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CCP karkur
C C P C C P Alliance
4035

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Posted - 2016.09.26 15:15:39 -
[1] - Quote
FITTING SIMULATION HAS NOT BEEN TURNED ON ON SISI YET, STAY TUNED 
Hey spacefriends
Today I'm here to talk to you about our upcoming update to the fitting window, where it's at and, what our plans are going forward.
As a refresher, this update (which began its life with the working title of Ghostfitting), adds an ingame fitting simulator that will allow you try out fits without owning the items or having the skills for them. You'll be able to see how the stats change as you activate and overheat your weapons, change charges, and add or remove rigs. You'll be able find out before you buy all the modules that you are actually 1% short on CPU.
You first heard us talk about and show you Fitting Simulation at last year's Fanfest, but at that point it was very much a side project that was nowhere to be found on any roadmap yet. Your reactions were super encouraging and confirmed to us that it was worth pursuing and we added it to our official plans. However, as sometimes happens with many project of varying degrees of priorities, Fitting Simulation sadly had to be sidelined for a while, as we focused on delivering you features such as Multibuy, Multifit and Citadel. With Citadel out the door and fallout being dealt with, work on Fitting Simulation picked up again and we are now at the point where we'd like to invite you to join us on Singularity to help us out with testing it! 
The feature has been developed in a way that allows us to offer you guys to opt in to use it as well as disable the feature completely if needed, and in fact a rough version of it has been on TQ for months. We intend to turn on the Fitting Simulation on Singularity today to get good test coverage, but we don't have firm plans yet on when it will be released. There are so many different modules and moving parts that expect there to be things here and there that don't work quite as intended, and we would really appreciate your help finding them and giving us general feedback. We will keep close eye on your feedback and bug reports, and later make decision on when to release the feature on TQ. With that in mind, lets take you through how the feature works.
We have an entirely new Fitting window, which in the future should replace the old one, and the Simulation functionality is integrated into that window. The new one is pretty much like the old one, with a few additions.
The following changes have been made to the Fitting window:- alpha strike has been added to the damage section
- damage section shows dps both with and without reloading
- drone panel added, it shows min/max drone range, bandwidth, control range and drone dps
- drone dps now shows either the dps of the deployed drones, or the top 5 drones drone bay
- only 1 dps number is now displayed in the GÇ£OffenseGÇ¥ panel, but a break down of the dps (turrets, launchers, drones, smartbombs) can be seen in the tooltip.
- align time has been added to the navigation section
- booster/repair amounts now take into account whether ancillary boosters/repairers are charged or not
- capacitor simulation takes into account charges in capacitor boosters and their reload times (as before it's only an estimation)
- yellow stats preview has been removed and instead accurate preview numbers can be seen in Simulation mode.
- saving fitting will include the charges in the modules (also applies to old window)
- group all button
- estimated price of ship & equipment + buy all button
- ehp is calculated assuming omnidamage, rather than showing the ehp for the damage type you are weakest to
I wrote a long section on the Simulation mode itself and its features, but on second thought I think it's better to just let you try it and figure it out. I hope it's intuitive and easy enough to grasp and use that long explanations are not needed, but if there's anything that you don't get or wasn't clear, please let us know so we can address it!
To activate the the updated fitting window, open the ESC window, go to the GÇ£General SettingsGÇ¥ tab and check the GÇ£Try new fitting windowGÇ¥ checkbox. After doing that, you will have a new Beta Fitting Window under the E menu, and can drag it to the Neocom like any other button. For now, by opting into using the updated fitting window, you can use both fitting windows, but this will not always be the case.
We do realize this tool does not offer all the options some of the awesome 3rd party tools do, and thatGÇÖs very much by design. There are great 3rd party tools out there that do all sorts of crazy calculations for you, but in the ingame fitting window, we want to stick to the basics and lower the barrier to engaging with the fitting meta game without overwhelming people with too many options.
Please note that it's still work in progress and some of the UI elements need more polish, but please let us know what you think (and keep the feedback to this thread)... what works well, what doesn't work well for your use cases or anything else you want to share with us
Known issues:- loading simulated ships (especially with many drones) takes a bit longer than it needs to
- Turning on the GÇÿresourceGÇÖ filter takes a long time the first time for each ship. ItGÇÖs a lot of processing, but will be made faster soon
- Picking drones when there are many drones in bay is not ideal, will be addressed soon and some changes made to the drone panel
- Fighters cannot be simulated yet
Bugreports: When submitting bugreports, please submit them from within the client (press F12 to access it) and please include screenshots and if applicable, the fit you are having issues with (by exporting the fit to clipboard and adding it to the bugreport). It would also be great if you could use the prefix GÇ£GhostfittingGÇ¥ in the bugreport name.
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP karkur
C C P C C P Alliance
4035

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Posted - 2016.09.26 15:15:54 -
[2] - Quote
reserved for stuffs 
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP Lebowski
C C P C C P Alliance
742

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Posted - 2016.09.26 15:22:53 -
[3] - Quote
We'll be turning the feature on shortly, watch this space!
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
6194
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Posted - 2016.09.26 15:43:54 -
[4] - Quote
\o/
Now I can **** fit ships, without spending my isk!
Woo! CSM XI!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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Yadaryon Vondawn
Art Of Explosions 404 Hole Not Found
125
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Posted - 2016.09.26 15:58:24 -
[5] - Quote
Nice feature :D
Some things I noticed:
- When I expand drones another stat window folds itself
- Maybe it is an idea to round the alpha strike as it now, at first sight, appears as a very high number
- Alpha strike description reads: _description of alpha strike_
- The ship is counted twice in the price
- The effects of overheating a tracking module can't be seen on the charge directly, can we get the trackingspeed/weapon accuracy score be showed on the mouseover of the charge?
Will add more if I find them, after SiSi has rebooted ;) |

Lady Aesir
Ghost Recon Inc
22
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Posted - 2016.09.26 18:06:54 -
[6] - Quote
How are you supposed to add drones/fighters to a ghost fitting when the fighter bay does not open? or the cargo bay either
Would be nice to have a dropdown below the ship visuals that displays the fighter/drone bay contents. |

Bienator II
madmen of the skies
3585
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Posted - 2016.09.26 18:23:13 -
[7] - Quote
haven't found a way to display how much a ship can tank effectively. Tank in HP is of limited use what you usually want to know is the dps tank, not HP repaired.
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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NoobMan
Hard Knocks Inc. Hard Knocks Citizens
298
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Posted - 2016.09.26 18:33:20 -
[8] - Quote
CCP Karkur's innovation to the game are incredible. Multifit and now this.
Super stoked!
Operations Director of Hard K(n)ocks Inc.
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KIller Wabbit
MEME Thoughts
977
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Posted - 2016.09.26 18:50:17 -
[9] - Quote
CCP proving your dream can become the immersion!
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CCP karkur
C C P C C P Alliance
4043

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Posted - 2016.09.26 19:14:13 -
[10] - Quote
Lady Aesir wrote:How are you supposed to add drones/fighters to a ghost fitting when the fighter bay does not open? or the cargo bay either
Would be nice to have a dropdown below the ship visuals that displays the fighter/drone bay contents. As stated in the post, fighters cannot be ghostfitted yet... but drones you can add either by dropping them on the drone part of the fitting window like normally (shift dragging will allow you to add multiple) or by double clicking the drone in the browser. We are not entirely happy with the drone/cargo icons and that it's hard to see you can interact with them, and will be looking into it 
Once you have added something to the drone/cargo bay, you can click on the drone/cargo area in the fitting window to get a drop down showing the contents of the bays
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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Nuadi
Pathway to the Next
0
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Posted - 2016.09.26 19:30:56 -
[11] - Quote
Quote:ehp is calculated assuming omnidamage, rather than showing the ehp for the damage type you are weakest to
While I realize your design is aimed at lowering the bar, this tool lacks a connection with Mission or Ratting players. It would be very benificial to have damage profiles for common enemies (e.g. Angel Cartel, Serpentis, etc.) so that players building mission fits will have a better idea of their capabilities.
Overall, this is a very nice implementation. I suggest
- Add a plane for the grid so that it is visible from below the ship as well, since the camera defaults to a upward angle
- In the module tooltip, indicate what the next click will do. E.g. "Active Module. Click to Overheat"
- The charges display is inconsistent with the Modules display. I suggest listing the current module types that are fit into the charges list, and then upon expansion list the charges that fit into that module. Having "tabs" at the top is a break in navigation paradigms that's not immediately intuitive
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Cade Windstalker
559
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Posted - 2016.09.26 19:46:13 -
[12] - Quote
Nuadi wrote:Quote:ehp is calculated assuming omnidamage, rather than showing the ehp for the damage type you are weakest to While I realize your design is aimed at lowering the bar, this tool lacks a connection with Mission or Ratting players. It would be very benificial to have damage profiles for common enemies (e.g. Angel Cartel, Serpentis, etc.) so that players building mission fits will have a better idea of their capabilities.
I think rather than giving damage profiles, which can actually vary pretty significantly based on what exactly is shooting you, it would be more beneficial to just allow the player to set damage ratios with sliders or some other way.
For example while Angel Cartel rats primarily deal Explosive and Kinetic damage the ratios of these values change based on what's shooting you, someone who is speed tanked may be more concerned about the primarily explosive missiles, and there is at least one mission with significant EM damage from an Angel rat.
Similarly the ratios of Thermal and Kinetic damage change significantly for Serpentis rats depending on if you're fighting Frigates or Battleships.
The damage profiles that are widely publicized are player-made estimates or used databases like Chruker to simply average all rats, which gives a profile for the faction but may be less applicable to a given mission. |

Captain Campion
Captain Campion Corporation 1
27
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Posted - 2016.09.26 20:09:53 -
[13] - Quote
Literally been waiting 10 yrs for this. Looks great :) |

Nuadi
Pathway to the Next
0
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Posted - 2016.09.26 20:21:58 -
[14] - Quote
Cade Windstalker wrote:Nuadi wrote:Quote:ehp is calculated assuming omnidamage, rather than showing the ehp for the damage type you are weakest to While I realize your design is aimed at lowering the bar, this tool lacks a connection with Mission or Ratting players. It would be very benificial to have damage profiles for common enemies (e.g. Angel Cartel, Serpentis, etc.) so that players building mission fits will have a better idea of their capabilities. I think rather than giving damage profiles, which can actually vary pretty significantly based on what exactly is shooting you, it would be more beneficial to just allow the player to set damage ratios with sliders or some other way. For example while Angel Cartel rats primarily deal Explosive and Kinetic damage the ratios of these values change based on what's shooting you, someone who is speed tanked may be more concerned about the primarily explosive missiles, and there is at least one mission with significant EM damage from an Angel rat. Similarly the ratios of Thermal and Kinetic damage change significantly for Serpentis rats depending on if you're fighting Frigates or Battleships. The damage profiles that are widely publicized are player-made estimates or used databases like Chruker to simply average all rats, which gives a profile for the faction but may be less applicable to a given mission.
While I agree that damage varies, the idea would be to simply give an average or at the very least drop damage types that won't be encountered which would improve the assessment of the fit.
The fidelity you're talking about is best left to third-party devs where we can get as granular as we like with the damage types, targets, etc. This tool, being in-game and more widely applicable, would be better suited with a broad average profile for a given faction. |

Phaezen Orti
WiNGSPAN Delivery Services WiNGSPAN Delivery Network
3
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Posted - 2016.09.26 20:31:18 -
[15] - Quote
Would be nice to be able to right click on a module and open tab where you can see the variants of the module and swap them with the currently fit module. Would make it easier to compare the effect on you ship's stats |

