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Sable Blitzmann
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Posted - 2016.01.26 02:03:56 -
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pyfa (python fitting assistant) - A cross-platform ship fitting tool, written in Python utilizing wxWidgets as it's GUI toolkit. pyfa works on all platforms that Python and wxPython support, including Windows, OS X, and Linux. There is also someone who has created a FreeBSD port of it.
Official releases and download links can be found here.
Simply download the package for the platform you want to use. Linux users: your package is basically a tarbell of the source files; be sure to install the dependencies required. There are some third-party packages floating about for Debian and Arch that are maintained by third parties, check the README.
Bug reports: Bug reporting guidelines can be found here.
Known Major Bugs as of 1.18.1:
- Opening Character Editor causes pyfa crash on some Windows 7 machines (#441) (problem has been identified and a fix is being worked on for the next release)
- A complete listing of issues and their progress can always be found here.
Screenshots: Updated screenshots coming soon, in the meantime check the GitHub repo README.
Contributing: All contributions are welcomed and done through pull requests on GitHub.
Contacts: Tweetfleet Slack: @blitzmann |
Sable Blitzmann
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Posted - 2016.01.26 02:04:06 -
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Project news:
At the moment, I am the only one maintaining pyfa. As some folks know, Kadesh has decided to leave the EVE Universe due to :stuff: and no longer has interest in maintaining pyfa or it's related projects. I have been with the project and headed development of it for a little over two years now, so it's been handed over to me. As such, the pyfa repository and all related repos has been moved to a GitHub Organization called 'pyfa-org'.
For the past few years, you may have heard of a new engine being written for pyfa that would perform fitting calculations faster and allow us to update much more quickly. I'll give a brief update to that: Kadesh was the main person behind that project, and while there is a lot done on it, it is not completed. Unfortunately, I am not versed in it's internal workings to feel comfortable developing on it yet, and so this project is on the backburner indefinitely until I can familiarize myself with it a bit more. This is also hampered by the fact that pyfa requires a complete rewrite to utilize it, which is a daunting task for someone who is both a fulltime student and employee. This does not, however, affect the current codebase of pyfa, which is still regularly updated and improved upon.
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Sable Blitzmann
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Posted - 2016.02.13 22:03:52 -
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Platform?Can't reproduce with Windows. By the look of the buttons, looks like linux/gtk, but OS X has been nothing but problems with the wx3 upgrade so I wouldn't be surprised... |
Sable Blitzmann
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Posted - 2016.02.13 22:07:14 -
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Terry Ortega wrote:Mmmmh, i try to fetch my skills, but i get an error, called: The read operation timed out.
Any solutions about this? i dont know if my firewall is blocking it...
thx in advance.
Most likely a problem with your firewall or something similar. That error usually happens when it can't connect to the server. Try EVEMon or something else that fetches the skills and see if it works or not. If not, then it's definitely something in your network environment |
Sable Blitzmann
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Posted - 2016.02.22 04:59:52 -
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DrysonBennington wrote:Is there a version that can be opened up in game in the browser?
Nope. There was effort a few years ago to port pyfa to some sort of web interface, but that was abandoned when the other developers left the team. Besides, o.smium manages to browser-based fitting quite well
DrysonBennington wrote:I would suggest that when fitting a ship comes close to the CPU and PG allotment that modules on the market would be highlighted in red to show that they will not fit, yellow if they come close to going over the allotment and green if okay to fit. This color matching would take place as the **** is fitted as well.
Maybe. We'll see =)
Bienator II wrote:since the new structures will behave fittings wise similar to ships, i am wondering if you are planning to add them too for pyfa once they are out?
We'll have to see. It all depends on how the stuff works on the back end. Might have to take a bit of reworking the available market code and whatnot, but as long as they are similar enough to fits, it should be workable. There's also the question of if it's really even wanted (will the stations have cap / dps / etc). Depending on the info needed, we may have to develop some sort of system for changing the stats info depending on the context (fit vs station).
If it happens, most likely won't see it in pyfa until a few months after citadels release, however, due to time constraints
Addison Clark wrote:A serious quality of life request:
In the ships list, there should be a button to open up a list of all saved fits. This will allow easy management/removal of garbage fits that might be the database.
This can be done by doing a wildcard search for ships (heck I know when you import a bunch via xml, you get a list of all imported fits - can that be used to list current saved fits?)
With much of the tieracide projected for many ship modules, this can be enhanced by giving a warning icon over any fit that no longer fits as saved/has changed due to tieracide etc.
Request 2:
Ability to add fuel (ozone/stront etc) as charges. If I want to default load 500 units of ozone, for example, for a cyno - I can't specify the fuel, or add additional fuel to the module. Or add stront if I am fiting an Entosis ship. Or heck fuel for jump/bridge capable ships. Fuel for rorq?
1) What is the need to see all of your ships at once? If it' simply to review old fits, it might be possible to display ships based on last modification. We don't currently track this (the timestamp given is the time it was created IIRC). Maybe search criteria such as time>2015 or something. But even this (smart search criteria) would be a rather significant undertaking.
2) This has been requested before: https://github.com/pyfa-org/Pyfa/issues/172 However, it's not as easy as it may seem due to the way pyfa handles the market. I haven't looked at this issue in a long time, and can't remember the specifics. It's on the list until it isn't anymore. =) |
Sable Blitzmann
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Posted - 2016.02.22 05:00:47 -
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Merenia wrote:hello, i'm a new user switching from eft and i'm wondering if pyfa has the tooltip like in eft to view ship bonuses?
No, but it's something I've been wanting to do for a long while now. Just have to think about the best way to accomplish it. |
Sable Blitzmann
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Posted - 2016.02.23 01:25:52 -
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Addison Clark wrote:Sable Blitzmann wrote:DrysonBennington wrote:Is there a version that can be opened up in game in the browser? 1) What is the need to see all of your ships at once? If it' simply to review old fits, it might be possible to display ships based on last modification. We don't currently track this (the timestamp given is the time it was created IIRC). Maybe search criteria such as time>2015 or something. But even this (smart search criteria) would be a rather significant undertaking. It is a quality of life situation that enables you to either prune old fittings out so that you can start fresh, review fittings etc. Heck a partial implementation where it just lists each saved fit, (sort by name or shiptype/hullname) one after the other would satisfy the need for managing and pruning fits. Anything else would be gravy.
I will look into it, but no promises at the moment. =) |
Sable Blitzmann
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Posted - 2016.02.23 18:00:32 -
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The problem with the wildcard is that there was an issue with OS X having a hard time with queries (there was a significant delay when fetching a large list of ships). While I believe that lag has been eliminated by subsequent improvements, we need to be cautious about a wildcard option - there are folks that have thousands of fits (for whatever god forsaken reason), and we do not want to cause any slow downs.
I've opened a ticket here: https://github.com/pyfa-org/Pyfa/issues/523
If you want to lend your voice to it, please do so. I am not against the option, especially if it helps folks with whatever, just need to make sure it's done properly and efficiently.
Aaril, if you want to, please fork the repo, make your changes, and submit a pull request. I can then evaluate your changes and go from there. =) |
Sable Blitzmann
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Posted - 2016.02.26 01:05:09 -
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Rusty 'Nail wrote:Pyfa is the best fitting tool for me. But, for more better experience I very need this features:
1. True portable format of pyfa installation. I use Dropbox to synchronize my pyfa folder between my home machine and working computer and I haven't see my fits/characters on second machine after full synchronization. Looks like it definitely separated installs.
2. Better proxy settings. I can't see where I can change proxy type to SOCKS5 instead of default HTTP. So, I can't import my characters by API at my working computer.
1) Already possible, albeit it's not really documented. Run the exe with the -r flag, which will save the user database in the root pyfa directory. To do this, make a shortcut to the exe and add " -r" to the target (should look like "C:\Games\pyfa\pyfa.exe -r")
2) I probably won't get a chance to look into this anytime soon, unfortunately. But by all means, create a ticket on github to that it's at least documented somewhere and you'll get notification on work that goes into it. =) |
Sable Blitzmann
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Posted - 2016.03.09 23:07:33 -
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Xapitan Bomba wrote:Hi, It looks like pyfa isn't applying target painter optimal/faloff to dps graphs, or I am doing something very wrong. For now, turning painters on/off in the fitting window only seems to reduce to total missile dps (flat line), not including the range changes in target signature radious associated with target painters. This is on 1.19.1 http://i.imgur.com/am1EW7i.png
This is normal. Target Painter falloff, currently, affects the chance that the sig radius boost will be applied to the target ship. Since it's chance based (basically a virtual die roll), we don't really account for that in the graph as it's simply too complicated / it was easier to just ignore it.
However, with the march release the falloff will affect the effectiveness of the module rather than the chance to apply. WHile I don't plan to support this in pyfa for the March release due to time / testing constraints, I should be able to work on it eventually. |
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Sable Blitzmann
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Posted - 2016.03.11 05:40:00 -
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New stable version up for march patch - https://github.com/pyfa-org/Pyfa/releases/tag/v1.20.0 |
Sable Blitzmann
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Posted - 2016.03.11 16:21:07 -
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Bienator II wrote:did you just take the release down by accident? i clicked the download link and the link was broken, then i reloaded the page and only the source .zip was left, the links to the builds are gone.
edit: its working again. might be a github server issue or so. i could download it now
Nope, not a github issue. I updated the release notes to include some more information, and accidentally hit "Save Draft" instead of "Update Release". It was like that for about an hour or so before I realized it, oops! |
Sable Blitzmann
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Posted - 2016.03.13 01:13:40 -
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Waegen Hoerford wrote:Better than EFT and faster updates (don't know if EFT is up to date even yet). However, I want to report a bug: I went to fit a ECCM on an Execuror and when I click on the the sub-groups, the little '+' disappears and there are no modules to select.
ECCM's don't exist anymore, so I'm not sure what you mean. Is it possible to provide screenshots? |
Sable Blitzmann
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Posted - 2016.03.15 04:04:52 -
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Asher Elias wrote:ECM bursts lost their falloff but gained optimal range, as far as I can tell Pyfa isn't calculating the range right now.
Can you be more specific? If this a ship bonus that is not calculating correctly? Can you post a fit and detail what it is vs what it should be? |
Sable Blitzmann
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Posted - 2016.03.23 23:42:03 -
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Thanks, will look into this. |
Sable Blitzmann
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Posted - 2016.03.23 23:43:33 -
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Katherine Vyvorant wrote:Pyfa 1.20.1, OSX When I click on Afterburners under Propulsion modules and then click on Microwardrives, the lists get mixed together until I click somewhere else in Pyfa. Steps I used to repeat this:
- Open Pyfa
- Load my Tormentor fit
- Selected Market > Propulsion > Afterburners
- Selected Microwarpdrives
Is this what you're experiencing? https://github.com/pyfa-org/Pyfa/issues/453
It's a known issue, and only happens with 10.11. I'm thinking it is a bug with wxWidgets itself and thus not really a bug with pyfa. I've reported this along with some other 10.11 graphical bugs to the wx devs, but honestly I doubt the issue will be fixed anytime soon (when wxWidgets does fix it, we then have to wait for wxPython to update, which is itself a waiting game).
This one is kind of a waiting game. |
Sable Blitzmann
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Posted - 2016.03.24 01:37:46 -
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Ligraph wrote:Sugestion: add a skill import button that imports from a file or the clipboard. Probably use the same format as the ingame queue and eveMon.
You can use File > Import Character and select an xml file that EVEMon produces. This may or may not be broken as I haven't touched it since last year and it's kind of hack in there, but it should work. |
Sable Blitzmann
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Posted - 2016.03.24 04:23:08 -
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Ligraph wrote:Sable Blitzmann wrote:Ligraph wrote:Sugestion: add a skill import button that imports from a file or the clipboard. Probably use the same format as the ingame queue and eveMon. You can use File > Import Character and select an xml file that EVEMon produces. This may or may not be broken as I haven't touched it since last year and it's kind of hack in there, but it should work. Well, it works, but importing a plan from Evemon gives me more dps than the All 5 build... By almost a hundred on a BC.
