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Stradivarious
Body Count Inc. Pandemic Legion
0
|
Posted - 2011.10.27 04:21:00 -
[121] - Quote
Couples questions or maybe some ideas for you guys. First off loving the program, already use it instead of EFT.
Question: Do you have any plans for migrating this to other platforms in addition to the 3 OSes, specifically tablets and smartphones? I'm stuck using government computers at work so not able to run unapproved software and something for a game definitely will not get approved. :) I'm playing with my blackberry playbook atm trying to port it in via the leaked android player, no experience in it so no clue if I'll be successful or not but got the idea from the guy who said he got it to work on his phone.
Feature request: For multi boxers/fleet usage, the ability to have a 2nd ship in another tab that not only allows fleet bonuses like others have requested but the ability to specifically drag modules from that ship and have them applied to the other ship, like remote tracking links on a scimitar being applied on another ship(including character skill and ship bonuses). Not even EFT allows this that I have seen, I've had to do tests in game to see the effects.
Lastly, not necessarily for the developers, if anyone has any tips for converting programs into "apps" would appreciate the help. :)
Keep up the good work guys, excellent job so far. |

Iam Widdershins
Project Nemesis Moar Tears
69
|
Posted - 2011.10.27 11:48:00 -
[122] - Quote
Stradivarious wrote: Feature request: For multi boxers/fleet usage, the ability to have a 2nd ship in another tab that not only allows fleet bonuses like others have requested but the ability to specifically drag modules from that ship and have them applied to the other ship, like remote tracking links on a scimitar being applied on another ship(including character skill and ship bonuses). Not even EFT allows this that I have seen, I've had to do tests in game to see the effects.
EFT has had this feature for bloody ages. Just do it like you said: drag modules from the ship into the Projected Effects box. Everything but damage-applying modules works, including webs, ECM, tracking links, neuts, and all forms of non-damage drones. |

Enik3
Greater Order Of Destruction Black Legion.
3
|
Posted - 2011.10.27 13:04:00 -
[123] - Quote
Awesome program! One of the minor details that EFT lacked was the ability to see meta levels on individual mods, so with changes like this and many others, pyfa is a great evolution in functionality.
One obvious limitation, as others have noted, is having implants tied to ship fits instead of the character itself. I can see why people would want to exclude implants when experimenting with fits though. So perhaps it would make sense to apply them universally but then allow an easy way to toggle them off on a fit. So instead of having to add them to an individual fit, you could easily exclude them from an individual fit. |

Kadesh Priestess
Scalding Chill
39
|
Posted - 2011.10.27 13:11:00 -
[124] - Quote
Stradivarious wrote:Couples questions or maybe some ideas for you guys. First off loving the program, already use it instead of EFT.Feature request: For multi boxers/fleet usage, the ability to have a 2nd ship in another tab that not only allows fleet bonuses like others have requested but the ability to specifically drag modules from that ship and have them applied to the other ship, like remote tracking links on a scimitar being applied on another ship(including character skill and ship bonuses). Just drag setup from ship browser to projected stuff list, should do it. If you want some character to be applied - open setup-projector and pick some character, then switch back to projectee.
Stradivarious wrote:Question: Do you have any plans for migrating this to other platforms in addition to the 3 OSes, specifically tablets and smartphones? I'm stuck using government computers at work so not able to run unapproved software and something for a game definitely will not get approved. :) I'm playing with my blackberry playbook atm trying to port it in via the leaked android player, no experience in it so no clue if I'll be successful or not but got the idea from the guy who said he got it to work on his phone. Massive overhaul of engine backing pyfa is in progress, it will use C++ and provide bindings to numerous languages like python, ruby, php. For you this means - no, pyfa itself won't be ported to these platforms, but when this engine complete, writing any fitting tool for any platform should be easy task, so maybe someone else will do it.
Stradivarious wrote:Lastly, not necessarily for the developers, if anyone has any tips for converting programs into "apps" would appreciate the help. :) I have no idea what it means. Mac .app package? |

Ellie Anduin
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2011.10.27 14:24:00 -
[125] - Quote
The Damage Pattern Editor doesn't appear to work entirely. The import button sort of works, but I can't seem to import more than 1 at a time. |