Captain Campion
Captain Campion Corporation 1
27
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Posted - 2016.09.26 20:32:51 -
[16] - Quote
Idea: could we select damage profiles, pre-populated with various rat types - or even the current mission? |

Nana Skalski
Poseidaon
16595
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Posted - 2016.09.26 21:05:05 -
[17] - Quote
Can we have customzable damage profile where someone can put percent of type of damage somewhere? Maybe an icon or button with text "damage profile" on it that when clicked will give you a window where you input numbers.
Every part of a game helps to tell a story. =ƒôò
Where is Angry CONCORD guy when you need him.
GëíGïüGëí GÖÑ
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TheSmokingHertog
Julia's Interstellar Trade Emperium
430
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Posted - 2016.09.26 21:28:11 -
[18] - Quote
NoobMan wrote:CCP Karkur's innovation to the game are incredible. Multifit and now this.
Super stoked!
dont forget multisell/buy!
"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X
"Schrödinger's Missile. I dig it." ~ Makari Aeron
-= "Brain in a Box on Singularity" - April 2015 =-
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Shae Tadaruwa
Science and Trade Institute Caldari State
1074
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Posted - 2016.09.26 22:26:22 -
[19] - Quote
\o/ thanks. Great tofu ally be able to test this and have it in game on TQ soon.
Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."
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Borat Guereen
Chao3 Chao3 Alliance
68
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Posted - 2016.09.26 22:36:32 -
[20] - Quote
Looking forward to this feature!
Join our Minarchist Revolution!
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Uncle Dunk
Hogyoku Goonswarm Federation
3
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Posted - 2016.09.26 22:37:38 -
[21] - Quote
One of the best thing you got have done for player retention come November. This should help accessibility. Thanks Karkur. |

Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
18301
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Posted - 2016.09.26 22:51:38 -
[22] - Quote
Ralph King-Griffin wrote:can we have an estimate price,
CCP karkur wrote:
- estimated price of ship & equipment
karkur, my new favorite dev
Praposal:Un-F**k Locator Agants
=]|[=
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Bobb Bobbington
Bros Before Holes The Devils' Rejects
344
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Posted - 2016.09.27 00:08:09 -
[23] - Quote
May I request an "advanced tracking button" where when clicked instead of showing the silly tracking formula it shows the metrics which us Eve players are already used to, being tracking speed and gun sig? It would simply expand to show it so that newbros wouldn't be forced to see it while vets can use it for fitting their ships.
This is a signature.
It has a 25m signature.
No it's not a cosmic signature.
Probably.
Btw my corp's recruiting.
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helana Tsero
Science and Trade Institute Caldari State
601
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Posted - 2016.09.27 00:45:59 -
[24] - Quote
Issues found
- the charges filter will not display the 2nd type of ammo. Eg if I have a turret fitted and then want to add a missile launcher as well, then i am only given charge options for the turret. Missile charges are not displayed.
- Had an issue where I couldn't turn off the simulate button (click button did nothing) and I had to exit the fitting window instead.
- Are you calculating stacking penalties on the citadels for damage mods ? (you might be.. my maths is bad)
Requests
- Filter EHP by incoming damage type/mix.
- A dps graph showing dps/tracking vs a given sig radius/velocity/angle would be awesome.
Yes EFT does this but honestly that tool is not regularly updated anymore and the official download links are on malware filled revenue raising sites. While I have total thanks for the author for his many years of effort, the current state of EFT and the dangers of downloading it.. mean that a ingame tool with some advanced capabilities would be very welcome.
Will be especially useful to people purchasing their first citadel. eg they load it with damage mods and large radius missiles for max dps only to find that its paper dps does not apply at all to subcaps when their citadel comes under attack.
- Ability to turn off and on modules (not just offline) and overheat them.
Will update as I find more.
"...ppl need to get out of caves and they will see something new.... thats where eve is placed... not in cave." | zoonr-Korsairs |
Meanwhile Citadel release issues: "tried to bug report this and the bug report is bugged as well" | Rafeau |
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Lulu Lunette
Savage Moon Society
590
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Posted - 2016.09.27 03:46:27 -
[25] - Quote
This is the kind of innovation i think all of us can agree on! Nice work 
@lunettelulu7
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MikeyWoo
Fritz.. E.B.O.L.A.
0
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Posted - 2016.09.27 06:57:36 -
[26] - Quote
There is an info on AB and MWD for active Speed etc its missing on the simulation |

Soleil Fournier
Black Serpent Technologies The-Culture
147
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Posted - 2016.09.27 08:37:29 -
[27] - Quote
Love this!
Usability:
1) Whatever combination of clicks I was doing was automatically turning on slot filters without me wanting to turn them on. I'd have to go back and un-check the low slot filter when I wanted to go to look for medium slot mods. It took me some time to figure out that was what was happening. These filters should only turn on when a player specifically clicks them.
2) I kept trying to drag the fitting window to enlarge it, but the window doesn't allow you to scale it bigger, which is quite annoying.
3) Activate/Deactivate/Online/Offline/Unfit should all be right click options for the modules. Right now only Offline/Unfit are.
Visually:
1) The "Open Radial Menu for X Slots" Doesn't really stand out, and should be made more bold or a different color.
2) I don't particularly like the grid lines....I'd like it if the ship "floated" above them rather than them going straight through the ship, or if the lines were more muted when passing through the hull.
3) Those grid lines disappear when looking at the ship from below.
4) I think the "Simulate my current ship" button is out of place. Perhaps changing the button to be a 'tab' under the skins and browser tabs would be a better fit.
5) Same for "Exit Simulation Mode" and Module/Skill mode. They feel sandwiched in as an afterthought, and should probably be moved to the 'browser' area.
Stats:
1) Active Warfare links need to add their bonus to the ship. Having the ability to see the effect of links on my ship is pretty important.
2) Would be great if you guys could add a "Ship Tracking Score" somewhere so players can finally have an idea of what their ship can do tracking wise and how adding/removing tracking mods affects their ships offensive abilities. (Along with a legend to understand what the score means). |

Salpun
Global Telstar Federation Offices Masters of Flying Objects
837
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Posted - 2016.09.27 10:53:51 -
[28] - Quote
After using it for a little while these inconsistencies stand out.
Comparing ammo requires a double click to load while all other modules generate compare info on mouse over.
Price does not stand out the first time I looked around for it.
Boosts could be added.
A back and forth button so you can flip between two or more fits would be nice.
If I am cycling a module to see the change in stats I really do not want to see the stats if its turned off.
When a stat change turning green or red should do so at all times some state changes do not generate the color text.
A simulate fit button in the kill report screen would seem a great time saver. Its under the save fitting tab but its not clear from a UI perspective maybe change all save fitting buttons to a fitting management icon?
Other wise great job will post as I see more issues.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
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Soleil Fournier
Black Serpent Technologies The-Culture
147
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Posted - 2016.09.27 11:03:04 -
[29] - Quote
It appears that the EHP is being determined by a uniform damage projection. That's a change from how it is on TQ, where EHP is based on the lowest ship resistance.
Allowing us to modify incoming damage type would be useful. |

Sp1iff
Hogyoku Goonswarm Federation
2
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Posted - 2016.09.27 11:06:26 -
[30] - Quote
Can anyone confirm if this works with combat booster side effects?
In particular the ability to show ships stats by changing which side effect you may get (like in eft)
Thanks |
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Jinjia Akuma
Red Federation RvB - RED Federation
0
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Posted - 2016.09.27 11:35:09 -
[31] - Quote
Great, great feature! Can't wait till it hits live!
One question though; will it be possible to add a "timer" for overheating (eg. Gun 1, 2, 3, 4 can stay overheated for x minutes and y seconds)? |

helana Tsero
Science and Trade Institute Caldari State
601
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Posted - 2016.09.27 13:08:08 -
[32] - Quote
TLDR for CCP -
People want you to create EFT in the game client.
Please do this.  
"...ppl need to get out of caves and they will see something new.... thats where eve is placed... not in cave." | zoonr-Korsairs |
Meanwhile Citadel release issues: "tried to bug report this and the bug report is bugged as well" | Rafeau |
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Cade Windstalker
560
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Posted - 2016.09.27 14:32:03 -
[33] - Quote
Nuadi wrote:While I agree that damage varies, the idea would be to simply give an average or at the very least drop damage types that won't be encountered which would improve the assessment of the fit.
The fidelity you're talking about is best left to third-party devs where we can get as granular as we like with the damage types, targets, etc. This tool, being in-game and more widely applicable, would be better suited with a broad average profile for a given faction.
In that case let the player just drop a selection of ammo into that part of the fitting window and use that to calculate resists. Probably less work than coding up a slider to work against and is more useful for PvP as well.
My concern with faction profiles is that anything CCP puts out like that needs to be accurate because it's coming from the devs. If they put out a damage profile for Serpentis (for example) that shows as thermal heavy then newer players are going to be very confused when they run into a mission of mostly longer range rats that are dealing more Kinetic and their tank doesn't hold up as well as they're expecting.
If we weren't talking about something officially published and supported by CCP I'd say yeah, close enough is good enough, but in this case I think the potential issue with newer players out weighs the benefits to more experienced players who likely already have third party tools or know how to mentally adjust their tank calculations. |

Stridsflygplan
Yjellio Circle-Of-Two
89
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Posted - 2016.09.27 15:24:06 -
[34] - Quote
Wanted to add nanite paste to my cargo hold but had to fit an ancilary armor rep to get the option and then remove it again from the fit. Nanite paste can be used for more then the ancilary rep so it should kinda always be an option in the charges tab. Only thing I found to be confusing otherwise really awesome work. |
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CCP Lebowski
C C P C C P Alliance
744

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Posted - 2016.09.27 15:35:12 -
[35] - Quote
Hey all, thanks for the feedback so far, it's been really useful! I'm dropping in to respond to some of the bug reports so far.
helana Tsero wrote:
- the charges filter will not display the 2nd type of ammo. Eg if I have a turret fitted and then want to add a missile launcher as well, then i am only given charge options for the turret. Missile charges are not displayed.
- Had an issue where I couldn't turn off the simulate button (click button did nothing) and I had to exit the fitting window instead.
- Are you calculating stacking penalties on the citadels for damage mods ? (you might be.. my maths is bad)
- Using a Nos does not seem to be adding back into capacitor of ship
- Theres some filters at the top of that charges panel that lists the loadable modules attached to your ship, you can click the different modules and it will list the available charges for that module.
- I can't seem to reproduce this issue, could you tell me exactly where you were trying to click?
- Stacking penalties don't seem to be entirely consistent for Citadel modules actually, but this isn't a problem with the fitting window. Regardless, thanks for the heads up!
- Good point, we'll see if we can add that.
Soleil Fournier wrote:Those grid lines disappear when looking at the ship from below. The simulation view is not final and our awesome art guys will likely be doing something about this.
Stridsflygplan wrote:Wanted to add nanite paste to my cargo hold but had to fit an ancilary armor rep to get the option and then remove it again from the fit. Nanite paste can be used for more then the ancilary rep so it should kinda always be an option in the charges tab. Only thing I found to be confusing otherwise really awesome work. Yep, we agree and we'll be doing something about this
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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Cassie Helio
Push Industries Push Interstellar Network
36
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Posted - 2016.09.27 18:25:14 -
[36] - Quote
I had an issue where Triage module said it was too large to fit on an Apostle.
I submitted a bug report with a screenshot with "Ghost Fitting" in front as requested. |
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CCP karkur
C C P C C P Alliance
4061

