| Pages: 1 2 3 4 5 6 7 8 [9] 10 11 12 13 14 15  .. 15 :: one page | 
      
      
        | Author | Thread Statistics | Show CCP posts - 1 post(s) | 
      
      
        |  Salani
 Salani Corp
 
 0
 
 
       | Posted - 2011.12.15 11:33:00 -
          [241] - Quote 
 
 Oppelganger D wrote:Any advance on the API issue? 
 I had the same problem. (I could fetch character list but not skills)
 
 I closed the program and selected run as administrator.
 
 I could then fetch cahracter list and then skills.
 
 I cloesd the program and started it in 'normal' mode again.
 
 I can still fetch character list and skill list.
 
 My guess it that the program attempts to write some data to the disk where it does not have permission the firts time you import skills?
 
 
 
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        |  Kadesh Priestess
 Scalding Chill
 
 100
 
 
       | Posted - 2011.12.15 12:34:00 -
          [242] - Quote 
 
 Derath Ellecon wrote:It's been fixed only internally now, we plan to make new release when few other problems are rectified.Just curious. I seem to remember a few pages back that Wormhole effects were not working properly under windows. Has there been an update to fix that yet? 
 
 Oppelganger D wrote:Not yet. At least, no public progress :)Any advance on the API issue? 
 
 Rawnie wrote:Pyfa itself doesn't make any use of registry keys. Some of its numerous components can do it, but i have no idea how they can affect stability in such way. Sorry, but unless I know what exactly causes it and can reliably reproduce it - i can't really help you.I can try that but to clarify, 1.1 worked fine since it was released until the other night. Are there any registry keys that require deletion for a complete removal of pyfa? 
 
 Salani wrote:Now, this sounds weird (besides that log file, we're not trying to save data to protected location). Thanks for this important notice, at least it points us to some direction.Oppelganger D wrote:Any advance on the API issue? I had the same problem. (I could fetch character list but not skills) I closed the program and selected run as administrator.  I could then fetch cahracter list and then skills. I cloesd the program and started it in 'normal' mode again. I can still fetch character list and skill list. My guess it that the program attempts to write some data to the disk where it does not have permission the firts time you import skills? | 
      
      
        |  Oppelganger D
 Brutor Tribe
 Minmatar Republic
 
 0
 
 
       | Posted - 2011.12.15 13:50:00 -
          [243] - Quote 
 
 Salani wrote:I had the same problem. (I could fetch character list but not skills)
 
 I closed the program and selected run as administrator.
 
 I could then fetch cahracter list and then skills.
 
 
 Just to confirm on the Linux side, running Pyfa as root does enable me to fetch the API key successfully.
 Just a note, unlike Salani's experience on Windows it still doesn't fetch the API key without root on Linux.
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        |  Rawnie
 The Elysian Horde
 Elysian Empire
 
 0
 
 
       | Posted - 2011.12.15 19:02:00 -
          [244] - Quote 
 Just to let you know my problem is solved. I'm not sure what did it but I deinstalled Python 2.7.2 and a few other things I installed recently. I downloaded the archived pyfa and it worked. I restored pyfa's .pyfa folder and got my settings and fittings back.
 
 I reinstalled the programs I deinstalled, and its still working, so no idea what did it.
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        |  Katara TBE
 Knights of Azrael
 
 0
 
 
       | Posted - 2011.12.16 02:40:00 -
          [245] - Quote 
 might just be me being real thick
  but how do you remove modules from a fitting right click has no option and also dragging and dropping a new module doesnt work? | 
      
      
        |  Katara TBE
 Knights of Azrael
 
 0
 
 
       | Posted - 2011.12.16 02:43:00 -
          [246] - Quote 
 
 Katara TBE wrote:might just be me being real thick    but how do you remove modules from a fitting right click has no option and also dragging and dropping a new module doesnt work? 
 
