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Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Rainbow Keeper
xCAPITALx Magic People.
0
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Posted - 2016.12.09 14:07:15 -
[271] - Quote
Doesn't work fighers damage calculator. Can't add figher damage effects. |
Helghast I
Netherstorm Prothean Alliance
0
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Posted - 2016.12.10 14:29:55 -
[272] - Quote
Rainbow Keeper wrote:Doesn't work fighers damage calculator. Can't add figher damage effects. The same, how to fix this? |
MAS0RAKSH
Black Serpent Technologies The-Culture
17
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Posted - 2016.12.11 05:08:00 -
[273] - Quote
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. |
Soel Reit
Dambusters 617 Sq
297
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Posted - 2016.12.11 12:01:15 -
[274] - Quote
pyfa 1.25.1 available with some fix
thanks for your work boiz!!!!!! |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
202
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Posted - 2016.12.11 18:19:00 -
[275] - 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. =) |
Aurora Aetern
Slurm Centralized Industrial Fabrication Unit Zaibatsu Mercantile
11
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Posted - 2016.12.12 00:17:50 -
[276] - Quote
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. |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
209
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Posted - 2016.12.12 01:21:37 -
[277] - 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. |
W0lf Crendraven
Welfcorp
462
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Posted - 2016.12.15 10:34:03 -
[278] - Quote
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 unheat 5 modules at the same time it takes up to 10 seconds before the entire things is useable again and the mod is no longer overheated) |
Xantis Koma
Inutilis
0
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Posted - 2016.12.18 11:07:03 -
[279] - Quote
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.
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Sable Blitzmann
Sebiestor Tribe Minmatar Republic
213
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Posted - 2016.12.18 15:23:03 -
[280] - 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. :) |
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Soel Reit
Dambusters 617 Sq
328
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Posted - 2016.12.18 16:21:17 -
[281] - Quote
always number one boiz! keep up the good work |
Ebag Trescientas
Center for Advanced Studies Gallente Federation
19
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Posted - 2016.12.23 00:00:09 -
[282] - Quote
Sable Blitzmann wrote: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).
You're not the only one with that issues, W0lf. We are actively working on a few things that will likely help with that. It's not a quick fix, but be patient and it will get better. |
Winter Archipelago
Autumn Industrial Enterprises
816
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Posted - 2016.12.23 15:08:27 -
[283] - Quote
Corvin Paaltomo wrote:Hi guys, i would like to report a minor bug with the new v.1.24.0 It appears that installed Mining Laser Upgrades in the new lowslot of the Hulk do not affect the mining yield/minute calcuation. Just wanted to let you know, since noone else mentioned it, unless is over-read that keep up the good work, Pyfa is a great tool and I am thankful for this alternative to other fitting tools. best regards, Corvin Just making a note that this also affects the Covetor when adding a third MLU: Before and After. It doesn't seem to affect any of the other Barges or Exhumers, though.
Probably already known, but I figured a quick post wouldn't hurt, just in case.
Thank you for all the hard work you folks put into this great tool!
For the Newbies: The 8 Golden Rules - The Magic 14 Skills - Finding the Right Corp - EVE University Wiki
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Galen Dnari
Aliastra Gallente Federation
27
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Posted - 2016.12.29 14:11:52 -
[284] - Quote
[Bug Report] This is sort of minor, but... The Gas Harvester modules require the Gas Harvesting skill at Level 1, and pyfa reflects that just fine. However, you need an extra level of Gas Harvesting for each additional Gas Harvester module you want to put on your ship, and pyfa does not reflect that.
Here's how I tested this: create a Venture fit. Using the "all 0 skills" character, add a Gas Harvester I to the fit. The "skillbook" flag turns red, as it should. Switch to a character who has Gas Harvesting level 1, and the book flag turns green again. So far so good. Add another Gas Harvester. The book should turn red. It doesn't.
I'll post this on Github, if I can figure out how to do so. :-)
http://eveboard.com/ub/1939472205-31.png
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Rainbow Keeper
xCAPITALx Magic People.
