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Rank Badjin
Minmatar
Blazing Saddles
Tactical Narcotics Team
Posted - 2010.12.02 21:46:00 - [31]
 

Edited by: Rank Badjin on 02/12/2010 23:13:32
Originally by: Sakari Orisi
Edited by: Sakari Orisi on 02/12/2010 09:10:01
Edited by: Sakari Orisi on 02/12/2010 08:36:35
Originally by: Apollo Gabriel
Edited by: Apollo Gabriel on 02/12/2010 03:29:33
EDIT: Added Clarity


Originally by: Rank Badjin
Edited by: Rank Badjin on 02/12/2010 00:50:58

Installed and running on Ubuntu. Works well but I have an issue with appearance. The left hand pane on pyfa on my system is displaying the characters in a grey font that is so light as to be unreadable. This may not be a pyfa issue, it may be my system config since I have a similar issue with google desktop's pull out windows displaying the same way. This only occurs on the "Ship" tab in that pane, the "Market" tab is fine. The tab title of the loadout in the right hand pane has a similar issue.

I have tried all the system settings I can find but none seem to affect either the background of that pane or the font displayed in it. ANY help would be appreciated.

Kudos for implementing this in Python btw, I have really missed not having access to EFT on Ubuntu.


This "appears" to be a GTK tooltip issue, but I am still not able to resolve it using gtk-config.






Could you please also get on our IRC so we can look into this with more detail ?


Sorry, but I am not much into social clients even one as old as IRC. I did attempt it, but received a "network error", I don't have time to play with something I never use to figure out what is broken...so I will have to try to work this out here in the forum.

First of all, a more precise description of the problem. Looking at your published screenshots from the stable release, all panes of the GUI have a grey background. Mine does not. I am using Ubuntu Meerkat with the DarkRoom Theme. (I have tried others.) This produces a window that looks like yours but the left hand pane is white and the right hand pane is grey. The left hand pane does not change no matter how I fiddle with gtk settings. The right hand pane does change according to gtk settings. So I conclude that whatever controls gtk also controls wxWidgets appearance to some degree.

The left hand pane has two tabs, one is labeled Ships and the other Market (I am guessing, the titles on the tabs are grey on grey as and nigh unreadable as well). The Market tab produces a white background and black text, no problems there. The Ships tab produces a white background, a column of very small icons, and extremely light grey text in a very small font that is unreadable. In the right hand pane, the background is grey, the text is readable for the most part, the exception being the titles on the tabs. A newly selected tab is totally unreadable since it is grey on grey, a saved tab is a different color font (more red) that is at least visible.

I browsed through the source and a some of the other posts in this thread and the older thread for 0.90 as well. I am familiar with GTK Widgets but it seems you are using wxWidgets for this build, I am not certain of the reasoning behind the change, but the behaviour appears to be governed by the same constraints as GTK so I am assuming a common failure point. My evidence for this is that I am running Google's Desktop Sidebar and it exhibits identical behaviour on the popouts (which I am fairly certain are tooltips). According to the default settings for Ubuntu, this would be a very light yellow background with light grey text...lots of complaints from users on that.

Your code shows no obvious calls to anything except wxWidgets, leaving me clueless on how to change this behaviour.

Rank

I am answering my own question here, but since I got the answer, I might as well!

The left hand pane is a custom widget and requires a restart of pyfa to see any changes made by gtk-config. That said, the background of that pane is set by the "Input Box" settings, the font is set by the "Windows" settings.




Kadesh Priestess
Scalding Chill
Posted - 2010.12.02 22:14:00 - [32]
 

Originally by: Drexit
Oh well, thats a pretty important feature - side by side comparison. Does my domi with purgers and spr's outtank a booster fit, etc. I understand you can still do that with the tab keystroke, but its not side by side, which is incredibly useful.
It's extremely unlikely to be implemented the way you requested it. For pyfa0 (gtk-based) we planned to provide setup comparison (in separate window, like product comparison is implemented on various online shops), this may be implemented in current pyfa too.