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Posted - 2016.09.27 18:32:29 -
[37] - Quote
Cassie Helio wrote:I had an issue where Triage module said it was too large to fit on an Apostle.
I submitted a bug report with a screenshot with "Ghost Fitting" in front as requested. Awesome, thanks! There seems to be something strange going on with the FAXs, but I-¦m sure it-¦s easy fix when we get to it 
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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Arcturus Ursidae
Federal Defense Union Gallente Federation
28
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Posted - 2016.09.27 20:47:16 -
[38] - Quote
Few small things one big thing.
On the test server I forgot I had a full genolution implant set.
The fact that fittings are boosted should be highlighted or a method of changing to a blank clone is required.
When you hover over equipment that will take you over your fittings the fittings turn red and go negative but when fitted fittings stats are negative but white, the negative fittings should be highlighted by more than just the negative on the values.
This tool is a really nice addition, however if I am at the client I want to play, I do most of my fitting from an app called NEOCOM while sat on the loo hiding from the kids.
Why is this not in an app outside the client? This is perfect for an app I can hold it on a tablet and fiddle with it while still playing the game.
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Daichi Yamato
Xero Security and Technologies
3539
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Posted - 2016.09.28 01:54:35 -
[39] - Quote
I cannot wait to try this out, thank-you so much.
With the coming of alpha clones, can i suggest an option to look at fits using the skills of a new toon, a full alpha clone and an all V's toon?
EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"
Daichi Yamato's version of structure based decs
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CCP karkur
C C P C C P Alliance
4066

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Posted - 2016.09.28 09:37:35 -
[40] - Quote
just so we are all on the same page: we have not committed to a release for this yet. I've read somewhere that this will be in the November release, but that is not certain. We are opening it up for testing and feedback right now, but we have other features that are higher priority so we'll just have to see how things progress before we decide when this will hit TQ and in what form. Please keep the feedback coming 
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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Grookshank
Jump Drive Appreciation Society
125
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Posted - 2016.09.28 10:54:30 -
[41] - Quote
CCP karkur wrote:just so we are all on the same page: we have not committed to a release for this yet. I've read somewhere that this will be in the November release, but that is not certain. We are opening it up for testing and feedback right now, but we have other features that are higher priority so we'll just have to see how things progress before we decide when this will hit TQ and in what form. Please keep the feedback coming  But this feature is actually useful and done well :) |
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CCP Lebowski
C C P C C P Alliance
745

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Posted - 2016.09.28 11:47:46 -
[42] - Quote
Grookshank wrote:But this feature is actually useful and done well :) We agree! But we want to make sure we get it absolutely right so it can benefit everyone as much as possible! 
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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Daichi Yamato
Xero Security and Technologies
3539
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Posted - 2016.09.28 13:37:36 -
[43] - Quote
I was ghost fitting a proteus and set the filter to show only items that could be fitted to the hull. For some reason this filtered out drones even though i was using a subsystem that could use drones.
EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"
Daichi Yamato's version of structure based decs
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CCP karkur
C C P C C P Alliance
4066

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Posted - 2016.09.28 13:49:21 -
[44] - Quote
Daichi Yamato wrote:I was ghost fitting a proteus and set the filter to show only items that could be fitted to the hull. For some reason this filtered out drones even though i was using a subsystem that could use drones.
two of my least favorite things, T3 cruisers and drones Thanks for letting us know, we'll take a look 
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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Tribal Trogdor
Better Off Red
15
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Posted - 2016.09.28 15:27:53 -
[45] - Quote
CCP karkur wrote:Major Lee Baked wrote:CCP Karkur wrote:No, but it would be a nice additional option to add. Please include the ability to fill the cargo hold of the ship with modules in addition to charges. T his seems like it would be simple to implement - you can already do this by importing a fitting with mods in the cargo via the crest appi. Many times people need extra mods in cargo, or items such as rigs, cyno inhibitors, etc. In big alliances, someone has to sit there and manually put everything into the hold of each ship! It would be a shame for you to make such a great new tool, only to find out that I still need to go through and put mods in the cargo of each one. Also, the ability to like have it name the ships in a simple sequence, even one that was not customizable, would be awesome. Modules in cargo hold is something we are looking into supporting fully (with some limitations), but not right now 
Is this still something being looked into? Because this would be baller as hell :D |

Lugh Crow-Slave
3192
|
Posted - 2016.09.28 15:40:04 -
[46] - Quote
so are we going back to using "non-empire" rather than pirate faction now?
also FAX can not fit capital reps or triage
BLOPS Hauler
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CCP karkur
C C P C C P Alliance
4066

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Posted - 2016.09.28 15:44:47 -
[47] - Quote
Lugh Crow-Slave wrote:so are we going back to using "non-empire" rather than pirate faction now?
also FAX can not fit capital reps or triage Sisters of EVE, Jove and Upwell are not really pirate factions, so we went with 'non-empire' 
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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Lugh Crow-Slave
3192
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Posted - 2016.09.28 15:45:01 -
[48] - Quote
CCP Lebowski wrote:Grookshank wrote:But this feature is actually useful and done well :) We agree! But we want to make sure we get it absolutely right so it can benefit everyone as much as possible! 
like maybe letting us see how much hp/s we rep in our logi ships
BLOPS Hauler
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Lugh Crow-Slave
3193
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Posted - 2016.09.28 15:46:29 -
[49] - Quote
CCP karkur wrote:Lugh Crow-Slave wrote:so are we going back to using "non-empire" rather than pirate faction now?
also FAX can not fit capital reps or triage Sisters of EVE, Jove and Upwell are not really pirate factions, so we went with 'non-empire' 
aye it used to be that way in the market as well but was changed back to pirate. will the market be chaining as well? i can see problems if they are under one name in this but another in the market
BLOPS Hauler
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Circumstantial Evidence
364
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Posted - 2016.09.28 17:35:47 -
[50] - Quote
Could the market browse list be adapted for this feature? It would save work in the long term, if new ship and category changes were simply "in there" already. The market item browser would have to be extended to support tooltips, extra controls (save fits, 'simulate' button) for each line item. |
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DooDoo Gum
Center for Advanced Studies Gallente Federation
66
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Posted - 2016.09.28 20:25:34 -
[51] - Quote
In the sea of crappy implementations of 'beta' ideas that CCP have released upon us, this ghost fitting window rises above all else, to be the best idea i have seen so far !
Well done, you all deserve a cold beer (or warm mead, or whatever it is you drink over there)
One gripe I had within a few minutes of playing with it, was that mousing over modules in the browser gives a cost popup window.
This is a fitting window, I use it to fit my ship, please show me relevant information regarding module stats, let me worry about the price somewhere else.
(similar to the way mousing over a skill in the skill training window gives you the skill info instead of the price of the skillbook) |

DooDoo Gum
Center for Advanced Studies Gallente Federation
66
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Posted - 2016.09.28 20:38:04 -
[52] - Quote
A couple of other things,
1. When using the search feature, let it return the results in their relevant categories they show in prior to the serach, rather than all in a jumbled alphabetical list.
2. Some of the longer module names are running off the page (namely factturrets), and there is no way yet to 'stretch' the browser window, hopefully this will see some attention prior to release. |

Xynthiar
Tactical Narcotics Team
17
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Posted - 2016.09.29 14:21:15 -
[53] - Quote
I would very much like if the radial menu worked for modules while in simulation mode, to quickly change their state (online, offline, active, etc). I do not care much for having to click X number of times to get to the desired state; it feels very odd. |

Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
18358
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Posted - 2016.09.29 16:52:43 -
[54] - Quote
Xynthiar wrote:I would very much like if the radial menu worked for modules while in simulation mode, to quickly change their state (online, offline, active, etc). I do not care much for having to click X number of times to get to the desired state; it feels very odd. There's a button off to the side of each rack that is exactly this Feels odd having it bound like that though, I found myself trying to use the radial on the modules just like you're asking for,
Would be fabulous if we could use the radial on a per module basis.
Praposal:Un-F**k Locator Agants
=]|[=
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MechaLynx
1
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Posted - 2016.09.29 18:46:25 -
[55] - Quote
Excellent work on this one guys!
One thing I noticed though was that you can't set a filter for t3c subsystems. Not a big deal, but would be nice if it worked the same as other slots.
Has a few rough edges, such as module fit order determining what charges are shown on the browser tab and a bit too much cpu load when setting a rack to active or overloaded, but I've already reported these on SiSi and I'm not worried about them too much.
Thanks! |

Xynthiar
Tactical Narcotics Team
18
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Posted - 2016.09.29 18:57:40 -
[56] - Quote
Ralph King-Griffin wrote:Xynthiar wrote:I would very much like if the radial menu worked for modules while in simulation mode, to quickly change their state (online, offline, active, etc). I do not care much for having to click X number of times to get to the desired state; it feels very odd. There's a button off to the side of each rack that is exactly this  Feels odd having it bound like that though, I found myself trying to use the radial on the modules just like you're asking for, Would be fabulous if we could use the radial on a per module basis. Again though, this is fantastic work and I'm legitimately exited to get my hands on it on tq.
I didn't even notice that button! However, indeed, I would much rather have it on a per-module basis. I rarely want to offline/deactivating the entire rack of modules. |

MechaLynx
1
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Posted - 2016.09.29 19:24:21 -
[57] - Quote
Just remembered: how is everything calculated in a simulated fit when we don't have the skills to fit the modules? I can't fly T3Cs right now, for example, but I can simulate a fit - based on what skills are the properties of the fit calculated? |

Lugh Crow-Slave
3218
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Posted - 2016.09.30 02:42:07 -
[58] - Quote
it would be nice to be able to have a slider letting us place cap/shields at a certain level and see exactly what our recharge is at that point
BLOPS Hauler
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Zieras
Project Chimera
1
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Posted - 2016.09.30 18:02:13 -
[59] - Quote
I utterly love the ghost fitting window/system. It's brilliant.
i would very much like for the window to be resize-able though.... |

Pandora Finder
Angels and Devils The Amish Mafia
1
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Posted - 2016.09.30 19:34:58 -
[60] - Quote
First of all, I would like to say I am happy to see this finally come to Eve. As an EFT warrior, I love fitting up ships, and I also love seeing what I can potentially do with those fits. But I have some things that may need to be added/corrected:
- To what it seems, adding ammo/charges to the cargohold seems to be an pain. I like the drag ammo/charge into cargo option, but i wish it asked how much of the ammo/charge I would like to have. ( I noticed the Favorite Tab for charges which is nice )
- Drones are in same way, but I do not like the big rectangle window that shows every drone. Just give me a single line of the drone with the amount of the drones. Ex: " Warrior II x 5 " . I understand the effectiveness of having to select which drone you want, but there is resolve for it if somehow make a "group/active" spot or somesort. Just trying to imagine seeing the list of small drones in a Dominix, Oh the unnecessary window/room.
- Idea from EFT, that is used a ton from myself, able to right click on an fitted module/rig/ect and have an option to "Open Market Group" which automatically bring up modules of the same group like, Ex "Heavy Beam Laser II" You may need to look at all types of the beam lasers to declare which lasers you want because if have ran into an issue of fitting requirements.
- Have the possible effects of adding drugs/implants effecting to your ship, those CPU/PG implants has huge effect in some fits. I think something like a Implant icon or something that drops a window down similar to the cargohold/drone spot on the bottom left of the fitting window. Then have filters for it of somesort of have like which slots remaining or what could fit in "slot 1 or slot 2" would be nice.
- A stat that is added to the defense side of how much DPS that ship is able to tank, possible if want to arrange of which % of type of damage incoming or just omni damage. It's fine how it is, just would like to have the additional information.
- FINALLY, my last recommendation, is to have the option to go Mr. Bad Ass and have all skills maxed out or something similar. I like to see what I could potentially do if I train the skills of what I need to achieve that.
I know this is quite a lot of information to go through but very worth it. This is what I hope we can agree on and hopefully you guys will go through with it!
P.S. I noticed that there is no "Limit" to ship fits. Is this REAL OR ???? the limited ship fittings has been a very disheartening thing, if this is gone away, THANK YOU VERY MUCH! :) |
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Aaril
Interstellar Consulting Group
39
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Posted - 2016.09.30 21:16:53 -
[61] - Quote
I have been using Pyfa to push cargo items into fitting for a while. When I click simulate none of the cargo items translate.
Example:
http://i.imgur.com/a3BqVz0.png
While the new fitting simulation does have a place for drones and cargo, is it planned to allow us to utilize this cargo space effectively? I can add modules to the cargo, but they do not get saved to my fittings (the same way that Pyfa allows it to be pushed in the screenshot above).
Also, I do not see the ability to add charges for items not currently fitted (for example I could have refit modules in my cargo which use different ammo types).
It would also be nice to allow us to edit the cargo stack size (I see we can shift drag ammo to the cargo, but cannot edit the stack size once it is there). |