1
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Posted - 2016.12.30 11:41:11 -
[285] - Quote
[Bug report] Strange situation with Moa and drones, screenshot here:
http://clip2net.com/s/3G0wzZC
abnormal drone speed! |
Ebag Trescientas
Center for Advanced Studies Gallente Federation
19
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Posted - 2016.12.31 08:28:06 -
[286] - Quote
Galen Dnari wrote:[Bug Report] This is sort of minor, but... The Gas Harvester modules require the Gas Harvesting skill at Level 1, and pyfa reflects that just fine. However, you need an extra level of Gas Harvesting for each additional Gas Harvester module you want to put on your ship, and pyfa does not reflect that.
Here's how I tested this: create a Venture fit. Using the "all 0 skills" character, add a Gas Harvester I to the fit. The "skillbook" flag turns red, as it should. Switch to a character who has Gas Harvesting level 1, and the book flag turns green again. So far so good. Add another Gas Harvester. The book should turn red. It doesn't.
I'll post this on Github, if I can figure out how to do so. :-)
As posted on Github, this is working as it's supposed to be.
The requirement for gas harvesters is Gas Harvesting level 1. So once you have that, you can add a million and you've met the prereq. Pyfa won't show it as being red, nor will in game show it as not meeting the prereq.
That the skill limits you to a certain number is a different story and requirement.
So Pyfa handles it same as in game does, which granted is a bit confusing, but blame CCPlease for that one.
Huh. That's odd. I'll look into that. |
Bam Stroker
Van Diemen's Demise Northern Coalition.
485
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Posted - 2017.01.01 22:33:10 -
[287] - Quote
May have been suggested already but 15 pages is a lot to go through so I'll just say that it would be cool in addition to character presets for all skills at 5 and 0 if Pyfa also came with a preset for each race with alpha skills only maxed.
EVE Down Under - a community for players in the AUTZ
In-game channel: evedownunder // Twitter: @evedownunder
https://www.facebook.com/evedownunder
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Ebag Trescientas
Center for Advanced Studies Gallente Federation
20
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Posted - 2017.01.02 10:28:35 -
[288] - Quote
Bam Stroker wrote:May have been suggested already but 15 pages is a lot to go through so I'll just say that it would be cool in addition to character presets for all skills at 5 and 0 if Pyfa also came with a preset for each race with alpha skills only maxed.
It's being worked on. :) |
Suicide Smith
Center for Advanced Studies Gallente Federation
30
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Posted - 2017.01.06 06:32:37 -
[289] - Quote
Is there any way to import a characters current stats into Pyfa via Crest? I linked Crest and just got access to saved fits, but still had to add an API Key to get my skills over. Unless I'm missing something, which is not, you know, out of the question for me :p |
Ebag Trescientas
Center for Advanced Studies Gallente Federation
20
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Posted - 2017.01.06 18:57:10 -
[290] - Quote
Suicide Smith wrote:Is there any way to import a characters current stats into Pyfa via Crest? I linked Crest and just got access to saved fits, but still had to add an API Key to get my skills over. Unless I'm missing something, which is not, you know, out of the question for me :p
VIA Crest, no.
You can either use an EVEMon file, or a API key.
Since Crest is EOL, we probably won't add that. ESI is the future. :) |
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Suicide Smith
Center for Advanced Studies Gallente Federation
30
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Posted - 2017.01.07 01:50:04 -
[291] - Quote
Ebag Trescientas wrote:VIA Crest, no.
You can either use an EVEMon file, or a API key.
Since Crest is EOL, we probably won't add that. ESI is the future. :) Well at least I wasn't missing something obvious.
One thing I would like to see, which kind of ties in with the racial Alpha presets above, is a way to quickly see if a mod is Omega Only for your race. Normally mods are based on skills, but I've seen some that seem to be blocked by CCP even if you have the skills, so it would be nice to know this when making fits. |
Ebag Trescientas
Center for Advanced Studies Gallente Federation
20
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Posted - 2017.01.07 04:11:50 -
[292] - Quote
Suicide Smith wrote:Normally mods are based on skills, but I've seen some that seem to be blocked by CCP even if you have the skills, so it would be nice to know this when making fits.