Besides, fast tab switching using some convenient hotkey system may help with comparing setups a bit :)

Dokah
Posted - 2010.12.02 23:14:00 - [33]
 

Nice app guys :)
even though its similar in layout and use to EFT, I'll be using this and won't be nitpicking about little things.

Keep up the good work.

Gryganne
Gallente
Ambivalence Co-operative
Posted - 2010.12.03 01:12:00 - [34]
 

The program does not load my implants when I import skills from API. Also, when I try to manually add the implants in the character editor, and I click on a certain category, no implants show up. That is, I click on "skill hardwiring", then the + next to "implant slot 10", then when I click the + next to "armor implants" the + simply disappears and no options appear. Similarly, when I try to search for an implant in the above text box, nothing shows up. The only way to add an implant is by using the implant section in the ship editor screen.

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2010.12.03 11:48:00 - [35]
 

Originally by: Gryganne
The program does not load my implants when I import skills from API. Also, when I try to manually add the implants in the character editor, and I click on a certain category, no implants show up. That is, I click on "skill hardwiring", then the + next to "implant slot 10", then when I click the + next to "armor implants" the + simply disappears and no options appear. Similarly, when I try to search for an implant in the above text box, nothing shows up. The only way to add an implant is by using the implant section in the ship editor screen.


We've whacked the character implant code around a bit and it works now. It'll be in the next RC

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2010.12.03 11:50:00 - [36]
 

Edited by: Sakari Orisi on 03/12/2010 11:50:23
edit: doublepost

Rian O'Shea
Deep Core Mining Inc.
Posted - 2010.12.03 11:58:00 - [37]
 

Trying to be Devil's advocate here; What useful and important features would make me want to stop using EFT (which has it's own set of issues but we're so used to now) and put in the effort to get used to Pyfa instead?

As I see it it's largely similar, perhaps a bit more logical UI but not necessarily easier in selecting ships/modules, apart from that I haven't found anything enlightening. I'm genuinely trying to figure out if it would be worth it to get used to yet another fitting program when it does essentially the same thing as the one I'm used to using.

Sellendis
Caldari
Posted - 2010.12.03 12:58:00 - [38]
 

Edited by: Sellendis on 03/12/2010 13:59:31
Awesome work honestly. Its nice and easy to use.
But i have some remarks....
Could you add a space/divider/whatsoever between high/med/low/rigs?
Cant find the cap recharge time in seconds, maybe that is just me.
And item coloring like in EFT, coloring modules by slot type and a bit more customizing of the display. Guess that comes later :)

Keep up the good work.

Kah Eli
Hyvat Pahat ja Eric
The Polaris Syndicate
Posted - 2010.12.03 14:37:00 - [39]
 

Btw, Norton 360 judges atleast the windows installer as harmfull software, and automatically removes it after download...

Aamrr
Posted - 2010.12.03 14:56:00 - [40]
 

Edited by: Aamrr on 03/12/2010 15:09:30
Originally by: Rian O'Shea
Trying to be Devil's advocate here; What useful and important features would make me want to stop using EFT (which has it's own set of issues but we're so used to now) and put in the effort to get used to Pyfa instead?

As I see it it's largely similar, perhaps a bit more logical UI but not necessarily easier in selecting ships/modules, apart from that I haven't found anything enlightening. I'm genuinely trying to figure out if it would be worth it to get used to yet another fitting program when it does essentially the same thing as the one I'm used to using.


Pyfa offers several key advantages over EFT:
  • It's open source. If there are any issues, anyone is free to submit a patch. Pyfa will also be the first to offer new features (like the Noctis) because don't depend on one individual to update something under lock & key.

  • It's cross-platform. Maybe you use Windows, but a significant portion of the Eve player base does not. EFT looks absolutely terrible on Linux, and running it on Mac is a nightmare. Pyfa was written to solve this.