 Never mind i found it out by rage bashing my mouse and swearing at the screen, you simply double click on teh module
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        |  Rawnie
 The Elysian Horde
 Elysian Empire
 
 0
 
 
       | Posted - 2011.12.16 07:31:00 -
          [247] - Quote 
 Or select a bunch by clicking one, hold shift, click another and press delete on your keyboard
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        |  Kadesh Priestess
 Scalding Chill
 
 100
 
 
       | Posted - 2011.12.16 13:55:00 -
          [248] - Quote 
 For all those experiencing inability to fetch data via API:
 
 Windows: Archive
 Source: Archive
 
 Please download this debug build, attempt to fetch character data without admin privileges, then with them, then find [your user folder]/pyfalog.txt file and upload its contents somewhere (any text paste services like pastebin.com or pastie.org, or any file hosting services).
 
 We suspect it's caused by proxy autodetection code (there's possibility that it needs high access level, depending on system configuration), and need to confirm it.
 
 
 Rawnie wrote:Glad to hear, it sounded like environment problem since very beginning.Just to let you know my problem is solved. <...>
 I reinstalled the programs I deinstalled, and its still working, so no idea what did it.
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        |  stoicfaux
 
 416
 
 
       | Posted - 2011.12.16 17:35:00 -
          [249] - Quote 
 
 Kadesh Priestess wrote:Rawnie wrote:I am running Windows 7 Ultimate, x64, problems started with the latest stable Pyfa 1.1 Crucible. It was only after the crashes I started trying the nightlys.
 I'd appreciate any help with this, Im missing my daily fix of pyfa already.
 Windows nighties are currently broken and being looked into. 1.1 release crashes... well, could you please try previous stable release?http://dl.evefit.org/stable/1.0.6/ Please let us know if you can launch it or not. 
 I'm getting the same crash issue (Fault Module Name: sqlalchemy.cresultproxy.pyd) on Win7, x64 with the current release and the 1.06 version.
 
 I've also noticed that I cannot launch a couple of my steam games at night after I've been running Eve, and other apps during the day. I have to reboot to launch a steam game successfully.
 
 I'm thinking that pyfa and Steam starting having issues after Windows Update ran on my system last night. The recent Eve patches could also be the cause or a part of the problem.
 
 
 edit: This problem is probably not a pyfa issue, so before anyone digs into it, let me check the Steam tech support forums.
 
 You can tell me what is and isn't true when you pry the tinfoil from my cold, lifeless head.
 
 
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        |  Oppelganger D
 Brutor Tribe
 Minmatar Republic
 
 0
 
 
       | Posted - 2011.12.16 22:25:00 -
          [250] - Quote 
 
 Kadesh Priestess wrote:For all those experiencing inability to fetch data via API: Windows: Archive Source: Archive Please download this debug build, attempt to fetch character data without admin privileges, then with them, then find [your user folder]/pyfalog.txt file and upload its contents somewhere (any text paste services like pastebin.com or pastie.org, or any file hosting services). 
 EvE-Mail Sent of Log.
 
 
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        |  Vanguard Fletcher
 Valeth Imperial Command
 Imperial Ascension
 
 0
 
 
       | Posted - 2011.12.18 09:19:00 -
          [251] - Quote 
 Not sure if this issue has already been resolved but Drone Navigation Computer (at least the T1 variants) are not calculated properly. As fun as it would be to have a Carrier spew Hobgoblin IIs at 19.2km/s the highest I got them was 7.7km/s with the T1 Drone Nav Computers.
 
 Apparently there is a penalty to using multiple even though its not on the description :(
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        |  ninjaholic
 Aliastra
 Gallente Federation
 
 32
 
 
       | Posted - 2011.12.18 23:24:00 -
          [252] - Quote 
 Soooo goooooood
 
 Support Eve's own built-in Battle-Recorder!
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        |  Kadesh Priestess
 Scalding Chill
 
 100
 
 
       | Posted - 2011.12.21 16:56:00 -
          [253] - Quote 
 
 Oppelganger D wrote:Looks like you're someone's alt; could you please check your evemail and reply?EvE-Mail Sent of Log.
 