Can you provide the XML file? If it's super secret, then send it via Gitter private chat https://gitter.im/blitzmann |
Sable Blitzmann
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Posted - 2016.03.28 04:06:37 -
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Ligraph wrote:Sable Blitzmann wrote:Ligraph wrote:Sable Blitzmann wrote:Ligraph wrote:Sugestion: add a skill import button that imports from a file or the clipboard. Probably use the same format as the ingame queue and eveMon. You can use File > Import Character and select an xml file that EVEMon produces. This may or may not be broken as I haven't touched it since last year and it's kind of hack in there, but it should work. Well, it works, but importing a plan from Evemon gives me more dps than the All 5 build... By almost a hundred on a BC. Can you provide the XML file? If it's super secret, then send it via Gitter private chat https://gitter.im/blitzmann Sure, its just me trying to figure out how long it will take to skill into a Myrmidon. Link: https://drive.google.com/uc?export=download&id=0B5LYSVXbT43mV1p2TmFZRW1MUkk
A hunch is that it has something to do with exporting "character after skill plan" and somehow having bonuses add together... but that's just a hunch. I can give the fit also if you want.
Thanks. I'll be working a bit on the relevant code as part of a backend refactoring effort, I'll take a loot into it at that point. Also, fit would never hurt to provide in case it's needed =) |
Sable Blitzmann
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Posted - 2016.04.01 02:39:48 -
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Chloe Frost wrote:Would it be / Is it possible to add cycle time / rof as a column on the fitting window? (So we can see updated RoF / cycle time on weapons/boosters etc?)
Keep up the awesome work o7
This might be problematic as I don't want to create a new column just for weapon rof. That info is more suited to the 'misc' column, but more prudent info is already located there.
If you're wondering how other modules affect the rof, you can open the modules stats window, tab to the Attributes tab, and look at the RoF attribute. Then modify the fit and hit the refresh button in the item stats window. Not ideal, but it'll work. =)
Sobaan Tali wrote:Is there any way to save or import/export implant setups? Gets kind of tedious trying to replug the same 10 imps in each build manually every time I want to build a new fit.
Also, can't really ever seem to figure out what causes it, but after about an hour or so (usually) working on fits, Pyfa will at times bug out and stop working properly. What I mean by this is, such as in the last case this happened a few days ago, I can add or remove modules, but suddenly cannot get the right-click menu to work on said modules (Oddly, right-clicking elsewhere was still working, so I could check ships stats for instance but not add charges). Other times, it would refuse to let me add modules to empty slots, though everything else continued to work without a problem. Closing and reopening Pyfa would fix this in ever case I've had, though nothing else would. Has happened in several previous builds and still does it seems, just not as often. Normally, I can work in Pyfa for hours without fail, but then this happens on occasion. Minor inconvenience at worst for me, but wanted to give you a heads up on it since I thought it was a thing of the past until it flared up again earlier this week.
I'll try to do a complete uninstall/re-install of Pyfa and see if that fixes it, but I won't know if it works for sure until it happens again or doesn't. Might be good for me anyways, I need to redo some of my old fits and I'd actually prefer to do them from scratch so nothing gets missed (I had two fits already which threw me for a loop when I ran the same fits with different MWD's in game by mistake, lol).
YES! Implant sets, as well as character implants, are on the way with the next release.
About the right click bug, Someone else from the previous thread reported similar issues (https://forums.eveonline.com/default.aspx?g=posts&m=6373533#post6373533). I can't reproduce (although I don't leave my pyfa open for more than an hour usually). Can you check the log files and let me know if you notice anything? And it only happens when pyfa has run for a while? After restarting it, it's fine? It's so odd... Please try to see if you can get reproduction steps... |
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Sable Blitzmann
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Posted - 2016.04.01 02:44:53 -
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Also, if anyone wants to chime in:
CCP is prepping the Citadel release, and I'm trying to catch up with what's on SISI right now. A preview build is coming (not sure when). However, I'm stuck on how exactly to handle the new fighter abilities. We can't just stick them in the drone bay anymore and sum up their DPS because that may change based on which abilities they have active.
The following is just an idea and I make no commitment, I am envisioning a new additions tab strictly for fighters that groups them in however many you can group (I still haven't read up too much on them). This view will also allow toggling of the various abilities. Not sure how this will look though.
I'd like to get everyone's opinion on this, and what you feel would be most intuitive. Feel free to provide MSPaint mockups =D |
Sable Blitzmann
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Posted - 2016.04.08 21:36:44 -
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Chloe Frost wrote:Sable Blitzmann wrote:[quote=Chloe Frost]Would it be / Is it possible to add cycle time / rof as a column on the fitting window? (So we can see updated RoF / cycle time on weapons/boosters etc?)
Keep up the awesome work o7
This might be problematic as I don't want to create a new column just for weapon rof. That info is more suited to the 'misc' column, but more prudent info is already located there.
If you're wondering how other modules affect the rof, you can open the modules stats window, tab to the Attributes tab, and look at the RoF attribute. Then modify the fit and hit the refresh button in the item stats window. Not ideal, but it'll work. =) Well right, i know i can view the module stats, but it's just a feature i'm used to having from EVEHQ http://puu.sh/oaMCg/c16d4ff7ac.png Would be nice to have some of that back, but if it's a major problem i guess it can't be helped. Also, any chance at maybe cleaning up the module stats window a bit? Wouldn't be as much of a pain to use to dig through stats if it was a bit more organized ( http://puu.sh/oaMTI/7cd16babf1.png Really love how they categorize this, and it shows you what values are affected and what base values are) Thanks for the reply. o7
All excellent ideas. The grouping of attributes in particular is one that I've wanted to do for a while, but haven't found time fo, and also there are certain UI issues that come with it (we would need to switch over to a widget that is not available in the Mac builds, and I hate dealing with rebuilding those).
The ROF coulmn... perhaps a cycle time column (or maybe tooltip) would be acceptable for all modules. I'll have to hear from other users to determine if this is a column they would want to see all the time. We shall see. |
Sable Blitzmann
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Posted - 2016.04.10 20:05:58 -
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Cap'n Rick Clusterbomb wrote:Question:
I made about 100 ship fits in PYFA and I'd like to import them to EVE. EVE only accepts one 'file" at a time, so that'd mean I'd have to import 100 separate files.
Is there any way I can combine these files and import them at once? The import fittings window has a "check all" box, but it only still takes one fit. I can select all the files (left window) and import, but only one gets imported.
File > backup all fittings will send all fits to an XML file. But then you'll have to track down the fittings that you want to import. Alternatively, you can generate an HTML file and open that in the IGB, and click on individual fittings to import them. |
Sable Blitzmann
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Posted - 2016.04.12 23:59:02 -
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Artemis wrote:Bienator II wrote: i am already doing that. Put the DB in the dropbox folder and create a symlink for pyfa.
Hm, good idea, that works, thanks =)
If you use the same operating system, you can also simply install pyfa to the Dropbox directory and run the exe with -r which will save the user files in the install directory. |
Sable Blitzmann
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Posted - 2016.04.24 23:48:28 -
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Quick note: due to RL, the stable Citadel release will probably be lagtr this week rather that on Tuesday. I still need to refine the new fighter support (which, at the moment, will most likely be bare-bones and not have support for some of the more intricate details such as fighter-on-fighter effects). Bare with me folks, it'll come. =) |
Sable Blitzmann
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Posted - 2016.05.01 00:47:03 -
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https://github.com/pyfa-org/Pyfa/releases/tag/v1.21.0
Have at it, let me know if **** breaks. =) |
Sable Blitzmann
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Posted - 2016.05.01 00:48:43 -
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Rashar Arji wrote:ASAD wrote:hello everyone i am getting Error 'CharacterEditor' object has no attribute 'getActivecharacter' i am trying to add my API to pyfa and none work
is there a way to fix that? or the correct way to add the API? thx I got the same issue.
Yahmi wrote:version 1.20.2 Singularity 1027729 found a bug with the "siege modules" ... u cant fit any of them in pyfa anymore (like Bastion to marauders) and old fitings with them are unloadable ... keep up to good work <3 still using pyfa since 2 years
Both these issues were specific to the beta release and have been fixed in the official.
Axhind wrote:Great program, but is there any chance you could add a dark skin? At night it's blindingly bright especially with other screens showing EVE ;)
pyfa uses whatever settings are supplied by your operating system. Unfortunately for Windows, you can't really change this. It's a fun thing to think about, but I don't think I'll be prioritizing this; maybe someday as a side project. =) |
Sable Blitzmann
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Posted - 2016.05.01 17:12:15 -
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Torgeir Hekard wrote:After the latest git pull i get Quote:sqlalchemy.exc.OperationalError: (sqlite3.OperationalError) no such column: fighters.active [SQL: u'SELECT fighters."groupID" AS "fighters_groupID", fighters."fitID" AS "fighters_fitID", fighters."itemID" AS "fighters_itemID", fighters.active AS fighters_active, fighters.amount AS fighters_amount, fighters.projected AS fighters_projected \nFROM fighters \nWHERE fighters."fitID" = ? AND fighters.projected = 0'] [parameters: (1279,)]
When trying to open any existing fit. Naturally, they fail to open. New fits do fine What do?
You must have started using the Citadel pre-release, and are using the database that produced that with the official release. The two are incompatible, which is exactly why I made the pre-release create a saveddata-test.db file rather than use the existing one.
Wait for the next release, which will include an automatic migration path (more people are experiencing this issue than I thought would). Alternatively, you could find your migration backup (the one prefixed with saveddata_migration_12-13), and rename it to saveddata.db. That should work (don't hate me if it break <_<), but it won't have anything new since the backup obviously. |
Sable Blitzmann
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Posted - 2016.05.01 18:50:14 -
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Aran Hotchkiss wrote:I know you've asked to put issues in github but I don't have an account there and have enough trouble remembering my random accounts as is...
Pyfa's been crashing when I got to tinker with an apostle fit. Been able to recreate this numerous times by
1) Opening Pyfa 2) Opening the apostle fit 3) If I add (removing doesn't seem to cause issues) any modules pyfa will crash one to two seconds later, however it still saves the changes to the fit right until it crashes, likewise adding multiple modules will all get saved.
E.g. added imperial navy recharger... crash Re-open pyfa, go to fit, add three more re chargers in rapid succession... crash (but it will update the fit to have four cap re chargers)
I cannot reproduce. Which windows version? Can you please post me %userprofile%/.pyfa/log.txt. Hopefully there is something in there. |
Sable Blitzmann
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Posted - 2016.05.01 18:51:41 -
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Dreiden Kisada wrote:The DPS graph window has a drop down selector with a single DPS selection. Was this planned to have more options, or is there a way to add separate scripts so you can make your own custom graphs?
I believe it was designed to be pluggable; to be able to fairly easily create more graphs. Nothing ever cam of it though. Feel free to contribute though, we need more graphs in pyfa =) |
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Sable Blitzmann
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Posted - 2016.05.01 22:14:17 -
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Aran Hotchkiss wrote:Sable Blitzmann wrote:Aran Hotchkiss wrote:I know you've asked to put issues in github but I don't have an account there and have enough trouble remembering my random accounts as is...
Pyfa's been crashing when I got to tinker with an apostle fit. Been able to recreate this numerous times by
1) Opening Pyfa 2) Opening the apostle fit 3) If I add (removing doesn't seem to cause issues) any modules pyfa will crash one to two seconds later, however it still saves the changes to the fit right until it crashes, likewise adding multiple modules will all get saved.
