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Jean CurPictat
Posted - 2010.12.28 19:12:00 - [151]
 

I have submitted all enhancement requests in Trac.
Good job so far!

One more thing: That's actually a huge showstopper. I have literally hundreds of EFT loadouts, but all error out when trying to import to pyfa. None work.

Aamrr
Posted - 2010.12.28 19:42:00 - [152]
 

Edited by: Aamrr on 28/12/2010 19:44:06
Originally by: Jean CurPictat
I have submitted all enhancement requests in Trac.
Good job so far!

One more thing: That's actually a huge showstopper. I have literally hundreds of EFT loadouts, but all error out when trying to import to pyfa. None work.


We're working on it. The .cfg files generated by EFT don't match the "export" format used on forums, so we have to write a custom import function for them. There's already a ticket for it.

Gareth Ultari
Posted - 2010.12.30 18:49:00 - [153]
 

Edited by: Gareth Ultari on 30/12/2010 18:54:45
Edited by: Gareth Ultari on 30/12/2010 18:51:59
would be nice if all ammo types came loaded as possible damage patterns.

or as a compromise, when you open the damage pattern editor, you can still click and move through the menus to different damage types (and manually enter them).

Also, I tried exporting from Eve's fitting menu to a .xml file on a mac and it could not import to Pyfa on a mac until i made a fit and saved it. Then it was able to import. Not a big deal.

almost forgot, none of the implant functions work on my version on the mac. Can't add any.


Nice work otherwise, very good tool, especially for the mac.

J'J'J'Jita
Ch'Ch'Ch'Chia Corp
Posted - 2010.12.31 18:31:00 - [154]
 

Downloaded RC1 for Mac, unpacked the bz2, and the resultant program crashed on startup and gave an option to visit the macpython homepage. OS X 10.5.8 (Intel MacBook Pro), fully updated Leopard, and python works on my machine.

Sphit Ker
Dreddit
Test Alliance Please Ignore
Posted - 2010.12.31 20:02:00 - [155]
 

Greetings from 2011 Razz

This is to say thanks you one MILLION BILLION times. You definitely got something nice going on here. pyfa have everything to blow EFT out of the water so keep rocking that boat!

Nian Banks
Minmatar
Berserkers of Aesir
Posted - 2010.12.31 20:43:00 - [156]
 

I still think you guys should work out mobile phone ports for iphone and android. You would probably be the instant number one eve players fan.

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2011.01.01 01:07:00 - [157]
 

Originally by: J'J'J'Jita
Downloaded RC1 for Mac, unpacked the bz2, and the resultant program crashed on startup and gave an option to visit the macpython homepage. OS X 10.5.8 (Intel MacBook Pro), fully updated Leopard, and python works on my machine.


Hello there,

if I remember right (I'm not the mac guy). The mac binaries are build for OS X 10.6 only. We'd need someone to build 10.5 binaries. Until then, its quite simple to just install all depencies yourself and use the from source version of pyfa (See: http://www.evefit.org/Pyfa/Installation)

Fuzzysaurus Rex
Minmatar
UnchainedPotential
Hand That Feeds
Posted - 2011.01.02 10:19:00 - [158]
 

Pyfa isn't taking your Ore Industrial level into account with Tractor Beam range on Noctises (Nocti? Noctis?). I have level 3 Ore Industrial and it still tells me that I have a 20km range.

Aamrr
Posted - 2011.01.02 10:51:00 - [159]
 

Edited by: Aamrr on 02/01/2011 10:55:14
Originally by: Fuzzysaurus Rex
Pyfa isn't taking your Ore Industrial level into account with Tractor Beam range on Noctises (Nocti? Noctis?). I have level 3 Ore Industrial and it still tells me that I have a 20km range.


I'm afraid I can't reproduce this. Perhaps it's been fixed already in a recent update...if so, it'll make it into the next release candidate. Sorry for the inconvenience?

Fuzzysaurus Rex
Minmatar
UnchainedPotential
Hand That Feeds
Posted - 2011.01.02 11:35:00 - [160]
 

Originally by: Aamrr
Edited by: Aamrr on 02/01/2011 10:55:14
Originally by: Fuzzysaurus Rex
Pyfa isn't taking your Ore Industrial level into account with Tractor Beam range on Noctises (Nocti? Noctis?). I have level 3 Ore Industrial and it still tells me that I have a 20km range.


I'm afraid I can't reproduce this. Perhaps it's been fixed already in a recent update...if so, it'll make it into the next release candidate. Sorry for the inconvenience?