 
 
 Vanguard Fletcher wrote:Thanks, will be fixed in next version.Not sure if this issue has already been resolved but Drone Navigation Computer (at least the T1 variants) are not calculated properly. As fun as it would be to have a Carrier spew Hobgoblin IIs at 19.2km/s the highest I got them was 7.7km/s with the T1 Drone Nav Computers.
 Apparently there is a penalty to using multiple even though its not on the description :(
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        |  Oppelganger D
 Brutor Tribe
 Minmatar Republic
 
 0
 
 
       | Posted - 2011.12.21 20:35:00 -
          [254] - Quote 
 EvE-Mail checked and replied answering your questions.
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        |  Drayleth
 Native Freshfood
 Minmatar Republic
 
 0
 
 
       | Posted - 2011.12.22 03:03:00 -
          [255] - Quote 
 A Tankable DPS calculation somewhere based on the incoming damage set would be nice.
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        |  Kadesh Priestess
 Scalding Chill
 
 101
 
 
       | Posted - 2011.12.22 13:17:00 -
          [256] - Quote 
 
 Drayleth wrote:It's there for ages.A Tankable DPS calculation somewhere based on the incoming damage set would be nice. | 
      
      
        |  Drayleth
 Native Freshfood
 Minmatar Republic
 
 0
 
 
       | Posted - 2011.12.22 14:22:00 -
          [257] - Quote 
 
 Kadesh Priestess wrote:Drayleth wrote:A Tankable DPS calculation somewhere based on the incoming damage set would be nice. It's there for ages. ah where is it exactly?
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        |  Wille Sanara
 Felador night Corp
 
 0
 
 
       | Posted - 2011.12.22 16:41:00 -
          [258] - Quote 
 Bump for a cool software. I just tried it and compared to EFT:
 -It has much bigger install file (its much bigger but its still pretty small)
 -It eats much more memory (its much more but today rams are big so oh well)
 -It has some nice tweaks in the graphs and so
 ...I hope developers will continue to develop this because this program has a great potential and looks just awesome
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        |  Kadesh Priestess
 Scalding Chill
 
 102
 
 
       | Posted - 2011.12.23 21:20:00 -
          [259] - Quote 
 New release, 1.1.1.
 
 Windows: installer, archive
 Mac: archive
 Source: archive
 
 
  Full http/https proxy support, including ability to override autodetected settings 
 Default character/damage pattern selection mode is now per-fit, this can be changed to old global selection mode in preferences
 Database updated to Crucible 1.0.3 (no major changes, just half of hail penalty returned)
 Usual assortment of bug and miscalculation fixes
 ---
 And satellite unofficial release based on 1.1.1, chaos-329271.
 
 Windows: archive
 Mac: archive
 Source: archive
 
 
  Database from CCP's internal chaos test server, including several module changes announced by CCP a while ago and first version of AF boost
 Speaking of AFs, changes relative to TQ are:
 
 
 Quote:All AFs (except for unique AT prizes) got bonus of -50 percent MWD signature penalty.
 Retribution: +5 percent small laser tracking per Amarr Frigate level, +200 armor, +15 cpu, +1 med slot
 Vengeance: 5 percent faster missile launcher rate of fire per Amarr Frigate level, +10 cpu, +1 utility high slot
 
 Harpy: +5 percent shield resistance per Caldari Frigate level, +10 cpu, +1 low slot, +200 shield
 Hawk: 5 percent faster missile launcher rate of fire per Amarr Frigate level, +10 cpu, +1 med slot
 
 Enyo: small hybrid bonus increased from 5 percent to 10 percent per Gallente Frigate per level, +200 armor, +1 med slot, +10 cpu
 Ishkur: +10 percent drone hp per Gallente Frigate per level, +1 low slot
 
 Jaguar: +7.5 percent small projectiles tracking per Minmatar Frigate per level, +1 low slot
 Wolf: +7.5 percent small projectiles tracking per Minmatar Frigate per level, +200 armor, +10 cpu, +1 low slot
 Please remember that this is just 1st iteration, stats are far from being final.
 
 ---
 
 Drayleth wrote:The values you see in the stats pane are already taking into account incoming damage profile (uniform by default). To change it, just add required profile in window -> damage pattern editor, RMB on the resistances field and select it.ah where is it exactly? | 
      
      
        |  Uppsy Daisy
 Perkone
 Caldari State
 
 27
 
 
       | Posted - 2011.12.23 22:41:00 -
          [260] - Quote 
 Wow super quick on the AF changes, nice work!
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        |  Captain Nares
 O3 Corporation
 
 13
 
 
       | Posted - 2011.12.23 22:52:00 -
          [261] - Quote 
 
 Drayleth wrote:Kadesh Priestess wrote:Drayleth wrote:A Tankable DPS calculation somewhere based on the incoming damage set would be nice. It's there for ages. ah where is it exactly? Here.
 