Papera Ebaki
Actos Violentos
1
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Posted - 2016.09.30 23:22:48 -
[62] - Quote
Q1) When fitting charges - am I still able to put different charges in the same type of module? For example, using two Omnidirectional Tracking Links ~ I might want tracking speed in 1 and optimal range in the other?
Q2) Am I also able to individually select different races of drones? For example, if I am flying a VNI/Ishtar I like to see what damage different races of drones can do in regards to overall damage. Even sometimes I create an 'alpha' group of drones which is a mixture of different damage types and sizes ~ this still possible?
Looking at the tool I didn't see any way of transferring missing skills from a ship design to either my current skill queue or even to a new note in notepad. As such, I'd still need to copy the new build then paste into EveMon to see what I need to do to fly the build.
Pe |

Lugh Crow-Slave
3223
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Posted - 2016.10.01 03:34:53 -
[63] - Quote
when you show info on a ship right down at the bottom where show in ship tree/view market there should be a button for simulate. Ether that or put it on the fitting tab of the show info
BLOPS Hauler
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CCP karkur
C C P C C P Alliance
4074

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Posted - 2016.10.01 09:23:14 -
[64] - Quote
Currently we are not offering modification of the characters, it's all based on your character. We want to keep this simple, stick to the basics and not overwhelm people. If we add too many options and settings, it gets pretty complex pretty soon. The awesome 3rd party tools do a fantastic job of offering all sorts of advanced things like that  At some point, we could add more options and functionality, but at this point, we are pretty happy with feature set, and need to be careful not to feature creep too much 
Pandora Finder wrote:- To what it seems, adding ammo/charges to the cargohold seems to be an pain. I like the drag ammo/charge into cargo option, but i wish it asked how much of the ammo/charge I would like to have. ( I noticed the Favorite Tab for charges which is nice )
- Drones are in same way, but I do not like the big rectangle window that shows every drone. Just give me a single line of the drone with the amount of the drones. Ex: " Warrior II x 5 " . I understand the effectiveness of having to select which drone you want, but there is resolve for it if somehow make a "group/active" spot or somesort. Just trying to imagine seeing the list of small drones in a Dominix, Oh the unnecessary window/room. Similar to splitting stack in inventory, shift dragging allows you to add many (maybe that needs to be the default though). Agreed on the drones, we are changing them to group them 
Pandora Finder wrote: - Idea from EFT, that is used a ton from myself, able to right click on an fitted module/rig/ect and have an option to "Open Market Group" which automatically bring up modules of the same group like, Ex "Heavy Beam Laser II" You may need to look at all types of the beam lasers to declare which lasers you want because if have ran into an issue of fitting requirements..
We've already added 'find in browser' (similar to the functionality in the market)
Pandora Finder wrote:P.S. I noticed that there is no "Limit" to ship fits. Is this REAL OR ???? the limited ship fittings has been a very disheartening thing, if this is gone away, THANK YOU VERY MUCH! :) ? that's not on purpose at least. You can see how many are saved in a tooltip on the filters.
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
837
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Posted - 2016.10.01 21:56:55 -
[65] - Quote
More thoughts.
Any comments on my first set?
Can not pick a rig to switch out. I have to destroy a rig to allow the change stats functionality to work. The destroy message for rigs while in simulation module mode could be worded better. Any way we can get mouse over compare on ammo? The error "not enough ______ free" when checking if a underlining gun or launcher would be a better one needs a better worded explanation. A way to identify what we want to compare would be nice
A compare method between two versions of the ship would would allow more then one thing to be switched out at a time and allow two versions of a fit to be compared would be nice. Making the simulate current ship icon smaller and having a second icon below it that saved fits can be dragged and dropped into or current fit can be saved into, would be a great addition. Because there is already a "save as" button they would need to be called version 1, version 2 for an example. Allowing the red and green widget to compare stats when mousing over a saved fit would also work.
Nice to have but probably never get. A way to identify what we want to compare. high slot or rigs with out unfitting the module. Did the idea of having items in the browser window show if it was better or not ever come up as a valid idea?
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
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TheSmokingHertog
Julia's Interstellar Trade Emperium
431
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Posted - 2016.10.02 05:57:44 -
[66] - Quote
CCP karkur wrote:A1) sure... just drag to the slots directly. A2)I don't see why not (we'll be changing the drone view though) And yeah, allowing you go compile a list of missing skills is something we should add 
Please make a Timer on it too, just like in the ship PreRequirement tab btw... on Certificates you can see the training time needed to full-fill the goal. in PreReq tab you dont have a timer. Please make it for ghost fits too.
Example timer on a hulk V certificate > https://puu.sh/r8L21/e9e5191727.jpg
"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X
"Schrödinger's Missile. I dig it." ~ Makari Aeron
-= "Brain in a Box on Singularity" - April 2015 =-
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Nessto Lombardi
Nocturnal Tumescence Fidelas Constans
4
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Posted - 2016.10.02 05:59:07 -
[67] - Quote
DooDoo Gum wrote:In the sea of crappy implementations of 'beta' ideas that CCP have released upon us, this ghost fitting window rises above all else, to be the best idea i have seen so far !
Well done, you all deserve a cold beer (or warm mead, or whatever it is you drink over there)
One gripe I had within a few minutes of playing with it, was that mousing over modules in the browser gives a cost popup window.
This is a fitting window, I use it to fit my ship, please show me relevant information regarding module stats, let me worry about the price somewhere else.
(similar to the way mousing over a skill in the skill training window gives you the skill info instead of the price of the skillbook)
I like the change from price to module stats.
While in skill mode and sitting in a ship I don't have skill to fly. Should the ship be red or something?
I like it |

Gustav Mannfred
Summer of Mumuit
144
|
Posted - 2016.10.02 09:57:38 -
[68] - Quote
I like this, but there are two things missing in comparison to eft:
1. Simulating the fitting stats with implants: Please make it possibile to add implants and boosts to see how they affect the fitting rather than you have to be in the same clone to see them
2. Add wormholeeffects to see how they affect the stats
i'm REALY miss the old stuff.-á
https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=24183
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Sylvia Kildare
Center for Advanced Studies Gallente Federation
15
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Posted - 2016.10.03 13:08:38 -
[69] - Quote
Captain Campion wrote:Idea: could we select damage profiles, pre-populated with various rat types - or even the current mission?
If so, don't forget that it'll need at least 2 damage profiles per Worlds Collide. ;)
TheSmokingHertog wrote:NoobMan wrote:CCP Karkur's innovation to the game are incredible. Multifit and now this.
Super stoked! dont forget multisell/buy!
Don't forget bookmarks visible in space and the (nearly) unlimited skillqueue! (best things to come out of the Phoebe update by far) |

Jasper Sinclair
Blue Republic RvB - BLUE Republic
41
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Posted - 2016.10.03 13:31:59 -
[70] - Quote
The new fitting window is great. I especially like the filters. I didn't play with it a whole lot but the only request I would make at this time is that the Drone title bar should show the drone dps, so you can see it when that part is minimized.
Now if only there was a visual cue for transversal in the hud, like, I don't know, a light that goes from red to green?
Acting Blue CEO, Senior Combat Coordinator, admirer of Caracals
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CCP karkur
C C P C C P Alliance
4077

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Posted - 2016.10.03 20:24:14 -
[71] - Quote
Salpun wrote:After using it for a little while these inconsistencies stand out.
Comparing ammo requires a double click to load while all other modules generate compare info on mouse over.
Price does not stand out the first time I looked around for it.
Boosts could be added.
A back and forth button so you can flip between two or more fits would be nice.
If I am cycling a module to see the change in stats I really do not want to see the stats if its turned off.
When a stat change turning green or red should do so at all times some state changes do not generate the color text.
-We'll take a look at the ammo comparison, but the way it's set up is that there's only ever 1 preview item and I'm not sure it's worth it to change it (or we could just have ammo preview on one of the modules) -We'll probably be moving the price. -3rd party tools do a great job with boosts and similar advanced functionality, and we won't be adding that (at least not for now). -In order to have a back/forth button you'd have to have a well defined idea of what is a 'fit'... if it's what you save, then you can just use the browser to switch between them. -I recently fixed it where green text was missing for dps and alpha strike, but if you know of more cases where the color is missing please let me know 
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP karkur
C C P C C P Alliance
4077

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Posted - 2016.10.03 20:26:43 -
[72] - Quote
Sylvia Kildare wrote:TheSmokingHertog wrote:NoobMan wrote:CCP Karkur's innovation to the game are incredible. Multifit and now this.
Super stoked! dont forget multisell/buy! Don't forget bookmarks visible in space and the (nearly) unlimited skillqueue! (best things to come out of the Phoebe update by far) While I appreciate the kind words, I can't really take credit for all of that 
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
837
|
Posted - 2016.10.03 23:14:59 -
[73] - Quote
CCP karkur
Fit should be what I have in the simulator verse what I have saved and hold the current fit so I can switch back.
Other thoughts
CPU and Power grid turn red when using more even if its not over what is available.
Things that do not generate red or green indications:
Turning modules on or off- only way to see exactly what a module does with with a full fit. Changing Ammo-Missiles tested. Headers.
Ammo placed in the ship if fitting mode does not save to fittings. Having to fit ammo every time is annoying.
Calibration says what is left, not what is used, different then any other number in the panel.
Opening the cargo hold from the fitting screen would be nice, currently it allows you to open the drone bay.
Comparing ships without ammo ie a saved fit does not work well.
Can the group weapon option be available on the simulate side and allow all grouped weapons to be compared with a moused over set in the browse. Would help compare full racks of weapons easier. Nice to have: An update fit(using current name)/ save new version using different name toggle would be nice. Any way that mousing over the right click menu to overheat would show the results for a moment?
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
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TheSmokingHertog
Julia's Interstellar Trade Emperium
431
|
Posted - 2016.10.04 16:02:45 -
[74] - Quote
Is it an idea to go with "non-pirate" instead of "non-empire"?
"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X
"Schrödinger's Missile. I dig it." ~ Makari Aeron
-= "Brain in a Box on Singularity" - April 2015 =-
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Matar Ronin
1993
|
Posted - 2016.10.04 16:42:42 -
[75] - Quote
I am very pleased with how the Ghost Fit Simulator works on the test server. Excellent work thank you.
I am wondering can it be linked to owned assets?
Examples: Could it also show the modules/parts/hulls I own and their location without switching to the owned assets search window? Could it show the numbers of assets I own to complete the simulated fit, as in another color if I already have the part? Could it show the BP required to produce item/items featured in the simulated ship fit?
It would be even more functional if you could incorporate more of the "one stop more ability" that you seem to be weaving into it. For ship builders this tool will be great, it will help the NPE by taking some of the mystery out of fitting.
GÇÿVain flame burns fast/and its lick is light/Modest flame lasts long/and burns to the bone.GÇÖ
" We lost a war we chose not to fight." Without a doubt this is the best way to lose any war and the worst excuse to explain the beating afterwards.
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CCP Lebowski
C C P C C P Alliance
747