Stradivarious
Body Count Inc. Pandemic Legion
0
|
Posted - 2011.10.27 16:09:00 -
[126] - Quote
Iam Widdershins wrote: EFT has had this feature for bloody ages. Just do it like you said: drag modules from the ship into the Projected Effects box. Everything but damage-applying modules works, including webs, ECM, tracking links, neuts, and all forms of non-damage drones.
Yes and no, you can drag modules but scripts for those modules are unavailable and the ship bonuses for those modules are not reflected, for instance the scimitars 10% to tracking link per level bonus, same with character skill for those modules. I've got EFT up right now, showing 5 tracking links, no scripts and unable to put the scimitar I have open in addition to the tempest or rokh I have up as a booster. Numbers on the guns do not match what I have in the actual game with same setup and the bonuses applied.
In regards to apps, I meant like android .apk files or RIM's .bar files. May take you up on that about using the engine on other platforms once its complete, I'd pretty much have to start from scratch reteaching myself programming but it sounds interesting and I have lots of free time with no access to eve for the next 3 years lol. |

Iam Widdershins
Project Nemesis Moar Tears
70
|
Posted - 2011.10.27 21:15:00 -
[127] - Quote
Stradivarious wrote:Iam Widdershins wrote: EFT has had this feature for bloody ages. Just do it like you said: drag modules from the ship into the Projected Effects box. Everything but damage-applying modules works, including webs, ECM, tracking links, neuts, and all forms of non-damage drones.
Yes and no, you can drag modules but scripts for those modules are unavailable and the ship bonuses for those modules are not reflected, for instance the scimitars 10% to tracking link per level bonus, same with character skill for those modules. I've got EFT up right now, showing 5 tracking links, no scripts and unable to put the scimitar I have open in addition to the tempest or rokh I have up as a booster. Numbers on the guns do not match what I have in the actual game with same setup and the bonuses applied. False. Scripts and bonuses are completely applied. You have to actually drag it from the other fit with the desired skills and scripts already applied, mate. If you drag it from the left it's just modules with no skills applied.
Your example from in game is terrible: The Scimitar's 10% bonus to tracking links is NOT a bonus to its effectiveness, it's a bonus to its efficiency -- that is, capacitor usage. This effect is also applied correctly.
Seriously, I do this all the time. EFT has this feature, please stop whining about it being missing when it is already there. |

Tashanaka
Adhocracy Incorporated Adhocracy
4
|
Posted - 2011.10.27 22:59:00 -
[128] - Quote
Overall I'm liking the program there is a few UI/features I'd like to see:
- The ship search bar open by default instead on having the click on the button.
- I'm missing the ability to "Drag & Drop" modules too. I'm picky in the arrangement I like my mods in EFT, but it's not so easy in this program to arrange the mods since you can't drag them around or from the Market window.
- A separator on the low/med/high slots like in EFT just looks better visually and also an ability to hide columns
- Skins/Themes. I'd like a dark theme to better match EVE's UI color. I'm using Windows and it seems tied to the Windows theme.
Two minor ones: I liked EFT's way to swap subsystems on T3 fits I also liked EFT's way of overriding skills instead of having to do it in the Character panel. Minor issue though.
|