  • The UI is much cleaner. EFT looks like it was written for Windows 95 for god's sake. The virtual desktop UI is a failed experiment, and tabs are the dominant UI for multiple pages for a reason.

  • Pyfa is more accurate. EFT is noticeably wrong in several of its calculations, including but not limited to capacitor stability, and missile range. We've taken efforts to do an actual simulation of a ship's capacitor consumption, giving you a better idea of how tight you can skin the capacitor cat.

  • Pyfa offers several export formats, including EFT's native export, but also including CCP's native DNA export, which can be used to import fits into the game via the IGB at http://dl.evefit.org/dnaspawner.html


Aamrr
Posted - 2010.12.03 15:35:00 - [41]
 

Edited by: Aamrr on 03/12/2010 15:40:32
Originally by: Kah Eli
Btw, Norton 360 judges atleast the windows installer as harmfull software, and automatically removes it after download...


I can't imagine why that would be the case. Virustotal.com reports pyfa to be malware free. I don't suppose there is an exceptions feature that would let you mark it as benign?

NoLimit Soldier
Posted - 2010.12.03 16:04:00 - [42]
 

Please for the love of all that is holy put powergrid/cpu requirements next to the modules in the bottom left.

When I am 3 CPU overgrid and want to just down scram level I shouldn't have to right click each one and do the math.

If you want to beat EFT, make the numbers take skills into effect in the window.
Or go even a step further and put a green arrow or red X next to it if the grid supports it or not.

Yakiya Shakor
Posted - 2010.12.03 16:33:00 - [43]
 

Originally by: Aamrr
Edited by: Aamrr on 03/12/2010 15:40:32
Originally by: Kah Eli
Btw, Norton 360 judges atleast the windows installer as harmfull software, and automatically removes it after download...


I can't imagine why that would be the case. Virustotal.com reports pyfa to be malware free. I don't suppose there is an exceptions feature that would let you mark it as benign?


just turn norton off, then it will be okay

Mashie Saldana
Minmatar
Veto Corp
Posted - 2010.12.03 16:43:00 - [44]
 

Originally by: NoLimit Soldier
If you want to beat EFT, make the numbers take skills into effect in the window.
Or go even a step further and put a green arrow or red X next to it if the grid supports it or not.

I really like that idea.

crazygirly
Caldari
Shadows Of The Federation
Posted - 2010.12.03 16:58:00 - [45]
 

I installed Pyfa and it renders the following log dump:

Traceback (most recent call last):
File "run.py", line 56, in <module>
File "sqlalchemy\schema.pyo", line 2119, in create_all
File "sqlalchemy\engine\base.pyo", line 1701, in create
File "sqlalchemy\engine\base.pyo", line 1738, in _run_visitor
File "sqlalchemy\engine\base.pyo", line 1832, in contextual_connect
File "sqlalchemy\pool.pyo", line 192, in connect
File "sqlalchemy\pool.pyo", line 370, in __init__
File "sqlalchemy\pool.pyo", line 214, in get
File "sqlalchemy\pool.pyo", line 600, in do_get
File "sqlalchemy\pool.pyo", line 148, in create_connection
File "sqlalchemy\pool.pyo", line 254, in __init__
File "sqlalchemy\pool.pyo", line 320, in __connect
File "sqlalchemy\engine\strategies.pyo", line 76, in connect
File "sqlalchemy\engine\default.pyo", line 249, in connect
sqlalchemy.exc.OperationalError: (OperationalError) unable to open database file None None

The program never starts...

Maeve Trinity
Adhocracy Incorporated
Posted - 2010.12.03 18:15:00 - [46]
 

Working great for me! nice and steamlined. Please keep it up! :)

Enduros
Desard's Nation
Cha0s Theory
Posted - 2010.12.03 19:05:00 - [47]
 

Wow finally a proper fitting tool that works on a mac. Thank you so much.

Market tab could use the grid, cpu and meta level columns

Aamrr
Posted - 2010.12.03 19:21:00 - [48]
 

From what I understand, the market tab deliberately omits information cpu and grid consumption because of performance issues. Populating every single element on that list with its appropriate fitting information would incur a very large number of database lookups, so unless you want to wait 5 seconds every time you run a search...