|
Posted - 2016.10.06 17:19:51 -
[76] - Quote
Hey all,
A few changes/improvements have been made to Fitting Simulation in the last few days that I want to highlight:
- The drone dropdown menu has been updated to make it easy to add remove and modify stacks of drones.
- A "Find Type in Browser" option has been added to the right click menu of modules fitted to a simulated ship.
- The option to turn on a slot filter has been moved to the right click menu for a slot (Activating this by double clicking a slot seemed to be causing some confusion).
- Drone Dps has been added to the drone panel header.
- Simulated drones now have tooltips that show their pertinent stats.
Thanks a ton for all your great feedback & bug reports! We've also have a plethora of suggestions, and while some of these might be plausible for future iterations, we are broadly happy with the feature set we have for the first release, and would prefer to focus on getting what we have to a highly polished quality level.
Thanks again for your continued assistance,
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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Matar Ronin
2063
|
Posted - 2016.10.06 17:48:48 -
[77] - Quote
Polish on!
GÇÿVain flame burns fast/and its lick is light/Modest flame lasts long/and burns to the bone.GÇÖ
" We lost a war we chose not to fight." Without a doubt this is the best way to lose any war and the worst excuse to explain the beating afterwards.
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Lugh Crow-Slave
3234
|
Posted - 2016.10.06 18:22:44 -
[78] - Quote
CCP Lebowski wrote:Hey all, A few changes/improvements have been made to Fitting Simulation in the last few days that I want to highlight:
- The drone dropdown menu has been updated to make it easy to add remove and modify stacks of drones.
- A "Find Type in Browser" option has been added to the right click menu of modules fitted to a simulated ship.
- The option to turn on a slot filter has been moved to the right click menu for a slot (Activating this by double clicking a slot seemed to be causing some confusion).
- Drone Dps has been added to the drone panel header.
- Simulated drones now have tooltips that show their pertinent stats.
Thanks a ton for all your great feedback & bug reports! We've also have a plethora of suggestions, and while some of these might be plausible for future iterations, we are broadly happy with the feature set we have for the first release, and would prefer to focus on getting what we have to a highly polished quality level. Thanks again for your continued assistance,
fighter DPS ever getting added?
BLOPS Hauler
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Bienator II
madmen of the skies
3587
|
Posted - 2016.10.10 05:09:45 -
[79] - Quote
a feature request for "later": - display your implants as fitting for your capsule - just like zkill does - button toggles between ship and pod fitting unless you are already in a pod
bonus: - display active drugs as capsule "modules" in their specific slots
edit: something like that: http://i.imgur.com/8TnZShn.png
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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Winter Archipelago
Autumn Industrial Enterprises
769
|
Posted - 2016.10.13 18:06:34 -
[80] - Quote
As I'm messing around with this a bit (a little late, I know, sorry), it took me a while to figure out where the Buy Fit option had gone, and it had to be pointed out to me by CCP Lebowski. Adding visibility in some way to the estimated cost might be helpful in that, or else it may end up as one of the "hidden features" like the old "Open Market Group" option used to be a few years back. Maybe using the multibuy button in front of it would make this a little more obvious?
For the Newbies: The 8 Golden Rules - The Magic 14 Skills - Finding the Right Corp - EVE University Wiki
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SGT FUNYOUN
Elysian Space Navy - 1st Fleet
99
|
Posted - 2016.10.13 18:12:02 -
[81] - Quote
Just watched Johnny Pew's (a.k.a. Sir Livingston's) youtube video on this... no longer can pilots use the excuse "I don't know how to fit my ship properly, the game didn't tell me/noone told/helped me. Imma rage quit and gripe about it!" Now a fight shall be won... primarily on a pilots skills to pilot their ship effectively and work with the limits of their character to fight and play more effectively.
No longer shall we hear "Its the ship's fault. Whaaa."
No... CCP has now given you the tools to make this game MUCH easier to play. No more having to download, install, update, and use exterior programs that run slowly, crash constantly, and cannot possibly update as quickly as the actual game itself... you now have the tools to play more easily Capsuleers!
TAKE YOUR DESTINY INTO YOUR OWN HANDS!!! |

SGT FUNYOUN
Elysian Space Navy - 1st Fleet
99
|
Posted - 2016.10.13 18:19:49 -
[82] - Quote
Nuadi wrote:Quote:ehp is calculated assuming omnidamage, rather than showing the ehp for the damage type you are weakest to While I realize your design is aimed at lowering the bar, this tool lacks a connection with Mission or Ratting players. It would be very benificial to have damage profiles for common enemies (e.g. Angel Cartel, Serpentis, etc.) so that players building mission fits will have a better idea of their capabilities. Edit to add: You could leverage such a selection (maybe a menu off to the right of resistances?) to include what ever profile matches the current in-game event going on. For example, right now include the Purity of Throne damage profile as a temporary selection to encourage fit crafting to run sites. Overall, this is a very nice implementation. I suggest
- Add a plane for the grid so that it is visible from below the ship as well, since the camera defaults to a upward angle
- In the module tooltip, indicate what the next click will do. E.g. "Active Module. Click to Overheat"
- The charges display is inconsistent with the Modules display. I suggest listing the current module types that are fit into the charges list, and then upon expansion list the charges that fit into that module. Having "tabs" at the top is a break in navigation paradigms that's not immediately intuitive
I would dare to say you are VERY correct good Sir. I like EVEHQ for my fitting tool right now. And in that it has a nice way of displaying exactly what you have listed here. I think a good thing for ya'll (CCP I mean) to look at would be how FT and EVEHQ handle this exact feature. |
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CCP karkur
C C P C C P Alliance
4080

|
Posted - 2016.10.13 18:36:04 -
[83] - Quote
Winter Archipelago wrote:As I'm messing around with this a bit (a little late, I know, sorry), it took me a while to figure out where the Buy Fit option had gone, and it had to be pointed out to me by CCP Lebowski. Adding visibility in some way to the estimated cost might be helpful in that, or else it may end up as one of the "hidden features" like the old "Open Market Group" option used to be a few years back. Maybe using the multibuy button in front of it would make this a little more obvious? Good suggestion, thanks 
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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Lavayar
russian sobr Dream Fleet
304
|
Posted - 2016.10.15 14:19:20 -
[84] - Quote
Plz remove awful button "manage drones" http://i.imgur.com/u7BP3sF.png |

MechaLynx
1
|
Posted - 2016.10.15 18:44:43 -
[85] - Quote
SGT FUNYOUN wrote:no longer can pilots use the excuse "I don't know how to fit my ship properly, the game didn't tell me/noone told/helped me. Imma rage quit and gripe about it!" Now a fight shall be won... primarily on a pilots skills to pilot their ship effectively and work with the limits of their character to fight and play more effectively.
No longer shall we hear "Its the ship's fault. Whaaa."
No... CCP has now given you the tools to make this game MUCH easier to play. No more having to download, install, update, and use exterior programs that run slowly, crash constantly, and cannot possibly update as quickly as the actual game itself... you now have the tools to play more easily
1. external programs are still necessary, this is amazing to have in-game, but it isn't intended to, nor does it replace external tools 2. they don't run slowly or crash constantly 3. I've been around a lot of rookies for the entirety of my playtime, never have I heard that excuse or seen that attitude. Perhaps that's their reaction to being fit-shamed, so good job of generating a problem where none existed 4. They can still present that excuse - this is a tool, you still have to learn how to fit ships - being given the stats does little in that direction, especially on ships you don't already have bought and are imminently going to fly. We could practice fitting ourselves before, that doesn't change - it just simplifies the process and removes the isk sink. If you think this somehow justifies you expecting rookies to know how to fit ships, just because it exists, you have no idea how learning works. 5. it doesn't make the game easier to play, it's a convenience.
Now, for something on-topic, is it possible for us to get the simulator to assume minimal skills needed to fit a simulated ship? I understand right now it just uses the character's skills for simplicity, which is understandable, but since the skill requirements are already in the db, i think it's reasonable (and much more useful, since we won't have custom character skillsets available) to have it assume minimal skills by default. I don't expect this to be implemented now, since you're already in the polish phase, but please consider it for the future. |

Matar Ronin
2179
|
Posted - 2016.10.15 19:00:50 -
[86] - Quote
SGT FUNYOUN wrote:Just watched Johnny Pew's (a.k.a. Sir Livingston's) youtube video on this... no longer can pilots use the excuse "I don't know how to fit my ship properly, the game didn't tell me/noone told/helped me. Imma rage quit and gripe about it!" Now a fight shall be won... primarily on a pilots skills to pilot their ship effectively and work with the limits of their character to fight and play more effectively.
No longer shall we hear "Its the ship's fault. Whaaa." Wow, I am one of the worst ship fitters I know of and I never used or heard anyone use these types of excuses/whines. I think you need a better class of corp mate buddy.
I think this is a good new tool. It is not another chance for you to pretend to be superior to other players. Trying different fits will teach players to field different and better fits for different situations. Why do you have to put other players down? Does it make you feel better about yourself? If it does perhaps you should give that some thought, what does it say about you?
GÇÿVain flame burns fast/and its lick is light/Modest flame lasts long/and burns to the bone.GÇÖ
" We lost a war we chose not to fight." Without a doubt this is the best way to lose any war and the worst excuse to explain the beating afterwards.
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Quintessen
Old Spice Syndicate Intrepid Crossing
508
|
Posted - 2016.10.18 19:11:07 -
[87] - Quote
I would love, love, love an exploration section for probe stats. It can be a pain to calculate manually and it would be nice if they weren't left out of this wonderful improvement.
Also, it's a bit unintuitive that you can drag a module in to equip it, but you can't drag a module out to un-equip it. That's been my biggest frustration with the fitting window as I always forget that after I come back from long breaks. Anything you can drag in you should be able to drag out.
- Q |

