2
-- Logi
--- Logifrig
--- Logicruiser PVP
--- Logicruiser Incursion

Be able to set your own categories in tree form and drill down to the fit you're looking for from there.

Would be an amazing addition to this wonderful tool for corporation fleet commanders, and for people like me who forget what a fit was for in the first place.
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Paranoid Nerd
Paranoid Nerd
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Caldari State

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Posted - 2013.07.04 09:38:00 - [33] - Quote

Marty MacGyver wrote:


  • Enhancement: You can import an EVE CCP XML character file (a format EVEMon can directly export)
  • Enhancement: You can export a list of skills needed for a given fitting that EVEMon can import natively (also has a text-only export option if you prefer to look over the list itself - sometimes the tooltip isn't big enough!)
  • Minor cleanups to internal functionality as well as some string updates.




First of all, thanks for the good work! exporting the effecting skills is so great!
Can you tell me how to get these changes for the latest release?
Do I have to copy paste every single line, or is there a "overwrite-archive" ?

Thanks!
chris1945
chris1945
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Posted - 2013.07.04 10:57:00 - [34] - Quote

Can you adjust the import function so it works for http://eve.battleclinic.com fits?
Example links:

http://eve.battleclinic.com/ship_loadout_xml.php?loadFrom=loadout&id=55613&format=xml
http://eve.battleclinic.com/ship_loadout_xml.php?loadFrom=loadout&id=55613&format=eftDownload
Marty MacGyver
Marty MacGyver
Aliastra
Gallente Federation

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Posted - 2013.07.11 03:00:00 - [35] - Quote

Paranoid Nerd wrote:

First of all, thanks for the good work! exporting the effecting skills is so great!
Can you tell me how to get these changes for the latest release?
Do I have to copy paste every single line, or is there a "overwrite-archive" ?
Thanks!

Sorry for the belated reply. Until this is in a release (looks like my changes have been pulled in as of a couple weeks ago so hopefully they'll be in the next version) you can try cloning the project from https://github.com/DarkFenX/Pyfa and running pyfa.py. However, that requires you have Python 2.7 as well as a few other bits installed... and that's not entirely trivial.

My install to run pyfa from source in Windows:

  • Python 2.7.5 (x32) + distribute + pip
  • pika-0.9.13 (via pip)
  • SQLAlchemy-0.8.1 (via pip)
  • wxPython2.8-win32-unicode-2.8.12.1-py27 (via http://wxpython.org/download.php)


Note that pyfa runs more slowly this way, but it still works.

Whitehound
Whitehound

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Posted - 2013.07.11 22:44:00 - [36] - Quote

A few bugs that I have found recently:

- The Acolyte TD-300 e-war drone cannot be projected onto a ship. There is no menu entry for it and it seems to be only happening with this one drone. The other drones of the same market group do have the menu entry for a projection.

- Also the Acolyte TD-300 e-war drones when used with a ship and the ship is being projected onto another ship will not be taken into account for the projection.

- The Phased Muon Sensor Disruptor, when projected onto a ship and given a script, does not apply the script to its effect. This seems to be happening for more than one remote sensor dampener.

- Stasis web drones (i.e. Warrior SW-300), when projected onto a ship, can be effected by the Stasis Drone Augmentor rig, but there is no option to apply the rig to its effect.

- A similar problem occurs when a ship using stasis web drones (i.e. Warrior SW-300) and rigged with a Stasis Drone Augmentor is projected onto another ship will the rig not be taken into account for the projection.
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Paranoid Nerd
Paranoid Nerd
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Posted - 2013.07.12 04:43:00 - [37] - Quote

Marty MacGyver wrote:
Until this is in a release (looks like my changes have been pulled in as of a couple weeks ago so hopefully they'll be in the next version) ....


Thanks, I'll just wait for this release :) I already tried to Copy/Paste the Code and just replace it with the other pyfa Files, that didn't work. So I'll just be patient, waiting for next release! Thank you for your answer.
Klytus Gordon
Klytus Gordon
EVE University
Ivy League

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Posted - 2013.07.13 12:06:00 - [38] - Quote

I'm having quite a few issues with the pyfa build 1.1.15 on a 10.8 Macbook Pro.


  • Fairly frequent beachball hangs followed by sluggishness and inoperability (mods cannot be removed or added, search function returns nothing, etc.)
  • Intermittent full crashes - I have console outputs for some
  • Graphing function previously worked, now window does not come up whatsoever.


I have crash reports and can pull an open files and ports listiing with the app running if helpful. Possible that numpy or matplotlib needs to be updated?
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2013.07.14 11:19:00 - [39] - Quote

Sin CIeaner wrote:
I just got pyfa today having gotten back into eve after a year and a half vacation and i'm really pleased with it. My only issue is, and im probably just being blind, but i can't seem to find any numbers on the RR amount that a ship is putting out. Any help would be appreciated.
It's written in the 'Misc' column of each individual repper (raw hp / s). There's no separate field to show total amount of RR done by ship.

Whitehound wrote:
Can I get an "Undo" under Edit, please?
I understand how useful it is, but actually such functionality is insanely hard to implement. This could be done, but definitely not soon.

Peri Simone wrote:
Hi all. I've used Pyfa previously, but seem to be running into trouble trying to reinstall it.
...
'Reinstalling' pyfa from source should be as easy as deleting old folder & downloading + unpacking new one. The problems you describe are actually your OS problems (broken dependencies) and probably also you doing something wrong (sqlalchemy is not installed at all, or not installed for python2).

Steven Shen wrote:
ahhhh~
Med Energy Turret damage bonus in Omen Navy Issue also doesn't work correctly.
Fixed myrm, but this one works for me, please double-check.

chris1945 wrote:
I still have a big bug though: The only way to close this thingy is killing it with the task mgr. If I click on the X, nothing happens. If I do File/Quit, nothing happens.
Which OS are you using?
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2013.07.14 11:19:00 - [40] - Quote

Adaahh Gee wrote:
I got round this by creating a copy of the fit (ie Scimitar 1 and Scimitar 2) then project one onto the other. Works for e-war modules too, so you can see how 2 sensor damps projected onto you will affect lock range, scan res.
I second this, also using this workaround when needed. Same for ships boosting itself in fleet.

Steven Shen wrote:
And I also advise that you should split the fitting window into three parts (high, med, low, just like EFT does). This makes the fitting windows nicer.

Xeraphi wrote:
How difficult would it be to add a "favorites" tab next to Market and Ships where we could add specific fits into multiple categories? I'm thinking something like

Unfortunately i'm not a UI developer, i've always been focused on pyfa's backend. It will take me some time to learn it, when i'm better to spend it on new engine which already took so much time, then once it's done try to get into contact with old developer/attract someone new.

Klytus Gordon wrote:
I'm having quite a few issues with the pyfa build 1.1.15 on a 10.8 Macbook Pro.


  • Fairly frequent beachball hangs followed by sluggishness and inoperability (mods cannot be removed or added, search function returns nothing, etc.)
  • Intermittent full crashes - I have console outputs for some
  • Graphing function previously worked, now window does not come up whatsoever.


I have crash reports and can pull an open files and ports listiing with the app running if helpful. Possible that numpy or matplotlib needs to be updated?
Please send all relevant data via eve-mail or as issues on github. I will check if i can do something about it.

Whitehound wrote:
A few bugs that I have found recently:
Fixed first two (actually both TD and SD drones were doing nothing). Remaining 3 are not easy to fix without breaking other things, these limitations lie deep within currently used engine. They will be fixed only with engine switch.
Indalecia
Indalecia

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Posted - 2013.07.14 11:57:00 - [41] - Quote

Kadesh Priestess wrote:
Whitehound wrote:
Can I get an "Undo" under Edit, please?
I understand how useful it is, but actually such functionality is insanely hard to implement. This could be done, but definitely not soon.


If in the meantime you really desperately need to be able to undo, you can use Osmium which has it.

(Sorry to toot my own horn in this thread. Oops )
http://o.smium.org/ GÇö v0.8.0 GÇö A browser-based fitter and loadout sharing platform
Yinmatook
Yinmatook
Skilled Refugees
Carthaginian Naval Supply Industries

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Posted - 2013.07.14 12:46:00 - [42] - Quote

I'm trying to download the MAC version of the new Pyfa, and since Friday, the one and only seed server has been unresponsive from multiple systems (on multiple ISPs).

Is there an eta on getting that fixed?
Debir Achen
Debir Achen
The Red Circle Inc.

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Posted - 2013.07.15 11:27:00 - [43] - Quote

Bug report: 1.1.14, 1.1.15, Mac OS X 10.6

Download PYFA, decompress, rename to pyfa_1-1-15.app .

Runs mostly fine, until I choose "graph". The graph function fails to do anything.

Problem is font paths getting messed up.

On console log:

Quote:
15/07/2013 21:24:34[0x0-0x3cd3cd].org.evefit.pyfa[67877] File "/Users/(redacted)/Downloads/Games/Computer/Eve/Tools/Pyfa/pyfa_1-1-15.app/Contents/Resources/lib/python2.7/matplotlib/backends/backend_agg.py", line 221, in _get_agg_font
15/07/2013 21:24:34[0x0-0x3cd3cd].org.evefit.pyfa[67877] font = FT2Font(str(fname))
15/07/2013 21:24:34[0x0-0x3cd3cd].org.evefit.pyfa[67877]RuntimeError: Could not open facefile /Users/(redacted)/Downloads/Games/Computer/Eve/pyfa.app/Contents/Resources/lib/python2.7/matplotlib/mpl-data/fonts/ttf/Vera.ttf; Cannot_Open_Resource

If you look carefully, you will notice that the path for pyfa is NOT the path it is trying to load the fonts from. In fact, if I delete all the .pyc files, this path isn't written into the app anywhere. So it's pulling stale data from somewhere and trying to use a broken path.
Aren't Caldari supposed to have a large signature?
Arch Stanton's Neighbour
Arch Stanton's Neighbour
Forceful Resource Acquisition Inc

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Posted - 2013.07.15 13:22:00 - [44] - Quote

Am I just being dumb, or is this a bug? Exile doesn't affect capital armor reps, blue pill works on capital shield boosters though. Also the shield repair rigs (cycle time, cap usage...) also don't seem to work on capital shield boosters.
chris1945
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Ambivalence Co-operative

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Posted - 2013.07.18 07:23:00 - [45] - Quote

Kadesh Priestess wrote:
chris1945 wrote:
I still have a big bug though: The only way to close this thingy is killing it with the task mgr. If I click on the X, nothing happens. If I do File/Quit, nothing happens.
Which OS are you using?

Win 7
Brakko Mussua
Brakko Mussua
Pator Tech School
Minmatar Republic

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Posted - 2013.07.18 14:35:00 - [46] - Quote

Cant seem to be able to import xml form eve into pyfa? broken?
Vanqie Vanquish
Vanqie Vanquish
Swords of Valor
Una Stamus

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Posted - 2013.07.19 23:22:00 - [47] - Quote

I can't seem to run the application. Is there something other than the Program files that I need to download/install in order to open PYFA. I double click the PYFA application file and nothing happens.

Running Windows 7 Ultimate 64 bit
Draconic Slayer
Draconic Slayer
Daktaklakpak.

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Posted - 2013.07.26 01:53:00 - [48] - Quote

Whitehound wrote:
Can I get an "Undo" under Edit, please?


An undo option for Pyfa would be amazing.
Capqu
Capqu
Love Squad

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Posted - 2013.07.29 16:18:00 - [49] - Quote

hi

when using eos i get the following error

File ".../eos/saveddata/fleet.py", line 317, in modify
context = ("gang", self.contextMap[type(thing)])
KeyError: class \<'eos.saveddata.implant.Implant'\>

without the '\'s

when trying to use a fleet with a booster who has a ganglink in. it appears as though implant is not a valid "thing" to give a boost from

am i doing something wrong or is this a bug?
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Massey Don
Massey Don
Semper Ubi Sub Ubi

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Posted - 2013.07.29 21:05:00 - [50] - Quote

Is there a guide somewhere on how to load up new ship stats based on the rebalance posts? CCP publishes on the forum stats for ships, but they are just proposed and may change in a day or ten. Is there some way to load these proposals up in pyfa and test various fits?
Carlita Desposito
Carlita Desposito
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Insane Asylum

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Posted - 2013.07.31 13:44:00 - [51] - Quote

So.... Is there going to be an update, on the ship changes that has already been made, ingame?!


-Cheers \+¦/
Rhianna Ghost
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Suicide-Commando

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Posted - 2013.08.01 08:19:00 - [52] - Quote

Brakko Mussua wrote:
Cant seem to be able to import xml form eve into pyfa? broken?

Are you running EVE in english? Otherwise it will fail.
William Darkk
William Darkk
GoonWaffe
Goonswarm Federation

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Posted - 2013.08.05 15:28:00 - [53] - Quote

I'm having two problems with the Mac version of Pyfa (1.1.15).

The first is that I can't seem to use the "Import Patterns from Clipboard" button, it doesn't do anything when I have patterns in my clipboard.

The second is that passive shield regen for all ships seems to be zero atm.
Karljohn
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Empire of Phillip
Covenant of the Phoenix Alliance

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Posted - 2013.08.05 19:55:00 - [54] - Quote

just got Pyfa. Fit a Tornado made sure skills were update, but when i exported too eve and built ship HP and DPS all off...
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Posted - 2013.08.05 20:03:00 - [55] - Quote

Karljohn wrote:
just got Pyfa. Fit a Tornado made sure skills were update, but when i exported too eve and built ship HP and DPS all off...


Did you add the implants in your head to the fit?
Karljohn
Karljohn
Empire of Phillip
Covenant of the Phoenix Alliance

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Posted - 2013.08.05 20:10:00 - [56] - Quote

pyfa is showing Higher than what im getting in game 39k hp in pyfa without inplants ... 29k hp in game with inplants
Legault Revan
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Posted - 2013.08.06 15:15:00 - [57] - Quote

Karljohn wrote:
pyfa is showing Higher than what im getting in game 39k hp in pyfa without inplants ... 29k hp in game with inplants



That's because in game mechanics show EHP based on your lowest resist, whereas Pyfa shows resists with a uniform damage profile.

So if your Rupture has 55/51/63/69 resists, then EVE will give you EHP based on a purely thermal damage pattern, but Pyfa will take into account your higher resistances by splitting the damage four ways, giving you a higher ehp because your average resistance is higher.
Kristoffon vonDrake
Kristoffon vonDrake
Forceful Resource Acquisition Inc

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Posted - 2013.08.06 21:49:00 - [58] - Quote

crash booster effects don't seem to apply
Sable Blitzmann
Sable Blitzmann
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Posted - 2013.08.07 02:32:00 - [59] - 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!
NightmareX
NightmareX
Blood Thirsty Pirates With Rum

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Posted - 2013.08.07 03:56:00 - [60] - Quote

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?

That would be to let us see what we can fit into the Cargo Bay.

2. I have asked about this before some years ago, but i still have to ask again incase it's possible now. Would it be possible to add a separation line between High, Med and Low slot like EFT does (you can enable this in the Preferences in EFT)?

If you could fix those 2 things, i would be a happy bunny Big smile
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Rebirth 4: https://forums.eveonline.com/default.aspx?g=posts&t=131123

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Sable Blitzmann
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Imperial Outlaws.

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Posted - 2013.08.07 04:32:00 - [61] - 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. =)
NightmareX
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Blood Thirsty Pirates With Rum

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Posted - 2013.08.09 00:00:00 - [62] - Quote

Sable Blitzmann wrote:
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. =)

Nice Big smile

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.

Now i'm not sure if you could do this. But if you could do that, it would be awesome,but i believe it will be kinda hard work.

My current EVE videos.

Rebirth 4: https://forums.eveonline.com/default.aspx?g=posts&t=131123

Bringers of Hatred: http://tinyurl.com/BOHINFOD
Sable Blitzmann
Sable Blitzmann
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Imperial Outlaws.

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Posted - 2013.08.09 05:54:00 - [63] - 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
NightmareX
NightmareX
Blood Thirsty Pirates With Rum

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Posted - 2013.08.09 15:14:00 - [64] - Quote

Sable Blitzmann wrote:
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

Alrighty Big smile

When it's about the Cargo again, then it would be good if you could make it to show us how much of the cargo space we are using with the different items in there. An idea would be to add how much we are using in the same place under 'Targeting & Misc' where Cargo space info is located.

To use your picture as an example, you could make it to show 120/165 m3 there if you had used that.
My current EVE videos.

Rebirth 4: https://forums.eveonline.com/default.aspx?g=posts&t=131123

Bringers of Hatred: http://tinyurl.com/BOHINFOD
Dahren Caspo
Dahren Caspo
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Posted - 2013.08.09 16:05:00 - [65] - Quote

Just wanted to say thanks for all the work you are putting into it - love Pyfa! :D
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Sable Blitzmann
Sable Blitzmann
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Posted - 2013.08.09 17:45:00 - [66] - 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.
NightmareX
NightmareX
Blood Thirsty Pirates With Rum

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Posted - 2013.08.11 23:58:00 - [67] - Quote

Sable Blitzmann wrote:
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.

Yeah, it will most likely be to cluttered when you use ships with xxxx amount of cargo space or more.

Another request i have is to add the price on what the Drones and ammos in the guns and cargobay would cost under 'Fitting' to, also that the Drones and ammos / other items in cargobay updates the 'Fitting' price on the setup. And even add a price for 'Implants' under the Price tab in PYFA.

That would be great if you could add.
Here is a list of my current PVP videos.

Rebirth 4: https://forums.eveonline.com/default.aspx?g=posts&t=131123

Bringers of Hatred: http://tinyurl.com/BOHINFOD
Ellyaana
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Science and Trade Institute
Caldari State

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Posted - 2013.08.12 03:13:00 - [68] - Quote

One serious gripe with Pyfa. Its too complicated to get the stats on projected reps. I'm making a wormhole RR concept and I dont see any reason I should have to copy a ship 6 times to get all the RR mods instead of just dragging the RR mod on the ship into the projected effects 6 times. EFT allows me to do that so easily I don't understand why pyfa doesn't.

That is literally the one thing that is keeping me from using pyfa except in very limited situations.
Jen Moriarty
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Circle-Of-Two

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Posted - 2013.08.13 11:48:00 - [69] - Quote

Question I always wondered about but was too lazy to ask: in the pyfa damage graph, I understand target distance, sig radio and speed, but what is target angle? Is it the angular velocity? It's kind of a confusing title.
Chagar Ghasha
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Malkys INC.

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Posted - 2013.08.13 13:42:00 - [70] - Quote

Deleting duplication
Chagar Ghasha
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Posted - 2013.08.13 13:42:00 - [71] - Quote

Hi

I have gone through the forums, googled till i bled from my eyes, but i honestly can't seem to figure out why PYFA does not want to run on my MAC.

So, confession, i am NO developer, and i generally try and figure things out, but this is beyond my lowly skill levels. I downloaded the PYFA pyfa-0.9-src.tar.gz for MAC, i even installed Python 3.3 onto the Mac.

As soon as i click on launch.py in the extracted PYFA folder, i just get IDLE launching with code from the launch.py file in a python shell, but no PYFA starting up. I read up about GTK+OSX, but this is starting to go way beyond my understanding. Can someone assist? Is there no way to bundle everything to run as a .app?

Can someone help, and please no bashing, I'm not a dev, and i did scan the forums for a LONG time

Thank you in advance

Kahega Amielden
Kahega Amielden
Rifterlings
Point Blank Alliance

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Posted - 2013.08.13 15:12:00 - [72] - Quote

Jen Moriarty wrote:
Question I always wondered about but was too lazy to ask: in the pyfa damage graph, I understand target distance, sig radius and speed, but what is target angle? Is it the angular velocity? It's kind of a confusing title.


It's not a confusing title at all. It's the angle of the target ship relative to you. If he's coming right at you, the angle is 0. If he's flying perfectly perpendicular, it's 90.
Isinero
Isinero
Perkone
Caldari State

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Posted - 2013.08.22 07:42:00 - [73] - Quote

Amazing tool. It looks great compared to EFT and price checking is amazing.

I just find one things which I am missing from EFT and its effective Defence (repair time, shield recharge etc. compared to ressists)

I maybe just miss it and its somewhere there... I just download it:-) (But I can count that in excel sheet, so its not a big issue)
Cipher Jones
Cipher Jones
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Posted - 2013.08.22 17:59:00 - [74] - Quote

Been using this tool for a while now, have it installed in Linux and Windows. Top notch work, thank you.
Eve is Real
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2013.08.26 20:34:00 - [75] - Quote

Debir Achen wrote:
If you look carefully, you will notice that the path for pyfa is NOT the path it is trying to load the fonts from. In fact, if I delete all the .pyc files, this path isn't written into the app anywhere. So it's pulling stale data from somewhere and trying to use a broken path.
This is most likely hardcoded in mac skeleton (the environment for mac within which pyfa is launched), I have neither hardware/software nor knowledge to rebuild it. I will get to it someday, but definitely not soon. If anyone has knowledge of python's disutils and knows how mac stuff is handled - i would be glad to get some help with it.