E.g. added imperial navy recharger... crash Re-open pyfa, go to fit, add three more re chargers in rapid succession... crash (but it will update the fit to have four cap re chargers)
I cannot reproduce. Which windows version? Can you please post me %userprofile%/.pyfa/log.txt. Hopefully there is something in there. 2016-04-01 13:18:09,076 pyfa.service.port ERROR Couldn't import ship data [u'adamant\n\u02c8a...'] Traceback (most recent call last): File "C:\Users\buckt\Downloads\pyfa\library.zip\service\port.py", line 201, in importDna f.ship = Ship(sMkt.getItem(int(info[0]))) UnicodeEncodeError: 'decimal' codec can't encode character u'\u02c8' in position 8: invalid decimal Unicode string
Well that's an odd error, but unrelated (from April 1st). Does Windows give you an option to get more details (like this https://cloud.githubusercontent.com/assets/15993596/11707372/44443974-9f0c-11e5-96e2-5546bd8fdd93.JPG)?
Is it for any fit / ship, or just the new FAUX ones? |
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Posted - 2016.05.02 04:20:10 -
[32] - Quote
Aran Hotchkiss wrote:Recreated the crash, no option for more information available, and it's not just limited to Force Auxillaries - went to fit up a vagabond and before I even fitted anything Pyfa crashed - I'm wondering if it's a certain number of clicks or actions I can perform before it crashes since if I expand and collapse a few market tabs it also crashes
Two things to try:
1) Make sure you have automatic HTML export OFF (there have been issues with it in that past, but I don't think it would cause this) 2) Try to completely uninstall pyfa (you shouldn't have to delete your user database, just delete where pyfa is installed to). Reinstall and see if that helps.
Which Windows are you on? |
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Posted - 2016.05.03 03:24:38 -
[33] - Quote
Aran Hotchkiss wrote:Sable Blitzmann wrote:Aran Hotchkiss wrote:Recreated the crash, no option for more information available, and it's not just limited to Force Auxillaries - went to fit up a vagabond and before I even fitted anything Pyfa crashed - I'm wondering if it's a certain number of clicks or actions I can perform before it crashes since if I expand and collapse a few market tabs it also crashes Two things to try: 1) Make sure you have automatic HTML export OFF (there have been issues with it in that past, but I don't think it would cause this) 2) Try to completely uninstall pyfa (you shouldn't have to delete your user database, just delete where pyfa is installed to). Reinstall and see if that helps. Which Windows are you on? Double checked HTML export was off, uninstalled and reinstalled, still didn't work Operating on windows 10 64bit pro
Very odd. The previous version did not have an issue? |
Sable Blitzmann
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Posted - 2016.05.03 03:37:39 -
[34] - Quote
[duplicate] |
Sable Blitzmann
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Posted - 2016.05.03 23:25:54 -
[35] - Quote
Aran Hotchkiss wrote:Up until I'd installed Citadel I'd had no issues at all with pyfa on this machine
I am not sure what's going on then. I'm trying to think back to see if anything major has changed - usually crashes like this are threaded issues or sometimes even GUI bugs that aren't caught by wxpython.
https://github.com/pyfa-org/Pyfa/issues/598 Please sign up for GitHub and subscribe to this issue (and go ahead and make a post so that I can track who might be affected).
Another question: does it happen so often as to make render pyfa unsuable? |
Sable Blitzmann
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Posted - 2016.05.03 23:26:55 -
[36] - Quote
David Ronuken wrote:It would be really great if we were to be able to visually see that a module is not usable at the current skill level. Something like coloring the little "o" that indicates it is online with a red color, or replacing the "o" with an "x". Thanks.
Not sure what you mean, but the skillbook beside the character selector turns red if you can't use the modules. Hover over it for a tooltip on whats missing. |
Sable Blitzmann
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Posted - 2016.05.03 23:30:02 -
[37] - Quote
Steven Shen wrote:The display of tracking speed is not good to understand and compare with each other, in my opinion.
How do you mean?
Shade Millith wrote:The way skills affect the velocity of fighters seem to be incorrect.
While both ingame and Pyfa has templars with a base of 926m/s, ingame I'm getting 1,118m/s from Templars, before any mods. Pyfa is showing 1,330m/s.
With 2 FSU, and one Navigation mod, I'm getting 1,560m/s ingame, while Pyfa is showing 1,860m/s.
Please open an issue on the issue tracker so that I don't forget about this. So much going on with Citadel release as is x_x |
Sable Blitzmann
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Posted - 2016.05.04 02:37:29 -
[38] - Quote
To those experiencing the crashing:
Does the citadel pre-release work? If you have not tried it, please download it from https://github.com/pyfa-org/Pyfa/releases/download/singularity-1027729/pyfa-singularity-1027729-win.zip
This will create a separate user database (saveddata-test.db), so you shouldn't have to worry about your existing fits.
Please let me know at our issue page:
https://github.com/pyfa-org/Pyfa/issues/598 |
Sable Blitzmann
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Posted - 2016.05.06 01:08:46 -
[39] - Quote
Khan Wrenth wrote:Question - while building ships, I can't find a stat listed for how long I can overheat. Am I bad at PYFA, or is simply a feature I'll keep EFT around for?
Pyfa does not have this feature, and to be honest I'm not sure how EFT calculate it's value considering heat damage is chance based |
Sable Blitzmann
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Posted - 2016.05.08 17:10:30 -
[40] - Quote
For those having crashes, please read this:
https://github.com/pyfa-org/Pyfa/issues/598#issuecomment-217732417 |
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Sable Blitzmann
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Posted - 2016.05.09 01:22:38 -
[41] - Quote
Byggare BoBson wrote:Hi
I recently started using Pyfa as EFT is not yet updated.
I first installed 1.21 and then later 1.21.1 when it was released.
I found the reddit page with the Damage Pattern stuff so I imported that from clipboard. No problem thus far. I then imported another profile. Still no problem.
But instead of replacing the one I had it added to the list. So I started removing rows from the first profile. Midway through it "stuck" and I couldnt remove any.
I closed pyfa en reopened and since then I havnt been able to open the Damage Pattern window at all. Shortcut Ctrl + D doesnt work either.
Ive tried to uninstall and install a fresh. Didnt help (APIs and stuff was still saved)
I uninstalled it again and ran CCleaner to clear regedit aswell. Installed a new, and APIs etc was still there.
I assume something went really bad and since I dont seem to be able to clear some savefiles or cache it seems like im not going to be able to use Pyfa. Damage pattern is very important to me so thats a must.
Is there anyway to solve this?
I would recommend sending me you %userprofile%\.pyfa\saveddata.db file so that I can look at what exactly happened with the damage patterns to prevent it in the future. My email is listed in the README that ships with pyfa, and is also listed on our github repo.
As for the issue, once you send me the database, I can fix it and send it back, or you could just delete that file and start fresh (will delete any saved fittings). |
Sable Blitzmann
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Posted - 2016.05.13 22:46:21 -
[42] - Quote
Luscius Uta wrote:I imported my fittings from EFT to pyfa two times in hopes pyfa will update only those fittings that have been changed or have been added after the first import but, alas, now my every fit is duplicated. Where are my fittings stored so I can delete them and then perform another import?
%userdata%/.pyfa/saveddata.db is the database file. Deleting that will delete everything.
|
Sable Blitzmann
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Posted - 2016.05.15 03:40:10 -
[43] - Quote
Baku Saissore wrote:Hi I got Pyfa recently though all seems to work and the version is correct, i cant bring up citadels. what am i doing wrong?
Citadel fitting is not currently supported. It is a planned feature, though no ETA is available. https://github.com/pyfa-org/Pyfa/issues/540 |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
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Posted - 2016.05.15 15:16:31 -
[44] - Quote
Soel Reit wrote:Found an error with "Heavy Stasis Grappler" when fitted to a carrier about "activation cost". on a carrier "-188k GJ" on battleships "-1.5 GJ"
You have an NSA active. One of it's effects is to increase the activation cost of EWAR module so that they cannot be powered on. |
Sable Blitzmann
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Posted - 2016.05.22 19:31:28 -
[45] - Quote
Dallenn wrote:Having some issue when creating and trying to submit a name for a new character: pyfa/gui/characterEditor.py", line 47, in Validate elif text in [x.name for x in profileEditor.entityEditor.choices]: AttributeError: 'CharacterEntityEditor' object has no attribute 'entityEditor'
Can you be exact in your reproduction steps? Did you simply open the character editor and hit the create button, or did you go to another tab within the character editor, etc? I cannot reproduce. Make sure you're using the latest version. |
Sable Blitzmann
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Posted - 2016.05.23 23:51:43 -
[46] - Quote
K950 wrote:3 things. Four things technically. 1) I've migrated over to Pyfa. I do however use EFT on occasion for things Pyfa does not provide. 2) http://i.imgur.com/7yiUyLZ.jpg
Can you make it so capacitor rechargers, control circuits, semiconductor memory cells, cap batteries and stuff like that provides a numerical value (like EFT on the left) for how much + to capacitor I'm getting per module? I typically use that for finding out which rigs/modules to use on fits that require capacitor stability (such as that Heron fit for Sleeper Caches). 3) I have on multiple occasions had moments where Pyfa stops responding to right-clicks. Usually after I've had the program open for awhile and am getting busy. I have to restart the program. Can't right click on a module or anywhere in the program. 4) Is it possible to make it so you can drag a module from the module list on the left (say when you chose View Market Group and you're picking things from that box on the lower left) and replace something already fitted? Drag & replace? EFT lets you do that, Pyfa does not. Good work so far! Pyfa is a little better for EFT for doing things like damage profiles (ghost sites), hull tank principles and stuff like that. can we have pre-formed starting character/all level 3/all level 4 skill profiles brought in in the next release? =P EDIT: seems like tracking diagnostic subroutines do not affect guidance disruptors?
1) Okay
2) I can definitely look into this.
3) Already fixed, I'm going to try to make a release tonight with this fix. https://github.com/pyfa-org/Pyfa/issues/589
4) It's been mentioned before, just haven't gotten around to it. On the list of things to do. =)
5) Setting a default level for a character was in the works but I dropped working on it for a few reasons. It's still in the back log, and when time allows will hopefully be implemented. For now, probably best to set an all 3/4 char in EVEMon and then import the after plan export into pyfa.
6) That rig does affect Guidance Disruptors. You can see it in the Disruptors Affected By tab in it's stats window. If not, throw a github issue up with screenshots and details and I can take a look. |
Sable Blitzmann
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Posted - 2016.05.23 23:56:10 -
[47] - Quote
mack trucker wrote:I have to admit my laziness in that I didn't read all of the comments.
Is there an offline installer for this Citadel release because for some reason, I can't download it? I haven't had any problems downloading before and nothing has changed on my PC to cause it to not download.
I reallllly don't want to go back to EFT. LOL!
I'm not sure what you mean by an offline installer. All you have to do is download either the .exe installer or the .zip archive from github (check first post). The installation doesn't require internet connectivity other than the initial download |
Sable Blitzmann
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Posted - 2016.06.09 03:04:40 -
[48] - Quote
Aya Audeles wrote:Hello.
First of all I want thank you for such a great soft! And now I have a question. Is there an option that will keep me logged all the time? Because at the moment I had to log through web each time I lunch PYFA. Also character implants tab doesn't show my implants it may be bug or I don't know how make this work.