You have an example of this? I haven't seen any mods that would fall into this category, and the only thing we've found so far is a skill list (per race) for alpha skills. |
Suicide Smith
Center for Advanced Studies Gallente Federation
30
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Posted - 2017.01.10 06:33:46 -
[293] - Quote
Ebag Trescientas wrote:Suicide Smith wrote:Normally mods are based on skills, but I've seen some that seem to be blocked by CCP even if you have the skills, so it would be nice to know this when making fits. You have an example of this? I haven't seen any mods that would fall into this category, and the only thing we've found so far is a skill list (per race) for alpha skills. I sit corrected, I swore I saw some on my alt, but can't find them.. so either bug (eve? Bugs?) or more likely I was half asleep and looked at the wrong module lol
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. |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
219
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Posted - 2017.01.11 20:34:48 -
[294] - 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. |
Padruda Ehinu
Wormhole Inquisition Destiny's Call
0
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Posted - 2017.01.28 16:14:27 -
[295] - Quote
Hey guys, great tool.
I want to ask for a very neat feature: Disable columns in compare area.
it is pretty hard to compare modules when there are **** tons of columns to ignore.
You can manually drag them to 0 width, but once you re-order the items by a column, they are all back.
So, would be very cool, if you could add this little feature.
Fly safe,
Padruda o7 |
Ebag Trescientas
Center for Advanced Studies Gallente Federation
20
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Posted - 2017.01.28 18:08:14 -
[296] - Quote
Padruda Ehinu wrote:Hey guys, great tool.
I want to ask for a very neat feature: Disable columns in compare area.
it is pretty hard to compare modules when there are **** tons of columns to ignore.
You can manually drag them to 0 width, but once you re-order the items by a column, they are all back.
So, would be very cool, if you could add this little feature.
Fly safe,
Padruda o7
The problem is that every set of modules/ships you compare will have a unique set of columns, and it's all dynamic.
We trim off any columns that are the same, so you're only seeing columns that the values differ, otherwise they'd be yuuuuuuge. |
Padruda Ehinu
Wormhole Inquisition Destiny's Call
0
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Posted - 2017.01.28 23:02:24 -
[297] - Quote
Ebag Trescientas wrote:Padruda Ehinu wrote:Hey guys, great tool.
I want to ask for a very neat feature: Disable columns in compare area.
it is pretty hard to compare modules when there are **** tons of columns to ignore.
You can manually drag them to 0 width, but once you re-order the items by a column, they are all back.
So, would be very cool, if you could add this little feature.
Fly safe,
Padruda o7 The problem is that every set of modules/ships you compare will have a unique set of columns, and it's all dynamic. We trim off any columns that are the same, so you're only seeing columns that the values differ, otherwise they'd be yuuuuuuge.
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? |
Ebag Trescientas
Center for Advanced Studies Gallente Federation
20
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Posted - 2017.01.28 23:40:03 -
[298] - 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?
Anything is possible given enough time and money. :)
I foresee a lot of challenges with what you're proposing though.
If we select columns to disable, does that do it for just that module, or any module in the compare window? (In other words, if I disable "speed" for a T2 blaster, then open a T1 blaster, does that carry over?)
Do we reset it each time you close the info window, to prevent people from submitting issues where columns "disappeared"?
How do we expose that there are columns no longer there?
The way we do it currently is very easy to be dynamic, just show columns where values aren't the same. What you're proposing would be cool, but a lot more difficult to do.
Probably the best bet would be to mimic what CCP did, and create a list of the columns where you can check/uncheck a box to add/remove a column. But that's a significant amount of work for fairly minimal gain over what we have currently. Not saying it wouldn't be cool, just that it's a lot of work.
Good news is, if you want the feature, nothing is stopping you from implementing it. Just head on over to Github, and go to town. If you use an IDE like pyCharm, there's already a requirements.txt that will help get you started (just a few things you need to still do manually, like wxPython).
https://github.com/pyfa-org/Pyfa |
Padruda Ehinu
Wormhole Inquisition Destiny's Call
0
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Posted - 2017.01.29 12:10:14 -
[299] - Quote
Thanks, Ebag.
I got told pyfa is closed source (but didn'T check it myself, stupid me).
Well, I will get mself into it. |
Sable Blitzmann
Sebiestor Tribe Minmatar Republic
221
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Posted - 2017.01.30 01:02:49 -
[300] - 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 |
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