Veskin Sentinel
Sanxing
37
|
Posted - 2016.10.18 19:19:52 -
[88] - Quote
The fitting browser on the left is handy. If we were able to right click on a listed fit and select a "Show in Table Format" option, it would be great! Just like we see a fitting when we click a fitting link, it would be nice to have this option so that we can see the modules names at a glance, because in the fitting interface one needs to mouseover to see the module name and checking all the modules would take additional time.
www.veskin7.blogspot.com - my EVE related blog.
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CCP karkur
C C P C C P Alliance
4083

|
Posted - 2016.10.18 20:55:51 -
[89] - Quote
Veskin Sentinel wrote:The fitting browser on the left is handy. If we were able to right click on a listed fit and select a "Show in Table Format" option, it would be great! Just like we see a fitting when we click a fitting link, it would be nice to have this option so that we can see the modules names at a glance, because in the fitting interface one needs to mouseover to see the module name and checking all the modules would take additional time.
Yesterday I added a "view fitting" right click option, but I'm not sure if that build is already on Sisi... that will open up a standalone window with the fit  The window has changed a bit, but all the same info/options are available there.
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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CCP karkur
C C P C C P Alliance
4083

|
Posted - 2016.10.18 21:00:10 -
[90] - Quote
Quintessen wrote:I would love, love, love an exploration section for probe stats. It can be a pain to calculate manually and it would be nice if they weren't left out of this wonderful improvement.
Also, it's a bit unintuitive that you can drag a module in to equip it, but you can't drag a module out to un-equip it. That's been my biggest frustration with the fitting window as I always forget that after I come back from long breaks. Anything you can drag in you should be able to drag out.
- Q While working on this, we added 'sensor strength' to the probe tooltip.. That is already on TQ, but I made a small mistake with it so it says "34%" rather than "34 points" but it will be fixed on Thursday  I'm not sure what you mean by drag in/out, because you are an have always been able to drag stuff from the fitting window into your hangar/cargo.
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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TheSmokingHertog
Julia's Interstellar Trade Emperium
434
|
Posted - 2016.10.18 21:12:04 -
[91] - Quote
CCP karkur wrote:Quintessen wrote:I would love, love, love an exploration section for probe stats. It can be a pain to calculate manually and it would be nice if they weren't left out of this wonderful improvement.
Also, it's a bit unintuitive that you can drag a module in to equip it, but you can't drag a module out to un-equip it. That's been my biggest frustration with the fitting window as I always forget that after I come back from long breaks. Anything you can drag in you should be able to drag out.
- Q While working on this, we added 'sensor strength' to the probe tooltip.. That is already on TQ, but I made a small mistake with it so it says "34%" rather than "34 points" but it will be fixed on Thursday  I'm not sure what you mean by drag in/out, because you are an have always been able to drag stuff from the fitting window into your hangar/cargo.
But not into your corp hanger, don't know if you get a warning at that point to point you can drag to your item inventory.
"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X
"Schrödinger's Missile. I dig it." ~ Makari Aeron
-= "Brain in a Box on Singularity" - April 2015 =-
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Quintessen
Old Spice Syndicate Intrepid Crossing
509
|
Posted - 2016.10.18 22:27:58 -
[92] - Quote
CCP karkur wrote:Quintessen wrote:I would love, love, love an exploration section for probe stats. It can be a pain to calculate manually and it would be nice if they weren't left out of this wonderful improvement.
Also, it's a bit unintuitive that you can drag a module in to equip it, but you can't drag a module out to un-equip it. That's been my biggest frustration with the fitting window as I always forget that after I come back from long breaks. Anything you can drag in you should be able to drag out.
- Q While working on this, we added 'sensor strength' to the probe tooltip.. That is already on TQ, but I made a small mistake with it so it says "34%" rather than "34 points" but it will be fixed on Thursday  I'm not sure what you mean by drag in/out, because you are an have always been able to drag stuff from the fitting window into your hangar/cargo.
If you drag a "fit" module/rig from the ghost fitting window away from the window, nothing happens. |
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CCP karkur
C C P C C P Alliance
4085

|
Posted - 2016.10.19 00:29:42 -
[93] - Quote
Quintessen wrote:CCP karkur wrote:Quintessen wrote:I would love, love, love an exploration section for probe stats. It can be a pain to calculate manually and it would be nice if they weren't left out of this wonderful improvement.
Also, it's a bit unintuitive that you can drag a module in to equip it, but you can't drag a module out to un-equip it. That's been my biggest frustration with the fitting window as I always forget that after I come back from long breaks. Anything you can drag in you should be able to drag out.
- Q While working on this, we added 'sensor strength' to the probe tooltip.. That is already on TQ, but I made a small mistake with it so it says "34%" rather than "34 points" but it will be fixed on Thursday  I'm not sure what you mean by drag in/out, because you are an have always been able to drag stuff from the fitting window into your hangar/cargo. If you drag a "fit" module/rig from the ghost fitting window away from the window, nothing happens. Right, but you can drag it into the browser on the left hand side. The reason it's not moved when you drop it in a hangar is that you are not really moving stuff there, so it wouldn't make much sense. Also, the move is triggered by the source location and I'd rather not litter all inventory locations with code to handle that .
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
839
|
Posted - 2016.10.19 00:41:15 -
[94] - Quote
CCP karkur wrote:Quintessen wrote:CCP karkur wrote:Quintessen wrote:I would love, love, love an exploration section for probe stats. It can be a pain to calculate manually and it would be nice if they weren't left out of this wonderful improvement.
Also, it's a bit unintuitive that you can drag a module in to equip it, but you can't drag a module out to un-equip it. That's been my biggest frustration with the fitting window as I always forget that after I come back from long breaks. Anything you can drag in you should be able to drag out.
- Q While working on this, we added 'sensor strength' to the probe tooltip.. That is already on TQ, but I made a small mistake with it so it says "34%" rather than "34 points" but it will be fixed on Thursday  I'm not sure what you mean by drag in/out, because you are an have always been able to drag stuff from the fitting window into your hangar/cargo. If you drag a "fit" module/rig from the ghost fitting window away from the window, nothing happens. Right, but you can drag it into the browser on the left hand side. The reason it's not moved when you drop it in a hangar is that you are not really moving stuff there, so it wouldn't make much sense. Also, the move is triggered by the source location and I'd rather not litter all inventory locations with code to handle that  . That is not a very clean way to handle that in the simulation mode I started using the remove arrow because I could not figure out a clean way to handle that might need a trash can icon
The fact you have to remove a module to add another is annoying. Can't dragging a module over another switch them out.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
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Quintessen
Old Spice Syndicate Intrepid Crossing
509
|
Posted - 2016.10.19 03:01:56 -
[95] - Quote
CCP karkur wrote:Quintessen wrote:CCP karkur wrote:Quintessen wrote:I would love, love, love an exploration section for probe stats. It can be a pain to calculate manually and it would be nice if they weren't left out of this wonderful improvement.
Also, it's a bit unintuitive that you can drag a module in to equip it, but you can't drag a module out to un-equip it. That's been my biggest frustration with the fitting window as I always forget that after I come back from long breaks. Anything you can drag in you should be able to drag out.
- Q While working on this, we added 'sensor strength' to the probe tooltip.. That is already on TQ, but I made a small mistake with it so it says "34%" rather than "34 points" but it will be fixed on Thursday  I'm not sure what you mean by drag in/out, because you are an have always been able to drag stuff from the fitting window into your hangar/cargo. If you drag a "fit" module/rig from the ghost fitting window away from the window, nothing happens. Right, but you can drag it into the browser on the left hand side. The reason it's not moved when you drop it in a hangar is that you are not really moving stuff there, so it wouldn't make much sense. Also, the move is triggered by the source location and I'd rather not litter all inventory locations with code to handle that when it doesn't really belong there in the first place  .
I was moving into "space" or a non-UI element. But moving it towards the source location works and is much better than the little icons that exist now.
So I've played with it some more and, first, it's awesome. It's something I've been waiting for, for a long time. Thank you.
But, hopefully, I can give you some helpful feedback from a first-time (and second-time) user.
First the bugs:
* Some of the ships are having graphical issues in their ghost presentation. The Skiff, for example.
* I'm seeing a graphical glitch with the total drones/fighters. I added to groups, then manually increased them. It allowed me to increase the second group beyond the total capacity of the ship and when I re-opened it, it was corrected, but the number was formatted incorrectly (25.0 instead of 25) and that bled over onto the X.
* Visual nitpick: the little X in the Active Drones window appears to be off center.
Then requests:
* First, there doesn't appear to be a place to see your currently simulated ship's hull bonuses once you select it. I think there was an icon you could hover over before. I haven't seen anything yet.
* Also in the tooltip for the Hulls and Fits, fittings, it would be nice to get a larger visual preview of the ship. Something along the lines of the size they are in the info window. And more information would be nice as well. Not sure where you would draw the line though. My hope is that I would have enough info from that to consider the fitting.
* Also, it would be nice if the modules in the hardware section had more info in their tooltips. I really hate having to open up info on each and every one to see what they do.
* I would love a filter on the ship fittings for size or class. Even something as simple as filtering by rig size (S, M, L, XL). Also having combat/industrial filters would be great.
* This would be a great time to move the tiny little buttons (info, remove, unfit) to somewhere else and make them larger. Maybe put them in the tooltip. The buttons are so tiny and hard to click.
* If we could borrow a modified version of the Ship Tree group tooltip for the Hulls and Fits groups, that would be awesome. When you hover over the group (e.g. Interceptor) in the ship tree you get a little description (e.g. "Advanced, fast frigates hard to pin down, specializing in tackling.") along with the ship's symbol and size.
* Cycling through the various states isn't particularly enjoyable. It feels a bit like a pain that I can't just put the module in the precise state I want with a single click. Understandably you have the radial for the whole set high/mid/low rack. Perhaps we could get that radial for individual items?
Overall
I want to thank you so much for this feature. I know we won't get everything all at once and it will continue to go through iterations, but it's probably my favorite feature that will be added in a long time. Also the quality of the thing is great, visually nice and mostly bug-free. Thank you so much! |

Soldarius
O C C U P Y Test Alliance Please Ignore
1537
|
Posted - 2016.10.19 13:56:24 -
[96] - Quote
Arcturus Ursidae wrote:This tool is a really nice addition, however if I am at the client I want to play, I do most of my fitting from an app called NEOCOM while sat on the loo hiding from the kids.
Why is this not in an app outside the client? This is perfect for an app I can hold it on a tablet and fiddle with it while still playing the game.
There are already a number of oog applications you can use like EFT, pyfa, and others.
http://youtu.be/YVkUvmDQ3HY
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Veskin Sentinel
Sanxing
37
|
Posted - 2016.10.19 15:28:41 -
[97] - Quote
CCP karkur wrote:Veskin Sentinel wrote:The fitting browser on the left is handy. If we were able to right click on a listed fit and select a "Show in Table Format" option, it would be great! Just like we see a fitting when we click a fitting link, it would be nice to have this option so that we can see the modules names at a glance, because in the fitting interface one needs to mouseover to see the module name and checking all the modules would take additional time.
Yesterday I added a "view fitting" right click option, but I'm not sure if that build is already on Sisi... that will open up a standalone window with the fit  The window has changed a bit, but all the same info/options are available there.
\o/ Woot!
Just checked it, thanks! Looks pretty cool. :)
Keep up the good work!
www.veskin7.blogspot.com - my EVE related blog.
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Fzhal
Tessaract Industries
43
|
Posted - 2016.10.19 17:06:37 -
[98] - Quote
CCP karkur wrote:Quintessen wrote:CCP karkur wrote:Quintessen wrote:I would love, love, love an exploration section for probe stats. It can be a pain to calculate manually and it would be nice if they weren't left out of this wonderful improvement.
Also, it's a bit unintuitive that you can drag a module in to equip it, but you can't drag a module out to un-equip it. That's been my biggest frustration with the fitting window as I always forget that after I come back from long breaks. Anything you can drag in you should be able to drag out.
- Q While working on this, we added 'sensor strength' to the probe tooltip.. That is already on TQ, but I made a small mistake with it so it says "34%" rather than "34 points" but it will be fixed on Thursday  I'm not sure what you mean by drag in/out, because you are an have always been able to drag stuff from the fitting window into your hangar/cargo. If you drag a "fit" module/rig from the ghost fitting window away from the window, nothing happens. Right, but you can drag it into the browser on the left hand side. The reason it's not moved when you drop it in a hangar is that you are not really moving stuff there, so it wouldn't make much sense. Also, the move is triggered by the source location and I'd rather not litter all inventory locations with code to handle that when it doesn't really belong there in the first place  . By source location do you mean the fitting window? If so, could it be made to unequip the module if dragged/dropped into the round ship fitting area or completely out of the fitting window? |
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CCP karkur
C C P C C P Alliance
4087