You mean through CREST? Shoet answer: no. The 20 minute timer is a timeout that is set by CCP. You can set your own CREST client details in the preferences, but must agree to CCPs developer license: https://developers.eveonline.com/resource/license-agreement
See https://github.com/pyfa-org/Pyfa/wiki/CREST
As for your character implants tab - make sure the implants are set up through character editor. pyfa does not currently fetch these from the API (if that is what you mean) |
Sable Blitzmann
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Posted - 2016.06.09 03:23:40 -
[49] - Quote
Garsean Halmof wrote:Ok. I don't know if I'm blind as a bat or what, but where are the download links? I went to the 'Releases' page and nothing there besides current release version and fixed bugs info.
Fyi - I don't use github for anything besides downloading this.
Captain Stupid wrote:I know I am Stupid, but can you not make it possible to just click the link and download it? I cannot for the life of me see what needs doing!
The OP already gives you a link:
The latest stable release can always be found here.
The downloads are at the bottom. I don't have any way to control GitHub's UI, so we're kinda stuck with it for now.
I will not be doing any direct links to files for two reasons: 1) We support different platforms which have different downloads. Sending everyone to a page with everything works best. This is more me being lazy and not wanting to update multiple links every update. 2) People already have a hard time reading release notes - the current set up pretty much forces them to at least glance at what has changed. Reading release notes should always be encouraged =)
MinnaR Mosan wrote:I have found that the red skill book that appears in the top right of the pyfa screen is very usefull to see what skill you are missing for a fitting. But it would be more fun if you can copy that list of skills u missed to train and import that list in eve as an skill training plan.
-+What u think? Just to copy the missing skills list would help so much for new chars that want to get into a properly fitted ship asap! It's on the backlog to support something like this. https://github.com/pyfa-org/Pyfa/issues/175 No ETA (actually, forgot this was a thing, might work on it a little soon)
Oovarvu wrote:apart from the crashing issues pyfa is great, would be nice to see a logistic output option with the dps/mining yield box.
and any chance of putting citadels on it too?
1) Do you mean the crashing when working with the market? Still trying to pinpoint why (kind of lost steam on diagnosing it unfortunately), but running in admin works.
2) This was kinda sort of donw, then the gy who did it just dropped out. I'll reach out to him and see if he wants to continue with it or if I should take over. https://github.com/pyfa-org/Pyfa/issues/235
3) Citadels are coming, but no ETA. It's on hold ATM while I figure out a roadblock... Follow progress here: https://github.com/pyfa-org/Pyfa/issues/540
Mars Arson wrote:I like this, thank you very much for making it. :)
Just some humble suggestions :)
1) When toggling EHP to Raw HP, then switching between fits to compare them, the toggle will switch back to EHP. It would be nice if it stayed toggled.
2)I'm not sure how, but my "All 5" character got messed up, and now has 0 skills. I had to go through and level every skill to 5 to get it back. ( I noticed when I tried switching between my skills and the all 5, and ended up with less dps ) Is there a way to quickly add an all level 5 character if it gets messed up again?
3)When looking at guns and stuff in the market tab, it would be cool if you could add some visual difference for tech II items to help find them on the list.
1) It is a little annoying, but I never looked into it. Will put something on the tracker about it, thanks!
2) When did this happen? That should not be possible. Not only should it not change, but you shouldn't be able to change the skill levels afterwards. Do you mind sending me an email with your %userprofile%/.pyfa/saveddata.db to [email protected]? Maybe I can find a clue as to what happened.
I was actually talking to someone the other day who is interested in developing a method to ship default values (damage profiles, target resists) and to have a "Reset" button to reset all defaults. Something like that could tie in well in case the default characters get corrupted somehow.
3) Such as background color? Maybe, but that would be pretty low on the priority list. Will think about it =) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
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Posted - 2016.06.11 01:14:21 -
[50] - Quote
JitaGodess wrote:Been using pyfa for a while, however I am currently having issues adding chars.
Click new char button, type in a name, hit enter and it doesnt appear in the list. But also after this event I cannot edit or see api's for any other chars, and have to quit the application.
I have uninstalled and reinstalled with no difference.
thanks
Can you please post your %userprofile%/.pyfa/log.txt? I cannot reproduce this issue... |
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Sable Blitzmann
Sebiestor Tribe Minmatar Republic
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Posted - 2016.06.12 06:50:56 -
[51] - Quote
JitaGodess wrote:Sable Blitzmann wrote:JitaGodess wrote:Been using pyfa for a while, however I am currently having issues adding chars.
Click new char button, type in a name, hit enter and it doesnt appear in the list. But also after this event I cannot edit or see api's for any other chars, and have to quit the application.
I have uninstalled and reinstalled with no difference.
thanks Can you please post your %userprofile%/.pyfa/log.txt? I cannot reproduce this issue... I have located this file, but it has nothing in it. blank. empty. can you instruct me further? edit: the file .pyfa/log.txt has not been modified since 19/12/2015 if this helps.
Try clearing your settings folder (%userprofile%/.pyfa/settings). This will obviously delete any custom settings you've imposed, but those are fairly easy to get working again. If that doesn't work, please send me your saveddata.db file at [email protected] |
Sable Blitzmann
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Posted - 2016.06.16 01:05:08 -
[52] - Quote
Pollikette wrote:Hoping that someone can help me. Am using pyfa-1.21.3-citadel-1.11 in Win 7 In the past day, it has stopped showing the cost of my ship fits. I have done things like checking I am logged into Eve, that my api is in date. The log.txt file is dated 26 May 2016, so seems out of date for my current issues, but the file content is copied below. Quote: 2016-05-02 12:09:15,967 service.market ERROR Could not get item: [empty high slot] 2016-05-26 15:49:03,006 service.market ERROR Could not get item: [Empty Med slot] 2016-05-26 15:49:03,042 service.market ERROR Could not get item: [Empty Med slot] 2016-05-26 15:49:03,051 service.market ERROR Could not get item: [Empty High slot] 2016-05-26 15:49:03,052 service.market ERROR Could not get item: [Empty High slot] 2016-05-26 15:49:03,055 service.market ERROR Could not get item: [Empty High slot] 2016-05-26 15:49:03,061 service.market ERROR Could not get item: [Empty Rig slot] 2016-05-26 15:49:03,063 service.market ERROR Could not get item: [Empty Rig slot]
Everything else seems to be working fine and it pulling down my skills OK. Tried reinstalling I have run out of ideas now. Does anyone have any suggestions? I would be very grateful :)
See https://github.com/pyfa-org/Pyfa/issues/652 |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
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Posted - 2016.06.21 23:30:26 -
[53] - Quote
This fix wont be available until the next release, which is scheduled to be around the end of June (so, in like 7-10 days)
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Sable Blitzmann
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Posted - 2016.06.26 03:59:58 -
[54] - Quote
Ziester wrote:I may sound as a total noob, but i downloaded the latest issue 1.21.3 and I cannot find any .exe file ?
Am I missing something ?
Please follow the link on the OP for the latest release. An .exe installer should be below the release notes |
Sable Blitzmann
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Posted - 2016.07.01 20:27:19 -
[55] - Quote
Jezza McWaffle wrote:Unless I already missed this I noticed in the latest build that EWAR resistances have been 'fixed' on capitals, however this does not work on my end. The same lock ranges, scan res, tracking etc shows on the previous and new build.
Tried doing a completely new install and nothing changes, which caps did you test the ewar resistances on?
Give me more specific information. The fit that you are using, and the fit / modules you are projecting, the expected vs actual values...
@C-137: That's too much math and numbers for me to look at right now, but I'll take a look when I can and see if I can see anything wonky. =)
June release should be coming out tonight sometime |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
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Posted - 2016.07.02 02:46:17 -
[56] - Quote
New release out:
https://github.com/pyfa-org/Pyfa/releases/tag/v1.22.0
Please post issues here
https://github.com/pyfa-org/Pyfa/issues |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
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Posted - 2016.07.11 04:15:09 -
[57] - Quote
Okee Fenokee wrote:Apologies if this is not the right place to ask, but I did not find a solution on The Internet(TM) and I suspect human error on my end so I did not want to open an issue on GitHub right away. Launching Pyfa results in "TypeError: defPaths() takes no arguments (1 given)" in pyfa__main__.py (for the detailed message see screenshot). Am I correct to assume that the Pyfa EXE Installer for Windows includes all necessary libraries? Looking at the installation directory, this appears to be the case. What am I doing wrong? Platform: Windows 10 Pro (64 bit)
I've seen these types of errors happen if you recently upgraded from a very old version. I would completely delete the pyfa folder and try to download the latest version again (I recommend the .exe installer over the zip archive, as the .exe installer will do some file cleanups if needed during upgrades) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
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Posted - 2016.07.24 05:41:23 -
[58] - Quote
All,
Real life has reared it's ugly head and I'll be extremely busy for the next few weeks, which means I'll be a bit slower with development / checking the thread. In the mean time, if you have ideas / bug reports, please remember to post on the github issues page noted in the first post of this topic. I tend to check it much more frequently ;)
Scroll all the way to the bottom, there should be a pyfa-1.22.2-yc_118.6-1.0-win.exe link. use that to install.
Okee Fenokee wrote:Is there any way to delete old fittings (e.g. "delete all fittings that have not been modified for X days") other than deleting saveddata.db as a whole? I don't want to lose my settings and fresh fittings, just get rid of pre-tiericide stuff as painlessly as possible.
Unfortunately not. We don't track modified date, only created date. I know it sucks, especially for the past 2-3 years now that CCP is doing balance passes every update and nullifying old fits. =/ |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
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Posted - 2016.07.24 05:42:57 -
[59] - Quote
Magicmix wrote:Any advice on how to get the skills to read correctly? Ive tried 2 API keys and neither read the correct information.
IE currently I have caldarri drone spec level 4 but pyfa only reads level 1.
Please contact me through email (check README) with API key details so i can take a look. it reads fine for me, make sure that you are updating the information on a regular basis (click the refresh icon next to the character) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
188
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Posted - 2016.07.24 23:14:15 -
[60] - Quote
Citadel beta version: https://github.com/pyfa-org/Pyfa/releases/tag/preview_citadels |
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Sable Blitzmann
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Posted - 2016.11.23 02:33:04 -
[61] - Quote
This is a thing
https://github.com/pyfa-org/Pyfa/releases/tag/preview_ascension
beta release of the Ascension update. :) |
Sable Blitzmann
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Posted - 2016.12.11 18:19:00 -
[62] - Quote
Hey guys,
v1.25.1 has been released with some fixed - check release notes. =D
MAS0RAKSH wrote:keepstar is bugged, can't add anything but service modules. now it is just blank showing nothing...
phantom groups? cap boosters, repulsor fields, fighter upgrades, and ship tractor beams.
Sorry, I didn't see this post before I id bug fixes for v1.25.1. Is this still a thing or has it been fixed? Can you open an issue on GitHub about this and detail it a bit more? :)
Gage Avarson Nabali wrote:I can't do anything in this new release. I can add augmentations to my characters but I can't select any existing fits, import from clipboard, or use any other of the commonly used options. I can't even get a new ship to manually build my fittings. FC what do? :-)
Are you still having issues? If so, please open an issue on GitHub - it might be that your user database has been corrupted... This is one area that I'm hoping to address with the next release - some sort of database cleaning function.
Das bombski wrote:Condor scanning resolution is incorrect. Shows 2873 though in reality its 1100 without any modules.
Is this still a bug?
Eye-Luv-Girls wDaddyIssues wrote:I dont think the Sharpsooter DPS Bonus is applying correctly for T3D's. The sharpshooter mode definitely wasn't working for the Jackdaw, and has been fixed with v1.25.1. Have you seen this issue with other T3Ds?
pierre arthos wrote:Apostle FAX is bugged. Can't open fits and cannot delete fits, fitting window remains blank once the fitting loads into the tab and character window doesn't load. Everything else seems OK, so far.
Apostle fittings have been fixed.