Vanqie Vanquish wrote:
I can't seem to run the application. Is there something other than the Program files that I need to download/install in order to open PYFA. I double click the PYFA application file and nothing happens.

Running Windows 7 Ultimate 64 bit
It needs MS Visual C redistributable 2008, but if you keep your windows updated you should have it already. Does it show any kind of error?

Massey Don wrote:
Is there a guide somewhere on how to load up new ship stats based on the rebalance posts? CCP publishes on the forum stats for ships, but they are just proposed and may change in a day or ten. Is there some way to load these proposals up in pyfa and test various fits?
I think doing it manually is a bit tedious. Generally speaking, it's tinkering with staticdata/eve.db (fill all the attributes, fill all the new effect 'descriptions' in there) and define effects in eos/effects folder. I have no idea how it's done in EFT, i guess much simpler. For pyfa i'd keep doing things as automated as possible (the eve.db part is automated as soon as i have access to server with updated data).

Carlita Desposito wrote:
So.... Is there going to be an update, on the ship changes that has already been made, ingame?!


-Cheers \+¦/
I burnt out hard after literally 6 months of tournaments, slowly getting back to work. Pyfa is already updated to Odyssey 1.1 changes on github, I'll handle open support tickets & pull requests and probably will make a release (closer to the weekend).

Ellyaana wrote:
One serious gripe with Pyfa. Its too complicated to get the stats on projected reps. I'm making a wormhole RR concept and I dont see any reason I should have to copy a ship 6 times to get all the RR mods instead of just dragging the RR mod on the ship into the projected effects 6 times. EFT allows me to do that so easily I don't understand why pyfa doesn't.

That is literally the one thing that is keeping me from using pyfa except in very limited situations.
Currently, pyfa's engine handles decently only local fit calculations. When it comes to fleets and complex projected compositions, there're numerous shortcomings which new engine should resolve. After updating pyfa i'll spend my spare time on finishing it, and, hopefully, integrating into pyfa. It's fixable, but will take time before anything related to fleets/projected effects can be improved.

Also cheers for all the contributors, i will check your pull requests in next few days :)
Steve Ronuken
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM

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Posted - 2013.08.29 21:34:00 - [76] - Quote

I've run into a bug. Minor one, but it looks like the Procurer isn't getting its shield bonus, from the Mining Barge skill.
Steve Ronuken for CSM 9!-á I'm starting early :)
Handy tools and an SDE conversion
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Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2013.08.31 13:51:00 - [77] - Quote

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:
Windows (zip), Mac (zip), Linux/src (zip)

Warning! This build may damage your data - before running make sure to backup ~/.pyfa/saveddata.db

There 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.
Vamp Hakuli
Vamp Hakuli
Zlatni Ljiljani

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Posted - 2013.09.01 17:19:00 - [78] - Quote

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
badcolor
badcolor
AQUILA INC
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Posted - 2013.09.02 00:38:00 - [79] - Quote

How can i modify ship attributes manually?
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2013.09.02 07:21:00 - [80] - 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
Ehh, where exactly does pyfa output fit as HTML?

badcolor wrote:
How can i modify ship attributes manually?
Download sqlitebrowser, open staticdata/eve.db

to add new attribute: insert into dgmtypeattribs (typeID, attributeID, value) values (1, 2, 3)
to update existing attribute: update dgmtypeattribs set value = 1 where typeID = 2 and attributeID = 3
to remove: delete from dgmtypeattribs where typeID = 2 and attributeID = 3

value is value of attribute, typeID is ID of an item you want to change, attributeID is ID of an attribute you want ot change
Vamp Hakuli
Vamp Hakuli
Zlatni Ljiljani

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Posted - 2013.09.02 07:56:00 - [81] - Quote

ok, less im doing something wrong sorry, but preferences/ then a box comes up saying export html document to be seen in the in game browser?
or if im doing this wrong where do i see my fits in the import ship of eve.
again sorry if doing something tottaly wrong, a bit new to pyfa :)
and thanks for your help
Vamp Hakuli
Vamp Hakuli
Zlatni Ljiljani

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Posted - 2013.09.02 08:18:00 - [82] - Quote

crap sorry i found i just needed to backup fit Oops
Lixia Saran
Lixia Saran
Reasonable People
Of Sound Mind

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Posted - 2013.09.03 09:53:00 - [83] - Quote

Kadesh: Will Pyfa receives an update today or is there some more tweaks and testing required?
Sable Blitzmann
Sable Blitzmann
In Exile.
Imperial Outlaws.

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Posted - 2013.09.03 17:17:00 - [84] - 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
Sable Blitzmann
In Exile.
Imperial Outlaws.

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Posted - 2013.09.03 17:36:00 - [85] - 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.db

There 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.
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2013.09.03 18:00:00 - [86] - Quote

1.1.16:
Windows (zip), Mac (zip), Linux/src (zip)

Notable changes:

  • Update to Odyssey 1.1
  • Added multiple character-related import/export capabilities (by MartyMacGyver), namely:
  • 1) Export skills you're missing for a fit into EVEMon emp, xml and plain-text formats
    2) Import characters from standard CCP XML files
  • Added easier way to update your skills via API (by blitzmann). To be able to use it, import your skills the old way once and use the refresh button next to character selector.
  • Added context menu items for removing modules from fit (by Master3See)
  • Multiple small fixes
Forlorn Wongraven
Forlorn Wongraven
Habitual Euthanasia
Pandemic Legion

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Posted - 2013.09.03 19:01:00 - [87] - Quote

Thanks for the update! Big smile
Shadoo > whoever was the first nyx on grid
Shadoo > THANK GOD YOU ARE A SMART MAN and fitted the best tank in PL
Shadoo > (ie. cyno)
Cipher Jones
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars

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Posted - 2013.09.03 19:48:00 - [88] - Quote

Awesomesauce. Thanks again.
Eve is Real
l0rd carlos
l0rd carlos
Friends Of Harassment

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Posted - 2013.09.03 20:22:00 - [89] - Quote

On linux the HTML export is buggy.
When turned on, it randomly crashed PyFa when you add or remove a module.

It was like this forever.
German blog about smallscale lowsec pvp: http://friendsofharassment.wordpress.com
Blasharga
Blasharga
The Praxis Initiative
Gentlemen's Agreement

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Posted - 2013.09.03 21:01:00 - [90] - Quote

I have problems opening the graph window on my mac.

I have a fit selected (with ammo loaded) and i press cmd + g and the "Windows" button at the top flash and then nothing. I have tried just going Windows -> Graphs without result and tried pressing all button a few times to see if that worked, nothing.

I can open all of the other windows just fine, Character Editor and Damage Editor. Please help.
Daneel Trevize
Daneel Trevize
Give my 11percent back

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Posted - 2013.09.03 21:05:00 - [91] - Quote

Your ongoing efforts are appreciated, thanks Big smile
Bienator II
Bienator II
madmen of the skies

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Posted - 2013.09.03 21:09:00 - [92] - Quote

awesome! updated to latest and everything works just fine so far. keep up the great work
eve style bounties (done)
dust boarding parties
imagine there is war and everybody cloaks - join FW
Louise Beethoven
Louise Beethoven
Hedion University
Amarr Empire

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Posted - 2013.09.03 21:58:00 - [93] - Quote

Pyfa is fantastic. EFT is good too but pyfa is just much easier to use imo
Caval Marten
Caval Marten
Fweddit
I Whip My Slaves Back and Forth

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Posted - 2013.09.03 23:40:00 - [94] - Quote

Thanks for the quick update.

I created a fitting in .14 and today happened to launch the .14 version after using the .16 version. I wanted to compare some things. I must've made a fitting change in .14 and now can't open that particular fitting nor can I delete it in either version. Some would say just ignore it but I would rather recreate the many dozens of fittings I have than have an annoying one there that I can't do anything with :)
badcolor
badcolor
AQUILA INC
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Posted - 2013.09.04 00:28:00 - [95] - Quote

wow.. that was so fast. thank you so much!
Invisusira
Invisusira
The Rising Stars
The Initiative.

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Posted - 2013.09.04 02:49:00 - [96] - Quote

Thanks for the quick update!
Core Skills | EVE Music | Internet Spaceship Killboard Link
Invisusira
Invisusira
The Rising Stars
The Initiative.

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Posted - 2013.09.04 05:04:00 - [97] - Quote

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. :)
Core Skills | EVE Music | Internet Spaceship Killboard Link
Claire Raynor
Claire Raynor
NovaGear
Limitless Inc.

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Posted - 2013.09.04 10:06:00 - [98] - Quote

Massive thanks to you!
Zsola
Zsola
Facta Non Verba

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Posted - 2013.09.04 12:07:00 - [99] - Quote

Thank you, its working perfectly.
I love the new skill update ;)
System specs:
Wine 1.6 - only d3d11 disabled
Ubuntu 12.04
NVidia Gfx
Ogard Aumer
Ogard Aumer
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Posted - 2013.09.04 15:31:00 - [100] - Quote

Tool is great but I was able to start it exactly one time after that I am not able to open it again.

I dont even get any error messages, does anyone have the same problem?

I am using Windows 7 OS.

Thanks.

Sable Blitzmann
Sable Blitzmann
In Exile.
Imperial Outlaws.

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Posted - 2013.09.04 17:40:00 - [101] - 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.
Sergeant Acht Scultz
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State

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Posted - 2013.09.04 18:39:00 - [102] - Quote

Thx for this update Kadesh, GJ.
*removed inappropriate ASCII art signature* - CCP Eterne
Invisusira
Invisusira
The Rising Stars
The Initiative.

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Posted - 2013.09.05 02:43:00 - [103] - Quote

Sable Blitzmann wrote:
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.

Ahhh yes there we go. Was just doing it wrong.

Yeahhh please improve this interface.
Core Skills | EVE Music | Internet Spaceship Killboard Link
Tetsuo Tsukaya
Tetsuo Tsukaya
Pixel Navigators

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Posted - 2013.09.05 22:39:00 - [104] - Quote

Have been using this since I started playing EVE and most of our corp fittings wouldn't exist without Pyfa. You guys are awesome, thanks
Grombutz
Grombutz
lass mich in ruhe und nerf ned

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Posted - 2013.09.05 22:49:00 - [105] - Quote

that warfare link interface is the worst piece of crap I've ever seen.

- 9003/10
Donbe Scurred
Donbe Scurred
University of Caille
Gallente Federation

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Posted - 2013.09.05 22:59:00 - [106] - Quote

Grombutz wrote:
that warfare link interface is the worst piece of crap I've ever seen.

- 9003/10


Unbelievable, why don't you post constructively (how would you make it better?) instead of whining about a tool that someone puts their personal time into to produce for you to use for FREE.
Kargan Hent
Kargan Hent
OUT OF TAX

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Posted - 2013.09.07 13:15:00 - [107] - Quote

Hey there !

Nice to see Pyfa back again , thanks alot !


btw , i meet a lil' problem , i canot setup my API in Pyfa. When i open the character managment, Pyfa simply crash . :'(


Is there any Libs requirement or something that i miss installed ?
Symetre
Symetre
Blue Tridents
Sev3rance

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Posted - 2013.09.11 17:46:00 - [108] - Quote

Thank you so much for this tool!

Just noticed the Kestrel will not load any fits, only ship I've noticed not working.
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2013.09.12 15:33:00 - [109] - Quote

Ogard Aumer wrote:
Tool is great but I was able to start it exactly one time after that I am not able to open it again.

I dont even get any error messages, does anyone have the same problem?

I am using Windows 7 OS.
Try launching it from console (start -> run -> cmd, cd to pyfa folder, pyfa.exe) and see if it prints there anything.

Donbe Scurred wrote:
Grombutz wrote:
that warfare link interface is the worst piece of crap I've ever seen.

- 9003/10


Unbelievable, why don't you post constructively (how would you make it better?) instead of whining about a tool that someone puts their personal time into to produce for you to use for FREE.
That's a poor excuse for doing obviously bad things (and fleet boost UI is one of the things i myself consider as bad). Good thing is that there're plans to rework it into something more usable, but not before engine supports all required features.

Symetre wrote:
Just noticed the Kestrel will not load any fits, only ship I've noticed not working.
I already fixed it in development version, Kestrel should be fine starting from next release.
Garviel Tarrant
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel

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Posted - 2013.09.16 22:55:00 - [110] - Quote

I like all the features.. i think its excellent

but why does overheating guns have like a 2 second latency?(just an example, everything is like that) Its really really slow...
BYDI recruitment closed-ish
Primo Theron
Primo Theron
Violent Ambitions

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Posted - 2013.09.20 20:48:00 - [111] - Quote

Hey guys... there seems to be something wrong showing the velocity on the Vagabond with 10 MN modules

William Darkk
William Darkk
GoonWaffe
Goonswarm Federation

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Posted - 2013.09.21 00:40:00 - [112] - Quote

I've noticed pyfa beachballing and crashing lately while editing fits. I know there's a directory in my home folder that I can delete to clear the settings that might be causing the problem, but will this delete my fits?

Using a mac.
Dirritat'z Demblin
Dirritat'z Demblin
Full Contact
Blinky Red Brotherhood

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Posted - 2013.09.23 22:25:00 - [113] - Quote

Hey, is it just me, or is someone else havin trouble fiting a Kestrel in PYFA?

For some reason, I cant create Fits for the Kestrel. I can enter a Name, but no, no fitting-screen apearing. When I pick another ship (or just navigate somewhere else in the Ship tree for that mater) and come back to the Kestrel, it then shows me all the Fits I previously created. But when i Try to open/show that fit, the screen remains blank, not even showin Slots/CPU/Grid/etc... in the Sidebar.

As far as I can see, this seems to be a specific problem with the Kestrel. No other ship I tried showed that kinda... "buggy" behavior. Multiple re-installing and/or restarting of PYFA did not fix the problem.

[Edit:]

Ups... just seen, the problem is allready known and on the "fixed soon" list. Srry ^^

Note to Self; Read first, write thereafter.

BTW:
Thx for the Work :)
Louis Ferreira
Louis Ferreira
HELLSINKER
Unsuitable

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Posted - 2013.09.25 22:59:00 - [114] - Quote

Anybody have any ideas why I keep getting "random" segfaults with pyfa? Its been happening for months on several different (gnu/linux) operating systems (such as Debian (currently running sid), Fedora, and Gentoo). It seems to happen most often when fiddling with drones but can happen whenever I do anything, such as add a module, change the status of a module, or open the character editor. The most recent gdb error is
Quote:

[New Thread 0x7fffdf7fe700 (LWP 2962)]
[Thread 0x7fffde7fc700 (LWP 2948) exited]

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7fffdf7fe700 (LWP 2962)]
0x00007fffe6f08f70 in sqlite3_value_type ()
from /usr/lib/x86_64-linux-gnu/libsqlite3.so.0

Is there anything I can do about this? I have all of the prerequisites specified in readme.txt.
Quote:

python 2.7.5 (package python2.7)
sqlalchemy 0.8.2 (package python-sqlalchemy)
numpy 1.7.1 (package python-numpy)
matplotlib 1.3.0 (package python-matplotlib)
wxpython 2.8.12.1 (package python-wxgtk2.8)

Reccaning Irwin
Reccaning Irwin
Robotnik Star Empire

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Posted - 2013.09.26 01:57:00 - [115] - Quote

Sorry if it's been mentioned. With the latest build of pyfa (1.1.16), Several of my friends and I are unable to fit a kestrel. The fitting will not come up and even if you can get it to come up it has no slots or stats.
Aivo Dresden
Aivo Dresden
Red Federation
RvB - RED Federation

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Posted - 2013.09.27 08:43:00 - [116] - Quote

Currently unable to download the tool. Link points to "This page can't be displayed".

EDIT: It might be the actual EVE hosting service, since everything on there is giving this error when I attempt to dwnload it. :P
Justin Perelta
Justin Perelta
The Red Circle Inc.

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Posted - 2013.10.01 10:55:00 - [117] - Quote

First off, THANK YOU! Your work is appreciated.

But I have an issue with the Mac client not being about to load my previous .XML fitting file. I get the loading ping-pong graphic and it hangs there. Have to do a force quit to exit the app.

I'll try saving the file with EFT as a .CFG and try that instead.

Justin
stoicfaux
stoicfaux

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Posted - 2013.10.01 19:19:00 - [118] - Quote

I'm trying to hack in a Bastion module into pyfa's sqlite database. I duplicate the DCUII to create the module in the invtypes table (with attributeID of 40000.) The module gets created, I tweak the attribs and effects, but it's stuck as a passive module and has no effect on weapon ranges, shield boosting, etc..

Any suggestions?

INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("6","1","40000");
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("9","40","40000");
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("30","100","40000");
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("50","10","40000");
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("73","60000","40000");
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("182","3394","40000");
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("267","0.7","40000");
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("268","0.7","40000");
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("269","0.7","40000");
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("270","0.7","40000");
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("271","0.7","40000");
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("272","0.7","40000");
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("273","0.7","40000");
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("274","0.7","40000");
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("277","4","40000");
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("422","2","40000");
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("633","5","40000");
-- INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("763","1","40000");
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("974","0.7","40000");
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("975","0.7","40000");
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("976","0.7","40000");
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("977","0.7","40000");
--INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("1544","1","40000");


-- shield boosting
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("548","100","40000");
-- armor repair bonus
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("806","100","40000");
-- falloff
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("349","25","40000");
-- optimal
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("351","25","40000");

--dissallow assistance
--INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("854","1","40000");
--disallow early activation
--INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("906","1","40000");
--speed bonus
--INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("80","0","40000");
--aoe velocity bonus
--INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("847","0","40000");

--missile speed
INSERT INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("20","25","40000");


--high power slot
INSERT INTO "dgmtypeeffects" (typeID, effectID) VALUES ("40000","12");
--online effect
INSERT INTO "dgmtypeeffects" (typeID, effectID) VALUES ("40000","16");
Sme Ematu
Sme Ematu
The Scope
Gallente Federation

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Posted - 2013.10.03 09:25:00 - [119] - Quote

Hey,

Could anyone explain to me how i add custom ships to pyfa or where i can read how to do it?
I want to add the new exploration ships with the stats from THIS thread.

thanks in advance

o/
stoicfaux
stoicfaux

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Posted - 2013.10.04 01:18:00 - [120] - Quote

Sme Ematu wrote:
Hey,

Could anyone explain to me how i add custom ships to pyfa or where i can read how to do it?
I want to add the new exploration ships with the stats from THIS thread.

thanks in advance

o/

Try this and let me know if it works. I haven't had time to experiment with it yet: http://sourceforge.net/apps/trac/pyfa/wiki/Docs/Override

Bam Stroker
Bam Stroker
Van Diemen's Demise
Northern Coalition.

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Posted - 2013.10.05 17:49:00 - [121] - Quote

Thanks for all your work on Pyfa, it's probably the most useful Eve tool I've ever had!

Now that CCP have published the stats on the new SoE ships will you be adding them to the Pyfa DB soon? I can't wait to start playing with fits for these things. :)

https://forums.eveonline.com/default.aspx?g=posts&t=283120&find=unread
EVE Down Under 2013 (Australia's very own fanfest) with special guests CCP Fozzie & Chribba!
29th Nov to 1st Dec in Sydney, Australia
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stoicfaux
stoicfaux

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Posted - 2013.10.06 04:06:00 - [122] - Quote

Random instructions on how to "hack" pyfa's DB to add new items or tweak stats.

Firstly, the pyfa database is an SQLite database. I used this sqlite firefox plugin to run sql against the database. The database is: pyfa_dir/staticdata/eve.db. Be sure to make a backup of the database before you change it.

Generally speaking, ships, modules, etc., are listed in the invtypes table. Effects (e.g. tracking bonus) are in the dgmattribs table. Attributes are in the dgmattribs table. The effects tell pyfa what to do (tracking bonus, velocity bonus, etc.) while the attributes tell it how much the bonus (or penalty) is.

