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Kadesh Priestess
Scalding Chill
Posted - 2011.06.23 19:47:00 - [301]
 

Could you say amount of shield HP restored each cycle for this setup in game? Seems to be like a question of stacking penalty applied to SBAs, need to confirm it before fix.

Kadesh Priestess
Scalding Chill
Posted - 2011.06.24 17:52:00 - [302]
 

Edited by: Kadesh Priestess on 24/06/2011 21:57:51
Just couple of days passed, but due to pretty severe bug in 1.0 (which primarily affected drone attributes calculations) here's 1.0.1:

Windows: installer, compressed archive
Mac: compressed archive
Src: compressed archive

During these 2 days we've added couple of neat things: huge boost to ship browser responsiveness (when it comes to opening big groups) and faction stuff price fetching (props to c0rporation.com crew).

Firenze93
Caldari
The Tok'Ra Mandate
Liberi Fatales
Posted - 2011.06.25 06:57:00 - [303]
 

Very nice work! Keep it up! Very Happy

~Firenze

Mantreh
Posted - 2011.06.25 07:17:00 - [304]
 

Nice work - thank you for this

Aamrr
Posted - 2011.06.25 07:28:00 - [305]
 

Edited by: Aamrr on 25/06/2011 07:37:37
Originally by: Seito Yaken
Seems to be some kind of issue with pyfa not taking skills into consideration when calculating shield repair and so forth:
EFT
pyfa
If you check shield boost on both, you can see there is a difference, pyfa seems to display 391 under reinforced regardless of what skills you got, and i don't think that's correct?


Look again. When EFT calculates your shield tanking values, they add your passive tank to your burst and sustained tanking values. Pyfa deliberately chose not to do this, instead displaying them concurrently in two separate columns.

We chose this behavior because an actively tanked ship should almost never be at peak regen. Particularly for capacitor unstable ships, the timing of your shield boosts is dictated more by maintaining peak capacitor regeneration, rather than peak shield.

If you add the numbers across the active and passive shield tanking columns, you should find that they equal exactly the value that EFT gives -- and really, one it shouldn't be giving.

Edit: As a sidenote, tracking down this discrepancy was a pain. EFT shows neither implants nor damage profiles in its screenshots, so I had to first rule those factors out. After that, I had to determine whether hardeners were a factor or whether the bug persisted without them.

In the future, please try to restrict bugged fittings to the minimum necessary to reproduce the bug. For example, Ballistic Controls are obviously not relevant to the issue, but I still had to go through the effort of checking them. In reality, the only module necessary to reproduce the "bug" you were experiencing was an active shield module of any sort, but I still had to remove each one in turn to make sure it wasn't causing interactions. Neutral

Calora Beau
Gallente
Blackened Skies
Imperial Directorate
Posted - 2011.06.25 17:22:00 - [306]
 

I don't know if it already has it, but needs colour themes ^^ I know it sounds silly, but first impression count for a LOT! Especially when there is a competing product out there (EFT.)

A simple chose a colour would be nice, and I would have thought actually quite easily to implement.

Kadesh Priestess
Scalding Chill
Posted - 2011.06.25 17:33:00 - [307]
 

Originally by: Calora Beau
I don't know if it already has it, but needs colour themes ^^ I know it sounds silly, but first impression count for a LOT! Especially when there is a competing product out there (EFT.)

A simple chose a colour would be nice, and I would have thought actually quite easily to implement.
Personally, i'm strongly against any application's own theme support. Also, as far as i understand the whole point of using wxWidgets (interface toolkit which is used in pyfa) is to take system's native widgets (or adapt to their look'n'feel) and present such 'native' gui to user. Not sure if it's even closely possible to provide theme selection in our case.

Fortunately for you, i'm dealing with internals of pyfa rather than interface :)

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2011.06.25 21:52:00 - [308]
 

Originally by: Calora Beau
I don't know if it already has it, but needs colour themes ^^ I know it sounds silly, but first impression count for a LOT! Especially when there is a competing product out there (EFT.)