===========
As a friendly FYI, I no longer keep up with this thread as much as I probably should due to time. If there is a bug, please open up an issue on GitHub. We also have a pyfa Slack team that is easy to join - see the README on GitHub and click the slack badge. It will take you to an invite page where you can put in your email address and get an invite. It's much easier for folk to reach me there than it is here. =) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
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Posted - 2016.12.12 01:21:37 -
[63] - Quote
Aurora Aetern wrote:Hey, quick question, I have pyfa on a flash drive and I'm wondering if I can store the fits on the flash drive also so I can take all of them with me if I don't have internet connection.
Yeah. You'll have to run pyfa with the -r flag. So create a shortcut for the pyfa.exe file, and in the target add -r
This will save user database to the roof pyfa directory. |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
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Posted - 2016.12.18 15:23:03 -
[64] - Quote
W0lf Crendraven wrote:Is is just my ****** pc or is this extremely laggy/slow? Works well otherwise, but god its laggy. +1 for not being as lazy as eft though.
(as in, if i unheat 5 modules at the same time it takes up to 10 seconds before the entire things is useable again and for the mods to be no longer overheated)
pyfa isn't known for being snappy. However, 10 seconds to unheat 5 modules is very extreme (takes my computer less than 1 second to unheat and calculate fit, see https://gyazo.com/2ca89971f275b8df8424765414a72dc2 ). It can depend on a number of factors, such as the amount of modules on the fit, any projections, command bursts, etc. I/O performance may also play a factor (if you run pyfa from a networked drive, or not off of a SSD, etc).
So while pyfa isn't the fastest program around, the problems you face sound a lot like a local issue. :/
Xantis Koma wrote:Quick question: Can you add the new "Defender Launcher I " which currently is not in pyfa 1.25.1? CCP changed and renamed the Defender Launcher and Defender Missiles.
Thank you in advance.
v1.26.0 is out. :) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
219
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Posted - 2017.01.11 20:34:48 -
[65] - Quote
Suicide Smith wrote: Still, would be nice to have a way to call a character an alpha of X race, and then know what mods take training, and what mods are simply not available without being an Omega.
I have a working Alpha character thing on one of the development branches. Theres a few things that need to be rounded out, but it works. It basically sets a skill limit cap - if your characters skill level exceeds the alpha characters cap, then it defaults to the alpha. |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
221
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Posted - 2017.01.30 01:02:49 -
[66] - Quote
Padruda Ehinu wrote: I see. Nevertheless it is possible to add some functional way to disable the columns for this specific window popping up (I am a developer myself).
Every time you open the stats of 1 module, you can give this window the options which columns in compareview are enabled (all by default, when opened a new window).
Is it possible to work in the tool? Do I have to write an application for it?
It's definitely possible, but as ebag said, there's a time / effort tradeoff. If it were to happen, I can see a button that would pop open a window listing the attributes, with all of them selected. The selected attributes can be saved in the user settings based off the items group (I believe the modules that it compares with are based on the items groupID), which should allow for persistence (can be loaded later to show the same columns as selected).
If you want to tackle this, go for it. Just get in touch with me on GitHub / Slack and keep me in the loop - I'm pretty picky over how things are done and it's best that I know what's happening - I don't like blind pull requests for new features ;) And I can of course give guidance around the codebase if needed |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
228
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Posted - 2017.02.13 14:17:04 -
[67] - Quote
Andrey Dragon wrote:Pyfa 1.26.1 on MacBook Pro (15-inch, Late 2011) OC X - 10.12.3 -
does not start the character editor window, the rest works more please fix this error. And I can't add the character with its characteristics and generally anything to edit! The program is just wonderful! ago correct this error! With respect, Andrew. P.S==> error any does not produce, simply does not start a window, the characteristics of a hero. P.S.==> 1.24.0 - working version! checked! 1.25.0 - not a working version! checked! -OC X - 10.12.3
The pre-release does indeed have an issue with the character editor that has already been fixed. :)
1.25 should work though. Are you using the deprecated os x version or the non-deprecated? |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
230
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Posted - 2017.02.19 03:01:03 -
[68] - Quote
Hey all,
You can keep up with 1.27.0 bugs and their status from our issue page. Most of the ones we know about have been quenched, and hopefully a new release will be out in a few days. |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
230
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Posted - 2017.02.25 18:42:50 -
[69] - Quote
Nadeene wrote:pyfa keeps asking me to update 1.27.0. Is the link at the bottom of this page to an older version?
That is the latest version. I'm not sure why you're recieving the pop up, but I'll be releasing a new version today / tomorrow so that should clear it up. :) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
231
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Posted - 2017.03.02 19:03:11 -
[70] - Quote
Count Szadek wrote:Would it be possible to add a right click option to select penalties for boosters?
I would like to implement this at some point, kind of like the fighter abilities. For now though you should be able to go into the booster stats > effects tab and double click on the effects (which should translate to a specific side effect). It's a round about way of doing it, but it's available if you're really needing to know the stats. |
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Sable Blitzmann
Sebiestor Tribe Minmatar Republic
231
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Posted - 2017.03.07 14:56:36 -
[71] - Quote
Soel Reit wrote:in the capacitor tab add: capacitor warfare resistance ?
not sure I understand what you're asking for. :/ |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
231
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Posted - 2017.03.16 14:57:18 -
[72] - Quote
wtf?
so 1.27 worked for you, but 1.27.2+ has not... That's odd... I'll make an isue on our tracker about it. We did move around some code for matplotlib from 1.27.0 to .2, but nothing significant. |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
231
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Posted - 2017.03.16 14:59:34 -
[73] - Quote
Soel Reit wrote:also right click on implants tab to call a set you preassembled isn't working
Ebag has a fix for this, will be bringing that and any other fixes in the next few days into master and make a point release next week probably. :) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
231
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Posted - 2017.03.16 15:00:39 -
[74] - Quote
HellGate can you register on Git and post in this issue:
https://github.com/pyfa-org/Pyfa/issues/1046
This is how I will contact you for testing new builds or for any additional information. Doing troubleshooting through the EVE Forums is a ***** |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
233
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Posted - 2017.03.16 22:51:27 -
[75] - Quote
We have a potential fix that might help, but it's a shot in the dark since we can't reproduce. Should be out with a point release in the next few days. In the meantime, can you try to delete the `c:\Users\yourusername\.matplotlib` directory, that might help |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
233
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Posted - 2017.03.22 15:25:16 -
[76] - Quote
C-137 wrote:Command Boosts (Info - Electronic Superiority to be specific) have stopped working correctly in the past few days. Upgrading from 1.28.0 to 1.28.1 did not help. Reinstalling did not help. Deleting the fitting database did not help. http://i.imgur.com/TdOqcYK.png
Could you describe exactly what is not functioning correctly, instead of providing a screenshot comparison (don't get me wrong, screenshots are awesome). You say Electronic Superiority does not work, yet the fit you applied to it does not have any ewar modules on it.
I am assuming you are expecting the WD range to increase. WD/Scram is not considered EWAR. That would be handled with the Skirmish Burst - Interdiction charge. If you're noticing another discrepancy, please let me know the specifics and I can look into it.
C-137 wrote:The reliability of pyfa seems to be going downhill lately... Between this, the 'missing graph release' and the increased lag in the UI of pfya is overall a bad sign...
The no graphs thing was my bad - worked fine for me but the build failed, and that was the one build that I didn't test before uploading. Also, Ebag has been actively working recently on backend things and other areas that haven't been touched in years. Unfortunately, when you touch a lot of these things, it's easy to not notice some other things going wrong. We don't have an active QA department to test all changes and make sure they don't interfere with other things, nor do we have a large community of devs that keep up with the latest commits in git.
I am interested in the "lag" which you note. You've noticed an increase? Can you describe it / when does it happen? What platform are you using? pyfa never has been the fastest application (partly due to being written in python, but also because of design decisions made early on in the projects life), but we are very interested in hearing about performance issues which seem to get worse. Please be specific when describing these issues.
And of course, as I always state, pyfa is FOSS; you're very welcome to contribute to the project if you notice and want to fix bugs and performance problems. :D |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
233
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Posted - 2017.03.22 15:26:53 -
[77] - Quote
Soel Reit wrote:Suggested Feature: on the boost command tab (in the additions section, between "notes" and "projec" to be clear) would be appreciate a right click command or whatever to rapid call one of the boosting fits already presettled. without going back to the ships menu every time to right click the right fit and "add command booster" ty
I meant to include this in the latest release, but it snuck up on me. I'll try to get some sort of QoL improvements going for the command fits. |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
234
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Posted - 2017.03.23 05:05:19 -
[78] - Quote
Soel Reit wrote:Suggested Feature: on the boost command tab (in the additions section, between "notes" and "projec" to be clear) would be appreciate a right click command or whatever to rapid call one of the boosting fits already presettled. without going back to the ships menu every time to right click the right fit and "add command booster" ty
Here you go bud:
https://github.com/pyfa-org/Pyfa/pull/1063
As long as tests turn out fine, should be out with the next EVE release. :) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
238
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Posted - 2017.04.07 13:35:54 -
[79] - Quote
Soel Reit wrote:Dagon and Molok aren't on sisi yet ;_;
then no chance to see them on pyfa xD[/quote]
Pretty much this. The easiest way would be to wait for SISI to be updated with them, then we can release a SISI release if there's enough interest. Otherwise we would have to manually modify the database to include these things and all the attributes with it... which is time consuming and not very fun. :P
Halvorsen wrote:error with pyfa v1.28.1 on Xubuntu 16.04.2 LTS for some reason the forum won't let me post the error message, as html (wat?) is not allowed. it goes like: line 25 in pyfa.py points to config.py in config.py line 4 from logbook import logger Import error: no module named logbook. https://pastebin.com/j7AsKRXF
As it says, you don't have LogBook installed. This is a new thing in pyfa that greatly improves our log handling. You should install this with your package manager (look for something like python-logbook or something, and ensure it's version 1 or greater)
Alternatively, you can get this file:
https://github.com/pyfa-org/Pyfa/blob/master/requirements.txt
And run this command: python -m pip install -r requirements.txt (may have to change python to python2 depending on how your system is configured) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
238
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Posted - 2017.04.07 13:40:31 -
[80] - Quote
Das bombski wrote:With 1.28.1 I can not access any of the old fits. Pyfa just hangs no errors no console output. creating new fit works but freezes as soon as i try to add anything to it. importing form game freezes also. Previous version works fine.
System debian jessie.
What I have tried and had no effect: 1. re-download latest pyfa and removed old installation completely 2. removed .pyfa from user profile 3. launched pyfa from command line to catch any exceptions (none seen). 4. hitting my head against table few times
Anyone else seen this?
Das
This seems really odd for it to just die with no output, especially if you remove your user data.
This may be an issue with the logbook module. Make sure you are running LogBook v1 or above, previous versions will cause memory leak and crash we've found (see https://github.com/pyfa-org/Pyfa/issues/1052). With the next release we will check the version you have an warn you in console that version >=1 is recommended.
To see logbook version: python -m pip show logbook |
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Sable Blitzmann
Sebiestor Tribe Minmatar Republic
241
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Posted - 2017.04.17 04:45:00 -
[81] - Quote
Lothros Andastar wrote:Request: Add "Change Drone Skills" to the drone right click menu, similar to modules and charges.