 Uppsy Daisy wrote:Wow super quick on the AF changes, nice work! Kadesh was born with Snake Set IRL
  Fast guy. | 
      
      
        |  Oppelganger D
 Brutor Tribe
 Minmatar Republic
 
 0
 
 
       | Posted - 2011.12.24 00:13:00 -
          [262] - Quote 
 Thanks for the quick fix on this, just to confirm that API fetching now works as expected.
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        |  Endeavour Starfleet
 Center for Advanced Studies
 Gallente Federation
 
 57
 
 
       | Posted - 2011.12.26 02:58:00 -
          [263] - Quote 
 Am I missing somthing or is there a way for it to factor in effects from another ship?
 
 I am working on fitting 2x rr domi for lvl4s and want to know how things are shaping up without having to load the calculator every few mins.
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        |  pmchem
 GoonWaffe
 Goonswarm Federation
 
 160
 
 
       | Posted - 2011.12.26 05:31:00 -
          [264] - Quote 
 bug: titans are affected by projected effect tracking links and remote sensor boosters. presumably the same for supercarriers (friendly ewar on supercaps was nerfed with crucible).
 
 
 what other known bugs are there for projected effects? to the poster above me: to get a projected effect, either drag a ship fit onto the projected tab (it will apply all projected effects from that ship -- unfortunately it is not possible to pick and choose) or find an item in market and right click -> project module.
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        |  Endeavour Starfleet
 Center for Advanced Studies
 Gallente Federation
 
 57
 
 
       | Posted - 2011.12.26 06:24:00 -
          [265] - Quote 
 Thanks for the info. It helped a great deal!
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        |  Millengo Gioidil
 Avalon INC.
 
 0
 
 
       | Posted - 2011.12.26 15:31:00 -
          [266] - Quote 
 Any mac user having problems with pyfa 1.1.1?
 I can't make it work... (and I don't know where I could find an older version!
  ) | 
      
      
        |  pmchem
 GoonWaffe
 Goonswarm Federation
 
 160
 
 
       | Posted - 2011.12.27 04:21:00 -
          [267] - Quote 
 in addition to my bugreports from a couple posts above ( https://forums.eveonline.com/default.aspx?g=posts&m=567987#post567987 ), I have this report from a friend, plus my comments on it:
 
 --- my friend ---
 
 Something's screwy with the remote rep numbers though (but I don't know who's wrong). An experiment, using the following:
 
 Vulture (don't forget to add the Siege Warfare Mindlink)
 Maelstrom (T2 but it doesn't matter for this)
 Scimitar (4 rep AB)
 
 All numbers vs Uniform damage (using All V characters too).
 
 Maelstrom (without bonuses) with 4 unbonused reps (i.e. dragged from the market): Pyfa says 1318, EFT says 1451.
 Maelstrom (without bonuses) with 4 bonused reps (i.e. the Scimitar has Vulture bonuses* so its reps cycle faster): Pyfa says 1564.5, EFT says 2081. Something isn't right here...
 
 * Pyfa has an annoying "feature" where you have to assign the fleet boosters in a bottom-up manner, so the Vulture needs to be the squad booster for the Scimitar instead of the fleet booster (like EFT allows) for the bonuses to apply.
 
 ---- my reply ---
 
 the first difference, 1318 vs 1451, is because pyfa splits the display of passive tank vs active tank. you'll see a 133 entry to the left of the 1318.
 
 the second one, I'm not sure, it may be that the vulture bonuses are being applied to the mael and not the scimi reps? because the mael's passive regen has increased, which seems wrong. I would report that in thread as a bug. I don't know if this is an EFT or a pyfa bug, maybe pyfa.
 
 
 
 the vulture fit being discussed has all 3 siege warfare links plus mindlink. the scimi is a capstable fit with 4 large named reps in the highs, and the mael is your generic brick tanked mael. the mindlinked vulture was used as squad booster for the scimi, and then the scimi was projected onto the mael.
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        |  Tarsas Phage
 Pain Delivery.
 