Secondly, Views.
Create the following two views to get an easier understanding of things:

create view itemAttribs as
select
invtypes.typeName, invtypes.typeID, dgmtypeattribs.value, dgmattribs.*
from
invtypes,
dgmtypeattribs,
dgmattribs
where
dgmtypeattribs.typeID = invtypes.typeID
and dgmattribs.attributeID = dgmtypeattribs.attributeID
order by invtypes.typeName, attributeName

create view itemEffects as
select
invtypes.typeName, dgmeffects.*
from
invtypes,
dgmtypeeffects,
dgmeffects
where
dgmtypeeffects.typeID = invtypes.typeID
and dgmeffects.effectID = dgmtypeeffects.effectID
order by invtypes.typeName

If you're creating a module, you will want to first create an entry in the invtypes table, like so:
INSERT or replace INTO "invtypes" VALUES ("400000", "Bastion Module", "Super transformy mode go!", null, "5", "5000", "0", "1" ,"706", "3346", "213");


Now you need to select the effects you want your module to have. It is possible to create new effects (effects engine), but I haven't tried it. If you don't create new effects then you are limited to apply existing effects to your module. So if you want a module that provides a 100% boost to armor repair rate when active, then you're out of luck. Instead you will have to apply the Auxiliary Nano Pump rig's repair boost effect to your module, which means your module will boost the repair rate even when off.
What I do is:
1. search for an existing module with the effect(s) that I want.
2. Pull up that module in the itemAttribs view we created previously
3. Record the attributeID.
4. Pull up that module in the itemEffects view we created previously
5. Record the effectID.

Now we need to create the sql linking our typeID to the itemID to the effectID and give it a value, like so:
-- armor repair bonus
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("806","100","400000");
INSERT OR REPLACE INTO "dgmtypeeffects" (typeID, effectID) VALUES ("400000","1281");

"400000" is our typeID. 100 is 100% repair rate. 1281 is the "structuralAnalysisEffect" (i.e. the repair armor effect). 806 is the "repairBonus", i.e. how much our "structuralAnalysisEffect" repairs.

Also, you will need to tell it what slot to use and turn online effect on.
--high power slot
INSERT OR REPLACE INTO "dgmtypeeffects" (typeID, effectID) VALUES ("400000","12");
--online effect
INSERT OR REPLACE INTO "dgmtypeeffects" (typeID, effectID) VALUES ("400000","16");

However, since the Nano Pump rig's repair boost effect is always on, your custom module will provide a repair boost even when off. In other words, you applied the Nano Pump's repair effect to your module, so your module acts like a Nano Pump rig.


To update a ship's stats, use the itemAttribs view we created previously, search for the ship name, and you will see most/all of the ship's stats. Record the typeID of the ship, and the attributeID you want to change. The do something like this:
update dgmtypeattribs set value=8 where typeID=28659 and attributeId=14;
It will update the Paladin (typeID of 28659) to have 8 highslots (highslots are attributeId 14.)

You will need to figure out the effects and attribute links, but again, the views I provided should make that easier. Look at existing modules to see what effects and attributes you want to use or tweak.

Good luck!

stoicfaux
stoicfaux

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Posted - 2013.10.06 04:06:00 - [123] - Quote

Rubicon Bastion Module:

Here's an example of creating a custom module.

delete from dgmtypeeffects where typeID = 400000;
delete from dgmtypeattribs where typeID = 400000;

INSERT or replace INTO "invtypes" VALUES ("400000","Bastion Module","Super transformy mode go!",null,"5","5000","0","1","706","3346","213");

--gunneryMaxRangeFalloffTrackingSpeedBonus (TC)
INSERT OR REPLACE INTO "dgmtypeeffects" (typeID, effectID) VALUES ("400000","4559");

-- armor repair bonus
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("806","100","400000");
INSERT OR REPLACE INTO "dgmtypeeffects" (typeID, effectID) VALUES ("400000","1281");
--INSERT OR REPLACE INTO "dgmtypeeffects" (typeID, effectID) VALUES ("400000","2868");


--capacitor need
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("6","10","400000");
--hp
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("9","40","400000");
--power
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("30","100","400000");
--cpu
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("50","10","400000");
--duration
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("73","60000","400000");
--requiredskill1
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("182","3394","400000");

INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("267","0.7","400000");
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("268","0.7","400000");
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("269","0.7","400000");
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("270","0.7","400000");
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("271","0.7","400000");
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("272","0.7","400000");
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("273","0.7","400000");
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("274","0.7","400000");
--requiredSkillLevel
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("277","4","400000");
--techLevel
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("422","2","400000");
--metaLevel
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("633","5","400000");
--maxGroupActive
-- INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("763","1","400000");
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("974","0.7","400000");
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("975","0.7","400000");
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("976","0.7","400000");
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("977","0.7","400000");


-- shield boosting
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("548","100","400000");
-- armor repair bonus
--INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("806","100","400000");
-- falloffBonus (tc/te)
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("349","25","400000");
-- maxRangeBonus (tc/te)
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("351","25","400000");
--trackingSpeedBonus
--INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("767","1","400000");
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("767","0","400000");


--high power slot
INSERT OR REPLACE INTO "dgmtypeeffects" (typeID, effectID) VALUES ("400000","12");
--online effect
INSERT OR REPLACE INTO "dgmtypeeffects" (typeID, effectID) VALUES ("400000","16");

--damageControl
INSERT OR REPLACE INTO "dgmtypeeffects" (typeID, effectID) VALUES ("400000","2302");
--shieldBoostAmplifier
INSERT OR REPLACE INTO "dgmtypeeffects" (typeID, effectID) VALUES ("400000","1720");

--missileSkillMissileProjectileVelocityBonus
INSERT OR REPLACE INTO "dgmtypeeffects" (typeID, effectID) VALUES ("400000","1764");
--speedFactor (missile velocity)
INSERT OR REPLACE INTO "dgmtypeattribs" (attributeID, value, typeID) VALUES ("20","25","400000");


stoicfaux
stoicfaux

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Posted - 2013.10.06 04:07:00 - [124] - Quote

And here's how to tweak the Marauders with the Rubicon changes:

--paladin
update dgmtypeattribs set value=8 where typeID=28659 and attributeId=14;
update dgmtypeattribs set value=16500 where typeID=28659 and attributeId=11;
update dgmtypeattribs set value=530 where typeID=28659 and attributeId=48;
update dgmtypeattribs set value=6300 where typeID=28659 and attributeId=263;
update dgmtypeattribs set value=8000 where typeID=28659 and attributeId=265;
update dgmtypeattribs set value=7700 where typeID=28659 and attributeId=9;
update dgmtypeattribs set value=8000 where typeID=28659 and attributeId=482;
update dgmtypeattribs set value=1000000 where typeID=28659 and attributeId=55;
update dgmtypeattribs set value=85 where typeID=28659 and attributeId=37;
update dgmtypeattribs set value=0.119 where typeID=28659 and attributeId=70;
update dgmtypeattribs set value=50 where typeID=28659 and attributeId=283;
update dgmtypeattribs set value=50 where typeID=28659 and attributeId=1271;
update dgmtypeattribs set value=91000 where typeID=28659 and attributeId=76;
update dgmtypeattribs set value=120 where typeID=28659 and attributeId=564;
update dgmtypeattribs set value=420 where typeID=28659 and attributeId=552;

--golem
update dgmtypeattribs set value=8 where typeID=28710 and attributeId=14;
update dgmtypeattribs set value=8500 where typeID=28710 and attributeId=11;
update dgmtypeattribs set value=8000 where typeID=28710 and attributeId=263;
update dgmtypeattribs set value=6100 where typeID=28710 and attributeId=265;
update dgmtypeattribs set value=7000 where typeID=28710 and attributeId=9;
update dgmtypeattribs set value=6325 where typeID=28710 and attributeId=482;
update dgmtypeattribs set value=1150000 where typeID=28710 and attributeId=55;
update dgmtypeattribs set value=85 where typeID=28710 and attributeId=37;
update dgmtypeattribs set value=50 where typeID=28710 and attributeId=283;
update dgmtypeattribs set value=50 where typeID=28710 and attributeId=1271;
update dgmtypeattribs set value=95000 where typeID=28710 and attributeId=76;
update dgmtypeattribs set value=105 where typeID=28710 and attributeId=564;
update dgmtypeattribs set value=450 where typeID=28710 and attributeId=552;

--kronos
update dgmtypeattribs set value=8 where typeID=28661 and attributeId=14;
update dgmtypeattribs set value=14000 where typeID=28661 and attributeId=11;
update dgmtypeattribs set value=580 where typeID=28661 and attributeId=48;
update dgmtypeattribs set value=6600 where typeID=28661 and attributeId=263;
update dgmtypeattribs set value=7200 where typeID=28661 and attributeId=265;
update dgmtypeattribs set value=8600 where typeID=28661 and attributeId=9;
update dgmtypeattribs set value=6900 where typeID=28661 and attributeId=482;
update dgmtypeattribs set value=1150000 where typeID=28661 and attributeId=55;
update dgmtypeattribs set value=98 where typeID=28661 and attributeId=37;
update dgmtypeattribs set value=0.114 where typeID=28661 and attributeId=70;
update dgmtypeattribs set value=50 where typeID=28661 and attributeId=283;
update dgmtypeattribs set value=50 where typeID=28661 and attributeId=1271;
update dgmtypeattribs set value=90000 where typeID=28661 and attributeId=76;
update dgmtypeattribs set value=120 where typeID=28661 and attributeId=564;

--vargur
update dgmtypeattribs set value=8 where typeID=28665 and attributeId=14;
update dgmtypeattribs set value=12900 where typeID=28665 and attributeId=11;
update dgmtypeattribs set value=7500 where typeID=28665 and attributeId=263;
update dgmtypeattribs set value=6600 where typeID=28665 and attributeId=265;
update dgmtypeattribs set value=6300 where typeID=28665 and attributeId=9;
update dgmtypeattribs set value=6200 where typeID=28665 and attributeId=482;
update dgmtypeattribs set value=1100000 where typeID=28665 and attributeId=55;
update dgmtypeattribs set value=100 where typeID=28665 and attributeId=37;
update dgmtypeattribs set value=0.112 where typeID=28665 and attributeId=70;
update dgmtypeattribs set value=50 where typeID=28665 and attributeId=283;
update dgmtypeattribs set value=50 where typeID=28665 and attributeId=1271;
update dgmtypeattribs set value=81000 where typeID=28665 and attributeId=76;
update dgmtypeattribs set value=145 where typeID=28665 and attributeId=564;
update dgmtypeattribs set value=360 where typeID=28665 and attributeId=552;


However, there doesn't appear to be a ship mass attribute in pyfa, so you can't have everything.

noBap
noBap
Monkey Attack Squad
Goonswarm Federation

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Posted - 2013.10.06 17:07:00 - [125] - Quote

Is it just me, or scan resolution bonus penalty doesn't count on (medium) targeting system subcontroller i and signal amplifier ii?
Oberus MacKenzie
Oberus MacKenzie
Fairlight Corp
Rooks and Kings

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Posted - 2013.10.06 23:22:00 - [126] - Quote

Thank you for all the effort you put into keeping this tool up-to-date. It is, without a doubt, my favorite 3rd party app for Eve.

That being said, I think the calibration cost of some of the medium shield rigs are incorrect, specifically the capacitor safeguard rigs. T2 is costing 150 calibration when in-game it's 75.

Thanks again!
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2013.10.07 13:10:00 - [127] - Quote

Garviel Tarrant wrote:
I like all the features.. i think its excellent

but why does overheating guns have like a 2 second latency?(just an example, everything is like that) Its really really slow...
This is one of the main reasons to get rid of current engine (the 2nd being maintenance cost which can be further reduced).

On a related note:
I've made significant progress with new one during past month, it's approximately 75-80% ready for local fit calculations (no gang / projected stuff yet, although it can be added later without any hacks. Thus, I'm looking for UI developer for a UI rewrite.
Following 3rd party technologies are planned to be used:

python 3.x (3.3+ or maybe even 3.4+, depending on time of release)
wxwidgets

The rest is adjustable. Personally, i'm not a fan of ORMs, so getting rid of SQLAlchemy during rewrite would be good idea.

I will handle all the backend (=engine) work, and most of the 'business logic' layer, so only UI experience.

Primo Theron wrote:
Hey guys... there seems to be something wrong showing the velocity on the Vagabond with 10 MN modules
vagabond with 10mn ab on all5 char has speed 2453. Isn't it sane?
William Darkk wrote:
I've noticed pyfa beachballing and crashing lately while editing fits. I know there's a directory in my home folder that I can delete to clear the settings that might be causing the problem, but will this delete my fits?

Using a mac.
Yes, it will delete your fits. But it will help only if database became corrupted. Try to:

1) Identify specific steps after which pyfa crashes for you
2) Send me ~/.pyfa/saveddata.db file with steps

Louis Ferreira wrote:
Anybody have any ideas why I keep getting "random" segfaults with pyfa?
I'm having these as well sometimes. Most likely bugs in wxwidgets are the reason, but as i'm not UI dev - i lack experience to trace them down and do some kind of sane work around.

Justin Perelta wrote:
First off, THANK YOU! Your work is appreciated.

But I have an issue with the Mac client not being about to load my previous .XML fitting file. I get the loading ping-pong graphic and it hangs there. Have to do a force quit to exit the app.
It means importer has crashed. Please provide XML file so i can fix it.
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2013.10.07 13:14:00 - [128] - Quote

Bam Stroker wrote:
Now that CCP have published the stats on the new SoE ships will you be adding them to the Pyfa DB soon? I can't wait to start playing with fits for these things. :)
I will make a release few soonish after CCP uploads these changes to sisi.

stoicfaux wrote:
And here's how to tweak the Marauders with the Rubicon changes:
However, there doesn't appear to be a ship mass attribute in pyfa, so you can't have everything.
It is in invtypes table, just like in CCP static data dumps.

Thanks for explaining how to add custom stuff - but you're missing the most important part, describing how one modules influence other (pyfa/eos/effects/* files).

noBap wrote:
Is it just me, or scan resolution bonus penalty doesn't count on (medium) targeting system subcontroller i and signal amplifier ii?
This bug was fixed a while ago in development branch, next release will include fix.
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2013.10.07 22:07:00 - [129] - Quote

As promised, new build with latest SiSi data - singularity 621408:
Windows
Mac
Linux/src

Includes few additions and fixes as well.
Titanic Nut
Titanic Nut
Battlestars
Ex Cinere Scriptor

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Posted - 2013.10.08 01:08:00 - [130] - Quote

Kadesh Priestess wrote:
As promised, new build with latest SiSi data - singularity 621408:
Windows
Mac
Linux/src

Includes few additions and fixes as well.

I believe that the Machariel may not have been included in the update. Currently on a max skill character with a mwd + one nanofiber in Pyfa it says max speed 1647 m/s. But in game on a non max skills pilot it goes 1728 m/s.
Mandar Amelana
Mandar Amelana
Pixel Navigators

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Posted - 2013.10.08 15:32:00 - [131] - Quote

I cannot fetch characters from API. I have selected my main, no expiry and character sheet access.

Can someone help because it is frustrating.
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2013.10.08 17:05:00 - [132] - Quote

Send me keyID and vCode via evemail, i will check if key provides required access. Most often wrong key settings are an issue.
Bienator II
Bienator II
madmen of the skies

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Posted - 2013.10.09 02:05:00 - [133] - Quote

latest build works all perfectly so far. thanks guys!
eve style bounties (done)
dust boarding parties
imagine there is war and everybody cloaks - join FW
Darkwolf
Darkwolf

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Posted - 2013.10.10 08:40:00 - [134] - Quote

Strangely, I can't get pyfa to run on my main PC, but it runs just fine on my other PCs. There's no error log, no output log, it just starts up and closes immediately (no crash dialog).

I have had this happen before with other apps, and it's often because they can't handle a very wide desktop resolution - I run 7680x1440. Running Windows 7 x64 here.
Wolfger Silberbaer
Wolfger Silberbaer
Alcoholic Legion of Eve

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Posted - 2013.10.13 12:46:00 - [135] - Quote

Coming back to Eve after close to a year off. Just wanted to say thank you for keeping PyFA going!
Harry Saq
Harry Saq
Blueprint Haus
Get Off My Lawn

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Posted - 2013.10.17 01:34:00 - [136] - Quote

Is it possible to change the colors on the graph in the current engine? I am running a black windows theme, and the graph is showing up as black on black, so can;t read the numbers. I can switch the theme, but curious if it was possible to customize the text colors, or would I have to go into code to do that?
Akiko Ichosira
Akiko Ichosira
Karl XII's Dragoner
Apocalypse Now.

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Posted - 2013.10.22 12:10:00 - [137] - Quote

Havnt been able to fit the kestrel in pyfa since 1.1.16. I find it in the ships tab but when i click on a fit or try to make a new one nothing happens. Tried deleting everything and download from scratch. Still the same problem, Anyone else having this or is it just me?
Nolen Cadmar
Nolen Cadmar
Nexus Ore Technologies and Excavations
Surely You're Joking

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Posted - 2013.10.24 17:10:00 - [138] - Quote

Is there a way to force PYFA to pull market data for all items?

Wondering b/c my internet at work prevents PYFA from pulling market prices when I equip an item. I'd like to be able to pull all prices while at home, so that I can experiment with fittings during downtime at work.

EDIT: I am also experiencing the same issue as Akiko.
Fly Safe-á o7
PsyPeople Doomka
PsyPeople Doomka
Russian SOBR
SOLAR FLEET

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Posted - 2013.10.28 19:09:00 - [139] - Quote

Why all attributes in final pyfa is wrong?
At this moment i saw all frigs in pyfa and EvE tranq - all have different attributes.
http://puu.sh/527kK.png
Bogdan Yassavi
Bogdan Yassavi
Stay Frosty.

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Posted - 2013.10.30 12:35:00 - [140] - Quote

Because the stats you see in pyfa are influenced by the pilot (your case an All 5) while the ones in Eve are raw stats
Skarp Severasse
Skarp Severasse
Justified Chaos

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Posted - 2013.10.30 22:02:00 - [141] - Quote

Akiko Ichosira wrote:
Havnt been able to fit the kestrel in pyfa since 1.1.16. I find it in the ships tab but when i click on a fit or try to make a new one nothing happens. Tried deleting everything and download from scratch. Still the same problem, Anyone else having this or is it just me?


Same here. Also tried deleting the ~/.pyfa folder, but it does not help
Enosa Li
Enosa Li
Light of the moon
Fraternity.

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Posted - 2013.10.31 17:06:00 - [142] - Quote

Couldn't create a new Kestrel loadout. All other ships working fine. Anybody have same problem?
Enosa Li
Enosa Li
Light of the moon
Fraternity.

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Posted - 2013.10.31 17:32:00 - [143] - Quote

PsyPeople Doomka wrote:
Why all attributes in final pyfa is wrong?
At this moment i saw all frigs in pyfa and EvE tranq - all have different attributes.
http://puu.sh/527kK.png

Attributes were effected by pilot skills, go try all lvl0 then u should get same result.

Just like u r asking why my armor hp increased after I put a 1600mm plate on.
Bienator II
Bienator II
madmen of the skies

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Posted - 2013.11.01 21:43:00 - [144] - Quote

singularity has been updated today with the newest changes - any change for a new pyfa build? Pirate
eve style bounties (done)
dust boarding parties
imagine there is war and everybody cloaks - join FW
Nasso Padecain
Nasso Padecain
Karl XII's Dragoner
Apocalypse Now.

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Posted - 2013.11.06 07:46:00 - [145] - Quote

It doesn't seem like optimal range scripts in tracking disruptors projected onto the ship affects the optimal range of the weapons of that ship in any way. Is this an but or am i doing something wrong?

In this video you can see that the optimal/falloff changes (both in the weapon stats and in the graph) as i add and remove modules. Nothing happens as i change scripts though.

https://dl.dropboxusercontent.com/s/u1r7qljdk4fkwy1/pyfa.optimalrange.swf
Max Kolonko
Max Kolonko
High Voltage Industries
Ash Alliance

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Posted - 2013.11.15 18:56:00 - [146] - Quote

noticed a bug - when adding ship to projected effect that have energy neutralizers the ammount neutralized is not affected by large cap bateries (that reduce the ammount you are neuted).
Read and support:
Don't mess with OUR WH's
What is Your stance on WH stuff?
Justin Einstein
Justin Einstein
EVE University
Ivy League

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Posted - 2013.11.16 17:27:00 - [147] - Quote

alright, so I downloaded it for mac and then tried to import my character. When i press on import characters, a finder window pops up and i need to find a file EVE CCP API XML file. I know what an API key is, that i give to corps to check out my background and stuff, but I cant find anything online about where to find that file on my cpu, if i need to download it, and stuff like that. Any help would be greatly appreciated!
With thanks,
Justin
PinkKnife
PinkKnife
Future Corps
Sleeper Social Club

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Posted - 2013.11.18 20:33:00 - [148] - Quote

Latest build doesn't appear to have the interdictor changes fyi.
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2013.11.18 20:47:00 - [149] - Quote

Kestrel issue is known and it was fixed a while ago, build with fix for it just hasn't been released yet (apart from SiSi builds).