Of course! I added it for fighters too, but it's not ordering correctly atm. Will take a look at that before it's pushed to dev, and then it should be available in the next release :) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
242
|
Posted - 2017.04.17 23:27:10 -
[82] - Quote
Mirsa Attor wrote:Pyfa seems to not calculate the scan res of an astrahus correctly when you fit it with the scan res riggs because it doesnt take the [rigging skills(i think thats it) scratch that... which skills do actually effect that? O_o] into consideration Edit: I lost a polarized bomber because of that. Am I eligible for SRP? :D Killmail: https://zkillboard.com/kill/61627530/
Pic of rig ingame with 225% bonus to scan res http://i.imgur.com/Xjt9LS2.png
Can you go into more detail about your setup? How were you attempting to project that rig onto your ship?
edit: nvm, misread the comment. So in pyfa, an all 5 Astrahus fit with that rig shows a 150% bonus. Will check this out. |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
242
|
Posted - 2017.04.18 02:14:55 -
[83] - Quote
Just a quick update: I've got the new Blood Raider stuff in a pyfa build for those that wish to try it out. https://ci.appveyor.com/api/buildjobs/torwdrpe4pl546pw/artifacts/pyfa.zip
It's a smallish update, so I didn't see a need to make a full fledged GitHub pre-release for it. If there's any bugs, please let me know. :)
This is also the first time posting an update that was built by AppVeyor. Props to Ebag for doing much of the research and getting it initially set up. Going forward, it will allow us to build updates automatically as changes happen to the source, allowing people to try thing out in between releases. I'll write up a small how to in case anyone wants "bleeding edge" and wants to know where to go. :D |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
243
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Posted - 2017.04.20 21:40:14 -
[84] - Quote
shadow-ops commando wrote:Awesome tool by the way!!!
Is there any way I can import prices of ships modules etc into pyfa if my firewall is restricting the live update of prices in pyfa? Is there a folder location I can copy etc from another pc containing these prices which has a working internet connection? Failing that is there a possibility of the prices being added to the game at the point of install within the installer files themselves ( not using network price update )
If there was an option to download such a prices file from github or something like that it would be very handy for me.
Once again many thanks for making such a mandatory app for any eve player. "huge golf clap"
There is not currently a way to import prices :(. That's fairly impractical to do so given they change so frequently. I assume you're in a situation in which you use pyfa both in and out of a controlled network (eg home vs work). There are three options at the moment:
1) Run a VPN 2) Set up a proxy (which pyfa supports in the preferences) 3) (easiest solution) Set up a central user database file utilizing Dropbox/Sync/OneDrive/GoogleDrive/etc or some other file sync functionality that is available from both home and controlled network. That way, you'll have the same data from the controlled network that you do at home, you just won't be able to update prices while on the controlled network (but prices will update when using pyfa from home). See https://github.com/pyfa-org/Pyfa/wiki/Cross-Platform-Data-Sharing for more information on how to set this up. 4) It seems you're okay with hauling files around to do periodic imports. If that's the case, you can simply cart your saveddata.db file around on a USB flash drive and use that as your source of information where ever you may be (that file contains all fitting data as well as the price cache)
If you have an example of a price export file of some sort that you have, let me know where you get it - it's possible we can implement a quick price importer / exporter in the preferences or something. But check out if the above suggestions would work for you. :) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
245
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Posted - 2017.04.22 15:15:10 -
[85] - Quote
Yankee AirPirate wrote:Love PYFA btw. Find myself playing with it more than playing the game sometimes. Anyways, I know CCP "fixed" the "Unscannable" ship issue a while back, but I am trying to figure out the math behind making a ship as difficult as possible to scan down; not unlike to old Blue Ice T3 Off-grid Booster video talks about. Anyway, I noticed that when I use Blue Ice's fits/techniques the sensor strength goes up in relation to the signature, and hovering over the signature gives a "probe size". The best that I can achieve is Probe Size 1.080. I am assuming <1.0 would be "unscannable", but what does this 1.080 mean? What skill level, implants, equipment, ship type would be required to scan down a ship with a 1.080 Probe Size? What is the math behind this? Apologies if this has been explained before. If it has, please feel free to just point me to the link. Best Regards and keep up the good work!
Yes, probe size is capped at 1.08 - this is a value that has been the community standard for quite a while. CCP does enforce some sort of cap so that a ship cannot be unscannable, but I don't know if this value has ever been confirmed by CCP itself, or if it's just the value that has been assumed via years of experimentation. See https://forums.eveonline.com/default.aspx?g=posts&m=1571603 for a bit more information.
In order to scan down a 1.08, you would require a fully decked out probing ship along with a Virtue set (if I'm not mistaken). So it takes a bit of commitment to do so.
Hope that helps :)
Soel Reit wrote:1.080 is the size of a single probe. nothing can achieve such size.
I don't think this is quite right, think you're looking at signature radius. Probe size is calculated via sigRad / sensorStr, and can indeed achieve 1.08 probe size (capped) :) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
246
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Posted - 2017.04.24 03:31:46 -
[86] - Quote
Yankee AirPirate wrote: Thanks for the link and the discussion. It's very encouraging. The key to getting to 1.08 Probe Size in PYFA on your Signature/Sensor Strength (for Caldari ships) is, using Gravemetric Sensor Compensation skill, dual Sensor Boosters running ECCM scripts in the mids and a Signal Amplifier in the lows. Also, running an AB vs a MWD (obvious) for prop mod. Shield mods and rigs increase signature, so paying attention to this is important too. Any lack of Sensor Strength can be augmented with Low-grade Talons. My interest mainly stems from wanting to run Expeditions in LoSec while minimizing ambush risk. To that end I was working with the Tengu and the Rook. These are not "cheap ships", so I am doing my homework. PYFA has been very helpful.
Sable, again Thanks.
Hey no problem, always good to know how game mechanics works. Good luck with your research :D |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
248
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Posted - 2017.04.25 04:58:57 -
[87] - Quote
Soel Reit wrote:add fuel in "ammunition & charges" yes please <3 GÖÑ
This has been requested a few different times... I don't remember off the top of my head why it's difficult to do, but it is (or at least was when I last looked at it - a fresh glance at it might prove useful).
In the meantime, you should be able to search for fuel in the market search and it will come up. That was the compromise we made last time this was brought up. :) And I can look into this again and report back :) :) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
249
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Posted - 2017.04.28 17:01:56 -
[88] - Quote
Valence Benedetto wrote:Hello. Thank you so much for maintaining this amazing tool. I don't know if the EVE Community could function without it.
My installation seems to have encountered some problem. My "All 5" clone doesn't have all 5's. It's missing advanced weapon upgrades completely, and weapon upgrades is capped at 4. All of the buttons to edit or fix it are disabled. Can anything be done short of making my own "All 5 Copy"? Can you send me your saveddata.db file to [email protected]. It can be found in %userprofile%\.pyfa\. I'd like to take a look at it. There has been in the past bugs that allowed modification of All 5 and All 0 characters, so it may be an extension of those bugs. Additionally, I don't think we validate those character, although we should. I can look more into this this weekend. :)
Soel Reit, thanks for the question. I'll have to get back to you about it when I'm at home and have some time to look at it. :) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
250
|
Posted - 2017.04.30 05:51:03 -
[89] - Quote
Soel Reit wrote:Quote:[Loki]
Syndicate Damage Control Nanofiber Internal Structure II Nanofiber Internal Structure II Nanofiber Internal Structure II /OFFLINE Overdrive Injector System II /OFFLINE
Gistum A-Type 50MN Microwarpdrive Thukker Large Shield Extender Thukker Large Shield Extender Pithum A-Type Adaptive Invulnerability Field Pithum A-Type Adaptive Invulnerability Field
Entosis Link II [Empty High slot] [Empty High slot] [Empty High slot] [Empty High slot] [Empty High slot]
Medium Core Defense Field Extender II Medium Core Defense Field Extender II Medium Core Defense Field Extender II
Loki Defensive - Adaptive Shielding Loki Electronics - Immobility Drivers Loki Engineering - Capacitor Regeneration Matrix Loki Offensive - Turret Concurrence Registry Loki Propulsion - Chassis Optimization bugging out with max speed capped at 4k m/s???? with snakes and links and quafe speed don't increase putting online the 2 mods OFFLINE is this only my problem?
Took a look tonight, this is due to the Entosis Link II setting a speed limit on the ship. You can see this in the attributes of that module. Hope this solves the mystery! :) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
250
|
Posted - 2017.05.04 16:42:59 -
[90] - Quote
Tetractys wrote:Ebag Trescientas wrote:Tetractys wrote:Hi! Guessing how to change the font globally. i found this in pygauge.py: self.font = wx.Font(fonts.NORMAL, wx.SWISS, wx.NORMAL, wx.NORMAL, False)
seems you recall the default FontFamily. In short, how to change the font globally? (don't care if the result is ugly, I'll return to the default in case). Thanks! What is the goal? What are you trying to do? The main goal is to harmonise (on Linux) the fonts with the global interface fonts I have set (sans serif family, anyway). do you know what to modify, please?
I don't know off hand how to tweak the fonts - it's not something I've had to do much before. And there isn't a way currently to set fonts globally; to do so would mean many places in the ui would have to change, and i believe each platform renders fonts differently... I can look into this and see what wx supports and how they support it. If it's as simple as choosing between serif and sans serif, might be easy enough to do.
Which font are you currently using for your system? |
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Sable Blitzmann
Sebiestor Tribe Minmatar Republic
250
|
Posted - 2017.05.10 01:49:17 -
[91] - Quote
Greetings all!
v1.29.0 is out with the new Blood Raider capitals and CONCORD ships, along with many other changes and fixes!
I should note that this release contains a new error handler which will notify the user whenever something breaks. It used to be that a lot of things broke silently and we didn't know about it, but now it's more in your face. I expect a few folks will run into this - please report any breakage either here or on the GitHub issues page.
https://github.com/pyfa-org/Pyfa/releases/tag/v1.29.0
As always, thanks for the feature requests, bug reports, and support. :D |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
252
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Posted - 2017.05.10 23:09:36 -
[92] - Quote
Thanks for the error reports guys. The new error window is definitely having the effect we wanted. :)
https://github.com/pyfa-org/Pyfa/issues/1147
That has a link to an updated build that fixes the fit delete bug, I'm currently investigating other issues that have popped up with this release before I make a determination on when to release a point release. :) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
252
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Posted - 2017.05.11 02:37:38 -
[93] - Quote
Ebag Trescientas wrote:You may want to have a chat with me. Most of these issues (and a bunch that haven't been reported but will come up) have already been solved.....
Convo'd on Slack :) Would be interested to hear what you've found out, as I'm coming up short x_x
Caitlyn Rempal wrote:SORRY for not scanning the last couple entries before adding this one -- off to patch!
No worries, this particular issue wasn't known about or address yet... but I have
https://github.com/pyfa-org/Pyfa/issues/1152
Hi there! There's a build that includes a fix here:
https://ci.appveyor.com/project/blitzmann/pyfa/build/master-35/artifacts
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Sable Blitzmann
Sebiestor Tribe Minmatar Republic
252
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Posted - 2017.05.11 05:21:30 -
[94] - Quote
Just FYI, I think I've fixed the major issues surrounding bugs that were introduced with 1.29.0. I hope to have a point release out tomorrow that includes these fixes, unless some other largish problem needs to be addressed between now and then.
Hang tight everyone :) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
252
|
Posted - 2017.05.12 00:24:20 -
[95] - Quote
Mira Virage wrote:I'm sorry if this was answered already. I tried to skim through the thread and didn't see it.
Is there a way to change the order that your characters are listed in the drop-down list? I'd be all right even if I had to root around in a text file somewhere if that's what it takes.
It is currently alphabetical, and there is no easy way to change this. I feel that having this as a setting is a little over the top as most folks would probably want to have it ordered the way it is.
May I ask which order you are wanting, or why you have need of this particular thing? As a workaround for your situation, you can always rename the characters and add a number in the sort order you want. =/
Lyta Alexander wrote:Ah wait i see there is a command line option to set the 'savedata' directory - would this sort it for me? Might give it a go in a sec. Only trouble is the Dropbox on my one PC is in a different user folder than the other. Ill look if I can use a variable.