Stradivarious
Body Count Inc. Pandemic Legion
0
|
Posted - 2011.10.28 05:55:00 -
[129] - Quote
Iam Widdershins wrote: False. Scripts and bonuses are completely applied. You have to actually drag it from the other fit with the desired skills and scripts already applied, mate. If you drag it from the left it's just modules with no skills applied.
Your example from in game is terrible: The Scimitar's 10% bonus to tracking links is NOT a bonus to its effectiveness, it's a bonus to its efficiency -- that is, capacitor usage. This effect is also applied correctly.
Seriously, I do this all the time. EFT has this feature, please stop whining about it being missing when it is already there.
Well if you do this all the time you might want to actually be accurate lol, and I'm not here to draw a line in the sand and duke it out with you, save it for the game.
Example: Scimitar with logi 5 pilot, no script in link, 16 activation(aka cap use), Cerb with same pilot and tracking link with no script, activation 16(used Cerb just for an example, efficiency is definitely NOT cap use). Quit assuming(CCPs history on descriptions is horrid) and use numbers to back it up and to further make my point, base activation is 20 on tracking link 2, 16 is NOT 50% of 20... On the other hand a tracking link 2 on a scimitar with no script optimal 11.25%, falloff 22.5%, tracking 22.5%, base and on cerb optimal 7.5%, falloff 15%, tracking 15%. Guess where the "efficiency" gets applied? Figured it out yet? The scimitars purpose in life since it came out back in 05 iirc has been to be THE tracking /optimal booster, nothing else compares due to that bonus. Its common use as a shield rep ship is a secondary characteristic that has become its popular use.
As for the EFT dragging trick I did not know that, thank you for informing me. :) And yes it works as you say.
|

Iam Widdershins
Project Nemesis Moar Tears
76
|
Posted - 2011.10.28 08:27:00 -
[130] - Quote
Stradivarious wrote:Well if you do this all the time you might want to actually be accurate lol, and I'm not here to draw a line in the sand and duke it out with you, save it for the game.
Example: Scimitar with logi 5 pilot, no script in link, 16 activation(aka cap use), Cerb with same pilot and tracking link with no script, activation 16(used Cerb just for an example, efficiency is definitely NOT cap use). Quit assuming(CCPs history on descriptions is horrid) and use numbers to back it up and to further make my point, base activation is 20 on tracking link 2, 16 is NOT 50% of 20... On the other hand a tracking link 2 on a scimitar with no script optimal 11.25%, falloff 22.5%, tracking 22.5%, base and on cerb optimal 7.5%, falloff 15%, tracking 15%. Guess where the "efficiency" gets applied? Figured it out yet? The scimitars purpose in life since it came out back in 05 iirc has been to be THE tracking /optimal booster, nothing else compares due to that bonus. Its common use as a shield rep ship is a secondary characteristic that has become its popular use.
As for the EFT dragging trick I did not know that, thank you for informing me. :) And yes it works as you say.
Logistics ships are logistics ships. I looked over it very briefly; my Scimitar pilots have always really had Logistics 5 so I haven't had to **** around with it. I just saw the cap usage of the module drop between no-skills and all-5, for obvious reasons, plus the wording of the bonus is pretty ambiguous.
So, the Logistics skill bonus is to the effectiveness of the tracking link's effects on its target. This is reflected by skills in EFT, and affects the bonuses given to the target by the module when it is dragged, including scripts and skills at the time that it was dragged. This has been the case since the feature was released about 3 bazillion years ago, and will continue to be the case in future versions of EFT.
I'd think better of you if you didn't pull that condescending "figure it out yet?" crap on me when you yourself were having difficulty using an entire tab at the bottom of every single fit in EFT. Also, the Scimitar's popularity does not reside in its bonus to tracking links which it shares with the Oneiros 1-for-1. (So, actually, it's far from the only ship that can do it; a well-skilled Oneiros can actually field two if desired.) It is primarily in the combination of its speed, its well-rounded resists, its wonderfully low signature radius, and its ability to keep up with and keep alive ever-popular shield-nano gangs and fleets in any numbers without relying on energy transfers.
You may get the mistaken impression that it's all about the tracking if you spend most of every day carebearing and grinding out Vanguards in your shiny incursion ship, but even then you're forgetting that its primary role in the fleet is that of a Logistics, without which ability it would be verging on useless. |
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Joel Mi
A.S.A.E. Sons of EvE Alliance
0
|
Posted - 2011.10.30 14:58:00 -
[131] - Quote
Im using pyfa for the first time. so far i think its an awesome tool
but im trying to know a couple of things and want to know if the tool allows it
- for the speed of the ship that its indicated is the any way to know if i hit overload how much will it go - for the dps the same as above - if i active tank a ship with cap recharges (lets say i bring a few of them), how long does it takes for me to go out of cap while active tanking.. and of course while overloading the cap booster - how long it takes for the modules to burn if overloaded
also for the damage pattern editor how do you guys edit this? if it is against npc of course you know what will it you the most, but how do you do it for pvp? |