 31
 
 
       | Posted - 2011.12.27 04:54:00 -
          [268] - Quote 
 
 Millengo Gioidil wrote:Any mac user having problems with pyfa 1.1.1?  I can't make it work... (and I don't know where I could find an older version!   ) 
 Yeah, there seems to be something wrong with the internal launcher code. I'm seeing the following in my mac's logs:
 
 12/26/11 11:35:47 PM[0x0-0x4d04d].org.evefit.pyfa[597]Usage: pyfa.py [--root]
 12/26/11 11:35:47 PM[0x0-0x4d04d].org.evefit.pyfa[597]pyfa.py: error: no such option: -p
 12/26/11 11:35:47 PMcom.apple.launchd.peruser.501[107]([0x0-0x4d04d].org.evefit.pyfa[597]) Exited with exit code: 2
 
 I've rummaged around the files and can't seem to find where that -p argument is getting passed to pyfa.py, so maybe a pyfa dev could nuke this bug.
 
 EDIT: I've got a work-around for this.
 
 Open pyfa.app/Contents/Resources/pyfa.py and add the following around line 64, prior to the line that has "(options, args) = parser.parse_args()"
 
 parser.add_option("-p")
 
 This will make the -p flag a valid flag, but a no-op. pyfa itself seems to start up then and run fine, so *shrug*
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        |  Millengo Gioidil
 Avalon INC.
 
 0
 
 
       | Posted - 2011.12.28 00:56:00 -
          [269] - Quote 
 
 Tarsas Phage wrote:Millengo Gioidil wrote:Any mac user having problems with pyfa 1.1.1?  I can't make it work... (and I don't know where I could find an older version!   ) Yeah, there seems to be something wrong with the internal launcher code. I'm seeing the following in my mac's logs: 12/26/11 11:35:47 PM[0x0-0x4d04d].org.evefit.pyfa[597]Usage: pyfa.py [--root] 12/26/11 11:35:47 PM[0x0-0x4d04d].org.evefit.pyfa[597]pyfa.py: error: no such option: -p 12/26/11 11:35:47 PMcom.apple.launchd.peruser.501[107]([0x0-0x4d04d].org.evefit.pyfa[597]) Exited with exit code: 2 I've rummaged around the files and can't seem to find where that -p argument is getting passed to pyfa.py, so maybe a pyfa dev could nuke this bug. EDIT: I've got a work-around for this. Open pyfa.app/Contents/Resources/pyfa.py and add the following around line 64, prior to the line that has "(options, args) = parser.parse_args()" parser.add_option("-p") This will make the -p flag a valid flag, but a no-op. pyfa itself seems to start up then and run fine, so *shrug* 
 Great! Great! Great! It works!
 Thx, mate
 
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        |  Tarunik Raqalth'Qui
 The Kairos Syndicate
 Transmission Lost
 
 13
 
 
       | Posted - 2011.12.28 01:30:00 -
          [270] - Quote 
 
 Tarsas Phage wrote:Millengo Gioidil wrote:Any mac user having problems with pyfa 1.1.1?  I can't make it work... (and I don't know where I could find an older version!   ) Yeah, there seems to be something wrong with the internal launcher code. I'm seeing the following in my mac's logs: 12/26/11 11:35:47 PM[0x0-0x4d04d].org.evefit.pyfa[597]Usage: pyfa.py [--root] 12/26/11 11:35:47 PM[0x0-0x4d04d].org.evefit.pyfa[597]pyfa.py: error: no such option: -p 12/26/11 11:35:47 PMcom.apple.launchd.peruser.501[107]([0x0-0x4d04d].org.evefit.pyfa[597]) Exited with exit code: 2 I've rummaged around the files and can't seem to find where that -p argument is getting passed to pyfa.py, so maybe a pyfa dev could nuke this bug. EDIT: I've got a work-around for this. Open pyfa.app/Contents/Resources/pyfa.py and add the following around line 64, prior to the line that has "(options, args) = parser.parse_args()" parser.add_option("-p") This will make the -p flag a valid flag, but a no-op. pyfa itself seems to start up then and run fine, so *shrug* Make a patch for this and throw it on Trac along with a description of the issue, will ya? Not everyone follows the forum thread or wants to rummage through 14 pages looking for the details. Good debugging work! :)
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