A simple chose a colour would be nice, and I would have thought actually quite easily to implement.


Kadesh is right. Pyfa does its very best to look exactly like any other application you might be running. As such, if you skin your OS in black (for example). Pyfa will follow, this is true for windows, linux as well as OSX

Seito Yaken
Posted - 2011.06.25 23:35:00 - [309]
 

Edited by: Seito Yaken on 25/06/2011 23:55:46
Originally by: Aamrr
Edited by: Aamrr on 25/06/2011 07:37:37
Originally by: Seito Yaken
Seems to be some kind of issue with pyfa not taking skills into consideration when calculating shield repair and so forth:
EFT
pyfa
If you check shield boost on both, you can see there is a difference, pyfa seems to display 391 under reinforced regardless of what skills you got, and i don't think that's correct?


Look again. When EFT calculates your shield tanking values, they add your passive tank to your burst and sustained tanking values. Pyfa deliberately chose not to do this, instead displaying them concurrently in two separate columns.

We chose this behavior because an actively tanked ship should almost never be at peak regen. Particularly for capacitor unstable ships, the timing of your shield boosts is dictated more by maintaining peak capacitor regeneration, rather than peak shield.

If you add the numbers across the active and passive shield tanking columns, you should find that they equal exactly the value that EFT gives -- and really, one it shouldn't be giving.

Edit: As a sidenote, tracking down this discrepancy was a pain. EFT shows neither implants nor damage profiles in its screenshots, so I had to first rule those factors out. After that, I had to determine whether hardeners were a factor or whether the bug persisted without them.

In the future, please try to restrict bugged fittings to the minimum necessary to reproduce the bug. For example, Ballistic Controls are obviously not relevant to the issue, but I still had to go through the effort of checking them. In reality, the only module necessary to reproduce the "bug" you were experiencing was an active shield module of any sort, but I still had to remove each one in turn to make sure it wasn't causing interactions. Neutral


Ah okay, thanks for the explanation, and sorry for making finding the answer a bit hard, i'll be sure to give some more info the next time =)

Kadesh Priestess
Scalding Chill
Posted - 2011.06.28 19:42:00 - [310]
 

1.0.2 released

Windows: installer, compressed archive
Mac: compressed archive
Src: compressed archive

Minor bugfixes and update to latest tranquility data, which now includes fix to bugged salvager bonuses.

Flynn Fetladral
Royal Order of Security Specialists
Posted - 2011.06.29 10:29:00 - [311]
 

Rally nice application. Finally I can dump EFT running on wine for the Mac.

Seito Yaken
Posted - 2011.06.29 10:56:00 - [312]
 

Edited by: Seito Yaken on 29/06/2011 11:01:52
Indeed, this really looking promising. Anyway, is there a more precise changelog somewhere?

Edit: Another question, why is the passive shield recharge in pyfa so different from the number in the fittings windows ingame? Same fitting Nighthawk ingame shows 26hp/s and in Pyfa it says 175hp/s?

Miss Rabblt
Posted - 2011.06.29 13:46:00 - [313]
 

Edited by: Miss Rabblt on 29/06/2011 13:47:09
thanks again for your work. nice tool. use it instead of EFT for long time....

anything i can support this project with let me know

BTW: why so smooth buttons in Ships tool panel? They look as disabled.

Aamrr
Posted - 2011.06.29 13:52:00 - [314]
 

Originally by: Seito Yaken
Edited by: Seito Yaken on 29/06/2011 11:01:52
Indeed, this really looking promising. Anyway, is there a more precise changelog somewhere?

Edit: Another question, why is the passive shield recharge in pyfa so different from the number in the fittings windows ingame? Same fitting Nighthawk ingame shows 26hp/s and in Pyfa it says 175hp/s?