Laurici
The Priesthood The 0rphanage
0
|
Posted - 2011.10.30 18:17:00 -
[132] - Quote
New user here, liking it so far though! couple of questions though, where do you get module prices [including faction ones] from? [btw, faction prices autoupdating is a major MAJOR plus over EFT] and secondly, torpedo range is lower than the equivalent EFT fit, does this reflect the "acceleration" issue that I have heard some people talk about [i.e. range in EFT assumes travel time*max velocity but doesn't take into account torpedo doesn't move at max velocity when it is launched]? great tool! |

Ja'kar
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2011.10.30 20:05:00 -
[133] - Quote
Hi for those of us who are noobs with files and installing such files...
Could you please post a brief description of how to install!
Thank you so much
Jak |

Spider Fiona
Wrecking Shots Morsus Mihi
0
|
Posted - 2011.10.31 01:56:00 -
[134] - Quote
it looks great on my windows. I havent used much after I downloaed it, so the suggestions blow might not be probably.
The icon is a rifter , its cool but it is too dark that somehow I cant find it on my desk The implants are not bounded to characters, I have to add implants on every fitting Users have to creat a new tab for a new fitting, if not, the current fitting window is replaced by new one. |

Hisshou
Lets Get Rocked Important Internet Spaceship League
4
|
Posted - 2011.10.31 08:37:00 -
[135] - Quote
looks better than eft
|

Lady SixSkies
Re-Awakened Technologies Inc
1
|
Posted - 2011.10.31 09:00:00 -
[136] - Quote
It looks very nice, although drag/drop function would be cool as I got used to it using EFT.
I would gladly use this program instead, but for some reason on one of my computers when I start up character editor it simply crashes (on other one works fine). Both have the same OS although configuration is entirely different (as in CPU, memory etc).
Has anyone else had this problem too, or perhaps is it a known bug? |

Sakari Orisi
BIG Gentlemen's Agreement
0
|
Posted - 2011.10.31 09:45:00 -
[137] - Quote
Lady SixSkies wrote:It looks very nice, although drag/drop function would be cool as I got used to it using EFT.
I would gladly use this program instead, but for some reason on one of my computers when I start up character editor it simply crashes (on other one works fine). Both have the same OS although configuration is entirely different (as in CPU, memory etc).
Has anyone else had this problem too, or perhaps is it a known bug?
Hey there,
This is a known bug and is caused by border padding at zero here's the open ticket about this, a workaround is described in it: http://trac.evefit.org/ticket/344 |

Kadesh Priestess
Scalding Chill
44
|
Posted - 2011.11.04 18:39:00 -
[138] - Quote
New release, singularity-311120
Windows: archive Mac: archive Source: archive
Among changes relatively to old build - tier 3 BCs changes (primarily reduction of weapon accurateness by replacing bonuses, hp nerf), agility boost replaced agility nerf (for hybrid vessels), and tech 2 missiles got their penalties back. |

Iam Widdershins
Project Nemesis Moar Tears
113
|
Posted - 2011.11.05 08:02:00 -
[139] - Quote
I really hope they do end up taking away the penalties for rage/fury/precision/javelin. The drawbacks of using those ammunition types are bad enough already. |

Demeter Worthington
Science and Trade Institute Caldari State
0
|
Posted - 2011.11.05 09:47:00 -
[140] - Quote
I have Ubuntu 11.10. Is there a place where I could follow instructions on how to install it? The installation instructions on the download site, do not do the trick...
Help please? Thanks |
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Sakari Orisi
BIG Gentlemen's Agreement
0
|
Posted - 2011.11.05 10:14:00 -
[141] - Quote
Demeter Worthington wrote:I have Ubuntu 11.10. Is there a place where I could follow instructions on how to install it? The installation instructions on the download site, do not do the trick...
Help please? Thanks Any specific error message you're getting ? Need something to start with to be able to help you out :)
Most likely reason:
You forgot to install one of the dependencies, make sure you get the following via ubuntu's package management system:
Python wxPython SQLAlchemy Matplotlib (Optional, needed for graphs only) numpy (Optional, needed for graphs only)
|