Justin Einstein wrote:
alright, so I downloaded it for mac and then tried to import my character. When i press on import characters, a finder window pops up and i need to find a file EVE CCP API XML file. I know what an API key is, that i give to corps to check out my background and stuff, but I cant find anything online about where to find that file on my cpu, if i need to download it, and stuff like that. Any help would be greatly appreciated!
With thanks,
Justin
Window > Character Editor > API

PinkKnife wrote:
Latest build doesn't appear to have the interdictor changes fyi.
It has interdictor changes, but not the latest iteration.

Internally (in git repo) changes are there, i just see no point in releasing them just few days before the patch.
Efraya
Efraya
Blacklight Recon
Mordus Angels

237

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Posted - 2013.11.19 10:57:00 - [150] - Quote

It's patch day. We gonna see pyfa beat eft out of the door with a stable release first?

/me has fingers crossed
WSpace; Best space.
BlakPhoenix
BlakPhoenix
Veni Vidi Vici Reloaded

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Posted - 2013.11.19 11:21:00 - [151] - Quote

I'm sure I'm missing something, however whenever I try to add a fleet/wing/squad booster it reverts to "All 0" no matter what character/default option I choose. Any help?
Sumeko
Sumeko
Wormbro
Ocularis Inferno

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Posted - 2013.11.19 13:55:00 - [152] - Quote

BlakPhoenix wrote:
I'm sure I'm missing something, however whenever I try to add a fleet/wing/squad booster it reverts to "All 0" no matter what character/default option I choose. Any help?


Drag a fit ship from the ship browser into the fleet window. It will prompt you to select [Fleet|Wing|Squad] booster, then you can select the character.
Justin Einstein
Justin Einstein
EVE University
Ivy League

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Posted - 2013.11.19 19:01:00 - [153] - Quote


Justin Einstein wrote:
alright, so I downloaded it for mac and then tried to import my character. When i press on import characters, a finder window pops up and i need to find a file EVE CCP API XML file. I know what an API key is, that i give to corps to check out my background and stuff, but I cant find anything online about where to find that file on my cpu, if i need to download it, and stuff like that. Any help would be greatly appreciated!
With thanks,
Justin
Window > Character Editor > API

Sorry, but I am still having trouble with this. I have a Mac and have thoroughly searched my hard drive for a folder called Window or Character Editor and still cannot find it. I was wondering if you could provide some more help. Thanks!!!
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2013.11.19 19:10:00 - [154] - Quote

Release 1.1.17:

Windows: zip
Mac: zip
Linux/src: zip

Alternate links:
Windows, mac, linux/src

Nothing new, except for rubicon update. Also now github is primary host for binaries.

---

Justin Einstein wrote:
Sorry, but I am still having trouble with this. I have a Mac and have thoroughly searched my hard drive for a folder called Window or Character Editor and still cannot find it. I was wondering if you could provide some more help. Thanks!!!
These are menu items which are in menu bar (menu bar is topmost screen item on macs).
Manssell
Manssell
OmiHyperMultiNationalDrunksConglomerate

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Posted - 2013.11.19 19:14:00 - [155] - Quote

Justin Einstein wrote:

Justin Einstein wrote:
alright, so I downloaded it for mac and then tried to import my character. When i press on import characters, a finder window pops up and i need to find a file EVE CCP API XML file. I know what an API key is, that i give to corps to check out my background and stuff, but I cant find anything online about where to find that file on my cpu, if i need to download it, and stuff like that. Any help would be greatly appreciated!
With thanks,
Justin
Window > Character Editor > API

Sorry, but I am still having trouble with this. I have a Mac and have thoroughly searched my hard drive for a folder called Window or Character Editor and still cannot find it. I was wondering if you could provide some more help. Thanks!!!


What you do is under Pyfa, go to the menu called "Window" then select Character Editor. From there you will get a window that has a sub widow called "API" where you can go and input your characters Skill API (the one you get from the website).
Manssell
Manssell
OmiHyperMultiNationalDrunksConglomerate

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Posted - 2013.11.19 19:17:00 - [156] - Quote

Kadesh Priestess wrote:
Release 1.1.17:

Windows: zip
Mac: zip
Linux/src: zip

Alternate links:
Windows, mac, linux/src

Nothing new, except for rubicon update. Also now github is primary host for binaries.



Thank you! It's so frak'n great you do this.
Stridsflygplan
Stridsflygplan
Tigers in the Snow
Nyratic

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Posted - 2013.11.19 19:18:00 - [157] - Quote

Awesome! Cool Both the Communtiy Spotlight and the new Rubicon Update. GJ guys!
Ex A
Ex A
Native Freshfood
Minmatar Republic

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Posted - 2013.11.19 21:41:00 - [158] - Quote

no chance here...

direct on start...

Problemsignatur:
Problemereignisname:APPCRASH
Anwendungsname:pyfa.exe
Anwendungsversion:0.0.0.0
Anwendungszeitstempel:49180193
Fehlermodulname:sqlalchemy.cprocessors.pyd
Fehlermodulversion:0.0.0.0
Fehlermodulzeitstempel:4e9b307c
Ausnahmecode:c0000005
Ausnahmeoffset:00001288
Betriebsystemversion:6.1.7601.2.1.0.256.1
Gebietsschema-ID:1031
Zusatzinformation 1:0a9e
Zusatzinformation 2:0a9e372d3b4ad19135b953a78882e789
Zusatzinformation 3:0a9e
Zusatzinformation 4:0a9e372d3b4ad19135b953a78882e789


Alexis Antollare
Alexis Antollare
The Demon Gate
Ronin Oni Alliance

1

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Posted - 2013.11.20 01:00:00 - [159] - Quote

I think there's an error in the Stratios. According to PYFA 1.1.17, the Stratios has 500 CPU and 1,150 PG. According to the patch notes, that's been nerfed to 400 and 920 respectively.
Dato Koppla
Dato Koppla
Retribution Innovations

372

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Posted - 2013.11.20 02:49:00 - [160] - Quote

Alexis Antollare wrote:
I think there's an error in the Stratios. According to PYFA 1.1.17, the Stratios has 500 CPU and 1,150 PG. According to the patch notes, that's been nerfed to 400 and 920 respectively.


The stats in patchnotes are with no pilot skills applied. If you set the Stratios to 'All 0' character in Pyfa it shows 400/920. 500/1150 is with 'All V' skills.
Kadesh Priestess
Kadesh Priestess
Scalding Chill

365

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Posted - 2013.11.20 07:22:00 - [161] - Quote

Ex A wrote:
no chance here...

direct on start...

Problemsignatur:
Problemereignisname:APPCRASH
Anwendungsname:pyfa.exe
Anwendungsversion:0.0.0.0
Anwendungszeitstempel:49180193
Fehlermodulname:sqlalchemy.cprocessors.pyd
Fehlermodulversion:0.0.0.0
Fehlermodulzeitstempel:4e9b307c
Ausnahmecode:c0000005
Ausnahmeoffset:00001288
Betriebsystemversion:6.1.7601.2.1.0.256.1
Gebietsschema-ID:1031
Zusatzinformation 1:0a9e
Zusatzinformation 2:0a9e372d3b4ad19135b953a78882e789
Zusatzinformation 3:0a9e
Zusatzinformation 4:0a9e372d3b4ad19135b953a78882e789


Did you have such problem with older versions of pyfa?
Do you some amount of spare HDD space on system partition? Do you have programs like anti-virus monitors running (they sometimes may affect stability)?
Also, you can try removing sqlalchemy.cprocessors.pyd module - theoretically it should fall back to python version of the module, which may not bug out.
Efraya
Efraya
Blacklight Recon
Mordus Angels

238

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Posted - 2013.11.20 09:04:00 - [162] - Quote

Thanks alot!
WSpace; Best space.
Wapu Kashuken
Wapu Kashuken
Serenity Rising LLC
Ishuk-Raata Enforcement Directive

54

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Posted - 2013.11.20 09:53:00 - [163] - Quote

Latest version missing rapid heavy missile launchers??
Sun Ying
Sun Ying
Sun Ltd.

2

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Posted - 2013.11.20 10:01:00 - [164] - Quote

pyfa vs eft

which one is accurate ? someone forgot something somewhere... a 9km range difference on blaster is huuuuuuuuuuge.



http://soundcloud.com/sunofwisdom - musiiiic , electroniiic
Kadesh Priestess
Kadesh Priestess
Scalding Chill

366

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Posted - 2013.11.20 13:36:00 - [165] - Quote

Sun Ying wrote:
pyfa vs eft

which one is accurate ? someone forgot something somewhere... a 9km range difference on blaster is huuuuuuuuuuge.


Pretty sure gripen didn't stacking penalize bastion against TEs/TCs.
Sun Ying
Sun Ying
Sun Ltd.

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Posted - 2013.11.20 14:17:00 - [166] - Quote

yeh osmium says another thing too ... ;p

http://soundcloud.com/sunofwisdom - musiiiic , electroniiic
Kadesh Priestess
Kadesh Priestess
Scalding Chill

366

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Posted - 2013.11.20 14:25:00 - [167] - Quote

Sun Ying wrote:
yeh osmium says another thing too ... ;p
It should show correct results, 1.5x of what pyfa shows.
Prda Prda
Prda Prda
Stay Frosty.

0

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Posted - 2013.11.20 21:31:00 - [168] - Quote

Thank you for the Rubi patch Big smile
Lady Naween
Lady Naween
Immortalis Inc.
Shadow Cartel

280

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Posted - 2013.11.21 00:32:00 - [169] - Quote

a thing, pyfa will let you online more warfare links then your ship and command processors will allow. tested with tengu and various numbers of processors. can online 6 links all the time.
Kadesh Priestess
Kadesh Priestess
Scalding Chill

370

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Posted - 2013.11.21 18:49:00 - [170] - Quote

Release 1.1.18:

Windows: zip
Mac: zip
Linux/src: zip

Alternate links:
Windows, mac, linux/src

Includes weapon range fixes for Kronos and Paladin.
T'rixie
T'rixie
Criminally Incompetent

0

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Posted - 2013.11.21 22:50:00 - [171] - Quote

First of all, thanks to everyone for keeping this project up to date and running.

I'm not super familiar with the code base and know even less about github, but I do have some skill when it comes to software and I made a tiny patch that I'd personally wanted and seen requested before. A simple update to make the ship's total mass easily visible in the "Targeting & Misc" section of the display.

Screenshot of new field working in Pyfa

Comes in handy for WH dwellers and hole rolling. Not sure if this is something others would find useful but I'm happy to share if so, just not sure what the best way to get the code out there is.
Ex A
Ex A
Native Freshfood
Minmatar Republic

0

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Posted - 2013.11.22 00:54:00 - [172] - Quote

Kadesh Priestess wrote:
Ex A wrote:
no chance here...

direct on start...

Problemsignatur:
Problemereignisname:APPCRASH
Anwendungsname:pyfa.exe
Anwendungsversion:0.0.0.0
Anwendungszeitstempel:49180193
Fehlermodulname:sqlalchemy.cprocessors.pyd
Fehlermodulversion:0.0.0.0
Fehlermodulzeitstempel:4e9b307c
Ausnahmecode:c0000005
Ausnahmeoffset:00001288
Betriebsystemversion:6.1.7601.2.1.0.256.1
Gebietsschema-ID:1031
Zusatzinformation 1:0a9e
Zusatzinformation 2:0a9e372d3b4ad19135b953a78882e789
Zusatzinformation 3:0a9e
Zusatzinformation 4:0a9e372d3b4ad19135b953a78882e789


Did you have such problem with older versions of pyfa?
Do you some amount of spare HDD space on system partition? Do you have programs like anti-virus monitors running (they sometimes may affect stability)?
Also, you can try removing sqlalchemy.cprocessors.pyd module - theoretically it should fall back to python version of the module, which may not bug out.


thanks!

tested all your hints, removing sqlalchemy.cprocessors.pyd works.
and another thanks for your good work on this project.!

fly safe

Wormerling
Wormerling
Pegasus Unity

209

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Posted - 2013.11.22 17:01:00 - [173] - Quote

Ignore, please.
Justin Einstein
Justin Einstein
EVE University
Ivy League

4

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Posted - 2013.11.22 18:41:00 - [174] - Quote

Manssell wrote:
Justin Einstein wrote:

Justin Einstein wrote:
alright, so I downloaded it for mac and then tried to import my character. When i press on import characters, a finder window pops up and i need to find a file EVE CCP API XML file. I know what an API key is, that i give to corps to check out my background and stuff, but I cant find anything online about where to find that file on my cpu, if i need to download it, and stuff like that. Any help would be greatly appreciated!
With thanks,
Justin
Window > Character Editor > API

Sorry, but I am still having trouble with this. I have a Mac and have thoroughly searched my hard drive for a folder called Window or Character Editor and still cannot find it. I was wondering if you could provide some more help. Thanks!!!


What you do is under Pyfa, go to the menu called "Window" then select Character Editor. From there you will get a window that has a sub widow called "API" where you can go and input your characters Skill API (the one you get from the website).


Thanks! I didn't see that before!
Tasha Saisima
Tasha Saisima
State War Academy
Caldari State

59

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Posted - 2013.11.24 02:41:00 - [175] - Quote

Can you add implants to a character on Pyfa? I can't seem to figure out how
Zor'katar
Zor'katar
Matari Recreation

207

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Posted - 2013.11.24 07:07:00 - [176] - Quote

Tasha Saisima wrote:
Can you add implants to a character on Pyfa? I can't seem to figure out how

No. You need to add them to the ship.
Jakob Anedalle
Jakob Anedalle
Faux.Pas

63

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Posted - 2013.11.25 12:54:00 - [177] - Quote

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
Trying out all the things to do here in Eve - it's quite a checklist.
So I made a blog Jakob's Eve Checklist
LordInvisible
LordInvisible
Nova Ardour
Dixie Normus.

1

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Posted - 2013.11.25 16:45:00 - [178] - Quote

Bastion Module I takes 10 CPU, not 7.5.

LordInvisible
LordInvisible
Nova Ardour
Dixie Normus.

1

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Posted - 2013.11.25 16:51:00 - [179] - Quote

T'rixie wrote:
First of all, thanks to everyone for keeping this project up to date and running.

I'm not super familiar with the code base and know even less about github, but I do have some skill when it comes to software and I made a tiny patch that I'd personally wanted and seen requested before. A simple update to make the ship's total mass easily visible in the "Targeting & Misc" section of the display.

Screenshot of new field working in Pyfa

Comes in handy for WH dwellers and hole rolling. Not sure if this is something others would find useful but I'm happy to share if so, just not sure what the best way to get the code out there is.


If this happens, please add some dots in between thousands..
Galen Dnari
Galen Dnari
Fhloston Paradise
E.Y

15

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Posted - 2013.11.25 20:21:00 - [180] - Quote

Jakob Anedalle wrote:
Anyone else having trouble where pyfa stops allowing selection of UI elements?

Yep, same problem. It got so annoying I shut down pyfa and came here.

I'm on a Mac, btw. Running Mavericks.
http://eveboard.com/ub/1939472205-31.png
Neela Silurn
Neela Silurn
No Fear Gaming
Synthetic Systems

0

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Posted - 2013.11.25 22:37:00 - [181] - Quote

Just downloaded and made a couple ship fits with the updated Pyfa and the math is all wrong. Using my skills I made a ship that fit and was stable and when I put it together in game I was short powergrid and was not cap stable. Puts into question if any of the numbers Pyfa is giving me is correct or not.
Zor'katar
Zor'katar
Matari Recreation

212

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Posted - 2013.11.25 23:25:00 - [182] - Quote

Neela Silurn wrote:
Just downloaded and made a couple ship fits with the updated Pyfa and the math is all wrong. Using my skills I made a ship that fit and was stable and when I put it together in game I was short powergrid and was not cap stable. Puts into question if any of the numbers Pyfa is giving me is correct or not.

It would probably be more helpful if you provided the fit, the stats (screenshot would be useful), and what you expected them to be.
Zeefu Q'Ulla
Zeefu Q'Ulla
Republic University
Minmatar Republic

0

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Posted - 2013.11.28 01:57:00 - [183] - Quote

Since 1.1.18 I haven't been able to backup my fittings. PyFa just sits there with the processing message forever and I have to kill it with process manager.


Using Windows 7.

Last successful export was on 2013/11/20 file size 410kb. I expect this file size to be about 450kb.

The only other difference between the last save and the 1.1.18 patch is I used API to import some character skills. Assuming that was the problem I reset all ships to 'all 5 ' and deleted all characters. No luck.

I can export individual ships.


Maybe if I remember all the new ships I can export them individually then import 2013/11/20 and see if I can export then?

If that fails delete all PyFa and import from 2013/11/20 and try again?

Anyone else having this problem?
Is there a fix that doesn't mean doing the above steps because I'm not sure they will work?
Taggart Ambraelle
Taggart Ambraelle
The Scope
Gallente Federation

0

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Posted - 2013.11.29 03:08:00 - [184] - Quote

can not open with Archive Utility on mac with 10.8.5
Kamylia
Kamylia
EVE University
Ivy League

4

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Posted - 2013.11.29 10:44:00 - [185] - Quote

Is there a way to talk to pyfa from the commandline? What I am looking for is this command


pyfa export "example fitting" ./fitting.xml


I am sure this is not an easy task. So i would like like to write that by myself. Can you give me a hint where i could find the stored fittings and where in the code the export is done?
HiddenPorpoise
HiddenPorpoise
BG-1
The Craniac

127

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Posted - 2013.12.03 19:05:00 - [186] - Quote

What file are base ships stored in? And how hard are they to write?
John Kree
John Kree
Birds of Steel
Kraftwerk.

2

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Posted - 2013.12.10 10:40:00 - [187] - Quote

Can someone help me please? I really tried to figure out how to export my character information for importing it to pyfa.
I really don't get it.

How do i get my character XML file?
Silenced Silence
Silenced Silence
Steel Hawks Inc.

0

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Posted - 2013.12.11 12:49:00 - [188] - Quote

hey,

is there a bug with projecting remote tracking computers / remote sensor boosters and loading scripts into them?

For example when you load a optimal range script into a remote tracking computer that is projected onto your fit, the ranges do not change from what the basic tracking computer would be doing for you.

keep up the good work! love this fitting tool so much!
Yverdracy
Yverdracy
Sumiko Yoshida Corporation

1

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Posted - 2013.12.13 04:59:00 - [189] - Quote

edit: was looking at the reg vexor >.<

Thanks for all of your work keeping this up to date!
Alatine Rayl
Alatine Rayl
Star Frontiers
Dirt Nap Squad.

8

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Posted - 2013.12.14 11:09:00 - [190] - Quote

I honestly have no idea how to import my character. Any help?
Lis Vicious
Lis Vicious
24th Imperial Crusade
Amarr Empire

0

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Posted - 2013.12.16 15:03:00 - [191] - Quote

Any idea when retina support will be implemented?
Arcos Vandymion
Arcos Vandymion
The Advent of Faith
Standing United.

20

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Posted - 2013.12.17 10:24:00 - [192] - Quote

John Kree wrote:
Can someone help me please? I really tried to figure out how to export my character information for importing it to pyfa.
I really don't get it.

Alatine Rayl wrote:
I honestly have no idea how to import my character. Any help?



The easiest way to keep your characters up to date in PYFA is to go to
-> Windows
-> Character Editor
-> API
-> https://community.eveonline.com/support/api-key/update/
log in, set expiry to
"never expires"
check
"Character sheet"
hit
"Submit" - done.

In PYFA click "New Character" (the left of the four buttons)
name it after your character (ideally)
copy paste the ID and the verification
click "get character" and select the wanted character (in case it's an account API and you have several characters on that account)
then click "fetch skills".

That's it - you're golden now to tinker the allV fits down to your skill level (or tweak em to whatever purpose you need them for).
Hope that helps
Alx Warlord
Alx Warlord
SUPERNOVA SOCIETY
Last Resort.

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Posted - 2013.12.20 20:59:00 - [193] - Quote

This is the best program available to simulate EVE fits. And I personally have as much fun in it as playing EVE, I love to make plans and strategies and probably I wouldn't be playing eve if it wasn't for this program, so Thank you very much!!!

But there is a small thing that I wish it could be different: The "Reactive Armor Hardener" It always give 15% 15% 15% 15% to the resistances, while in game this percentages changes to the damage received, so the best value for this module would be [60% * "respective damage pattern"] is it possible to do this for the next update? or if not possible, can we customize the values for this module???

Again thx, you'v made an awesome work!!!


Please read these!
> New POS system
> New SOV system
Hanso Garemoko
Hanso Garemoko
Priano Trans-Stellar State Services
Ishuk-Raata Enforcement Directive

1

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Posted - 2013.12.24 18:41:00 - [194] - Quote

Arcos Vandymion wrote:
John Kree wrote:
Can someone help me please? I really tried to figure out how to export my character information for importing it to pyfa.
I really don't get it.