Eve is telling you how many actual points of shield you get back. We use resistances to determine the effective damage you can tank, rather than the raw shield recharge. The actual percentages of each damage type are determined by the active damage profile, which you can see below your ship's resistances. You can also modify this profile to mimic other sources, or right click on an ammunition to simulate tanking, say, an attacking zealot with Scorch.

Our number is generally more useful, as it lets you compare the usefulness of, say, a shield recharger vs. an invulnerability field (hint: The invuln is almost always better Very Happy)

Kadesh Priestess
Scalding Chill
Posted - 2011.06.29 16:30:00 - [315]
 

Edited by: Kadesh Priestess on 29/06/2011 16:31:22
Originally by: Seito Yaken
Indeed, this really looking promising. Anyway, is there a more precise changelog somewhere?
No :3
Originally by: Seito Yaken
Edit: Another question, why is the passive shield recharge in pyfa so different from the number in the fittings windows ingame? Same fitting Nighthawk ingame shows 26hp/s and in Pyfa it says 175hp/s?
What ^ said + you can click EHP label on the stats pane to not take resistances into account - so you can see raw shield boost/regen numbers.

Rushnik
Minmatar
Anhalter's Minions
Posted - 2011.06.29 21:44:00 - [316]
 

Great tool, I like it! Thanks :)

I'm having a great time comparing different builts with your tool, its really easy and intuitive.

And now I have to ask if you could implement this feature:

Right now I'm having like 8 variations of a single ship and as I see it there will be coming more.
They are all slightly different but now I'm adding very different fittings too.
I'd like to have an option to hide them or something like that.
Could be done in a folder or a drop down tree menu, so I can access them for future referenzes.
It should work like that: Make a main fitting and then develop different fittings, compare them with just right clicking the main fitting and hit compare,
where you can see the DPS graphs menu etc. It should have the option that you can exchange the main fitting with a variation of it, that would make it easier to know thats your favorite variant of that fitting.

I hope you like my idea. :)

Aamrr
Posted - 2011.06.30 02:25:00 - [317]
 

Originally by: Seito Yaken
Edited by: Seito Yaken on 29/06/2011 11:01:52
Indeed, this really looking promising. Anyway, is there a more precise changelog somewhere?


You're always welcome to browse our timeline for various code snapshots. Each commit has a small summary associated with it.

Rogerano
Minmatar
Einherjar Rising
Cry Havoc.
Posted - 2011.06.30 07:43:00 - [318]
 

Damage control II listed at 340m ISK. When I was playing last, they were a bit cheaper.

Aamrr
Posted - 2011.06.30 09:14:00 - [319]
 

Edited by: Aamrr on 30/06/2011 09:14:44
Originally by: Rogerano
Damage control II listed at 340m ISK. When I was playing last, they were a bit cheaper.


I'm pulling 762k isk right now. Probably just a quirk with the pricing server. It'll resolve itself.

DeadDuck
Amarr
Cutting Edge Incorporated
RAZOR Alliance
Posted - 2011.06.30 09:21:00 - [320]
 

I think the EHP calcs maybe broken. Might be the noobs fault tought since I started to try this tool yesterday.


Kadesh Priestess
Scalding Chill
Posted - 2011.06.30 11:02:00 - [321]
 

Edited by: Kadesh Priestess on 30/06/2011 11:07:44
Originally by: Rogerano
Damage control II listed at 340m ISK. When I was playing last, they were a bit cheaper.
For market items we rely on eve-central prices. Someone recently uploaded invalid data to eve-central, which resulted in DC II price of 450m and BCS II of 600m etc.

Prices expiration time is set to 24 hours, so once prices are fixed at eve-central (they should be fine now), pyfa will pull new data.
Originally by: DeadDuck
I think the EHP calcs maybe broken. Might be the noobs fault tought since I started to try this tool yesterday.
Very unlikely. Maybe just because EHP term used in eve itself is slightly different.

eocsnesemaj
Keskerakond
Posted - 2011.06.30 11:19:00 - [322]
 

looks neat but whats this damage pattern thing and how do i show tank vs resistances?