NoLimit Soldier
Posted - 2010.12.03 19:50:00 - [49]
 

Quote:
From what I understand, the market tab deliberately omits information cpu and grid consumption because of performance issues. Populating every single element on that list with its appropriate fitting information would incur a very large number of database lookups, so unless you want to wait 5 seconds every time you run a search...


I hope this is a joke.

Tub Chil
Posted - 2010.12.03 21:24:00 - [50]
 

it lets me fit any number of turrets/launchers/drones :)
I'll keep testing

syrdan
Amarr
Posted - 2010.12.03 21:36:00 - [51]
 

good work so far. Now its time for polishing^^

Is there a way to display mine amount for mining ships?

Katsuro Hikaru
Posted - 2010.12.03 21:45:00 - [52]
 

Ubuntu
sqlalchemy 0.4.8-1
wxpython 2.8.9.1-0ubuntu6

/tmp/pyfa$ ./run.py
/var/lib/python-support/python2.6/sqlalchemy/util.py:7: DeprecationWarning: the sets module is deprecated
import inspect, itertools, new, operator, sets, sys, warnings, weakref
Traceback (most recent call last):
File "./run.py", line 44, in <module>
import service.prefetch
File "/tmp/pyfa/service/__init__.py", line 1, in <module>
from service.market import Market
File "/tmp/pyfa/service/market.py", line 20, in <module>
import eos.db
File "/tmp/pyfa/eos/db/__init__.py", line 37, in <module>
gamedata_session = sessionmaker(bind=gamedata_engine, autoflush=False, expire_on_commit=False)()
File "/var/lib/python-support/python2.6/sqlalchemy/orm/session.py", line 74, in __init__
super(Sess, self).__init__(**local_kwargs)
TypeError: __init__() got an unexpected keyword argument 'expire_on_commit'
/tmp/pyfa$


Tub Chil
Posted - 2010.12.03 21:45:00 - [53]
 

modules listed in the left need to cpu/pwr usage info,
targeting and misc includes too many unrelated stats

tabbing is great, EFT is very ugly

Ariz Black
Posted - 2010.12.03 22:13:00 - [54]
 

looking at the screenshots, a few questions sprang up, i might even download and give this a go depending on the answers:

1) there is ehp shown, but what about base hp (before resists applied)? this is very important and i didn't see it anywhere

2) does it show you total tank per second factoring in resists, or only base recharge/repair counts as you get ingame?

3) will sensorstrength/sigradius be added as a number so we can quickly see where we are in terms of making unprobable ships?

4) does this also use eve-central prices? ie all faction gear pricing must be put in by hand? lots of killboards have faction gear prices which are updated very often these days so the end user dont have to do it...

5) how is it for skills? can we save separate skill profiles per ship setup? like if i'm planning on having specific skills before i go to fly a ship can i set some levels on those skills and save them with the setup, so i can view stats again later with skills i'm going to have when i use it?

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2010.12.03 22:41:00 - [55]
 

Originally by: Ariz Black
looking at the screenshots, a few questions sprang up, i might even download and give this a go depending on the answers:

1) there is ehp shown, but what about base hp (before resists applied)? this is very important and i didn't see it anywhere


The EHP button is actualy a toggle that lets you switch between base HP and EHP, so yes.

Originally by: Ariz Black

2) does it show you total tank per second factoring in resists, or only base recharge/repair counts as you get ingame?


It shows factoring in resists when the toggle button mentioned above is on EHP mode. Is shows base when above toggle is in raw mode :>

Originally by: Ariz Black

3) will sensorstrength/sigradius be added as a number so we can quickly see where we are in terms of making unprobable ships?



There is a tooltip displaying this number, yes.

Originally by: Ariz Black

4) does this also use eve-central prices? ie all faction gear pricing must be put in by hand? lots of killboards have faction gear prices which are updated very often these days so the end user dont have to do it...