Alatine Rayl wrote:
I honestly have no idea how to import my character. Any help?



The easiest way to keep your characters up to date in PYFA is to go to
-> Windows
-> Character Editor
-> API
-> https://community.eveonline.com/support/api-key/update/
log in, set expiry to
"never expires"
check
"Character sheet"
hit
"Submit" - done.

In PYFA click "New Character" (the left of the four buttons)
name it after your character (ideally)
copy paste the ID and the verification
click "get character" and select the wanted character (in case it's an account API and you have several characters on that account)
then click "fetch skills".

That's it - you're golden now to tinker the allV fits down to your skill level (or tweak em to whatever purpose you need them for).
Hope that helps


OK I've done this, but I can't get the character drop down (main screen) to show anything except "All 5". The widget arrows are disabled also.

version 1.1.8 on mac running mavericks

Thanks!
Hanso Garemoko
Hanso Garemoko
Priano Trans-Stellar State Services
Ishuk-Raata Enforcement Directive

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Posted - 2013.12.24 18:51:00 - [195] - Quote

Hanso Garemoko wrote:
Arcos Vandymion wrote:



The easiest way to keep your characters up to date in PYFA is to go to
-> Windows
-> Character Editor
-> API
-> https://community.eveonline.com/support/api-key/update/
log in, set expiry to
"never expires"
check
"Character sheet"
hit
"Submit" - done.

In PYFA click "New Character" (the left of the four buttons)
name it after your character (ideally)
copy paste the ID and the verification
click "get character" and select the wanted character (in case it's an account API and you have several characters on that account)
then click "fetch skills".

That's it - you're golden now to tinker the allV fits down to your skill level (or tweak em to whatever purpose you need them for).
Hope that helps


OK I've done this, but I can't get the character drop down (main screen) to show anything except "All 5". The widget arrows are disabled also.

version 1.1.8 on mac running mavericks

Thanks!


Nevermind... I figured it out...

You need to start a ship fit before you can pick the character.

Thanks for all of the hard work on this!
Alatine Rayl
Alatine Rayl
Stampeding Beasts

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Posted - 2014.01.07 22:14:00 - [196] - Quote

Forgive if I'm being dense, but I honestly can't figure out how to put a fitting together. I select my ship and drag modules onto the high/med/low slots but nothing happens. Anyone give me a hand?
Zor'katar
Zor'katar
Matari Recreation

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Posted - 2014.01.08 13:32:00 - [197] - Quote

Alatine Rayl wrote:
Forgive if I'm being dense, but I honestly can't figure out how to put a fitting together. I select my ship and drag modules onto the high/med/low slots but nothing happens. Anyone give me a hand?

Can't remember if drag'n'drop is supposed to work or not, but try double-clicking on the modules instead.
Alatine Rayl
Alatine Rayl
Stampeding Beasts

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Posted - 2014.01.08 14:08:00 - [198] - Quote

Zor'katar wrote:
Alatine Rayl wrote:
Forgive if I'm being dense, but I honestly can't figure out how to put a fitting together. I select my ship and drag modules onto the high/med/low slots but nothing happens. Anyone give me a hand?

Can't remember if drag'n'drop is supposed to work or not, but try double-clicking on the modules instead.


Yeah figured it out last night. Feel like such an idiot now Roll
Atomic Option
Atomic Option
Taggart Transdimensional
Virtue of Selfishness

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Posted - 2014.01.09 16:15:00 - [199] - Quote

using the latest 1.1.18
I also have the backing-up-takes infinite time and dps graph doesn't appear at all problems.

I used to have python installed ages ago, but I'm probably not able to fix this myself. I can't tell if I have the same problem debir did on page 3 or how to fix that.

Let me know where/how to get logs of the problem and I will do it.
Maegor Stark
Maegor Stark
Fweddit
I Whip My Slaves Back and Forth

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Posted - 2014.01.10 15:34:00 - [200] - Quote

Idk if anyone has asked this before, but could we get a way to project bonused modules on a fit? Like .... projecting Arazu damps or Bhaalgorn Neuts
Metum Regis
Metum Regis
Dedicated Individuals Conditioned to Kill
B O R G

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Posted - 2014.01.11 13:32:00 - [201] - Quote

When I click on "Get Characters" in the API, I get an error saying "Unable to fetch characters list from EVE API!".

I created a new API solely for Pyfa and I am running it as administrator. I can't see any reason for this not to work.
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2014.01.16 21:10:00 - [202] - Quote

Hi thread, i've been on vacation, thus wasn't able to reply to your posts. Just FYI - when new changes will be added to sisi, i will make new sisi build.

Jakob Anedalle wrote:
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.
If you mean that pyfa stops recalculating stats, but its UI is kept responsive, it means pyfa has crashed. Please launch it via console, get to this issue and see if it prints something there. If it doesn't, i need exact steps to reproduce to be able to fix it.

LordInvisible wrote:
Bastion Module I takes 10 CPU, not 7.5.
Please check ingame before reporting. It takes 7.5.

Neela Silurn wrote:
Just downloaded and made a couple ship fits with the updated Pyfa and the math is all wrong.
Post examples of fits and wrong stats.

Zeefu Q'Ulla wrote:
Since 1.1.18 I haven't been able to backup my fittings. PyFa just sits there with the processing message forever and I have to kill it with process manager.
Something is wrong with your fit db. Please send me [your user folder]/.pyfa/saveddata.db (upload somewhere and eve-mail link), i will look into it.

Taggart Ambraelle wrote:
can not open with Archive Utility on mac with 10.8.5
I asked my friend to try it, he's using 10.9.1, everything worked fine. I think all versions of archive utility should support such basic format as zip. Please check if archive wasn't damaged during downloading.
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2014.01.16 21:11:00 - [203] - Quote

Kamylia wrote:
Is there a way to talk to pyfa from the commandline? What I am looking for is this command


pyfa export "example fitting" ./fitting.xml


I am sure this is not an easy task. So i would like like to write that by myself. Can you give me a hint where i could find the stored fittings and where in the code the export is done?
There's no such feature atm. Everything is stored in sqlite database ([your user folder]/.pyfa/saveddata.db). Export/import is done via methods in pyfa/eos/saveddata/fit.py (or sth like that).

HiddenPorpoise wrote:
What file are base ships stored in? And how hard are they to write?
Raw stats are stored in pyfa/staticdata/eve.db (sqlite as well), in ccp-like format, if you know how to deal with it, should be easy. /pyfa/eos/effects files define how attributes are linked, to change them you need to know pyfa-specific stuff. However, usually you can learn by looking at other files in this folder (and this is how i joined the project btw, started from fixing broken effects).

Lis Vicious wrote:
Any idea when retina support will be implemented?
I know it looks superbad on retina. I cannot help as i do not own a mac, need mac dev to do it (or wait for nextgen which won't arrive soon, but will potentially fix this issue).

Alx Warlord wrote:
But there is a small thing that I wish it could be different: The "Reactive Armor Hardener" It always give 15% 15% 15% 15% to the resistances, while in game this percentages changes to the damage received, so the best value for this module would be [60% * "respective damage pattern"] is it possible to do this for the next update? or if not possible, can we customize the values for this module???
This won't be customizable until new engine is integrated. Automatic mode won't be available at all because algorithms which are used by RAH are quite complex (i spent few hours time investigating how it works).

Atomic Option wrote:
using the latest 1.1.18
I also have the backing-up-takes infinite time and dps graph doesn't appear at all problems.

I used to have python installed ages ago, but I'm probably not able to fix this myself. I can't tell if I have the same problem debir did on page 3 or how to fix that.

Let me know where/how to get logs of the problem and I will do it.
For backup send me your saveddata.db. For graphs please run via terminal and see if it prints there anything when you attempt to open graphs window (or, if on windows, check root pyfa folder for logs).
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2014.01.16 21:12:00 - [204] - Quote

Maegor Stark wrote:
Idk if anyone has asked this before, but could we get a way to project bonused modules on a fit? Like .... projecting Arazu damps or Bhaalgorn Neuts
Project whole fit onto another fit, but disable modules you don't want to be projected.

Metum Regis wrote:
When I click on "Get Characters" in the API, I get an error saying "Unable to fetch characters list from EVE API!".

I created a new API solely for Pyfa and I am running it as administrator. I can't see any reason for this not to work.
Are you behind some kind of proxy?
Jericho D'Angel
Jericho D'Angel
W.Y.L.E.I. Takers Corp.

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Posted - 2014.01.21 23:16:00 - [205] - Quote

Hello!
Any word on Pyfa? Is it still in operation? Just updated my API's and can't seem to get Pyfa to take it.
Cheers!
502 Bad Gateway
502 Bad Gateway
Center for Advanced Studies
Gallente Federation

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Posted - 2014.01.22 00:53:00 - [206] - Quote

Jericho D'Angel wrote:
Hello!
Any word on Pyfa? Is it still in operation? Just updated my API's and can't seem to get Pyfa to take it.
Cheers!

Working fine for me, 1.1.18
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2014.01.22 20:08:00 - [207] - Quote

Time for new release!

Contains updates to latest SiSi data (Rubicon 1.1 preview), as well as few search changes.
Tikktokk Tokkzikk
Tikktokk Tokkzikk
The Cult Reborn

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Posted - 2014.01.25 01:05:00 - [208] - Quote

Looks like scripts in projected modules aren't working.
Moor Deybe
Moor Deybe
Delusional Aspirations Of Grandure

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Posted - 2014.01.25 04:27:00 - [209] - Quote

Kadesh Priestess wrote:
Time for new release!

Contains updates to latest SiSi data (Rubicon 1.1 preview), as well as few search changes.

Thanks for getting this update out.
PYFA is a great tool, and it has been invaluable both in seeing the extent of the recent sentry drone nerfs, and in helping me adapt to those changes.

Keep up the good work. Big smile

Massina Femalia
Massina Femalia
Vanu Sovereignty.
Vitoc Health Services

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Posted - 2014.01.28 16:53:00 - [210] - Quote

Thanks for your continued hard work in keeping Pyfa updated, loved it since I switched from EFT months ago! Blink
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2014.01.29 20:29:00 - [211] - Quote

1.1.19 is released, you can download it here.


  • Database updated to Rubicon 1.1
  • In market, use tokenized search instead of partial string match (e.g. "arm expl ii" now finds "Armor Explosive Hardener II")
  • Setup for Windows is back!
  • Multiple smaller fixes


Thanks narthollis for setup script, alexjurkiewicz for market search improvements and multiple other contributors for smaller fixes!
Harry Saq
Harry Saq
Blueprint Haus
Get Off My Lawn

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Posted - 2014.01.29 23:36:00 - [212] - Quote

It does not appear that the omni module is working properly, or atleast I cannot get it to activate in pyfa.
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2014.01.30 07:26:00 - [213] - Quote

Harry Saq wrote:
It does not appear that the omni module is working properly, or atleast I cannot get it to activate in pyfa.
Oops, things went horribly bad. 1.1.19 is broken release, i will make new one this evening.
Benito Arias
Benito Arias
Angry Mustellid

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Posted - 2014.01.30 12:39:00 - [214] - Quote

Kadesh Priestess wrote:
Fixed it, see link in my previous post.

Thank you!
Peter Strasser
Peter Strasser
The Undercroft

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Posted - 2014.01.31 12:27:00 - [215] - Quote

OK, I'm clueless. Please help me ....

nvm
Indalecia
Indalecia

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Posted - 2014.02.02 13:52:00 - [216] - Quote

Kadesh Priestess wrote:
p.s. CCP changed how bonuses are shown in ship's description, it will take a while till i figure how to get this data and put into proper place. So absence of ship bonuses in description is known issue and will be fixed by next release.


It's in fsdTypeOverrides, you need to fix Phobos serialization of FSD_Objects. There's an example script in the staging reverence. Blink

Thanks Entity!
http://o.smium.org/ GÇö v0.11.0 GÇö A browser-based fitting tool and loadout sharing platform
Raptrojar
Raptrojar
3d Armored Cavalry
Black Hole Horizon

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Posted - 2014.02.04 14:13:00 - [217] - Quote

Ref: PYFA 1.1.20

Issue: When viewing Ship Stats in fitting screen or Basic Ship Stats by right clicking ship type, the stats no longer provide Skill or Role bonus information.

I found this information to be a helpful quick reference when determining basic ship characteristics. Has this been intentionally removed or an accidental omission?
l0rd carlos
l0rd carlos
Friends Of Harassment

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Posted - 2014.02.04 17:31:00 - [218] - Quote

Raptrojar wrote:

I found this information to be a helpful quick reference when determining basic ship characteristics. Has this been intentionally removed or an accidental omission?


read the bottom of post #211
German blog about smallscale lowsec pvp: http://friendsofharassment.wordpress.com
Sphit Ker
Sphit Ker
Dreddit
Test Alliance Please Ignore

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Posted - 2014.02.04 22:40:00 - [219] - Quote

Nevermind. Turns out, one have to activate the omnithing to make it work. It's all fine. Nothing to report.

---
hi. It would appear that scripts loaded into Omnidirectional Tracking Links does not apply the effect to the drones.

I observed this with 1.1.20 Stable on OS X 10.9.1
Levina Windstar
Levina Windstar
Mekalon Industry

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Posted - 2014.02.06 01:55:00 - [220] - Quote

Issue : Most of the wormhole effects in the projected tab are not accurate. Some of them are just completly wrong too.
chris1945
chris1945
Ambivalence Co-operative
Black Thorne Alliance

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Posted - 2014.02.08 14:40:00 - [221] - Quote

No clue why this old bug is back again?

It hangs up if I try to import a fit from eve with ammo.
NearNihil
NearNihil
Every time is Fuwa time

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Posted - 2014.02.08 14:47:00 - [222] - Quote

Pyfa just crashes on startup with this message:

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:6.1.7601.2.1.0.256.1
Locale ID:1043
Additional Information 1:0a9e
Additional Information 2:0a9e372d3b4ad19135b953a78882e789
Additional Information 3:0a9e
Additional Information 4:0a9e372d3b4ad19135b953a78882e789

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
Windows 7 with the latest patches and stuff.
502 Bad Gateway
502 Bad Gateway
Center for Advanced Studies
Gallente Federation

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Posted - 2014.02.08 16:52:00 - [223] - Quote

chris1945 wrote:
No clue why this old bug is back again?

It hangs up if I try to import a fit from eve with ammo.

Having the same issues.
TXG SYNC
TXG SYNC
Outer Ring Sleeper Collective
Illusion of Solitude

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Posted - 2014.02.09 15:01:00 - [224] - Quote

Ditto, if I try to import a fit, Pyfa hangs on "importing" with the Rubicon 1.1 update. I haven't tried importing said fit without ammo yet though. I'll give that a shot.
Jouron
Jouron
SAM-MIK

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Posted - 2014.02.10 21:41:00 - [225] - Quote

NearNihil wrote:
Pyfa just crashes on startup with this message:

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:6.1.7601.2.1.0.256.1
Locale ID:1043
Additional Information 1:0a9e
Additional Information 2:0a9e372d3b4ad19135b953a78882e789
Additional Information 3:0a9e
Additional Information 4:0a9e372d3b4ad19135b953a78882e789

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
Windows 7 with the latest patches and stuff.


Same bug Same error.
Imsopov II
Imsopov II
Fweddit
I Whip My Slaves Back and Forth

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Posted - 2014.02.12 08:29:00 - [226] - Quote

I'm having the same problem, trying to import all my fits to pyfa and it just hangs on the importing screen
Oxide Ammar
Oxide Ammar

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Posted - 2014.02.13 11:35:00 - [227] - Quote

nevermind. pls delete
Miracle Chipmunk Otsito
Miracle Chipmunk Otsito
Poor Man Inc

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Posted - 2014.02.15 21:02:00 - [228] - Quote

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.
Brohn Orlenard
Brohn Orlenard
EVE University
Ivy League

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Posted - 2014.02.16 00:02:00 - [229] - Quote

I'm Running the latest version of Pyfa on Mac - it mostly works great. Problems are: Occasionally freezes on imports, it appears to be related to ammo as reported earlier. Also I have yet to have success exporting or importing more that a single config at a time. Whether this is related to the first issue, idk.
Alexander McKeon
Alexander McKeon
The Suicide Express

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Posted - 2014.02.16 19:38:00 - [230] - Quote

Raptrojar wrote:
Ref: PYFA 1.1.20

Issue: When viewing Ship Stats in fitting screen or Basic Ship Stats by right clicking ship type, the stats no longer provide Skill or Role bonus information.

I found this information to be a helpful quick reference when determining basic ship characteristics. Has this been intentionally removed or an accidental omission?

I've got the same issue, and furthermore, it reports that the range of Capital Remote Capacitor Transfer to be 15km when fitted to an Archon with all level 5 skills, which doesn't seem to be right.
Ace Echo
Ace Echo
The Shadow Raiders
Fleet Coordination Coalition

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Posted - 2014.02.17 16:50:00 - [231] - Quote

Damage application graphs also don't work on mac, can anyone confirm?
Signature Radius: 76 pixels
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2014.02.17 20:35:00 - [232] - Quote

New release, 1.1.21. Traits tab is there & several import fixes too.

---

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.

Jouron wrote:
NearNihil wrote:
Pyfa just crashes on startup with this message:

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:6.1.7601.2.1.0.256.1
Locale ID:1043
Additional Information 1:0a9e
Additional Information 2:0a9e372d3b4ad19135b953a78882e789
Additional Information 3:0a9e
Additional Information 4:0a9e372d3b4ad19135b953a78882e789

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
Windows 7 with the latest patches and stuff.


Same bug Same error.
Sorry, i'm usually unable to help with these issues as i don't have enough expertise with debugging low-level code. Such issues are often caused by 3rd party apps interfering with pyfa (e.g. some harsh AV monitors cause it to have crashes like this).

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.
Sable Blitzmann
Sable Blitzmann
In Exile.
Imperial Outlaws.

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Posted - 2014.02.18 02:04:00 - [233] - 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.
Kalliea Aeterna
Kalliea Aeterna
Sebiestor Tribe
Minmatar Republic

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Posted - 2014.02.18 10:49:00 - [234] - Quote

The Shield compensation skills do not appear to be calculating correctly for shield resistance amplifiers for me.
Sable Blitzmann
Sable Blitzmann
In Exile.
Imperial Outlaws.

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Posted - 2014.02.18 17:36:00 - [235] - 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. =)
Bertrand Butler
Bertrand Butler
Cras es Noster

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Posted - 2014.02.20 19:15:00 - [236] - Quote

I don't know if this is reported already.

Sometimes when you rig a strategic cruiser and then proceed to change around subs, you get a ghost fourth rig slot showing. Other than the visual, there is no change in stats or calibration.

Here is an example
http://i44.photobucket.com/albums/f9/Dante80/bellycancer/Untitled-1_zpsb8b4401c.png
Sable Blitzmann
Sable Blitzmann
In Exile.
Imperial Outlaws.

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Posted - 2014.02.21 02:09:00 - [237] - Quote

Bertrand Butler wrote:
I don't know if this is reported already.

Sometimes when you rig a strategic cruiser and then proceed to change around subs, you get a ghost fourth rig slot showing. Other than the visual, there is no change in stats or calibration.

Here is an example
http://i44.photobucket.com/albums/f9/Dante80/bellycancer/Untitled-1_zpsb8b4401c.png


Can you list steps to replicate? Does it happen all the time?
Bertrand Butler
Bertrand Butler
Cras es Noster

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Posted - 2014.02.21 10:22:00 - [238] - Quote

Sable Blitzmann wrote:
Bertrand Butler wrote:
I don't know if this is reported already.

Sometimes when you rig a strategic cruiser and then proceed to change around subs, you get a ghost fourth rig slot showing. Other than the visual, there is no change in stats or calibration.

Here is an example
http://i44.photobucket.com/albums/f9/Dante80/bellycancer/Untitled-1_zpsb8b4401c.png


Can you list steps to replicate? Does it happen all the time?


After some more testing, I think that the trigger is the nullifier sub for me.

Steps

1. Start a T3 loadout (the bug applies to all four)
2. Put in subs, use any other sub in the propulsion category.
3. Change your sub to an interdiction nullifier

windows 7 Ultimate SP1 64bit
pyfa 1.1.21

Also, another thing I get. When you have modules in a T3 loadout and you change a sub, re-ordering the module positions in the loadout seems bugged.