UPDATE - I guess C:\Users\%USERNAME%\Dropbox\INST\PyfaData or similar would do this, so -
1 - Install Pyfa normally 2 - Set the command line switch DB location via -s to the above link on both machines and it will switch to the same database on my dropbox (long as syncing is finished).
Would this get me up and running?
Gonna wait for the point release before I try this again methinks lol
Sounds like the original issue was that the database was being synced while in use or something. Unfortunately I don't knolw of a good way to handle that specifically, but we've had folks in the past, myself included, use pyfa with a syncing service without much problem. Could have been just a fluke. However, as to your second inquery about changing the saveddata paths, check out this: https://github.com/pyfa-org/Pyfa/wiki/Cross-Platform-Data-Sharing
There is also the -r option, which causes pyfa to save in it's root folder (where it is installed). Handy if you want to store pyfa itself in Dropbox and keep the user directory with it.
Daemun Khanid wrote:Other than the error, is it just me or is the addition of implants and drugs to the cost of the ship without any way of disabling it a horrible addition? My implants are replaced everytime I use the ship, why would I want to know how much the implants cost? My drugs are bought seperately from the ship and aren't lost if the ship is lost, wtf would I want that factored in with the cost of the ship? Do I seriously have to manually do the math and add up the costs of the hull, modules and drones just to see how much I ACTUALLY have to spend per ship to go onto the market and buy it? Sorry, it's just a terrible idea.
Hi there, the error has been fixed and a new point release is in the process of being packaged up, will release tonight. As to the price concern, I sort of agree. It's been a long asked-for feature to include implants and boosters in the total price of a fit, but your situation makes total sense as well.
I've opened up an issue here to discuss possible ways to improve on this, would love to get your feedback on the issue itself if you could :) https://github.com/pyfa-org/Pyfa/issues/1158 |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
252
|
Posted - 2017.05.12 01:06:44 -
[96] - Quote
Point release is out, huge thanks for everyone's patience while we sorted through some annoying errors
https://github.com/pyfa-org/Pyfa/releases/tag/v1.29.1 |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
252
|
Posted - 2017.05.14 03:21:34 -
[97] - Quote
Daemun Khanid wrote:Way to go and make me feel bad by being all agreeable and stuff. :) In all honestly though, apologies I could and should have made my point less ... well like a jerk.
lol didn't mean to make you feel bad <3 It probably wont happen for this release cycle, but I do want to address this for the 1.30.x cycle.
BSTheo Aldent wrote:I think I've come across another bug.
I get the error below when I try to revert a character after adjusting any type of skills.
Thanks for the info, will look into it :). BTW, for the other question you had, see https://github.com/pyfa-org/Pyfa/issues/719#issuecomment-300376153 basically, as ebag said, there's just too many things that affect specific attributes. It would be awesome to have that, but it's not a feasible feature (at least I wouldn't know how to implement it) with the current structure of pyfa.
Ebag Trescientas wrote:The save/revert option isn't really fully implemented (it's maybe 50% done), the idea was you could mess with skills then save/revert either individual ones or all the skills as a whole.
It should be very close to like 95%. There's some kinks in it to be sure (especially things like coloring in the character editor to signify temp skill changes), but it's disingenuous to say it's half way done.
Sohox wrote:Hi
I tried to replace a EE-601 implant with another and was unable to remove the EE-601 implant. I got this error message:
Thanks to everyone reporting these errors; it's greatly appreciated. Will be putting out another point release soon. :)
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Sable Blitzmann
Sebiestor Tribe Minmatar Republic
252
|
Posted - 2017.05.14 03:24:38 -
[98] - Quote
Mira Virage wrote:That's really weird. I actually do want it to be alphabetical, but right now, it follows the order that I entered the characters in: http://puu.sh/vNiOU/fb7d8055f9.pngIf the first letters are hard to read, they go A, A, W, A, A, A, S, S, T, S, M, A, S, A. Four of those "A's" are "Alpha - Amarr", "Alpha - Minmatar", and for all four races (third through fifth "A", and the very last "A" after I had to delete and re-make the Alpha skillplan), and three other "A's" are "All 0" (very first one), "All 5" (very second one), and "All 4" (second to last one).
That's odd. Can you email me your saveddata.db file to [email protected]? It's found in %userprofle%/.pyfa
In the meantime, I'll double check that there actually is sorting being applied to it lol |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
252
|
Posted - 2017.05.17 02:43:42 -
[99] - Quote
Caitlyn Rempal wrote:Also -- emailed you the savedata & log from today :)
<3 Thanks for the email. I believe I emailed you back, 'tis all fixed. :D
Ieroglif wrote:Hi,
Tried to replace one module with another using drag&drop and got this:
OS version: Darwin-16.4.0-x86_64-i386-64bit Python: 2.7.10 wxPython: 3.0.2.0 SQLAlchemy: 1.0.9 Logbook: 1.0.0 pyfa version: 1.29.1 Stable - YC119.5 1.0 pyfa root: /Users/abily/Desktop/SE/pyfa.app/Contents/Resources save path: /Users/abily/.pyfa fs encoding: utf-8
EXCEPTION: 'decimal' codec can't encode character u'\u9f00' in position 5: invalid decimal Unicode string
File "/Desktop/SE/pyfa.app/Contents/Resources/lib/python2.7/site-packages.zip/gui/builtinViews/fittingView.py", line 115, in OnData File "/Desktop/SE/pyfa.app/Contents/Resources/lib/python2.7/site-packages.zip/gui/builtinViews/fittingView.py", line 205, in handleListDrag
Would really appreciate a fix for tis bug.
https://github.com/pyfa-org/Pyfa/issues/1149 There's an issue for this very bug, however I cannot reproduce and I haven't heard back from the original reporter. Would you be able to send me your ~/.pyfa/ directory zipped up to [email protected]?
Also, please update to v1.29.2 and try to reproduce before sending me that directory. I added a logging statement that may help pinpoint what is happening. :) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
252
|
Posted - 2017.05.20 06:15:45 -
[100] - Quote
Kaleesh wrote:How can i safe all added character API-¦s ? Every Update i have to put in all chars API-¦s again, thats not cool, maybe there is a way ?
So, once you update, your characters are still there, but the API (key and vCode) isn't? This is a very odd thing to have happen, and not something I've ever run into or has ever been reported before. The api code hasn't been touched in a long while either... :(
Is there any more information that you can provide? I'm at a loss.
Astevon wrote:Just got the following error when deleting a fit:
OS version: Windows-8-6.2.9200 Python: 2.7.10 wxPython: 3.0.2.0 SQLAlchemy: 1.0.5 Logbook: 1.0.0 pyfa version: 1.29.2 Stable - YC119.5 1.0 pyfa root: D:\Cloud\EVE\Pyfa save path: C:\Users\Astevon\.pyfa fs encoding: mbcs
EXCEPTION: String or Unicode type required
File "D:\Cloud\EVE\Pyfa\library.zip\gui\projectedView.py", line 213, in fitChanged self.update(stuff) File "D:\Cloud\EVE\Pyfa\library.zip\gui\display.py", line 293, in update self.refresh(stuff) File "D:\Cloud\EVE\Pyfa\library.zip\gui\display.py", line 254, in refresh colItem.SetText(newText) File "C:\python-2.7.10\lib\site-packages\wx-3.0-msw\wx\_controls.py", line 4190, in SetText
Hey there, and thanks for the report. This is a known issue and will hopefully have a fix this weekend for it :) Are you able to consistently reproduce this issue by chance?
Mira Virage wrote:Release Notes wrote:Character lists are sorted properly \o/ Thank you, and fly safe!
:D You're most welcome, was a total oversight on my part originally :P |
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Sable Blitzmann
Sebiestor Tribe Minmatar Republic
252
|
Posted - 2017.05.22 04:42:07 -
[101] - Quote
Ebag Trescientas wrote:Bukan Mahyisti wrote:Ebag Trescientas wrote:
Can you email me your log and EVEMON char file? I'll evemail you my email address.
Sent char file and savedata.db. ".pyfa" folder does not contain logs It's broken because the character handler is expecting security status, but it's missing. Simple fix. I've fixed it here: https://github.com/Pyfa-fit/Pyfa-fit/pull/98
Thanks, and nice catch! :)
Astevon wrote:I've had a large remote ancillary on a nestor fit for a while, but lately it started throwing this error almost whatever change I do to the fit now, :
OS version: Windows-8-6.2.9200 Python: 2.7.10 wxPython: 3.0.2.0 SQLAlchemy: 1.0.5 Logbook: 1.0.0 pyfa version: 1.29.2 Stable - YC119.5 1.0 pyfa root: D:\Cloud\EVE\Pyfa save path: C:\Users\Astevon\.pyfa fs encoding: mbcs
EXCEPTION: u'Ancillary Remote Armor Repairer'
File "D:\Cloud\EVE\Pyfa\library.zip\gui\statsPane.py", line 75, in fitChanged view.refreshPanel(fit) File "D:\Cloud\EVE\Pyfa\library.zip\gui\builtinStatsViews\rechargeViewFull.py", line 109, in refreshPanel tank = fit.effectiveSustainableTank if self.effective else fit.sustainableTank File "D:\Cloud\EVE\Pyfa\library.zip\eos\saveddata\fit.py", line 1368, in effectiveSustainableTank eshps = self.damagePattern.calculateEffectiveTank(self, self.sustainableTank) File "D:\Cloud\EVE\Pyfa\library.zip\eos\saveddata\fit.py", line 1063, in sustainableTank self.calculateSustainableTank() File "D:\Cloud\EVE\Pyfa\library.zip\eos\saveddata\fit.py", line 1122, in calculateSustainableTank amount = mod.getModifiedItemAttr(groupAttrMap[mod.item.group.name])
This is an extension of a known issue. Do you mind providing a fit in which this happens? I'm pretty sure I know of a fix, but want to cover the bases :)
Jenne Wain wrote:I have a very odd issue that just started yesterday. I am running PYFA on multiple Macs (and it generally works like a total champ), but I am now having a very odd issue on only one of them that is related to opening browser windows.
...
I'm with Ebag and second everything he said. Sounds like some sort of system issue; I've never heard of this happening before 0.o It could be that wxWidgets/wxPython has a sort of preference of which browser it opens. Then again, I just checked on my OS X VM and it opened in Safari -»\_(pâä)_/-» |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
252
|
Posted - 2017.05.24 01:46:40 -
[102] - Quote
Asian Driver wrote:Ebag Trescientas wrote:
Yup. You are absolutely correct.
There's a bug here, and it's not in the effect itself (possibly deep into the stacking penalty code).
Wait... I found something?
Not quite :). Let me try to shine a bit of light on this. I don't believe there is a bug here (at least not as described and with respect to my knowledge of game mechanics).
tl;dr: it's better to do one scripted module rather than two unscripted ones
To answer the mystery of why one value changes and another doesn't, we should first remember that stacking penalties are based on the number of things that affect a particular target attribute. So, if I have two modules (Omni Tracking Link) that affect the same attribute (optimal range), then the second module is going to get hit with the stacking penalty. This is why doing one scripted is better than two unscripted - the one that is scripted is fully bonused without stacking penalty (the script applies a direct bonus to the module), and that one module applies to the target attribute, instead of two modules doing so. So you get the full 15% instead of 7.5% and then modifying again by 6.5175%.