It's not that big of a deal, just thought it should be brought up.

TorTorden
Amarr
Posted - 2011.01.04 14:37:00 - [161]
 

Edited by: TorTorden on 04/01/2011 15:14:04
Edited by: TorTorden on 04/01/2011 14:41:29
Edited by: TorTorden on 04/01/2011 14:40:45
So far loving the hell out of it. but small suggestion could we have a small number stating how many fits there are for a certain group I.E( Battlecruiser (3) )

edit:
Oh and trying to sync prices with eve-metrics at this time is obviously not working Rolling Eyes

http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1427146

NVM was first running the stable wich was trying to sync with eve-metrics, the nightly build seemed to get them from else.

Infiltrator2112
Amarr
Morsus Mihi
Posted - 2011.01.04 17:47:00 - [162]
 

Originally by: TorTorden

Oh and trying to sync prices with eve-metrics at this time is obviously not working Rolling Eyes

NVM was first running the stable wich was trying to sync with eve-metrics, the nightly build seemed to get them from else.

Yes, would be nice if that would be fixed.

Nice work nevertheless!

Kadesh Priestess
Scalding Chill
Posted - 2011.01.04 21:45:00 - [163]
 

Edited by: Kadesh Priestess on 04/01/2011 21:45:25
Originally by: TorTorden
Edited by: TorTorden on 04/01/2011 15:14:04
So far loving the hell out of it. but small suggestion could we have a small number stating how many fits there are for a certain group I.E( Battlecruiser (3) )
Agree here, also would be nice to have that small button which hides unused groups (i miss it so much), but unfortunately out GUI developer has no idea how to gather data for both things quickly. Hope he'll get to it sooner or later.
Originally by: TorTorden
edit:
Oh and trying to sync prices with eve-metrics at this time is obviously not working Rolling Eyes

http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1427146

NVM was first running the stable wich was trying to sync with eve-metrics, the nightly build seemed to get them from else.
Dev builds pull data from eve-central. Not sure if notifications were changed to accomodate with this thou.

TorTorden
Amarr
Posted - 2011.01.04 22:34:00 - [164]
 

Edited by: TorTorden on 04/01/2011 22:55:42
Quote:
Agree here, also would be nice to have that small button which hides unused groups (i miss it so much), but unfortunately out GUI developer has no idea how to gather data for both things quickly. Hope he'll get to it sooner or later.

A problem I can easily identify with and I wish him luck.

An actuall bigger deal for me and my corp is the ability EFT has to set a system wide effect, say for wormholes and I'm guessing this would be handy with the upcoming incursion effects, I'm perfectly aware this information isn't made readily available by ccp but would be 'nice' to have it.

Just the graphs alone is enough to make me use Pyfa ugh

Kadesh Priestess
Scalding Chill
Posted - 2011.01.04 23:57:00 - [165]
 

Originally by: TorTorden
A problem I can easily identify with and I wish him luck.

An actuall bigger deal for me and my corp is the ability EFT has to set a system wide effect, say for wormholes and I'm guessing this would be handy with the upcoming incursion effects, I'm perfectly aware this information isn't made readily available by ccp but would be 'nice' to have it.

Just the graphs alone is enough to make me use Pyfa ugh
As current version of pyfa is a rewrite of the older one, it still contains most of the data we need for wh/incursion anomalies; i plan to make sure they all work properly before incursion's release (the one with sansha and stuff), and our GUI guy won't take it long to add separate market category (or any other way to add anomalies) to the pyfa itself.

Misty Moneypenny
Posted - 2011.01.06 01:32:00 - [166]
 

Hi, just wanted to say what a great app and I am really liking it!

I do have a quick question though, I also run this on my macbook which has osx 10.6 for fitting stuff when I am not on my gaming machine and it works perfectly except that I cannot copy/paste into the api key info for a new character? Am I simply missing something or is it a known issue? Also is there any way to work around this like maybe manually adding it to a config file and if so which file is it?

Thanks

Aamrr
Posted - 2011.01.06 02:13:00 - [167]
 

There were some issues with the character importer. They've been resolved, and should make it into the next release candidate.

Prodigy System
Amarr
Basis of Dream
Flame Bridge
Posted - 2011.01.06 09:27:00 - [168]
 

Edited by: Prodigy System on 06/01/2011 09:29:01
Edited by: Prodigy System on 06/01/2011 09:28:34
Wonderful program! i was just wondering, is there any way to make the mods overload in it?

