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Sable Blitzmann
Dirt 'n' Glitter Local Is Primary
169
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Posted - 2016.03.11 05:40:00 -
[31] - Quote
New stable version up for march patch - https://github.com/pyfa-org/Pyfa/releases/tag/v1.20.0 |
Bienator II
madmen of the skies
3511
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Posted - 2016.03.11 06:29:16 -
[32] - Quote
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.
how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value
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Sable Blitzmann
Dirt 'n' Glitter Local Is Primary
170
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Posted - 2016.03.11 16:21:07 -
[33] - Quote
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! |
Waegen Hoerford
High Gate Cynn
0
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Posted - 2016.03.12 23:58:00 -
[34] - Quote
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. |
Sable Blitzmann
Dirt 'n' Glitter Local Is Primary
171
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Posted - 2016.03.13 01:13:40 -
[35] - Quote
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? |
Waegen Hoerford
High Gate Cynn
0
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Posted - 2016.03.13 05:45:44 -
[36] - Quote
Sable Blitzmann wrote: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?
Yes thanks for your reply, I'm a dumbass and missed the patch notes saying those modules were being deleted :(
Exequror signal strength now 57 thanks to new eccm script (and sig amps) :) |
Asher Elias
GoonWaffe Goonswarm Federation
20
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Posted - 2016.03.15 00:33:31 -
[37] - Quote
ECM bursts lost their falloff but gained optimal range, as far as I can tell Pyfa isn't calculating the range right now. |
Sable Blitzmann
Dirt 'n' Glitter Local Is Primary
171
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Posted - 2016.03.15 04:04:52 -
[38] - Quote
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? |
Oxide Ammar
235
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Posted - 2016.03.20 11:20:06 -
[39] - Quote
nvm.
Lady Areola Fappington: -áSolo PVP isn't dead!-á You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.
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Katherine Vyvorant
University of Caille Gallente Federation
0
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Posted - 2016.03.22 22:29:30 -
[40] - Quote
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
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Galir Tzestu
SniggWaffe WAFFLES.
0
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Posted - 2016.03.23 12:21:52 -
[41] - Quote
Hi
Got this bug when apply C6 red Giant effect
http://image.noelshack.com/fichiers/2016/12/1458681281-bug-3.png
-15k per s/-101k
http://image.noelshack.com/fichiers/2016/12/1458681418-bug-4.png
-656k per s/-5m EHP
i use pyfa 1.20.1, windows |
Sable Blitzmann
Dirt 'n' Glitter Local Is Primary
174
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Posted - 2016.03.23 23:42:03 -
[42] - Quote
Thanks, will look into this. |
Sable Blitzmann
Dirt 'n' Glitter Local Is Primary
174
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Posted - 2016.03.23 23:43:33 -
[43] - Quote
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. |
Ligraph
Metallurgy Incorporated
5
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Posted - 2016.03.24 01:25:41 -
[44] - Quote
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.
Fuzzy cloaking
Wormhole Stabilizer citadels
Cloaky Fleet Transport
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Sable Blitzmann
Dirt 'n' Glitter Local Is Primary
174
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Posted - 2016.03.24 01:37:46 -
[45] - Quote
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. |
Ligraph
Metallurgy Incorporated
5
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Posted - 2016.03.24 01:52:41 -
[46] - Quote
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.
Fuzzy cloaking
Wormhole Stabilizer citadels
Cloaky Fleet Transport
|
Sable Blitzmann
Dirt 'n' Glitter Local Is Primary
174
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Posted - 2016.03.24 04:23:08 -
[47] - Quote
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 |
Ligraph
Metallurgy Incorporated
5
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Posted - 2016.03.24 04:39:59 -
[48] - Quote
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.
Fuzzy cloaking
Wormhole Stabilizer citadels
Cloaky Fleet Transport
|
Sable Blitzmann
Dirt 'n' Glitter Local Is Primary
174
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Posted - 2016.03.28 04:06:37 -
[49] - Quote
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 =) |
Ligraph
Metallurgy Incorporated
6
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Posted - 2016.03.29 06:09:15 -
[50] - Quote
Another idea: More than one graph side by side. I know its already possible to use different fits, but it would be nice to be able to have multiple graph windows open so I can compare different fits on different targets.