Steps

1. Start a T3 loadout (the bug applies to all four)
2. Put in subs.
3. Put (for example) two modules in each category (high-mid-low-rig)
4. Change some subs
5. Try to move around the modules you have in place

windows 7 Ultimate SP1 64bit
pyfa 1.1.21
Sable Blitzmann
Sable Blitzmann
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Posted - 2014.02.21 19:05:00 - [239] - Quote

Confirmed. Will look into it soon hopefully.
Levina Windstar
Levina Windstar
Mekalon Industry

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Posted - 2014.02.23 01:20:00 - [240] - Quote

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.
CW Itovuo
CW Itovuo
The Executioners
Capital Punishment.

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Posted - 2014.02.23 01:39:00 - [241] - Quote

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.


Vengeance for example:

Amarr Frigate Skill Bonus:
5% bonus to Rocket Damage per level
5% bonus to Missile Launcher Rate of Fire per level

Assault Frigates Skill Bonus:
4% bonus to Armor Resistances per level
5% bonus to Capacitor Recharge Rate per level

Role bonus: 50% reduction in MicroWarpdrive signature radius penalty
Bertrand Butler
Bertrand Butler
Cras es Noster

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Posted - 2014.02.23 04:53:00 - [242] - Quote

It does, download latest pyfa.
Sable Blitzmann
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Posted - 2014.02.24 17:28:00 - [243] - 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
Levina Windstar
Levina Windstar
Mekalon Industry

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Posted - 2014.02.24 17:54:00 - [244] - Quote

Sable Blitzmann wrote:
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


Ah so that's the reason. Hope it will get fix cause I'm living in a cataclysmic Big smile
Jakob Anedalle
Jakob Anedalle
Rifterlings
Point Blank Alliance

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Posted - 2014.02.24 21:13:00 - [245] - Quote

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.

Trying out all the things to do here in Eve - it's quite a checklist.
So I made a blog Jakob's Eve Checklist
Sable Blitzmann
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Posted - 2014.02.24 21:26:00 - [246] - 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
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Posted - 2014.02.25 03:09:00 - [247] - Quote

Bertrand Butler wrote:
I don't know if this is reported already.

Sometimes when you rig a strategic cruiser and then proceed to change around subs, you get a ghost fourth rig slot showing. Other than the visual, there is no change in stats or calibration.

Here is an example
http://i44.photobucket.com/albums/f9/Dante80/bellycancer/Untitled-1_zpsb8b4401c.png


I've got a pull request open to fix this, hopefully Kadesh accepts it
Brigard en Chasteaux
Brigard en Chasteaux
Center for Advanced Studies
Gallente Federation

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Posted - 2014.02.27 07:31:00 - [248] - Quote

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!
Sable Blitzmann
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Posted - 2014.02.28 05:19:00 - [249] - 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?
Xan Pendragon
Xan Pendragon
Federal Navy Academy
Gallente Federation

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Posted - 2014.03.01 05:18:00 - [250] - Quote

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
Sable Blitzmann
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Posted - 2014.03.01 17:57:00 - [251] - 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
Nex Killer
Nex Killer
Drunk3n Industry

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Posted - 2014.03.01 22:01:00 - [252] - Quote

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.
Xan Pendragon
Xan Pendragon
Federal Navy Academy
Gallente Federation

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Posted - 2014.03.01 23:03:00 - [253] - Quote

Sable Blitzmann wrote:
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


Many thanks.

Mostly, I'd just like to know how to import my character - to take advantage of the skills training function. Could anyone help?
Planetary Buddy
Planetary Buddy
Deep Core Mining Inc.
Caldari State

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Posted - 2014.03.02 18:53:00 - [254] - Quote

I'm able to import API and character, but cannot switch it to active... Character panel on top right is freezed for me
Sable Blitzmann
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Posted - 2014.03.04 00:36:00 - [255] - 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.
interSTELLA555
interSTELLA555
Incertae Sedis
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Posted - 2014.03.06 20:38:00 - [256] - Quote

Hi, I am having problems with PYFA. I recently got mild Adware on my computer and I kind of panicked (start incredibar stuff)
As a result I ended up installing Sypware Doctor antivirus despite the fact that my computer warned me about a confliction with another antivirus - probably malewarebytes. With the confliction I could not start my computer normally because the two spywares generated a bluescreen on startup constantly. This of course paniced me more and I did some system restores and ultimately I figured out what the problem was and disabled the antispyware. After the system restores my computer was acting funny and I believe I might have damaged my drivers. I am unable to detect any problems; however, after the system restores Evemon, EvE, and PYFA started to act strangely and crash. I resolved the issue for eve by deleting folders in the eve system folder and running the repair tool. I simply re-installed evemon and it is still finicky but generally ok. However, PYFA randomly crashes when browsing and making fits. I have re-installed the program several times and the problem persists. Also Evemon is still having errors.
interSTELLA555
interSTELLA555
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Ragnarok.

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Posted - 2014.03.06 20:41:00 - [257] - Quote

I do not know how to generate crash dump from PYFA apologize for noob ness. The evemon error is invalid diretory pathing. When I run evemon it works the first time after a fresh install. After that the program generates this error.



System.IO.IOException: The directory name is invalid.

at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.__Error.WinIOError()
at System.IO.Path.InternalGetTempFileName(Boolean checkHost)
at EVEMon.Common.FileHelper.OverwriteOrWarnTheUser(String destFileName, Func`2 writeContentFunc) in EVEMon.Common\FileHelper.cs:line 78
at EVEMon.Common.Settings.SaveImmediate() in EVEMon.Common\Settings.cs:line 635
at EVEMon.Common.Settings.Import(SerializableSettings serial, Boolean preferencesOnly) in EVEMon.Common\Settings.cs:line 201
at EVEMon.Common.Settings.Initialize() in EVEMon.Common\Settings.cs:line 365
at EVEMon.Program.Main() in EVEMon\Program.cs:line 66


Datafile report:
eve-blueprints-en-US.xml.gz (178KiB - 5fded6fdcf970d1359f9eb0f23e35c80)
eve-geography-en-US.xml.gz (529KiB - 886a36e599134e54d7895d3038d31fe8)
eve-items-en-US.xml.gz (1417KiB - 972efb7c9d7f60103fb1c21dd7837b45)
eve-properties-en-US.xml.gz (44KiB - 5383169776ad8102a260ca6a2f4a2483)
eve-reprocessing-en-US.xml.gz (73KiB - 57dd4660c4cbd6b39a8d219333da38c4)
eve-skills-en-US.xml.gz (22KiB - ce0e15cd031d792832d53d0416f27927)


Diagnostic Log:
0d 0h 00m 00s > Starting up
0d 0h 00m 00s > EveMonClient.Initialize - begin
0d 0h 00m 00s > Load Datafiles - begin
0d 0h 00m 02s > Load Datafiles - done
0d 0h 00m 02s > EveMonClient.Initialize - done
0d 0h 00m 02s > Settings.TryDeserializeFromFile - begin
0d 0h 00m 02s > Settings.TryDeserializeFromFile - done
0d 0h 00m 02s > Settings.Import - begin
0d 0h 00m 02s > EveMonClient.OnSchedulerChanged
0d 0h 00m 02s > EveMonClient.OnCharacterImplantSetCollectionChanged
0d 0h 00m 02s > EveMonClient.OnSkillQueueUpdated - MikuMiku NiShiteAgeru
0d 0h 00m 02s > EveMonClient.OnCharacterUpdated - MikuMiku NiShiteAgeru
0d 0h 00m 02s > EveMonClient.OnCharacterImplantSetCollectionChanged
0d 0h 00m 02s > EveMonClient.OnSkillQueueUpdated - Ruby Princesss
0d 0h 00m 02s > EveMonClient.OnCharacterUpdated - Ruby Princesss
0d 0h 00m 02s > EveMonClient.OnCharacterImplantSetCollectionChanged
0d 0h 00m 02s > EveMonClient.OnSkillQueueUpdated - interSTELLA555
0d 0h 00m 02s > EveMonClient.OnCharacterUpdated - interSTELLA555
0d 0h 00m 02s > EveMonClient.OnCharacterCollectionChanged
0d 0h 00m 02s > EveMonClient.OnCharacterPlanCollectionChanged - MikuMiku NiShiteAgeru
0d 0h 00m 02s > EveMonClient.OnCharacterPlanCollectionChanged - Ruby Princesss
0d 0h 00m 02s > EveMonClient.OnCharacterPlanCollectionChanged - interSTELLA555
0d 0h 00m 02s > EveMonClient.OnMonitoredCharactersChanged
0d 0h 00m 02s > EveMonClient.OnAPIKeyCollectionChanged
interSTELLA555
interSTELLA555
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Posted - 2014.03.06 20:48:00 - [258] - Quote

Finally, the reason I thought the problem may be related to driver damage was because in Device Manager in other devices I have 3 unknown drivers for "Base System Device." My graphics drivers are intact, in addition to sound, in addition to monitoring and networking. This could be some foolish oversight by a hidden network device or something; however, I believe the driver damage is possible from the blue screens. (I had several while i was being stupid mentioned earlier) I don't know if the python code is implementing properly which may be the problem for PYFA. As for EvEmon, I don't know what is going on, I will try to install it in a different location.
interSTELLA555
interSTELLA555
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Posted - 2014.03.06 21:01:00 - [259] - Quote

Well this was a very interesting experience. I figured my problem sort of for the most part. When both EvEmon and PYFA are ran as an Administrator they work properly. However, they do not when they crash. This has been an interesting learning experience.
Brigard en Chasteaux
Brigard en Chasteaux
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Gallente Federation

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Posted - 2014.03.06 22:17:00 - [260] - Quote

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).

Sable Blitzmann
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Posted - 2014.03.10 16:22:00 - [261] - 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
Rhyx Vyvorant
Rhyx Vyvorant
Mu-Kau Methane Industries Inc
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Posted - 2014.03.11 13:25:00 - [262] - Quote

Hey guys, I want to see if I'm the only one having tons of reliability issues in OS X, because I don't see anyone else talking about it. I assumed everyone was dealing with these issues and that of course they must be being actively worked on, but now that I've browsed through this thread and I don't seem to see anyone else complaining about this, I wonder if it's just me.

I love Pyfa, and I use it regularly, but man, it's barely useable for me. I need to be sure to pause for a second or two between each double-click (like for loading or removing modules, drones, etc from a fit), or else I get the pinwheel for a second and then it stops responding to any clicks and I have to close Pyfa and restart it. Sometimes even if I pause between clicks it still does the pinwheel-and-stop-responding thing and needs to be reopened. And then of course sometimes it crashes entirely no matter what I do.

I use it regularly despite all that, and have just gotten used to re-opening it 4-6 times every time I want to work up a fit, because I much prefer the interface to EFT. I've been assuming that everyone shared my issues and they'd be fixed in an upcoming release, but it's gotten 2-3 updates since I started using it and the issues are all still there, so I thought I should post and see if anyone else is experiencing these issues.

I've done some limited troubleshooting, which I'll post separately due to length issues. But I just want to know if these issues affecting anyone else? If it turns out that I'm the only one having these issues, then I can start looking at other aspects of my setup to see what could be affecting things. But since I don't have anything particularly out-of-the-ordinary installed, I wanted to see if it's just a known issue first, before I start uninstalling things etc. Thanks.

Rhyx
Rhyx Vyvorant
Rhyx Vyvorant
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Posted - 2014.03.11 13:28:00 - [263] - Quote

I'm a programmer but I don't know python, so I can't do as much as I could with another language I'm more familiar with, but I did try simply opening Pyfa via the command line so I could see the error output when things go wrong. When I double click too quickly and it stops responding, I get this output:

Quote:

Traceback (most recent call last):
Exception in thread Thread-8:
Traceback (most recent call last):
File "threading.pyc", line 530, in __bootstrap_inner
File "/Applications/pyfa.app/Contents/Resources/gui/utils/exportHtml.py", line 70, in run
File "/Applications/pyfa.app/Contents/Resources/service/fit.py", line 98, in getFitsWithShip
File "/Applications/pyfa.app/Contents/Resources/eos/db/saveddata/queries.py", line 246, in getFitsWithShip
File "/Applications/pyfa.app/Contents/Resources/lib/python2.7/sqlalchemy/orm/query.py", line 1492, in all
File "/Applications/pyfa.app/Contents/Resources/lib/python2.7/sqlalchemy/orm/query.py", line 1604, in __iter__
File "/Applications/pyfa.app/Contents/Resources/lib/python2.7/sqlalchemy/orm/query.py", line 1609, in _execute_and_instances
File "/Applications/pyfa.app/Contents/Resources/lib/python2.7/sqlalchemy/orm/session.py", line 700, in execute
File "/Applications/pyfa.app/Contents/Resources/lib/python2.7/sqlalchemy/orm/session.py", line 641, in _connection_for_bind
File "/Applications/pyfa.app/Contents/Resources/lib/python2.7/sqlalchemy/orm/session.py", line 301, in _connection_for_bind
File "/Applications/pyfa.app/Contents/Resources/lib/python2.7/sqlalchemy/orm/session.py", line 233, in _assert_is_active
InvalidRequestError: The transaction is inactive due to a rollback in a subtransaction. Issue rollback() to cancel the transaction.

File "/Applications/pyfa.app/Contents/Resources/lib/python2.7/wx/_core.py", line 14640, in (lambda)
lambda event: event.callable(*event.args, **event.kw) )
File "/Applications/pyfa.app/Contents/Resources/service/market.py", line 698, in cb
eos.db.commit()
File "/Applications/pyfa.app/Contents/Resources/eos/db/saveddata/queries.py", line 364, in commit
saveddata_session.commit()
File "/Applications/pyfa.app/Contents/Resources/lib/python2.7/sqlalchemy/orm/session.py", line 595, in commit
self.transaction.commit()
File "/Applications/pyfa.app/Contents/Resources/lib/python2.7/sqlalchemy/orm/session.py", line 371, in commit
t[1].commit()
File "/Applications/pyfa.app/Contents/Resources/lib/python2.7/sqlalchemy/engine/base.py", line 1538, in commit
self._do_commit()
File "/Applications/pyfa.app/Contents/Resources/lib/python2.7/sqlalchemy/engine/base.py", line 1565, in _do_commit
self.connection._commit_impl()
File "/Applications/pyfa.app/Contents/Resources/lib/python2.7/sqlalchemy/engine/base.py", line 1103, in _commit_impl
self._handle_dbapi_exception(e, None, None, None, None)
File "/Applications/pyfa.app/Contents/Resources/lib/python2.7/sqlalchemy/engine/base.py", line 1100, in _commit_impl
self.engine.dialect.do_commit(self.connection)
File "/Applications/pyfa.app/Contents/Resources/lib/python2.7/sqlalchemy/engine/default.py", line 275, in do_commit
connection.commit()
sqlalchemy.exc.OperationalError: (OperationalError) database is locked None None


And then any further clicks result in a repeat of the last part, with the error "sqlalchemy.exc.OperationalError: (OperationalError) database is locked None None". So it appears to be an issue with a query failing in the sqlite backend and not being properly handled, leaving the table locked.

Other times, I'll double-click to add or remove a module and the whole thing will just crash. In that case, I only get this in the terminal:

Quote:

Segmentation fault: 11


OS X pops up the Problem Report window with all the crash details. Most of it seems irrelevant, but it starts with:

Quote:

Process: pyfa [938]
Path: /Applications/pyfa.app/Contents/MacOS/pyfa
Identifier: org.evefit.pyfa
Version: 0.0.1 (0.0.0)
Code Type: X86 (Native)
Parent Process: bash [680]
Responsible: iTerm [594]
User ID: 1000

Date/Time: 2014-03-11 09:09:02.405 -0400
OS Version: Mac OS X 10.9.2 (13C64)
Report Version: 11
Anonymous UUID: 3684B476-F820-A636-6CBC-5FC15BB84B39

Sleep/Wake UUID: 181F2B12-D12C-4C41-889F-80FFFF04E746

Crashed Thread: 0 Dispatch queue: com.apple.main-thread

Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000069736f70

VM Regions Near 0x69736f70:
MALLOC_TINY 000000000d600000-000000000d800000 [ 2048K] rw-/rwx SM=PRV
-->
__TEXT 000000008fe50000-000000008fe83000 [ 204K] r-x/rwx SM=COW /usr/lib/dyld

Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 libsqlite3.dylib 0x9943fb04 sqlite3ExprListAppend + 740
1 libsqlite3.dylib 0x99415a38 yy_reduce + 11752
2 libsqlite3.dylib 0x99412b38 sqlite3Parser + 104
3 libsqlite3.dylib 0x99411b91 sqlite3RunParser + 673
4 libsqlite3.dylib 0x99410fbc sqlite3Prepare + 1084
5 libsqlite3.dylib 0x99410a5e sqlite3LockAndPrepare + 190
6 libsqlite3.dylib 0x994b2df5 sqlite3_prepare + 53
7 _sqlite3.so 0x03bf0cd1 pysqlite_statement_create + 129
8 _sqlite3.so 0x03bed19f pysqlite_connection_call + 303
9 org.python.python 0x0180a305 PyObject_Call + 85
(...)


There's sqlite again. If it turns out nobody else is having issues, I guess that's where I'll start looking. Any thoughts?

Rhyx
Sable Blitzmann
Sable Blitzmann
In Exile.
Imperial Outlaws.

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Posted - 2014.03.11 15:45:00 - [264] - 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?
Spillrag
Spillrag
Lazerhawks

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Posted - 2014.03.13 08:20:00 - [265] - Quote

Hey there,
So for my senior project for BS in CS I wanted to add a compare tool for pyfa similar to Eve's that way we don't have to open a million windows for comparing modules Big smile Except when I look at the code I have no idea where to start, are there any good code examples in Pyfa of where I can start/code examples on the web/advice in general. Feel free to contact me ingame on this character or in this thread.

Thanks for any help o7
Dredastttarm
Dredastttarm
Rhalden

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Posted - 2014.03.14 09:51:00 - [266] - Quote

Time for a 1.3 update? I know it's a bit early, but that new Rifter is really interesting to me ;)
I make YouTube videos and so on... Watch me do silly things here:

http://www.youtube.com/user/Internetzspacezshipz?
Danni Bellenger
Danni Bellenger
Federal Navy Academy
Gallente Federation

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Posted - 2014.03.14 10:42:00 - [267] - Quote

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.
Sable Blitzmann
Sable Blitzmann
In Exile.
Imperial Outlaws.

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Posted - 2014.03.14 23:05:00 - [268] - 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
Fayral
Fayral
Noir.
Noir. Mercenary Group

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Posted - 2014.03.15 00:19:00 - [269] - Quote

If i may, I'd like to suggest getting wormhole effects in somehow. I'm not 100% sure (as i cannot find it) but I'm assuming it is currently not in build.

Love pyfa otherwise. Thanks a bunch.
http://takingtangibles.wordpress.com/ - A blog detailing my adventures in EVE
Spillrag
Spillrag
Lazerhawks

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Posted - 2014.03.15 01:21:00 - [270] - Quote

Fayral wrote:
If i may, I'd like to suggest getting wormhole effects in somehow. I'm not 100% sure (as i cannot find it) but I'm assuming it is currently not in build.

Love pyfa otherwise. Thanks a bunch.


On a fitting if you go down the "Projected" tab at the bottom and right click you can apply wormhole effects.
Fayral
Fayral
Noir.
Noir. Mercenary Group

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Posted - 2014.03.16 00:19:00 - [271] - Quote

Spillrag wrote:
Fayral wrote:
If i may, I'd like to suggest getting wormhole effects in somehow. I'm not 100% sure (as i cannot find it) but I'm assuming it is currently not in build.

Love pyfa otherwise. Thanks a bunch.


On a fitting if you go down the "Projected" tab at the bottom and right click you can apply wormhole effects.



Brilliant. Thanks a lot mate.
http://takingtangibles.wordpress.com/ - A blog detailing my adventures in EVE
Kadesh Priestess
Kadesh Priestess
Scalding Chill

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Posted - 2014.03.16 09:28:00 - [272] - Quote

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!
Halika Androm
Halika Androm
Koshaku
Gentlemen's Agreement

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Posted - 2014.03.16 11:09:00 - [273] - Quote

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.
Sable Blitzmann
Sable Blitzmann
In Exile.
Imperial Outlaws.

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Posted - 2014.03.16 15:36:00 - [274] - 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. =)
Sinsuzo Sho
Sinsuzo Sho
Imperial Academy
Amarr Empire

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Posted - 2014.03.18 14:00:00 - [275] - Quote

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!
Sable Blitzmann
Sable Blitzmann
In Exile.
Imperial Outlaws.