Here's some of the maths behind it:
https://gist.github.com/blitzmann/7aeacfe68825ae348f4257c257811cca
To answer the question on why tracking doesn't change, it's because of two things acting together: we round to 4 decimal places, and the differences between one scripted vs two unscripted is so small it displays as the same thing (0.0156 vs 0.01559883 respectively). And then, of course, there's the fact that these are floating point numbers, so there is potential for floating point inaccuracy and general rounding errors in the calculations (although probably doesn't come into play in this particular case)
Hope that clears up why the odd behavior was happening :) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
252
|
Posted - 2017.05.24 02:38:47 -
[103] - Quote
Asher Elias wrote:I'm getting a pretty fun bug, I have a target painter on an astarte, I dragged BC with an electronic superiority link onto the command ships and then heated the TP. And my bonus went WAY up. Then I turned the link on and off and it seems like every time heat/unheat or flip the links on and off my TP value gets multiplied instead of reset: https://vgy.me/2PQuAn.png
Restarting seems to solve the problem and I think the initial application is correct but if I ever flip them on and off it starts adding up again. I was using the new "50 most recent ships" menu to drag the BC onto the command line.
Fletcher Kanewald wrote:Similar to the above, by turning the projection on and off, I was able to change the range on the guns while applying an electronic superiority from a T2 Info link to a fit. The behavior remained after closing and reopening the application. (off) https://i.imgur.com/2YYgvME.png
(on) https://i.imgur.com/MiNNm4X.png
I can't reproduce either of these issues as described :/
I sent both of you a mail requesting you guys to send me your user databases so that I can see what's happening with the data you have (screenshots are always awesome, but it's hard to tell what all is in play at any given time without the actual data). Long shot, but I would also make sure you're running the latest version of pyfa. There's been a bunch of fixes in the 1.29.x cycle - I don't think any having to do with these calculations, but worth a shot to make sure you're up to date:
https://github.com/pyfa-org/Pyfa/releases/latestjavascript:if (typeof posting=='undefined'||posting!=true) {posting=true;__doPostBack('forum$ctl00$PostReply','');} |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
252
|
Posted - 2017.05.26 03:31:15 -
[104] - Quote
Ebag Trescientas wrote:I think I know a thing or two about how this is supposed to work
... Okay? And I don't? lol >.<
Ebag Trescientas wrote: Base Value: 0.012
With unscripted Tracking Links: 1 Tracking Link: 0.0138 2 Tracking Links: 0.0156
With scripted tracking Links: 1 Tracking Link: 0.0156 2 Tracking Links: 0.0197
I ran through a rough calc of numbers (stacking penalty only accurate to 3 decimals, but close enough). The numbers *SHOULD* be:
With unscripted Tracking Links: 1 Tracking Link: 0.0138 2 Tracking Links: 0.01379
With scripted tracking Links: 1 Tracking Link: 0.0156 2 Tracking Links: 0.0176
Asian Driver was asking about 1 scripted vs 2 unscripted and why one value was different from the other, which I explained was due to the very small values involved and pyfa rounding. You seem to be discussing the stacking of two scripted modules, of which I didn't test (but which should follow the same rules as stacking two unscripted, which I laid out).
But now I've tested that scenerio as well... How are you getting the numbers you claim to be proper? As reference, the stacking penalties I used for my calcs are defined as such (without going to the actual formula).
1st mod: 100.0% effectiveness 2nd mod: 86.9% effectiveness 3rd mod: 57.1% effectiveness etc
So, going back to basically what I posted on the GitHub Gist, but including two scripted modules now:
Base value: 0.012
Unscripted:
15% for first module 13.035% for second (86.9% of original due to stacking)
0.012 * 1.15 = 0.0138 (first module applied) 0.0138 * 1.13035 = 0.01559883 (second module applied (penalized))
That's pretty much what pyfa is reporting back, but you're getting 0.01379 in your hand calcs?
Scripted is much the same.
30% for first module 26.07% for second module (86.9% of original due to stacking)
0.012 * 1.30 = 0.0156 (first module applied) 0.0156 * 1.2607 = 0.01966692 (second module applied (penalized))
Again, this is what pyfa returns... and again I'm not sure where you're getting 0.0176 as the final answer for this.
Would like to see your calcs so we can verify what's going on. This is the way I understand it works, and the way pyfa has done stacking forever - if this is broken, then everything else about stacking is broken, and that would be fairly evident.
Unless of course stacking on scripts/charges applies differently and pyfa simply doesn't take that into consideration. In that case I am not even aware of that mechanic.
(ninja edit)
To test this all out and make sure stacking on scripts uses the same mechanics as everything else, I tested a similar set up on SISI (different from the original problem due to alpha character restrictions, but the same principals stand):
[Stabber, Stabber fit]
[Empty Low slot] [Empty Low slot] [Empty Low slot] [Empty Low slot]
Tracking Computer I, Tracking Speed Script Tracking Computer I, Tracking Speed Script Tracking Computer I Tracking Computer I
720mm Howitzer Artillery I [Empty High slot] [Empty High slot] [Empty High slot] [Empty High slot] [Empty High slot]
[Empty Rig slot] [Empty Rig slot] [Empty Rig slot]
Base value (with my (alpha) skills) of the Artillery tracking was 8.03 in pyfa (and according to EVE client it's 8.0256, which rounds up in pyfa -- keep this in mind for possible rounding errors). I confirmed that my fitted unscripted Tracking Computer I gives a bonus of 10%, while scripted is 20%.
Base value: 8.03
Unscripted (with the two scripted offline): Module 1: 10% Module 2: 10% * 0.869 = 8.69 (x1.0869)
8.03 * 1.10 = 8.833 8.833 * 1.0869 = 9.60656565 (pyfa shows 9.6, EVE shows 9.59543302497)
Scripted (with the two unscripted offline):
Module 1: 20% Module 2: 20% * 0.869 = 17.38 (x1.1738)
8.03 * 1.20 = 9.636 9.636 * 1.1738 = 11.3107368 (pyfa shows 11.3, EVE shows 11.3047702363)
These are all verified between my hand calculations, pyfa, and the EVE client, and I've gone through them about 3 times to ensure I didn't make a dumb. So, from what I'm seeing, pyfa is showing correct values to what the game shows.
If you're getting something different, then by all means lay your calcs out. I encourage everyone to poke holes in the calcs described above if they don't seem right, or to point out errors in my understanding of the game mechanics. But all looks correct to me. -»\_(pâä)_/-» |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
252
|
Posted - 2017.05.26 03:32:17 -
[105] - Quote
Hespire Malneant wrote:I got a crash. User action was clicking on the Authorize button on the CREST web page. Don't have/want github account so here it is:
OS version: Windows-7-6.1.7601-SP1 Python: 2.7.10 wxPython: 3.0.2.0 SQLAlchemy: 1.0.5 Logbook: 1.0.0 pyfa version: 1.29.2 Stable - YC119.5 1.0 pyfa root: C:\Program Files (x86)\pyfa save path: C:\Users\REDACTED\.pyfa fs encoding: mbcs
EXCEPTION: The C++ part of the ExportToEve object has been deleted, attribute access no longer allowed.
File "C:\Program Files (x86)\pyfa\library.zip\gui\crestFittings.py", line 245, in ssoLogin self.updateCharList() File "C:\python-2.7.10\lib\site-packages\wx-3.0-msw\wx\_core.py", line 16711, in __getattr__
Thanks for the report, will look into it. :) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
252
|
Posted - 2017.05.31 03:55:06 -
[106] - Quote
Suyer wrote:Why don't you just update EFT instead.
Or at least add an EFT skin PLEEEEEEEEEASE
EFT is closed source, and Grippen has never mentioned anything about releasing the source code to the community. pyfa is an open source program, allowing anyone to look at and contribute to the code.
Adding a "skin" is not an easy task. However, as ebag said, there are a few "minimal" panes in the options that can reduce the amount of information as Ebag mentioned. I'm personally not a big fan of "skinning" in general, because you essentially have to maintain two different code bases for the GUI. pyfa and EFT simply have different design goals; tis change, but such is life. :)
Senister DaHollow wrote:I just built a loki fit and the fit I used uses a 50mn microwarp drive II in it. The problem is in Pyfa, it shows as 353 m/s with All 5, but when I look at it in game with my current character, it shows at over 1400. I am not sure if this is a glitch or a bug, and I am not sure where to report it so here I am.
Erm, make sure the MWD is online and active? I assume you've already done this. But I just put a 50mn microwardriove on a blank loki fit and have 1411 m/s.
https://gyazo.com/4c82dede4561aef72d6cd4dedbb7b8e2
Just FYI, gonna try to do a point release tomorrow that addresses a few outstanding bugs. Meant to do one over the weekend, but... yeah... holiday weekend; this guy lounged around and relaxed :D |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
252
|
Posted - 2017.05.31 04:26:25 -
[107] - Quote
You're using an Improved Cloaking Device rather than a Covert Ops Cloaking Device II. The improved one has a velocity penalty to 75% (the tech I ones have 90% penalty, and the actual Covert Ops Cloak has 0%, which is the one you want) :) |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
252
|
Posted - 2017.06.01 04:27:11 -
[108] - Quote
Senister DaHollow wrote:Yeah I just caught that but that's not what I selected in the first place. Strange but thank you for the help. I really need more than 3 hours of sleep ever 3 days lol
No worries, glad it's working for you now :P
Anyway, v1.29.3 is out with a few fixes :) |
Sable Blitzmann
Sebiestor tribe Minmatar Republic
252
|
Posted - 2017.06.09 02:35:59 -
[109] - Quote
Sylem wrote:Feature request: Have the ability (check box perhaps in the Preferences | General menu) to not include the cost of implants in the cost of the ship.
I've read most of the posts in this thread and haven't found anything indicating the function to turn off the implant calculation. I understand you can just keep the implants empty and it will show 0.
Thank you to all the developers for your hard work and dedication.
This is currently sitting in the development branch and will be included with the next release cycle. It was contributed by @petosorus on GitHub (don't know the EVE name, sorry!).
You can find a development build here: https://ci.appveyor.com/project/blitzmann/pyfa/build/development-118/artifacts
Conversation about the feature can be found on this thread: https://github.com/pyfa-org/Pyfa/issues/1158
That being said, v1.29.4 is now out with a few bug fixes :D |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
253
|
Posted - 2017.06.25 06:08:30 -
[110] - Quote
Hey guys, just getting back from a vacation (as well as recovering from a head and chest cold x_x). Getting back into the swing of things for the upcoming July patch, of which there is a Singularly data update for pyfa. Please read the following post for more details:
https://github.com/pyfa-org/Pyfa/issues/1239
Blade Darth wrote:Yyy... What threw me off guard was no download links under "v1.29.4" release, all that follows is 0.3, 0.2... and patchnotes for pages and pages.
To elaborate... this is the release format that pyfa has had for ages. The idea is that point releases (.0, .1, .2, etc) are bug fixes for the main release cycle (1.28, 1.29). However, if a release is created that just explains the point release changes, then all of the interesting changes from the main release are stashed off on another page. There are many times when there is a major release and then the next day the .1 release comes out to fix a critical bug or some such, and many folks wouldn't even see the changes that happened with the main release if I just included that bug fix in the release notes. To counter this, whenever a point release is made, the change log for the entire release cycle is included as it's a better representation of the release.
It does create the problem of a very large download page. Unfortunately there is no decent way to fix that. I've asked GitHub to create a jump anchor on the Downloads sections, so that I can just link to release/#downloads or something and it just jumps to the spot, but that dialog didn't get anywhere. Just know, as ebag pointed out, that https://github.com/pyfa-org/Pyfa/releases/latest will always take you to the latest stable release. Just scroll down to the bottom and you have the downloads (of which, if you're on Windows, the .exe installer is always preferred).
Also, I find it interesting you think EFT was easy to download. I recall having to click through various Russian spam download pages, tho that was years ago xD
Arthur Dentz wrote:Ship prices don't seem to be working. I tried to reset the cache but it sticks at 0 isk. Is this a bug, or something I'm doing wrong? https://i.imgur.com/BmKNBxG.png
eve-central craps out every now and then. If the issue persists, please include the ship fitting that you're trying to get prices for and I can take a closer look
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