|
Posted - 2016.10.19 17:12:17 -
[99] - Quote
Fzhal wrote:By source location do you mean the fitting window? If so, could it be made to unequip the module if dragged/dropped into the round ship fitting area or completely out of the fitting window? Sorry, I meant the 'destination' location (and have edited my post).
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
841
|
Posted - 2016.10.20 00:56:14 -
[100] - Quote
CCP karkur wrote:Fzhal wrote:By source location do you mean the fitting window? If so, could it be made to unequip the module if dragged/dropped into the round ship fitting area or completely out of the fitting window? Sorry, I meant the 'destination' location (and have edited my post)... so the if you drop something in the inventory, stuff happens because it's moved to that new location, adding to the new location triggers it. In order to allow you to unequip something by dragging it somewhere, that 'somewhere' needs to have code that knows how to handle the fake item. Hope that makes some sense, it's maybe a little more details than you care about  People are already used to dropping items in the center to fit them so unfitting like that would be confusing.
That makes sense but the location that allows removal is hidden which is an issue.
Is drag over and switch even an option with this current version of the fitting window?
It would be nice, that when you drag a different icon over the module a location inside the circle would show up and allow you to drop it in and then allow switching the active one back and forth so you can both see the two items you want to compare and also switch them out in the simulated fit.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
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MechaLynx
4
|
Posted - 2016.10.20 01:18:12 -
[101] - Quote
Could just highlight the modules listing with a yellow border to indicate a possible hotspot for dropping the module you want to drag off the ship to unfit it
a tiny trashcan that highlights when you drag a module would also work :P but i'd expect that to be undesirable to the design team |
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CCP karkur
C C P C C P Alliance
4088

|
Posted - 2016.10.20 13:28:42 -
[102] - Quote
Salpun wrote:CCP karkur wrote:Fzhal wrote:By source location do you mean the fitting window? If so, could it be made to unequip the module if dragged/dropped into the round ship fitting area or completely out of the fitting window? Sorry, I meant the 'destination' location (and have edited my post)... so the if you drop something in the inventory, stuff happens because it's moved to that new location, adding to the new location triggers it. In order to allow you to unequip something by dragging it somewhere, that 'somewhere' needs to have code that knows how to handle the fake item. Hope that makes some sense, it's maybe a little more details than you care about  People are already used to dropping items in the center to fit them so unfitting like that would be confusing. That makes sense but the location that allows removal is hidden which is an issue. Is drag over and switch even an option with this current version of the fitting window? It would be nice, that when you drag a different icon over the module a location inside the circle would show up and allow you to drop it in and then allow switching the active one back and forth so you can both see the two items you want to compare and also switch them out in the simulated fit. Swapping modules out like that works for the T3 subsystems, but it-¦s a real pain to deal with so for now we are just keeping it for the T3 modules. Sure, it could be done, but we also need to keep in mind that the fitting simulation has the luxury to be dealing with fake items and can just remove fake items and create new ones somewhere else if needed. That is not the case with the fitting window in normal mode, it needs to have things removed and added properly. You probably know and love the "there's already something in that location" message you get when trying to do that, and there's not really a good way around it. If we'd allow swapping it the fitting simulation, the expectation would be that it also worked in the normal mode, which is pretty tricky.
MechaLynx wrote:Could just highlight the modules listing with a yellow border to indicate a possible hotspot for dropping the module you want to drag off the ship to unfit it
a tiny trashcan that highlights when you drag a module would also work :P but i'd expect that to be undesirable to the design team Yeah, that's perhaps something we can look into. The problem with a trash can or anything like that is that we just have very limited space to work with in this window 
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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Anne Dieu-le-veut
Natl Assn for the Advancement of Criminal People
309
|
Posted - 2016.10.20 17:33:09 -
[103] - Quote
Looks promising! |

Bienator II
madmen of the skies
3591
|
Posted - 2016.10.20 23:45:04 -
[104] - Quote
i am wondering, since you already have the option to use a radial menu, why did you decide to cycle via left click through the module modes offline, online active, heat etc instead of using the radial menu for that too?
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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CCP karkur
C C P C C P Alliance
4088

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Posted - 2016.10.21 01:03:31 -
[105] - Quote
Bienator II wrote:i am wondering, since you already have the option to use a radial menu, why did you decide to cycle via left click through the module modes offline, online active, heat etc instead of using the radial menu for that too? It just seems a bit more natural to click on a module to turn it on than having to use radial menu. We also added the radial menu way later, when we had pretty much settled on the clicking to change the modules state. Sounds a bit silly to say since I implemented it, but I'm a big fan of the radial menu and always use it when playing. There is however a bit of a conflict with dragging. If something with a radial menu is draggable and you click on it and start to drag, do you want the radial menu or just to drag the thing? We have a way to guess the best we can what you were trying to do, but you can run into issues with this with drones and also in the fleet watchlist and it's pretty annoying when you want to drag things and get the radial menu. It's one of the reasons we haven't made a serious push to add radial menu to hangars, where you do a lot of dragging of items. So that's a factor here too, you'll be dragging stuff around and that might become annoying. Hope that makes sense  Btw, we just added the ability to go in the other direction. If you hold down SHIFT it toggles offline->overheated->active->online.
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
841
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Posted - 2016.10.21 01:36:08 -
[106] - Quote
CCP karkur wrote:Bienator II wrote:i am wondering, since you already have the option to use a radial menu, why did you decide to cycle via left click through the module modes offline, online active, heat etc instead of using the radial menu for that too? It just seems a bit more natural to click on a module to turn it on than having to use radial menu. We also added the radial menu way later, when we had pretty much settled on the clicking to change the modules state. Sounds a bit silly to say since I implemented it, but I'm a big fan of the radial menu and always use it when playing. There is however a bit of a conflict with dragging. If something with a radial menu is draggable and you click on it and start to drag, do you want the radial menu or just to drag the thing? We have a way to guess the best we can what you were trying to do, but you can run into issues with this with drones and also in the fleet watchlist and it's pretty annoying when you want to drag things and get the radial menu. It's one of the reasons we haven't made a serious push to add radial menu to the inventory, where you do a lot of dragging of items. So that's a factor here too, you'll be dragging stuff around and that might become annoying. Hope that makes sense  Btw, we just added the ability to go in the other direction. If you hold down SHIFT it toggles offline->overheated->active->online. Nice now we just need a button that takes offline out of the rotation. To bad we cant get two windows up and use that to compare multiple module changes.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
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Quintessen
Old Spice Syndicate Intrepid Crossing
513
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Posted - 2016.10.21 04:07:28 -
[107] - Quote
Another bug:
If you change the UI scaling with the character sheet open the times next to your skills in the skills area wrap incorrectly. Changing the UI scaling doesn't fix it, but changing skill categories does. |

GoldSnake
My hips are moving on their own
4
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Posted - 2016.10.21 06:30:53 -
[108] - Quote
I enjoy the idea of coming up with silly cockroach fits and dreaming of flying one. My personal favorite being this. |

MechaLynx
4
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Posted - 2016.10.22 01:29:47 -
[109] - Quote
Salpun wrote: Nice now we just need a button that takes offline out of the rotation. To bad we cant get two windows up and use that to compare multiple module changes.
I don't think that's necessary. Can have key combinations (if they're not already used) of shift+click to turn a module to overheat, ctrl+click to cycle between active and online and alt+click for offline.
CCP karkur wrote:Bienator II wrote:i am wondering, since you already have the option to use a radial menu, why did you decide to cycle via left click through the module modes offline, online active, heat etc instead of using the radial menu for that too? It just seems a bit more natural to click on a module to turn it on than having to use radial menu.
Agreed, I think a radial menu on each module would be a horrible mess. However (not that I think it should be done but) you _could_ theoretically, on hover, have icons appear on the outside radius of the fitting area (what i mean is, on a circle concentric to the modules but with a larger radius, farther out) which stay there if you hover directly from the module to them (much like the "Add to queue" button on the skill tooltips now, although the hover threshold there was weird). It _wouldn't_ be snappy to use and I really don't think this is an issue at all. At _most_ have hotkeys - the current functionality I think is sufficiently practical, considering how the UI works overall.
Wanted to also say thanks for fixing the ship traits for the simulation (used to not count, now they do :P) and huge props for the inclusion of probe strength and scan time on hover of launchers (I think it was you - if not, mad props to whoever's responsible!). I know it's already on TQ but I only recently noticed. |

Amarisen Gream
Divine Demise
297
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Posted - 2016.10.22 03:31:08 -
[110] - Quote
I've been reading the post - CCP karkur, question! Wouldn't an inventory overhual at somepoint help with some of the issues we incounter and allow for a more. . . universal . . . (not the right word) flow of actions.
One of the best features (not trying to devert from the main subject of the Ghost Fitting window) is to change hangers to act more like computer folders. I wouldn't mind seeing a system built on top of it that creats something like the structure access list. Maybe have to limit the number of possible sub-folders/containers.
But, I have to say, the new ghost fitting winow will be nice once it is finished and goes through about 900 reviews and patches. Have you all ever thought of redoing the whole window to free up space? It seems to be a trend in the last few years to just keep making every window bigger and bigger and bigger with most of the new stuff being fluff to make it look pretty.
Would sort of be nice to have an universile window style for Characters, Market, Fitting, etc.
"The Lord loosed upon them his fierce anger
All of his fury and rage.
He dispatched against them a band of Avenging Angels"
- The Scriptures, Book II, Apocalypse 10:1
DIDE- is open to new members
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Bienator II
madmen of the skies
3591
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Posted - 2016.10.22 06:38:19 -
[111] - Quote
CCP karkur wrote:Bienator II wrote:i am wondering, since you already have the option to use a radial menu, why did you decide to cycle via left click through the module modes offline, online active, heat etc instead of using the radial menu for that too? It just seems a bit more natural to click on a module to turn it on than having to use radial menu. We also added the radial menu way later, when we had pretty much settled on the clicking to change the modules state.
i mean having it onlining/offlining on left click is intuitive and also nice for backwards compatibility with the old fitting window, however the cycling through the other states attached to left click feels inconsistent in context of already having the radial menu feature for the rack. Plus it does not communicate to a new player what is actually happening, if a player clicks an overheat icon of the radial he can derive from it what he/she just did, clicking three times on an icon to make it change color however does not tell anything.
If you want to overheat the whole rack you can use the radial on the rack icon, but if you want to test only a single item you have to cycle through states instead of using the radial on the item icon?
CCP karkur wrote: There is however a bit of a conflict with dragging. If something with a radial menu is draggable and you click on it and start to drag, do you want the radial menu or just to drag the thing?a
yeah but that problem exists in other places too, for example in the target list, do you want to sort your targets or open the radial? A good default setting for the radial menu delay would mitigate that, but what usually works best for radial menus is to avoid using them on the primary mouse button. Eve has it on the left button so it is kinda stuck with the decision now.
the old fitting window has also another cool menu which popped up on mouse-over. Maybe that would be the solution if updated to the same quality of the radial menu? (larger icons with no space between the segments, like an unrolled radial menu)
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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Chris Roberts
Mind Games. Suddenly Spaceships.
16
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Posted - 2016.10.22 16:17:49 -
[112] - Quote
Would it be possible to add into the ghost fitting information popups, or into the attributes tab.
A guide to how effective modules are under there current stacking penalties?
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SurrenderMonkey
Space Llama Industries
2512
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Posted - 2016.10.22 17:37:59 -
[113] - Quote
Buy-all obviously should be in the right-click menu of a fit.
That's just... Eve UI 101 stuff.
"Help, I'm bored with missions!"
http://swiftandbitter.com/eve/wtd/
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Mara Rinn
Cosmic Goo Convertor
5955
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Posted - 2016.10.22 21:01:25 -
[114] - Quote
CCP karkur wrote:GǪ Right, but you can drag it into the browser on the left hand side. The reason it's not moved when you drop it in a hangar is that you are not really moving stuff there, so it wouldn't make much sense. Also, the move is triggered by the destination location and I'd rather not litter all inventory locations with code to handle that when it doesn't really belong there in the first place  .
One option I've seen used in other places is to change the destination area when a drag is occurring. So for example the module browser in the fitting window could darken, with overlay text "drag module here to remove from ghost fitting" or change the content from the module browser to a trash can outline, or some such.
Day 0 Advice for New Players
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Soltys
Brutor Tribe Minmatar Republic
158
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Posted - 2016.10.23 17:27:49 -
[115] - Quote
Are there any plans for:
- damage profiles ?
Reason: we fit ships against something. Even new / less experience players wanting to get sensible fit - simulation as currently implemented won't really help them and they will be quickly pointed to 3rd party tools.
Think how completely different a fit (and potentially a t2+ ship choice) would be when going against Sansha and against Angels.
I know there's the aim of being "more basic, less overwhelming", but this is IMHO essential.
- what about simulating boosters and implants ?
They can bring quite devastating differences (think astero that can align <1s, impel with 1m ehp, etc.). And it's good to have when trying to compare apples to apples while discussing fits in game. Otherwise we're back to alt-tabbing to pyfa/etc.
Form other stuff I noticed, EHP calculation seems a bit off when compared to Pyfa/EFT/calc.exe. Are there any roundings involved at some point, or shortcuts taken ?
Jita Flipping Inc.: Kovl
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JonnyPew
Imperial Academy Amarr Empire
51
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Posted - 2016.10.24 16:27:13 -
[116] - Quote
Quality of life improvement of the year!
http://www.youtube.com/JonnyPew
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CCP karkur
C C P C C P Alliance
4090