Demeter Worthington
Science and Trade Institute Caldari State
0
|
Posted - 2011.11.05 10:35:00 -
[142] - Quote
Hello and thank you for your answer.
Most definitely I am missing libraries. But I can't get what is said by the Ubuntu Software Center. On the other hand I cant' follow the instructions for the packages needed in each of their sites. I wouldn't know where to begin.
I am not an advanced Linux user. I don't know what to compile or how to apt-get the names of the packages needed.
I know how to copy commands though.
So I guess what I was looking would be a series of terminal commands that would get the job done.
I tried the "sudo apt-get install Python", which said that I have the latest version already installed. As far as the other pachages are concerned, I tried the names, but couldn't find them.
Anyone can help me on that? |

Demeter Worthington
Science and Trade Institute Caldari State
0
|
Posted - 2011.11.05 14:27:00 -
[143] - Quote
I got my answers on the Linux thread. Thanks everyone :-)
|

Officer Nyota Uhura
45
|
Posted - 2011.11.05 18:37:00 -
[144] - Quote
Cameron Zero wrote:Why use this over EFT?
Because EFT doesn't run on my Mac, but this runs perfectly well.
Thanks, Kadesh! This is the best thing since Falcon nerf!!! |

NightmareX
Interstellar Brotherhood of Gravediggers The 0rphanage
4
|
Posted - 2011.11.05 20:17:00 -
[145] - Quote
Any ETA on when pyfa will get the new Battlecruisers added? |

Sakari Orisi
BIG Gentlemen's Agreement
0
|
Posted - 2011.11.05 21:16:00 -
[146] - Quote
NightmareX wrote:Any ETA on when pyfa will get the new Battlecruisers added?
https://forums.eveonline.com/default.aspx?g=posts&m=308008#post308008
ETA: A few weeks ago now :D |

NightmareX
Interstellar Brotherhood of Gravediggers The 0rphanage
4
|
Posted - 2011.11.05 21:19:00 -
[147] - Quote

Thanks for that. |

HELIC0N ONE
GoonWaffe Goonswarm Federation
14
|
Posted - 2011.11.06 01:03:00 -
[148] - Quote
This looks interesting.
One thing I'd like to be able to do is modify existing hulls or modules for theorycrafting purposes, switch out bonuses, play with agility modifiers and mass values and slots, change optimal and falloff values, etc. Especially when there's large amounts of changes in the pipeline for Eve it would be useful to switch attributes around for, say, t3 battlecruisers, or blasters, or T2 ammo, and get an immediate idea of what the end result might be. I heard this was theoretically possible in EFT but involved digging in the raw data files and messing with the walls of code contained within (I know very little about such things so was pretty much stumped).
Is something along these lines possible in your program or could it be included? |

Sakari Orisi
BIG Gentlemen's Agreement
0
|
Posted - 2011.11.06 08:56:00 -
[149] - Quote
HELIC0N ONE wrote:This looks interesting.
One thing I'd like to be able to do is modify existing hulls or modules for theorycrafting purposes, switch out bonuses, play with agility modifiers and mass values and slots, change optimal and falloff values, etc. Especially when there's large amounts of changes in the pipeline for Eve it would be useful to switch attributes around for, say, t3 battlecruisers, or blasters, or T2 ammo, and get an immediate idea of what the end result might be. I heard this was theoretically possible in EFT but involved digging in the raw data files and messing with the walls of code contained within (I know very little about such things so was pretty much stumped).
Is something along these lines possible in your program or could it be included?
Its rather easy:
Download sqlitebrowser Open eve.db; which is in pyfa/staticdata with it and start changing around stuff The most likely targets for changes are invtypeattrs (attribute values per item) and invtypeeffects (bonusses/effects per item)
EDIT: you probably want to back up the original eve.db beforehand |

Rokokoko
Chemical Dependency
0
|
Posted - 2011.11.07 06:45:00 -
[150] - Quote
Anyone have the issue where if you try to export to EFT the format is incorrect, the export does not export with each slot on a new line. |
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