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Posted - 2014.03.18 14:49:00 - [276] - 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..
Sinsuzo Sho
Sinsuzo Sho
Imperial Academy
Amarr Empire

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Posted - 2014.03.18 17:28:00 - [277] - Quote

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.
Sable Blitzmann
Sable Blitzmann
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Posted - 2014.03.18 17:30:00 - [278] - 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.
Sinsuzo Sho
Sinsuzo Sho
Imperial Academy
Amarr Empire

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Posted - 2014.03.18 18:04:00 - [279] - Quote

Awesome. Well, whenever you have the time to look, what I am seeing is it tries, and fails, every 60 seconds. I see a countdown timer that appears under the pricing info. Thanks again for the amazing program, and quick responses.
NaunoFirefox
NaunoFirefox
Synister Industries
SpaceMonkey's Alliance

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Posted - 2014.03.18 23:38:00 - [280] - Quote

Hi guys, I've seen a few people having the "pyfa won't start for me, it instantly crashes on start-up"

I had the exact same issue and just fixed it after a lot of digging, posting it here to save you all the issue. sqlalchemy.cresultproxy.pyd
Delete this file in your pyfa folder. It's the file that's crashing and pyfa has worked fine for me without it so far. If I come across any issues i'll be sure to update, but it gets it working at least. My original error was something like this, except English.

Problemsignatur:
Problemereignisname:APPCRASH
Anwendungsname:pyfa.exe
Anwendungsversion:0.0.0.0
Anwendungszeitstempel:49180193
Fehlermodulname:sqlalchemy.cprocessors.pyd
Fehlermodulversion:0.0.0.0
Fehlermodulzeitstempel:4e9b307c
Ausnahmecode:c0000005
Ausnahmeoffset:00001288
Betriebsystemversion:6.1.7601.2.1.0.256.1
Gebietsschema-ID:1031
Zusatzinformation 1:0a9e
Zusatzinformation 2:0a9e372d3b4ad19135b953a78882e789
Zusatzinformation 3:0a9e
Zusatzinformation 4:0a9e372d3b4ad19135b953a78882e789
Sable Blitzmann
Sable Blitzmann
In Exile.
Imperial Outlaws.

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Posted - 2014.03.19 00:22:00 - [281] - 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?
Carlita Desposito
Carlita Desposito
FireStar Inc
Evictus.

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Posted - 2014.03.22 09:44:00 - [282] - Quote

"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.
Wilhelm Knicklicht
Wilhelm Knicklicht
Republic University
Minmatar Republic

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Posted - 2014.03.22 20:01:00 - [283] - Quote

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...
Sable Blitzmann
Sable Blitzmann
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Imperial Outlaws.

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Posted - 2014.03.22 21:41:00 - [284] - 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
Wilhelm Knicklicht
Wilhelm Knicklicht
Republic University
Minmatar Republic

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Posted - 2014.03.22 22:50:00 - [285] - Quote

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... :-/
Sable Blitzmann
Sable Blitzmann
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Posted - 2014.03.23 00:04:00 - [286] - 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
Eloque
Eloque
Space Mutts
The Harlequin's

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Posted - 2014.03.23 18:04:00 - [287] - Quote

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?

Sable Blitzmann
Sable Blitzmann
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Posted - 2014.03.23 21:15:00 - [288] - 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
Eloque
Eloque
Space Mutts
The Harlequin's

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Posted - 2014.03.23 22:17:00 - [289] - Quote

Tx. That makes sense.

Also, why the rating in Eve are so different then in Pyfa.
Sable Blitzmann
Sable Blitzmann
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Posted - 2014.03.24 00:55:00 - [290] - 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
Sable Blitzmann
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Posted - 2014.03.24 04:43:00 - [291] - 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.
Eka Sina
Eka Sina
Naga gave me Harpies
SpaceMonkey's Alliance

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Posted - 2014.03.24 07:46:00 - [292] - Quote

Problem with 1.1.22 zip-version in Windows 7. Yesterday worked fine, today:

- -
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:1035
Additional Information 1:0a9e
Additional Information 2:0a9e372d3b4ad19135b953a78882e789
Additional Information 3:0a9e
Additional Information 4:0a9e372d3b4ad19135b953a78882e789
- -

Only difference i can think of is that characters got new skills overnight, if it matters somehow. I also tried with installer version and with fresh extract to a different folder; still crashes.
Screenshot gallery: http://ekasina.imgur.com/
LakeEnd
LakeEnd
FinFleet
Northern Coalition.

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Posted - 2014.03.24 08:43:00 - [293] - Quote

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
Sable Blitzmann
Sable Blitzmann
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Posted - 2014.03.24 14:28:00 - [294] - 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.
Eka Sina
Eka Sina
Naga gave me Harpies
SpaceMonkey's Alliance

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Posted - 2014.03.24 14:51:00 - [295] - Quote

Sable Blitzmann wrote:
Eka Sina wrote:
Problem with 1.1.22 in Windows 7. Yesterday worked fine, today:

...

Last I heard this may be related to environmental problems (lack of space on the drive, etc) or an issue with one of the shipped files. 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

Well, just rebooted my PC and pyfa starts now normally. Interesting to see if this happens again and can be fixed with reboot. Also plenty of disk space available. Tried previously remove .pyfa-folder too without success. Thanks for reply, and i will donate some ISK for your effort with pyfa when having some ;p
Screenshot gallery: http://ekasina.imgur.com/
Nimos Endashi
Nimos Endashi
Brave Newbies Inc.
Brave Collective

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Posted - 2014.03.25 04:32:00 - [296] - Quote

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?
Sable Blitzmann
Sable Blitzmann
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Posted - 2014.03.25 04:44:00 - [297] - 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?
Bienator II
Bienator II
madmen of the skies

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Posted - 2014.03.25 05:10:00 - [298] - Quote

i like the new layout of the auto-sync HTML page - works much better in the IGB now.
eve style bounties (done)
dust boarding parties
imagine there is war and everybody cloaks - join FW
Nimos Endashi
Nimos Endashi
Brave Newbies Inc.
Brave Collective

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Posted - 2014.03.26 02:50:00 - [299] - Quote

Sable Blitzmann wrote:
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?


My bad, when checking for my pyfa version, I noticed that I didnt actually unpack the 1.3 update, and that was probably the issue because it works now.
Sable Blitzmann
Sable Blitzmann
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Posted - 2014.03.26 04:01:00 - [300] - 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 =)
JohnHoe
JohnHoe
GoonWaffe
Goonswarm Federation

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Posted - 2014.03.26 12:13:00 - [301] - Quote

Sable Blitzmann wrote:
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 =)


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
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Posted - 2014.03.26 13:09:00 - [302] - Quote

JohnHoe wrote:
Sable Blitzmann wrote:
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 =)


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
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Posted - 2014.03.26 15:07:00 - [303] - Quote

Dan Rae wrote:
JohnHoe wrote:
Sable Blitzmann wrote:
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 =)


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
Lazerius Bishop
Lazerius Bishop
Central Elite Mining Operations

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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.

Sable Blitzmann
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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
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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
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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
March rabbit
Federal Defense Union

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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"
Sable Blitzmann
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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
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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.
Naso Gomez
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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
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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
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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
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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.
Louis Ferreira
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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
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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
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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
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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
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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
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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.
Sable Blitzmann
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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
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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
CCP Logibro
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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.
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Lothros Andastar
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Li3 Federation

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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
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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
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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
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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
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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
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Posted - 2014.04.12 14:00:00 - [329] - Quote

Working perfectly, thank you.
Akiko Ichosira
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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


Sable Blitzmann
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Posted - 2014.04.20 17:15:00 - [331] - 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/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




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.
NearNihil
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Posted - 2014.04.21 21:33:00 - [332] - Quote

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.
Sable Blitzmann
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Posted - 2014.04.22 00:26:00 - [333] - 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
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Posted - 2014.04.22 05:52:00 - [334] - 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.
Lord X3n0s Aeon
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Posted - 2014.04.23 01:15:00 - [335] - Quote

Sable Blitzmann wrote:
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/e873f1b88e36f7199686797a2f7dffa1567a5651

Note: This is not implementing the previously 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.


OH PLEASE. Neither pyfa or EFT can do this currently and it would make my life 10000x easier. You wouldn't believe the number of "FC what ammo should I have on this ship" questions I get... (not that I mind at first but it does get annoying over time). Some of the ships in my fleet doctrines I can't fit myself and for some reason there's no way to modify those fits in-game (that I know of) post-import.

When will this change be live?
Sable Blitzmann
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Posted - 2014.04.23 03:03:00 - [336] - 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)
Lord X3n0s Aeon
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Posted - 2014.04.23 03:18:00 - [337] - Quote

Sable Blitzmann wrote:
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)



I'm talking about {created fit in pyfa with LOADED ammo/charge/script} - > export to desktop -> place file in proper folder for EVE to see -> import fit into EVE -> have saved fit show "rocket launcher II" + "scourge rage rockets" in-game.

The cargo hold thing isn't such a big deal to me, though it would be a nice way to remind people to bring nanite :D

EDIT: and thanks for the nighly link, I'll check it out! Will installing it nuke my loaded fits?
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Posted - 2014.04.23 03:48:00 - [338] - Quote

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.
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Posted - 2014.04.23 04:55:00 - [339] - 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!
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Posted - 2014.04.23 05:01:00 - [340] - Quote

I'm looking through it now. Sorry for the confusing language earlier


I've only had python in undergrad but this seems like an easy fix


This method only needs a simple modification to conditionally include the "slot="cargo"" and qty="xxx" attributes in the elements at the end of the file.

I can play around with it if you like, do you have anything like "fit.cargo" I that can fetch a list of cargo elements?

This method here:

# sample while loop 'cause it's how I'd do it
# fit.cargo=[('Nanite Repair Paste',50)] ## store cargo as list of tuples somewhere else in your code
timer=len(fit.cargo)
i=0
while i < timer :
ThisTime = fit.cargo[i]
numC = ThisTime[1]
itemN = ThisTime[0]
hardware = doc.createElement("hardware")
hardware . setAttribute("qty", numC)
hardware . setAttribute("slot", "cargo")
hardware . setAttribute("type", itemN)
fitting . appendChild(hardware)
i = i+1

So yeah, if you could create a "fit.cargo" list of tuples then that code *should* be able to import it and append it to your XMl output in a format EVE will understand.

Sable Blitzmann
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Posted - 2014.04.23 05:20:00 - [341] - 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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Posted - 2014.04.23 05:25:00 - [342] - Quote

Sable Blitzmann wrote:
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


Awesome! I've never worked in a dev environment (first internship this summer!) and thats the only code of yours I've looked at lol.

On your test XML as long as you have tags similar to this at the end it IS importable into Eve:

//hardware type="Nanite Repair Paste" slot="cargo" qty="50"/////hardware//

//hardware type="Scourge Rage Rocket" slot="cargo" qty="500"/////hardware//

I may or may not have exported fits from EVE to figure out how they organized it, then copy/pasted it in Pyfa exports to

// == "<" or ">" because GRR CCP forum filters lol.
Lord X3n0s Aeon
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Posted - 2014.04.23 05:42:00 - [343] - Quote

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.
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Posted - 2014.04.23 05:50:00 - [344] - 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
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Posted - 2014.04.23 05:56:00 - [345] - Quote

Got the new file, here's an XML export:

http://pastebin.com/EspDtiMG

Weird... (I replaced my file with the one you uploaded)

Another pastebin with a new crow fit, just rocket launcher IIs, and scourge rage rockets on it and the new file fit.py in program files/pyfa/eos

http://pastebin.com/FbQ2yHqc

Screen shot of the fit pre-export:
http://imgur.com/nzc5B43
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Posted - 2014.04.23 06:10:00 - [346] - Quote

Also, imgur of the new file in-place:

http://imgur.com/aXbI0bc

I'm scratching my head at this one...

EDIT: DAMMIT I was putting the file in the wrong place :) My bad! One sec I'll test it now
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Posted - 2014.04.23 11:07:00 - [347] - Quote

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.
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Posted - 2014.04.23 14:33:00 - [348] - 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
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Posted - 2014.04.24 13:44:00 - [349] - Quote

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 :(
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Posted - 2014.04.24 14:05:00 - [350] - 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/
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Posted - 2014.04.24 14:16:00 - [351] - 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. =)
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Posted - 2014.04.24 21:38:00 - [352] - Quote

Coolbeans! Nice to see a suggestion makes it though (the cargo one). Another suggestion/request: a compare tool like the one in-game. I find myself adding/removing modules on the same ship all the time just to see the differences (other than fitting cost).

Preferably something that can sort by all attributes the items have, but also include cost (something the in-game compare tool doesn't show).
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Posted - 2014.04.24 23:20:00 - [353] - Quote

Sable Blitzmann wrote:
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. =)


Nice ! That one was fairly easy... :P
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Posted - 2014.04.25 04:35:00 - [354] - Quote

StinGer ShoGuN wrote:
Sable Blitzmann wrote:
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. =)


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 >_>
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Posted - 2014.04.25 05:41:00 - [355] - Quote

While I'm at it and as it seems you are a fast patcher P, 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 ! Pirate

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.
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Posted - 2014.04.25 23:16:00 - [356] - Quote

StinGer ShoGuN wrote:
While I'm at it and as it seems you are a fast patcher P, 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 ! Pirate

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. =)
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Posted - 2014.04.26 18:59:00 - [357] - Quote

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?
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Posted - 2014.04.26 21:48:00 - [358] - 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. =)
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Posted - 2014.04.27 10:59:00 - [359] - Quote

Just posted some comments regarding fits projection on 2 currently open bugs on Github (1 of which is the one you open for me Lol).

Have a look at it Sable because I think you are reverting changes made after I reported a bug on former PyFa website (evefit.org). Blink
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Posted - 2014.04.27 16:00:00 - [360] - 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
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Posted - 2014.04.29 18:01:00 - [361] - 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. =)
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Posted - 2014.05.03 00:12:00 - [362] - Quote

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.
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Posted - 2014.05.03 23:58:00 - [363] - 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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Posted - 2014.05.06 02:39:00 - [364] - Quote

Are Geckos added? :3
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Sable Blitzmann wrote:
UCara wrote:
Hello, good job GÇŞGÇŞ..

....


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/3gmsww

thanks.
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Posted - 2014.05.06 05:14:00 - [366] - 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 GÇŞGÇŞ..

....


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/3gmsww

thanks.


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.
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Posted - 2014.05.06 05:15:00 - [367] - 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.
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Posted - 2014.05.06 15:28:00 - [368] - Quote

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... Roll
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Posted - 2014.05.06 17:30:00 - [369] - 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... Roll


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...
StinGer ShoGuN
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Posted - 2014.05.06 19:50:00 - [370] - Quote

Seems what I was thinking would be complicated. I had a look at the GUI code (was more used to EOS and the db things). It would require a new attribute like volumeUsed or alike with a new column class able to display a gauge...

Time to play with Inkscape then !
Lothros Andastar
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Posted - 2014.05.07 15:35:00 - [371] - Quote

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.
Sable Blitzmann
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Posted - 2014.05.07 18:27:00 - [372] - 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_Tables

I 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)
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Posted - 2014.05.07 21:53:00 - [373] - 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/
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Posted - 2014.05.08 16:55:00 - [374] - Quote

wtb geckos
Sable Blitzmann
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Posted - 2014.05.08 17:27:00 - [375] - 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.
StinGer ShoGuN
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Posted - 2014.05.09 18:13:00 - [376] - 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.


In the past, you could override values: http://sourceforge.net/apps/trac/pyfa/wiki/Docs/Override#Overridingeffects
But this functionality has now gone... What?

Still, if you want to have you Geckos, you can still create 'em in the database using some SQLITE client but I do not recommand you to do this if you're not familiar with programming/databases.


About the cargo gauges, I played with GIMP a bit and my idea was to do something like this: http://i.imgur.com/hiGZQzr.png
So basically, 1 gauge for each item, and then maybe, add a TOTAL line with the total gauge, like the one on http://go-dl1.eve-files.com/media/1405/wcargo.PNG

As I was saying, in order to do something like this, one would need to create a new column type, a gauge column type in fact.
mmorenor
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Posted - 2014.05.09 18:27:00 - [377] - Quote

can anyone tell me how can i import my characters?
StinGer ShoGuN
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Posted - 2014.05.09 22:19:00 - [378] - Quote

Window > Character Editor

Click the "+" icon top right. Enter a name. Then, go to the API tab, fill in your API.
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Posted - 2014.05.11 02:22:00 - [379] - Quote

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!
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Posted - 2014.05.11 04:24:00 - [380] - 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)
Robin Cervenka
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Posted - 2014.05.12 00:16:00 - [381] - Quote

Just added in the gecko. You can find the updated eve.db here https://copy.com/96mjmgydkBXAhSEU

Remember to back up your old database beforehand, etc. etc. etc.

Screenshot, btw: http://i.imgur.com/gS7wZuX.png

Edit: So yeah, pyfa isn't doing the tracking bonus from the Ishtar on it yet, I'll troubleshoot that issue sometime this week.
Hal Lee
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Posted - 2014.05.13 13:04:00 - [382] - Quote

Robin Cervenka wrote:
Just added in the gecko.


Something is definitely off with the Gecko. It's not getting nearly the DPS that it gets in-game. In-game with my Stratios I get 651 drone DPS, but in PYFA with the same fit and the same 2 Geckos it's showing only 541 drone DPS. (With my character imported, of course.)

http://puu.sh/8KCjf.jpg
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Posted - 2014.05.13 21:33:00 - [383] - Quote

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.

Can you help me, what I am doing wrong?

The exported XML, that I tried to import: http://pastebin.com/8BvQcLrM

Thanks,
Sable Blitzmann
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Posted - 2014.05.13 22:02:00 - [384] - 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/8BvQcLrM

Thanks,


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
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Posted - 2014.05.13 22:19:00 - [385] - Quote

Sable Blitzmann wrote:
...


Thanks, it is working!
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Posted - 2014.05.13 22:30:00 - [386] - Quote

.
Sable Blitzmann
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Posted - 2014.05.13 22:46:00 - [387] - 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/1ggjg9DB

Thanks


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. =)
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Posted - 2014.05.13 23:42:00 - [388] - Quote

Hal Lee wrote:
Robin Cervenka wrote:
Just added in the gecko.


Something is definitely off with the Gecko. It's not getting nearly the DPS that it gets in-game. In-game with my Stratios I get 651 drone DPS, but in PYFA with the same fit and the same 2 Geckos it's showing only 541 drone DPS. (With my character imported, of course.)

http://puu.sh/8KCjf.jpg


I think I know exactly what's happening here, and can probably fix it tonight if I have the time.
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Posted - 2014.05.14 18:46:00 - [389] - Quote

Sable Blitzmann 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!
Sable Blitzmann
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Posted - 2014.05.14 21:18:00 - [390] - Quote

Isabelle Warda wrote:
Sable Blitzmann 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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Posted - 2014.05.14 23:22:00 - [391] - Quote

Sable Blitzmann 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.png
On 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!
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Posted - 2014.05.15 04:00:00 - [392] - Quote

Isabelle Warda wrote:
Sable Blitzmann 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.png
On 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. ;)
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Posted - 2014.05.15 09:48:00 - [393] - Quote

Isabelle Warda wrote:

Blahblahblah


Hey Isabelle, thanks for your feedback, it's interesting to have the one of a new comer. Blink
I understand very well what you're asking for. Without knowing all the ship names and categories you're a bit lost. I also sometimes get irritated when, for instance, I have to project a fit onto another: you have to go all the way back to the fit you want to project. And in addition, when I do that, I am often comparing several fits. So it's a back and forth in the ship categories and it's driving me crazy.

While having a tree view might simplify navigation, I would not like it anyway. Why ? Because I have hundreds of fits stored in PyFa and browsing through all of 'em would be awful and impossible.

So while for you for now, it would be easier, for old players like me, if would be disgusting. That is the problem when designing a piece of software, you need to imagine all the possible use cases and make a choice. Unfortunately, the choice made here is not really new comers friendly.
But hang around ! You'll know all the ship names one day ! Blink

And keep up giving feedback on your daily PyFa usage, it's really awesome. Big smile (At least, I like it and if I ever have time one day, I might put some into PyFa instead of just pointing out bugs -- which remind me of I have spotted a new one).
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Posted - 2014.05.16 16:34:00 - [394] - Quote

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
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Posted - 2014.05.16 23:03:00 - [395] - Quote

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 - 2014.05.19 08:34:00 - [396] - Quote

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.
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Posted - 2014.05.19 09:51:00 - [397] - Quote

That would be extremely hard to do and would require quite some work. In addition, that would mean storing several databases with the items from the different extensions. Not sure we could even find the old databases (on CCP website I'm saying)...

While not impossible, that would be hard and time consuming. But that would be a fun feature indeed. However, I think there are other priorities like implant sets management. Big smile
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Posted - 2014.05.19 10:50:00 - [398] - Quote

I mainly want it because Rise and Fozzie literally said "there is no power creep in EVE" at fanfest this year and I am absolutely stunned by that claim and want to put various different ships side by side with then and now.