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Posted - 2016.10.24 17:02:16 -
[117] - Quote
Soltys wrote:Are there any plans for:
- damage profiles ?
Reason: we fit ships against something. Even new / less experience players wanting to get sensible fit - simulation as currently implemented won't really help them and they will be quickly pointed to 3rd party tools.
Think how completely different a fit (and potentially a t2+ ship choice) would be when going against Sansha and against Angels.
I know there's the aim of being "more basic, less overwhelming", but this is IMHO essential.
- what about simulating boosters and implants ?
They can bring quite devastating differences (think astero that can align <1s, impel with 1m ehp, etc.). And it's good to have when trying to compare apples to apples while discussing fits in game. Otherwise we're back to alt-tabbing to pyfa/etc.
Form other stuff I noticed, EHP calculation seems a bit off when compared to Pyfa/EFT/calc.exe. Are there any roundings involved at some point, or shortcuts taken ? For now we are not adding those things, but that's not saying we can't add them later. For now we'll be sticking to the basics and polish what we have, but the 3rd party tools already do this very well and we fully expect that people will keep using them 
Thanks, I'll take a look at the EHP, it wasn't off before but now it seems to be way off  the way off part was because I had a super powerful QA module fitted 
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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Soltys
Brutor Tribe Minmatar Republic
158
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Posted - 2016.10.24 21:36:10 -
[118] - Quote
CCP karkur wrote:Thanks, I'll take a look at the EHP, it wasn't off before but now it seems to be way off  the way off part was because I had a super powerful QA module fitted  but apart from that, I see exactly the same numbers as in Pyfa
Well something is off at least with Impel:
https://i1.someimage.com/LE5Uu1F.jpg
The character in question has 0 skills in transport ships, but resistances are still higher than they should be (essentially as if the character had 1 in transport ships).
Might be intended (skills assumed as at least minimum required to fly the ship), but dunno.
Jita Flipping Inc.: Kovl
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CCP karkur
C C P C C P Alliance
4090

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Posted - 2016.10.25 13:59:29 -
[119] - Quote
Soltys wrote:CCP karkur wrote:Thanks, I'll take a look at the EHP, it wasn't off before but now it seems to be way off  the way off part was because I had a super powerful QA module fitted  but apart from that, I see exactly the same numbers as in Pyfa Well something is off at least with Impel: https://i1.someimage.com/LE5Uu1F.jpg
The character in question has 0 skills in transport ships, but resistances are still higher than they should be (essentially as if the character had 1 in transport ships). Might be intended (skills assumed as at least minimum required to fly the ship), but dunno. Just looked into it and there are reasons for it and it's a correct value. If you found yourself sitting in this ship with level 0, the server would also consider this your resistance. It's really a non issue though, because you'd have to have at least level 1 to be in it, so you'd always have that +4% anyways 
CCP karkur | Programmer | Team Five 0 | @CCP_karkur
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Nam Dnilb
Universal Frog
275
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Posted - 2016.10.26 19:57:42 -
[120] - Quote
Played around with it, I like it and I didn't come across bugs in the process.
I'd like a global search bar. Right now it's in context of charges or modules. So you search for a damage control while having charges selected and thus get no result. You have to then select modules and enter your search again. Feels a bit clumsy.
Implants and such would be a superb addition, but if that is out of scope for now I'd like to see a percentage if you are short on grid or CPU. This would at least help to select the correct fitting implants immediately.
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Tarchus
21
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Posted - 2016.10.30 18:17:08 -
[121] - Quote
Yes, please, add a search function.
I'd be really useful.
Sorry, my bad. I just saw the search bar. :(
Thank you for adding the option to unfit all high/med/low slots in the exact place where i highlighted.... 4 years later. https://forums.eveonline.com/default.aspx?g=posts&t=127583
oh, you didn't add it in the real fitting screen... only in the simulated one... Crap! |

Aaril
Interstellar Consulting Group
39
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Posted - 2016.11.01 02:32:39 -
[122] - Quote
Maybe bug...deployables are not in the list of items. Mobile Depots and mobile warp disruptors in cargo are really important when it comes to cargo management.
In a similar vein...it looks like some improvements have been done to the cargo management. I really like the GUI (would be nice for some extra info such as volume of individual stacks of items/charges).
Has there been update on letting save fits with items in the cargo? It feels like all the basics are there (I can drag modules into the cargo, but it strips them off at the save). |

SysteMGhosT
GREENSPACE
12
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Posted - 2016.11.02 21:53:11 -
[123] - Quote
Please add a right click menu (on the fitted module), allowing the user to remove the module directly from the slot. |

TigerXtrm
KarmaFleet Goonswarm Federation
1777
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Posted - 2016.11.04 00:05:33 -
[124] - Quote
The effect of various command bursts currently don't translate to the fitting simulation when set as active. You have to fit them, undock and activate them to see their real effect on your stats. Would be very very helpful if that could be implemented.
My YouTube Channel - EVE Tutorials & other game related things!
My Website - Blogs, Livestreams & Forums
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Dragonschyld Voidwraith
Beyond the Sun
0
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Posted - 2016.11.04 05:44:06 -
[125] - Quote
Hi all, and especially to the Devs.
As a relatively new player still, (6 months in, so kinda end-of-life noob), I think this is a fantastic idea. Personally I've never liked having to use a 3rd-party tool for fitting. When starting out in the game, it was all very confusing, and annoying to have to minimize the game window to access the 3rd-party tool.
The one suggestion I have is possibly having a 'Required/Suggested Skills' button somewhere that will list not only the necessary skills for operating the modules chosen, but also those needed to fit them within PG/CPU limits. As CCP Karkur herself stated, its bloody annoying finding a fit you like, buying all the mods, and THEN discovering you're that 1% shy of fitting/running them.
I'm imagining something where a pilot's current skills list is considered against what the requirements are, and then generating a list of skills (and levels?) needed to operate the Ghostfitted modules.
IMHO this would go a LONG way towards helping newbs (Do we call them Alphas now?) cut through the confusion that is the enormous skills list (It's not a bad thing, its just a lot of info when you know jack-sh1t) and help them in planning their skill queues and progression.
Massive props to CCP Karkur , Lebowski and their teams, as well as all those working to keep EVE alive.
I just wish I'd gotten into it earlier...  |

Lugh Crow-Slave
3276
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Posted - 2016.11.04 07:23:49 -
[126] - Quote
still sad fighter DPS is unavailable :/
BLOPS Hauler
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Ncc 1709
Fusion Enterprises Ltd Badfellas Inc.
313
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Posted - 2016.11.06 15:32:20 -
[127] - Quote
Show charge info on simulation isnt not working. changing moduals isnt affecting the stats of the charge info window.
ive only tested this on missiles on the phoenix |

MechaLynx
4
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Posted - 2016.11.10 14:09:40 -
[128] - Quote
Dragonschyld Voidwraith wrote: The one suggestion I have is possibly having a 'Required/Suggested Skills' button somewhere that will list not only the necessary skills for operating the modules chosen, but also those needed to fit them within PG/CPU limits. As CCP Karkur herself stated, its bloody annoying finding a fit you like, buying all the mods, and THEN discovering you're that 1% shy of fitting/running them.
I'm imagining something where a pilot's current skills list is considered against what the requirements are, and then generating a list of skills (and levels?) needed to operate the Ghostfitted modules.
IMHO this would go a LONG way towards helping newbs (Do we call them Alphas now?) cut through the confusion that is the enormous skills list (It's not a bad thing, its just a lot of info when you know jack-sh1t) and help them in planning their skill queues and progression.
It can already tell you what skills you're missing (it's the small book icon on the top left), but it's ambiguous to list skills needed to fit a ship because:
1. multiple different sets of skills can help in some cases (for example, Power Grid Management V OR Advanced Weapon Upgrades IV might let you use the same fit, so which one should it suggest? And if you're thinking "all alternatives", it becomes even fuzzier to figure out how to compute the set of possible combinations that aren't excessive - not to mention implants),
2. Since showing you what skills your missing is already there, I won't address that part, but the new skill queue is a huge step back in helping rookies already (although ironically intended to do so), since it now autosaves the queue (which means no more theorycrafting and undoing the test queue). On the other hand, the new skill queue will tell you what you unlock, so that's something. |

Meih Notyou
Sebiestor Tribe Minmatar Republic
0
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Posted - 2016.11.10 17:29:48 -
[129] - Quote
This feature works amazingly! Definitely good work. My only question(probably been a lot of others with the same question) is about fighter damage. Any word on when this will be implemented? If other tools like EFT and EvE Droid(mobile app for android) can do this, would it be difficult to implement it ingame? |

Feng Yotosashi
Yamato Inc.
0
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Posted - 2016.11.12 09:36:43 -
[130] - Quote
Nice! Great feature. |
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Dragonschyld Voidwraith
Beyond the Sun
0
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Posted - 2016.11.22 04:50:39 -
[131] - Quote
Thanks, Mechalynx
Must admit, I missed that button. But that was exactly what I was aiming at. Obviously wasn't clear enough on what I stated though... My idea was not about skills for the entire ship with all options, but based on which mod you dropped into the fit, and listing the skills just for that mod that your char required still, so the function works brilliantly. |

Veronica Shi
Deadspace Corp. Sleepless Sitting Ducks
0
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Posted - 2016.12.10 04:57:33 -
[132] - Quote
So i've been using it for a while now its replaced EFT for me actually. ITs awesome i only have two problems. First sometimes the fitting wont update or updates with a blank module slot... happens alot actually, more pain in the ass than anything...
Second WHY THE **** IS THERE NO UNFIT ALL FOR BASE FITTING! i seen it in the sim and LOST MY **** its amazing! went back to base fitting.... its not there...WTF... i mean if they'res a Techno reason why sure, maybe a pain in the ass routing the items but make it in station only and end up in item hanger?
Other than those two issues its pretty awesome thx!
P.S. maybe keep the same search bar from hardware to hull&Fits? kinda annoying. |
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