Rushnik
Minmatar
Anhalter's Minions
Posted - 2011.07.02 09:03:00 - [323]
 

Edited by: Rushnik on 02/07/2011 09:06:35
Originally by: eocsnesemaj
looks neat but whats this damage pattern thing and how do i show tank vs resistances?


CTRL + D -> Damage editor... make more profiles of the dmg you expect ... take a look at the second post in this thread.
Take a look at the last row of the resistance overview. It shows the default 25; 25; 25; 25; damage pattern (uniform)
now you can rightclick on that row and change your damage pattern thus you can now look at tank vs X type damage.

Gibbo3771
Posted - 2011.07.02 11:26:00 - [324]
 

EHP defo isent right, Made a ham drake loadout and its saying 22k EHP and 22k RAW HP.

Doesent make sense.

Aamrr
Posted - 2011.07.02 12:40:00 - [325]
 

Originally by: Gibbo3771
EHP defo isent right, Made a ham drake loadout and its saying 22k EHP and 22k RAW HP.

Doesent make sense.


By all accounts, it seems to be working for everyone else. Make sure that you're using the correct pilot skills (selected in the top right corner), the correct damage profile (described above) and are not looking at raw hit points (click the hp/ehp button to toggle them).

Until you provide me with a screenshot or series of reproduction steps, that's all the more help I can give you.

Mito Rilo
Super Batungwaa Ninja Warriors
Posted - 2011.07.04 12:44:00 - [326]
 

Edited by: Mito Rilo on 04/07/2011 12:47:25
Smt wrong with ehp calculation for me too. Same skills and fit gives my Sabre 3,8k ehp in pyfa while eft says 7k. Also offlining the dcu II has no effect at ehp whatsoever. I would upload screenies but i dont know how.

Edit: The fit has been imported from the EFT files, maybe that's got smt to do with it?

Aamrr
Posted - 2011.07.04 12:52:00 - [327]
 

Originally by: Aamrr

Until you provide me with a screenshot or series of reproduction steps, that's all the more help I can give you.

Kadesh Priestess
Scalding Chill
Posted - 2011.07.04 17:25:00 - [328]
 

Edited by: Kadesh Priestess on 04/07/2011 17:25:15
Ways to help us to debug the problem:
1) Open your user folder, then .pyfa folder (like C:\Users\<user>\.pyfa), take saveddata.db and upload it somewhere (any public ftp, file exchange services like megaupload/rapidshare/whatever). Should work if you do not have any top-secret fits there.
2) Make screenshot of pyfa window (alt + printscreen, if on windows - paste into paint and save), upload it to any image sharing service (imageshack.us, funkyimg.com, etc) and drop here link
3) Export setup in the eft format and paste it here
+ tell us what's particularly wrong

I don't think that mass-import from EFT's cfg files could cause such problem, so it's VERY likely you're using 'raw hp' mode. There's button in the top-right corner of resistances block, if it says 'HP' - then pyfa shows HP (ignoring resistances of the ship), click it to make it show EHP.

Def Antares
Posted - 2011.07.05 09:00:00 - [329]
 

Edited by: Def Antares on 05/07/2011 09:00:52
I just created a new Hurricane fit (not imported) and added an EANMII, char set to all 5. no change in EHP to RAWHP when pressing the button.


Also I noticed webifier and target painter don't have effects on the damage graph. While its good that you can have more than one setup of the same ship open at the same time (what I missed from eft) its irritating that you cant compare these setups with some different mods.


Kadesh Priestess
Scalding Chill
Posted - 2011.07.05 14:26:00 - [330]
 

Edited by: Kadesh Priestess on 05/07/2011 14:28:29
HP, EHP.

Which pyfa version are you using? Does it write anything into console or to some txt-format log located in pyfa's folder?


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