If its already possible, it must be well hidden, cause I could not find it.
Fuzzy cloaking
Wormhole Stabilizer citadels
Cloaky Fleet Transport
|
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Ligraph
Metallurgy Incorporated
6
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Posted - 2016.03.30 01:41:10 -
[51] - Quote
Ok, I think I found something. Put the issue into github here, but I have no idea if I did it right so I thought I'd post here too.
Basically the single resist boosters for shields don't register in the EHP/s regens.
Fuzzy cloaking
Wormhole Stabilizer citadels
Cloaky Fleet Transport
|
JonnyPew
Imperial Academy Amarr Empire
39
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Posted - 2016.03.31 00:44:26 -
[52] - Quote
Pyfa is my preferred ship fitting tool. I hope it gets the support it needs to continue being updated.
EVE Online is my hobby
http://www.youtube.com/JonnyPew
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Chloe Frost
Frost International Holdings
0
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Posted - 2016.03.31 10:35:15 -
[53] - Quote
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 |
Sobaan Tali
Caldari Quick Reaction Force
879
|
Posted - 2016.03.31 22:53:03 -
[54] - Quote
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).
"Tomahawks?"
"----in' A, right?"
"Trouble is, those things cost like a million and a half each."
"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."
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Sable Blitzmann
Dirt 'n' Glitter Local Is Primary
175
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Posted - 2016.04.01 02:39:48 -
[55] - Quote
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... |
Sable Blitzmann
Dirt 'n' Glitter Local Is Primary
175
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Posted - 2016.04.01 02:44:53 -
[56] - Quote
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 |
Ligraph
Metallurgy Incorporated
8
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Posted - 2016.04.01 03:43:09 -
[57] - Quote
Sable Blitzmann wrote: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
I like that, as long as there is a (default) option where they always use all abilities. Cause I really don't see anyone using their fighters at half-strength deliberately.
Although there are some abilities that it might be necessary to toggle. Like the sacrifice doomsday.
Fuzzy cloaking
Wormhole Stabilizer citadels
Cloaky Fleet Transport
|
Bienator II
madmen of the skies
3514
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Posted - 2016.04.01 05:42:18 -
[58] - Quote
aren't primary fighter weapons turret based and the special weapons missiles/bombs? I would just list the dps separately, the special weapons have also limited charges.
It is fairly similar to a SB where adding the DPS of the bomb launcher to the torp launchers would not make much sense - one is used for alpha the other for sustained dps.
how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value
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Sobaan Tali
Caldari Quick Reaction Force
881
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Posted - 2016.04.01 21:08:09 -
[59] - Quote
Checked my log file, but the last entry was...
2015-11-29 05:59:46,569 eos.saveddata.module ERROR Item (id: 0) is not a Module
All of the previous errors (about two dozen or so) are the same thing, just differing dates/times and the 3 digit number proceeding the time is different for some. Windows confirms last time the file was modified was back in November last year. "error_log" and "output_log" are both empty files (I'm assuming they fill with temp data while Pyfa is running then clear once closed).
I'll try to reproduce, but the last time it happened before it happened earlier this week was back in January, so it honestly might be some time before it surfaces again. If it helps, I can upload my logs and other data files to mega.nz and feed you a link as long as that's okay with ISD.
Implant sets sound awesome! Cannot thank you enough, that will help quite a bit.
"Tomahawks?"
"----in' A, right?"
"Trouble is, those things cost like a million and a half each."
"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."
|
Bienator II
madmen of the skies
3514
|
Posted - 2016.04.07 01:19:53 -
[60] - Quote
small bug: rigs don't have skill requirements anymore, you can fit t2 rigs without having the skill at 5, pyfa however still checks for that requirement and displays a red book if the old requirements are not met.
how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value
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