Any chance of an old install of pyfa I can download?
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Posted - 2014.05.19 10:53:00 - [399] - Quote

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 Blink )
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Posted - 2014.05.19 11:06:00 - [400] - Quote

To fix your DB, redownload pyfa and replace ./staticdata/eve.db with the one in the archive.

If you want to play with it, I suggest you duplicate this DB and then play with it. Blink This is definitely the way to go to add new stuff anyway. But you shall not run pyfa while you're changing it. Get sure to close pyfa before you modify it.

Now, regarding old pyfa installs and/or old DBs, it's gonna be quite hard. All previous versions prior to the move to github have been lost. Cry
Which means if you want to use old DBs, you will need to find the data first (obviously) and then convert it for pyfa to use it. The good news is if you write something to convert one old DB, it will work for any DB (theoretically).
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Posted - 2014.05.20 00:46:00 - [401] - Quote

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 Blink )


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.
Lothras Andastar
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Posted - 2014.05.21 19:11:00 - [402] - Quote

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.

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.
Sable Blitzmann
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Posted - 2014.05.21 22:45:00 - [403] - Quote

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.
Lothras Andastar
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Posted - 2014.05.22 09:55:00 - [404] - Quote

I did not know about the control click functionality. Thank you. :)
Lothras Andastar
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Posted - 2014.05.22 14:24:00 - [405] - Quote

Oh and the Tech 1 and Faction Acolytes have an icon whereas no other drones do. :D

http://puu.sh/8Wxz1/1218ea154e.png
http://puu.sh/8WxAE/a5c64346ce.png
Sable Blitzmann
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Posted - 2014.05.22 15:38:00 - [406] - Quote

Lothras Andastar wrote:
Oh and the Tech 1 and Faction Acolytes have an icon whereas no other drones do. :D

http://puu.sh/8Wxz1/1218ea154e.png
http://puu.sh/8WxAE/a5c64346ce.png


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?
Lothras Andastar
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Posted - 2014.05.22 19:15:00 - [407] - Quote

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.
Aedan Orlenardi
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Posted - 2014.05.22 20:50:00 - [408] - Quote

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
Sable Blitzmann
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Posted - 2014.05.22 21:09:00 - [409] - Quote

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.
Aedan Orlenardi
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Posted - 2014.05.23 00:21:00 - [410] - Quote

Sable Blitzmann wrote:
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.


That's perfect, exactly what I was looking for. Thank you so much :)

Mike
Claud Tiberius
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Posted - 2014.05.23 02:20:00 - [411] - Quote

Hi, how does one go about updating their existing installed pyfa? i.e from 1.1.18 to the latest version.
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Sable Blitzmann
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Posted - 2014.05.23 03:43:00 - [412] - Quote

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
StinGer ShoGuN
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Posted - 2014.05.23 09:32:00 - [413] - Quote

Lothras Andastar wrote:
I did not know about the control click functionality. Thank you. :)

Edit: I did find a minor bug. In Windows if you right click and set the "Hidden" flag for any of the files in "C:\Users\NAME\.pyfa" pyfa crashes on load, though you can still set the hidden flag for the .pyfa folder itself.

Not sure if this is something that matters/can be fixed but thought I'd mention it in case someone else does this by accident and cant work it out. :P



I don't know what version of Windows you are running but normally, Windows now detects dot files so they are automatically hidden from your explorer view, provided you have ticked the correct option in your folder options.
Lothras Andastar
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Posted - 2014.05.24 09:04:00 - [414] - Quote

Sable Blitzmann wrote:
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%

There isn't. I have un-set them hidden, just thought I'd mention it in case anyone else Googles the issue.
StinGer ShoGuN wrote:
I don't know what version of Windows you are running but normally, Windows now detects dot files so they are automatically hidden from your explorer view, provided you have ticked the correct option in your folder options.

Windows 7 Pro x64. Which option is that? Files with a dot at the start are not hidden and attempting to make a folder or file with a dotname and no other extension manually errors and refuses to be made.
Triton Darkstar
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Posted - 2014.05.25 12:48:00 - [415] - Quote

Hi, just started using Mac and would like to say that PYFA is an awesome tool which I am finding very useful.

Please keep up the good work...
Tetsuo Tsukaya
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Posted - 2014.05.27 16:53:00 - [416] - Quote


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 Blink )


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.[/quote]

Seconding that I would love a feature like this that would let us easily add new ships so that when they are posted by CCP in Features and Ideas we can immediately mock them up and start complaining about how OP/Useless they are.

Understandable that it may not be doable until further down the road, but definitely consider it at whatever time it's feasible to do so as it would be an awesome feature to have.
Samuel Caldara
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Posted - 2014.05.28 04:59:00 - [417] - Quote

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.
Sable Blitzmann
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Posted - 2014.05.28 05:38:00 - [418] - Quote

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. =)
Garthz
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Posted - 2014.05.28 10:52:00 - [419] - Quote

Any chance we can add the cute geckos? =p
Aiwha
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Posted - 2014.05.28 19:01:00 - [420] - Quote

Do you plan a pre-release for Kronos data or will you be updating everything once Kronos releases?
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Sable Blitzmann
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Posted - 2014.05.28 20:51:00 - [421] - Quote

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.
Lothros Andastar
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Posted - 2014.06.01 15:33:00 - [422] - Quote

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
Sable Blitzmann
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Posted - 2014.06.01 16:31:00 - [423] - Quote

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. >_>
Rammix
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Posted - 2014.06.01 17:24:00 - [424] - Quote

Somehow the right side of the window (where the stats are) became more narrow for me, some numbers don't fit in.

Also, enabled HTML exporting support seems to slow down modification of fittings in pyfa, greatly.
OpenSUSE 13.1, wine 1.7.11
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Rammix
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Posted - 2014.06.01 17:30:00 - [425] - Quote

+ one request: please divide the high/med/low slot groups with a horizontal line or some empty space. Colouring them isn't so comfortable.
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Sable Blitzmann
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Posted - 2014.06.01 18:42:00 - [426] - Quote

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
Admiral Gray Beard
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Posted - 2014.06.01 22:17:00 - [427] - Quote

When attempting to add charges to projectile weapons, I don't have any short range ammo available...

No Short Range Ammo Available
Sable Blitzmann
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Posted - 2014.06.01 22:48:00 - [428] - Quote

Admiral Gray Beard wrote:
When attempting to add charges to projectile weapons, I don't have any short range ammo available...

No Short Range Ammo Available


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.
Kalliea Aeterna
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Posted - 2014.06.03 08:45:00 - [429] - Quote

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.
Rammix
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Posted - 2014.06.03 10:35:00 - [430] - Quote

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.
OpenSUSE 13.1, wine 1.7.11
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Sable Blitzmann
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Posted - 2014.06.03 14:42:00 - [431] - Quote

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.
Lucius Regni
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Posted - 2014.06.03 16:30:00 - [432] - Quote

I'm looking forward to the Kronos release :)
Antillie Sa'Kan
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Posted - 2014.06.03 17:05:00 - [433] - Quote

Lucius Regni wrote:
I'm looking forward to the Kronos release :)

As am I. EFT won't run under Wine for me.
Kadesh Priestess
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Posted - 2014.06.03 20:24:00 - [434] - Quote

And update is here!

Thanks @blitzmann, he did most of the work for this release. Other contributors (including me) helped him, now it's one of the most feature-rich releases of the past year. Make sure to check release notes to not miss anything.
Bienator II
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Posted - 2014.06.03 21:51:00 - [435] - Quote

great stuff!

however i think i found i bug since it seems that i can't update the skills of my char anymore. E.g medium drone op is set to not-injected and i can't change it via API update or even when i go over the char editor window. I press ok but it is not saved.

my workaround is to use the All 5 char preset.
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Rammix
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Posted - 2014.06.03 22:15:00 - [436] - Quote

Quote:
Can import fit by copying from EVE Client's Fitting Window. See #91 and Wiki > Import / Export options

Heh. Wanted to make a script for myself to copy and parse fittings in such way to import, but was too lazy and totally forgot about it. But you realized the same thing in Pyfa. Thank you!! /me happily bows. Big smile
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Kalliea Aeterna
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Posted - 2014.06.04 00:07:00 - [437] - Quote

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.
Sable Blitzmann
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Posted - 2014.06.04 03:27:00 - [438] - Quote

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. =)
Slvrsmth
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Posted - 2014.06.04 05:22:00 - [439] - Quote

1.2.0 doesn't seem to launch for me on Win 8.1 x64. The current window just flashes as if new application was launching, then nothing.

Tried upgrading previous installation, installing fresh (both with exe installer), and extracting the zip file into a new folder. Logs in .pyfa are both empty (tried deleting that folder too, no effect).

Event viewer has this to say:

Faulting application name: pyfa.exe, version: 0.0.0.0, time stamp: 0x49180193
Faulting module name: sqlalchemy.cresultproxy.pyd, version: 0.0.0.0, time stamp: 0x4e9b307d
Exception code: 0xc0000005
Fault offset: 0x000012aa
Faulting process id: 0x818
Faulting application start time: 0x01cf7fb3fcba7be5
Faulting application path: C:\Program Files (x86)\pyfa\pyfa.exe
Faulting module path: C:\Program Files (x86)\pyfa\sqlalchemy.cresultproxy.pyd
Report Id: 3a8ffbc0-eba7-11e3-8287-00235490d75c
Faulting package full name:
Faulting package-relative application ID:
Sable Blitzmann
Sable Blitzmann
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Posted - 2014.06.04 05:54:00 - [440] - Quote

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
Kalliea Aeterna
Kalliea Aeterna
Terra Incognita
Black Core Alliance

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Posted - 2014.06.04 06:07:00 - [441] - Quote

Sable Blitzmann wrote:
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. =)



Deleted all files and folders I could find related to pyfa and reinstalled the new release and everything is fine now.
My fits and characters are still there too which I am pleasantly surprised by.
Kadesh Priestess
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Posted - 2014.06.04 07:09:00 - [442] - Quote

Bienator II wrote:
however i think i found i bug since it seems that i can't update the skills of my char anymore. E.g medium drone op is set to not-injected and i can't change it via API update or even when i go over the char editor window. I press ok but it is not saved.

my workaround is to use the All 5 char preset.
It was API issue on CCP side it seems. Yesterday i could reproduce it too, but now it works fine.
Ookami Hoshisenshi
Ookami Hoshisenshi
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Posted - 2014.06.04 07:23:00 - [443] - Quote

The last update gets listed as a virus by Panda antivirus...
Apparently it's a bug from Panda who doesn't like the W23/Exploit.gen for some reason:
http://support.pandasecurity.com/forum/viewtopic.php?t=2236&p=9198
Caleb Freeman
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Posted - 2014.06.04 07:59:00 - [444] - Quote

Is there a way to submit found bugs, to make program better ? Like in game on my Corax I have 281.1 CPU grid in Pyfa it states 262.5 on all V. Also all my 7 charrs have problems importing skills, for example some of my 6 Year old charrs flying Dreds according to Pyfa don't have skills to fly destroyers. And on API screen it states that skills were fetched succesfully. Sorry If that is wrong place to write crap like mine, but I like Pyfa so much better than EFT especially I LOVE Yesterdays visual update and ability to copy fits from chat or killmails and It simply annoys me when I make Fit to have 99% of both grids used I build in game and I see over 10% CPU unused.
EDIT Just checked API seems to work fine Today.
Kadesh Priestess
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Posted - 2014.06.04 08:15:00 - [445] - Quote

Ookami Hoshisenshi wrote:
The last update gets listed as a virus by Panda antivirus...
Apparently it's a bug from Panda who doesn't like the W23/Exploit.gen for some reason:
http://support.pandasecurity.com/forum/viewtopic.php?t=2236&p=9198
It is not detected as virus on virustotal, even by panda. I don't have it installed on my PC so i'm afraid i can't really help.
Kadesh Priestess
Kadesh Priestess
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Posted - 2014.06.04 08:16:00 - [446] - Quote

Caleb Freeman wrote:
Is there a way to submit found bugs, to make program better ? Like in game on my Corax I have 281.1 CPU grid in Pyfa it states 262.5 on all V.
https://github.com/DarkFenX/Pyfa/issues/new
Please paste whole fitting and implants used.

And yes, it could be consequence of yesterday's EVE API bugs.
Caleb Freeman
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Posted - 2014.06.04 08:38:00 - [447] - Quote

Kadesh Priestess wrote:
Caleb Freeman wrote:
Is there a way to submit found bugs, to make program better ? Like in game on my Corax I have 281.1 CPU grid in Pyfa it states 262.5 on all V.
https://github.com/DarkFenX/Pyfa/issues/new
Please paste whole fitting and implants used.

And yes, it could be consequence of yesterday's EVE API bugs.

Ok Ignore me. I'm simply ********. I had couple of coraxes in station and I jumped to one of old ones (used when I hadn't perfect fitting skills) and it was already rigged with Procesor overclocking unit and since I used just 2 rigs in new build it mounted them without errors. Still I bookmarked address for errors just in case.
Maeltstome
Maeltstome
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The Kadeshi

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Posted - 2014.06.04 21:39:00 - [448] - Quote

Still the best fitting tool available.
Amari Ormand
Amari Ormand
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Exploding Supremacy

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Posted - 2014.06.05 05:58:00 - [449] - Quote

With the Kronos Patch i ran into an interesting bug that caused all skills needed to build up as you tried to fit things in the same start up of the program. Photo of Problem
Kadesh Priestess
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Posted - 2014.06.05 15:04:00 - [450] - Quote

Amari Ormand wrote:
With the Kronos Patch i ran into an interesting bug that caused all skills needed to build up as you tried to fit things in the same start up of the program. Photo of Problem
This is known issue: https://github.com/DarkFenX/Pyfa/issues/118
Neutral Jita Hauler
Neutral Jita Hauler
Science and Trade Institute
Caldari State

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Posted - 2014.06.06 04:28:00 - [451] - Quote

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.
Archie Zekemann
Archie Zekemann
A Good Name is better than Riches

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Posted - 2014.06.06 09:05:00 - [452] - Quote

Logging in just to say "thank you" for adding visual separators for high, mid, low and rig slots.
Makes things much easier and clearer to read than before.
Aureus Ahishatsu
Aureus Ahishatsu
Deadspace Knights

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Posted - 2014.06.06 15:06:00 - [453] - Quote

Kadesh Priestess wrote:
Amari Ormand wrote:
With the Kronos Patch i ran into an interesting bug that caused all skills needed to build up as you tried to fit things in the same start up of the program. Photo of Problem
This is known issue: https://github.com/DarkFenX/Pyfa/issues/118


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.
Sable Blitzmann
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Posted - 2014.06.06 21:34:00 - [454] - Quote

Aureus Ahishatsu wrote:
Kadesh Priestess wrote:
Amari Ormand wrote:
With the Kronos Patch i ran into an interesting bug that caused all skills needed to build up as you tried to fit things in the same start up of the program. Photo of Problem
This is known issue: https://github.com/DarkFenX/Pyfa/issues/118


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
Sable Blitzmann
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Posted - 2014.06.06 21:39:00 - [455] - Quote

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.
Jason Pareka
Jason Pareka
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Amarr Empire

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Posted - 2014.06.07 00:25:00 - [456] - Quote

I can't change damage types i could at first but now when i r-click the resists it no longer does anything
Sable Blitzmann
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Posted - 2014.06.07 01:03:00 - [457] - Quote

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)
Oxide Ammar
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Posted - 2014.06.07 07:54:00 - [458] - Quote

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.
Lady Areola Fappington: -áSolo PVP isn't dead!-á You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.
Sable Blitzmann
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Posted - 2014.06.07 17:07:00 - [459] - Quote

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...
Rammix
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Posted - 2014.06.07 23:49:00 - [460] - Quote

Is there some way to quickly export fits to html one by one? If no, should be.
OpenSUSE 13.1, wine 1.7.11
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Sable Blitzmann
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Posted - 2014.06.08 02:01:00 - [461] - Quote

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
Texty
Texty
State War Academy
Caldari State

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Posted - 2014.06.08 02:49:00 - [462] - Quote

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:

Would it be possible to add a few right-click menu functions to the fit view tabs? Like...

  • "Open this ship group"
  • "Rename this fit"
  • "Delete this fit"
  • "Duplicate this fit"

I find it a bit troublesome when I have to search for the ship type from scratch after importing a random fit and then deciding to delete/rename/copy it.

Cheers!

Also: The "Export HTML" function doesn't seem to work for me. It just keeps on "Processing" for hours and while doing so it won't accept any user input so I have to kill the "pyfa.exe" process to be able to anything else with it. Any idea on the cause or possible solution?
Bienator II
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Posted - 2014.06.08 03:54:00 - [463] - Quote

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.
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Rammix
Rammix
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Posted - 2014.06.08 13:31:00 - [464] - Quote

Sable Blitzmann wrote:
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.

p.s.
Texty wrote:
The "Export HTML" function doesn't seem to work for me. It just keeps on "Processing" for hours and while doing so it won't accept any user input so I have to kill the "pyfa.exe" process to be able to anything else with it. Any idea on the cause or possible solution?

I think that's because it rechecks the whole html file everytime you press "export html".
OpenSUSE 13.1, wine 1.7.11
Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread
Sable Blitzmann
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Posted - 2014.06.08 16:09:00 - [465] - Quote

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.
Sable Blitzmann
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Posted - 2014.06.08 16:15:00 - [466] - Quote

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. =)
Lyrja
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Posted - 2014.06.09 08:29:00 - [467] - Quote

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.
Lothros Andastar
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Posted - 2014.06.09 10:15:00 - [468] - Quote

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
NightmareX
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The Marmite Collective

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Posted - 2014.06.09 15:35:00 - [469] - Quote

As to confirm, yes PYFA is crashing for me to sometimes under Windows 7 Home Edition (64-bit), so i'm pretty sure there is some issues somewhere as PYFA v1.2.0 is the first PYFA version to crash on me.

Lyrja wrote:
... 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.

Gonna try that to see if the crashes stops.
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Cowboy Arnerette
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Posted - 2014.06.09 15:49:00 - [470] - Quote

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.
Fr3akwave
Fr3akwave
The Mjolnir Bloc
The Bloc

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Posted - 2014.06.09 16:18:00 - [471] - Quote

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



same here. crash when trying to launch
Sable Blitzmann
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Posted - 2014.06.09 17:19:00 - [472] - Quote

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
Sable Blitzmann
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Posted - 2014.06.09 17:20:00 - [473] - Quote

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
Sable Blitzmann
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Posted - 2014.06.10 02:03:00 - [474] - Quote

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.
Lothros Andastar
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Posted - 2014.06.10 07:03:00 - [475] - Quote

Deleting all AppData fixed my crash.
Lyrja
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Posted - 2014.06.10 16:42:00 - [476] - Quote

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.
Sable Blitzmann
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Posted - 2014.06.11 15:26:00 - [477] - Quote

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
Bienator II
Bienator II
madmen of the skies

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Posted - 2014.06.11 21:49:00 - [478] - Quote

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?
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Sable Blitzmann
Sable Blitzmann
Aperture Harmonics
No Holes Barred

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Posted - 2014.06.12 01:53:00 - [479] - Quote

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.
Captain Jack Rackam
Captain Jack Rackam
Neptune Trident

0

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Posted - 2014.06.12 16:21:00 - [480] - Quote

Can u add a new function that allows me to keep a set of implants? Add ten implants for each ship is troublesome.
Kimimaro Yoga
Kimimaro Yoga
Paragon Trust
The Bastion

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Posted - 2014.06.12 17:18:00 - [481] - Quote

Feature request: when T3 subsystems are added or imported to a fit, force them into the correct order.

The problem is when you try to use an exported HTML fit inside Eve. If the subsystems are not in the correct order, they won't be fitted onto your hull (even more annoyingly, any ones that are fit will be removed). Apparently Eve sees them as unique slots, so it won't try to put an engineering sub into the defensive sub slot. The correct order is, top to bottom:
Electronics
Defensive
Engineering
Offensive
Propulsion
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Sable Blitzmann
Sable Blitzmann
Aperture Harmonics
No Holes Barred

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Posted - 2014.06.12 18:55:00 - [482] - Quote

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 =)
Steven Shen
Steven Shen
Urban Management Bureau
People's Liberation Alliance

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Posted - 2014.06.14 06:51:00 - [483] - Quote

Kimimaro Yoga wrote:
Feature request: when T3 subsystems are added or imported to a fit, force them into the correct order.

The problem is when you try to use an exported HTML fit inside Eve. If the subsystems are not in the correct order, they won't be fitted onto your hull (even more annoyingly, any ones that are fit will be removed). Apparently Eve sees them as unique slots, so it won't try to put an engineering sub into the defensive sub slot. The correct order is, top to bottom:
Electronics
Defensive
Engineering
Offensive
Propulsion


Good idea!