Aamrr
Posted - 2011.01.06 16:02:00 - [169]
 

Certainly. Simply right click the module state (the green checkmark or yellow circle next to the module) to overload it. Left clicking will return it to normal, then cycle through the online/offline/active states.

Xyfu
Minmatar
Love From Above
Posted - 2011.01.07 04:53:00 - [170]
 

Edited by: Xyfu on 07/01/2011 05:25:35
I would dearly love a "to lowest" damage profile. 100% of whatever your lowest resist is, (i.e., whatever would yield the least EHP).

When mucking about with fits, it's always a pain to note down a number, doubleclick a module off, doubleclick a different one on, identify the newer lowest resist, then change damage profile to pure em/whatever, and compare the resulting number with whatever cloudy number I fail to remember in my head.

Also, custom prices. My Nightmare fit costs in the region of 3 billion ISK, not 0 ISK. (Not got the latest version, so disregard if this is now irrelevant.)

EDIT: Having to click through offline to turn off a module is kinda annoying, and my fits very rarely have things offlined. Any chance of moving the offline to middle-click, like overheating is right-clicking?

Also, auto targeting systems are failing to give their passive bonus.

Aamrr
Posted - 2011.01.07 05:52:00 - [171]
 

Thanks for reporting this. I have just personally fixed the error with auto targeting systems, and I've filed a new feature request for the lowest damage profile.

As for module pricing, we currently pull information from Eve Metrics, but that site appears to be on the way out. We'll probably adjust our algorithm to draw data from eve-central. Currently, faction items and ships are not tracked -- this will probably be addressed in the same manner as eve-kill uses to draw its pricing information.

Xyfu
Minmatar
Love From Above
Posted - 2011.01.07 06:36:00 - [172]
 

Edited by: Xyfu on 07/01/2011 07:01:30
Edited by: Xyfu on 07/01/2011 06:49:07
Edited by: Xyfu on 07/01/2011 06:42:56
Originally by: Aamrr
Thanks for reporting this. I have just personally fixed the error with auto targeting systems, and I've filed a new feature request for the lowest damage profile.

As for module pricing, we currently pull information from Eve Metrics, but that site appears to be on the way out. We'll probably adjust our algorithm to draw data from eve-central. Currently, faction items and ships are not tracked -- this will probably be addressed in the same manner as eve-kill uses to draw its pricing information.
So a definite "no" to custom pricing? Dang.

Edit: Also, the site says Eos is available under the LGPL. Where?

Doubleedit: Nevermind, I should use git more, and read better.

Tripleeditawwwyeee: Eos, gamedata.py
    @property

"property"'s a keyword, isn't it? D':

Aamrr
Posted - 2011.01.07 06:50:00 - [173]
 

Originally by: Xyfu
Edited by: Xyfu on 07/01/2011 06:42:56
Originally by: Aamrr
Thanks for reporting this. I have just personally fixed the error with auto targeting systems, and I've filed a new feature request for the lowest damage profile.

As for module pricing, we currently pull information from Eve Metrics, but that site appears to be on the way out. We'll probably adjust our algorithm to draw data from eve-central. Currently, faction items and ships are not tracked -- this will probably be addressed in the same manner as eve-kill uses to draw its pricing information.
So a definite "no" to custom pricing? Dang.

Edit: Also, the site says Eos is available under the LGPL. Where?


I dunno. We might be able to do custom pricing. There'd probably have to be a flag or something on the fitting not to overwrite the custom values, though. Purging the flag on a manual price refresh would be an appropriate solution.

As for obtaining the code, we have a publicly available git repository. The eos folder contains all of the relevant information, including a copy of the LGPL, itself. Pyfa, on the other hand, is licensed under the GPL, and contains the appropriate documentation as well.

Xyfu
Minmatar
Love From Above
Posted - 2011.01.09 07:03:00 - [174]
 

Probably been mentioned, but when projecting things that can have scripts, changing the script has no effect.

(And Crystal implants dun work.) D:

Aamrr
Posted - 2011.01.09 07:06:00 - [175]
 

Originally by: Xyfu
Probably been mentioned, but when projecting things that can have scripts, changing the script has no effect.

(And Crystal implants dun work.) D:


Crystal implants have already been fixed, it'll make it into the next release candidate. Nonfunctional scripts is a legitimate problem though. I'll look into it.

Xyfu
Minmatar
Love From Above
Posted - 2011.01.09 08:36:00 - [176]
 

Originally by: Aamrr
Originally by: Xyfu
Probably been mentioned, but when projecting things that can have scripts, changing the script has no effect.