Currently, faction gear is not factored it all, its planned however.

Originally by: Ariz Black

5) how is it for skills? can we save separate skill profiles per ship setup? like if i'm planning on having specific skills before i go to fly a ship can i set some levels on those skills and save them with the setup, so i can view stats again later with skills i'm going to have when i use it?


Characters are currently set globally, but its planned to have a toggle in the preference pane that lets you set it per ship instead.

I Legionnaire
The Tuskers
Posted - 2010.12.03 23:17:00 - [56]
 

Edited by: I Legionnaire on 03/12/2010 23:17:56
Some of the values for deadspace gear are off. The Gist X-Type X-Large Shield Booster is showing as needing 500 powergrid and 170 CPU. Where there's on there's bound to be more. Wink

Overall great program though, visually it's far superior to EFT. The only thing I'd really like to see is pertinent stuff like "Targets, Range, DPS" and other pertinent info put in bold or a different color.

Sarac3n
Posted - 2010.12.04 00:34:00 - [57]
 

Hi,
Is there some way of adding fleet effects either from a char skills or a fitted command ship? I cant seem to find anything, but i might not be looking hard enough Rolling Eyes

Otherwise the prog looks good, i'll keep on playing around with it to see if theres anyting to make it even better.

Cyras DeValera
Gallente
Midnight Ballistics
Posted - 2010.12.04 01:24:00 - [58]
 

Serious thanks for this, man. Great tool, great UI (IMO) and more handy than EFT. Great work!

Aamrr
Posted - 2010.12.04 02:06:00 - [59]
 

Edited by: Aamrr on 04/12/2010 02:11:47
Originally by: I Legionnaire

Some of the values for deadspace gear are off. The Gist X-Type X-Large Shield Booster is showing as needing 500 powergrid and 170 CPU. Where there's on there's bound to be more. Wink



Nope. That value is correct. I just checked in game for confirmation. Note that UNLIKE another certain program, Pyfa will almost never suffer from inaccurate item properties, as we pull the data directly from the bulkdata cache downloaded when the client connects. While you may see certain properties (like the crystal implants we fixed recently) that don't function, if something is functioning, it's almost certainly going to have the right values.

Originally by: Sarac3n
Hi,
Is there some way of adding fleet effects either from a char skills or a fitted command ship? I cant seem to find anything, but i might not be looking hard enough Rolling Eyes



I'm afraid that particular feature did not make it into the release candidate. We're currently hiding that particular piece of unfinished functionality, but it is under active development.

The current plan is that entire fleet configurations will be able to be saved and exported in the same way that ship fittings are, including information on character data, implants, ship fittings, and hierarchy. This will be useful for seeing which effects propagate down the leadership tree and apply to what members in the fleet.

We might provide a simplified interface for benefits pertaining only to a single ship, though.

Sarac3n
Posted - 2010.12.04 02:18:00 - [60]
 

Ok im done playing for the time being heres what ive found and i'll apologise now if they've already been mentioned.

The market list in the bottom left would be more useful if it listed pg/cpu for the mods to aid in squeezing that last bit out of your ship.
Shield and armor mods would be easier to find if there was a sub category for the damage type they protect against eg EM, Therm etc.

Seems you can only add projected effects from the items in the market list...which is fine but we all have skills that are different to the default, so some way of having ship fits side by side that you can drag mods over to the projected box to see how your specific skills would effect it. This would be especially useful for the ships that get a bonus to web/neut amount and things like damps, ecms and tracking disruptors which are all skill dependend.

I also found that the neutralizers when added to projected effects didnt seem to reduce cap drain on the capacitor stats at all,but the nosferatus did. And when i was trying to add different mods to projected effects to see how stats were effected it bugged the fitting window and left it blank so i had to delete it.

Thats all ive noticed so far but i'll keep you posted.

Well done on the great app, if the projected mods could be set up to use skills then it would be almost perfect Smile


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