(And Crystal implants dun work.) D:


Crystal implants have already been fixed, it'll make it into the next release candidate. Nonfunctional scripts is a legitimate problem though. I'll look into it.
I'm starting to really like you.

I should post more.

Hmmm, ok, add an AB to a fit, leave it active, add a second AB. It switches the other one off, but displays the combined speed boost of both of them, which is fixed by turning the other one on.

Offline is before turn off. Damn hell that's annoying. Left click online <-> turned off. Right click Overhead <-> Run cold. Middle click (everyone has it), offline <-> online.

Aamrr
Posted - 2011.01.09 08:46:00 - [177]
 

Originally by: Xyfu
Originally by: Aamrr
Originally by: Xyfu
Probably been mentioned, but when projecting things that can have scripts, changing the script has no effect.

(And Crystal implants dun work.) D:


Crystal implants have already been fixed, it'll make it into the next release candidate. Nonfunctional scripts is a legitimate problem though. I'll look into it.
I'm starting to really like you.

I should post more.

Hmmm, ok, add an AB to a fit, leave it active, add a second AB. It switches the other one off, but displays the combined speed boost of both of them, which is fixed by turning the other one on.

Offline is before turn off. Damn hell that's annoying. Left click online <-> turned off. Right click Overhead <-> Run cold. Middle click (everyone has it), offline <-> online.


Thanks for the compliment. I do my best, though I'm only a minor contributor to the project.

As to the other issue, it seems there's a bug with our code that handles deactivation of propulsion modules, gas harvesters, gang links and the like. It's disabling the module correctly, but isn't removing the effect until the fitting is recalculated (such as by offlining another module).

Regarding your final request, I'm afraid I don't quite understand what you're asking for. Apparently it relates to our module state transitions. If it helps, we've got a vocabulary for describing the module states.

Red 'X' = Offline.
Yellow 'O' = Online.
Green 'v/' = Active.
FIYAH = Overheated.

Currently, left clicking cycles through the first three, right clicking any of the first three overheats, and left clicking an overheated module makes it active again.

Ruareve
Posted - 2011.01.09 11:31:00 - [178]
 

I'm not sure if I'm doing something wrong, but I'm unable to slot any implants for any of my characters. I go in to manually add them and while the implant trees all exist they are also all empty and contain none of the actual implants.

Asurix
Caldari
StoneDogS
Posted - 2011.01.09 13:10:00 - [179]
 

i keep getting some pyfa error, then it says visit macpython website or terminate

playing on mac btw

Xyfu
Minmatar
Love From Above
Posted - 2011.01.09 18:45:00 - [180]
 

Originally by: Aamrr
Originally by: Xyfu
Originally by: Aamrr
Originally by: Xyfu
Probably been mentioned, but when projecting things that can have scripts, changing the script has no effect.

(And Crystal implants dun work.) D:


Crystal implants have already been fixed, it'll make it into the next release candidate. Nonfunctional scripts is a legitimate problem though. I'll look into it.
I'm starting to really like you.

I should post more.

Hmmm, ok, add an AB to a fit, leave it active, add a second AB. It switches the other one off, but displays the combined speed boost of both of them, which is fixed by turning the other one on.

Offline is before turn off. Damn hell that's annoying. Left click online <-> turned off. Right click Overhead <-> Run cold. Middle click (everyone has it), offline <-> online.


Thanks for the compliment. I do my best, though I'm only a minor contributor to the project.

As to the other issue, it seems there's a bug with our code that handles deactivation of propulsion modules, gas harvesters, gang links and the like. It's disabling the module correctly, but isn't removing the effect until the fitting is recalculated (such as by offlining another module).

Regarding your final request, I'm afraid I don't quite understand what you're asking for. Apparently it relates to our module state transitions. If it helps, we've got a vocabulary for describing the module states.

Red 'X' = Offline.
Yellow 'O' = Online.
Green 'v/' = Active.
FIYAH = Overheated.

Currently, left clicking cycles through the first three, right clicking any of the first three overheats, and left clicking an overheated module makes it active again.
Ok, left clicking through the module states goes in the order Active -> Offline -> Online -> Active, which is kinda nonsensical, 'cause the only people I know who have offlined modules on their fits are Prowler pilots, and even then, they don't regularly switch things Online and Offline. I propose toggling between Online and Offline be done via middle click, toggling Online and Active be done via left click, and toggling FIYAH (doo doo doooo, I'll teach you to burn!) be done via right click.

Thanks for your patience.


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