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EVE Fit project: - pyfa 1.1.7 (Inferno 1.0)

First post
Author
Tanya Powers
Doomheim
#161 - 2011-11-18 12:18:58 UTC
Justine Valentine wrote:
I would like to submit a bug. I am getting an error when I am trying to get my characters skills thru API key.
"Unable to retrieve Justine Valentine's skills".

Any ideas?

The rest is AWESOME! :)



Use new API format?

Lol
Justine Valentine
Unknown Unnamed Corp
#162 - 2011-11-18 12:32:47 UTC
Tanya Powers wrote:
Justine Valentine wrote:
I would like to submit a bug. I am getting an error when I am trying to get my characters skills thru API key.
"Unable to retrieve Justine Valentine's skills".

Any ideas?

The rest is AWESOME! :)



Use new API format?

Lol


I used new API and it ended up with this error. But, the problem was with permissions of my API key. I updated them (selected more stuff) and it works now.
Kadesh Priestess
Descendance.
GoonSwarm.
#163 - 2011-11-18 16:45:57 UTC
New release in test series, singularity-317376

Windows: archive
Mac: archive
Source: archive

New stuff since singularity-311120 includes booster revamp, incremental boost of hybrid weapons (5 sec reload time, +5 percent blaster damage, +5 percent hybrid tracking), new crucible/christmas gift implants (genolution hardwirings).
Handsome Hussein
#164 - 2011-11-18 21:32:23 UTC
Great work, thanks!

Time to create some Thorax failrailfits.

Leaves only the fresh scent of pine.

Miliam Brinalle
Center for Advanced Studies
Gallente Federation
#165 - 2011-11-20 20:53:03 UTC
I have been using pyfa for a while and I love it, excellent job, thanks.

What would be the appropriate way of reporting bugs ? Pyfa keeps crashing for me when searching items in the market tab, with this exception from the pyfa.exe.log file:
Quote:

Exception in thread Thread-3:
Traceback (most recent call last):
File "threading.pyo", line 530, in __bootstrap_inner
File "service\market.pyo", line 91, in run
File "service\market.pyo", line 109, in processSearches
File "eos\db\gamedata\queries.pyo", line 56, in checkAndReturn
File "eos\db\gamedata\queries.pyo", line 188, in searchItems
UnicodeEncodeError: 'ascii' codec can't encode character u'\xb4' in position 2: ordinal not in range(128)


The character specified in the exception varies, I have seen other instances with \xf1, \xa1 and \xe0. I have been trying to find a way to reliably reproduce it without much luck. My OS is Windows 7 x64, and because it seems relevant, my keyboard language is spanish.
Sabevissia
Caldari Provisions
Caldari State
#166 - 2011-11-20 23:37:55 UTC
I am receiving the below error from the nightly build on a clean install (though I did not do a registry clean yet). I am going to try the clean installa gain after doing a registry clean first this time around, but wanted to post this error just in case it may be useful for anyone.


Traceback (most recent call last):
File "pyfa.py", line 51, in (module)
print "Unknown sqlalchemy version string format, skipping check"
File "C:\Program Files (x86)\pyfa\.\gui\mainFrame.py", line 38, in (module)
from gui.additionsPane import AdditionsPane
File "C:\Program Files (x86)\pyfa\.\gui\additionsPane.py", line 27, in (module)
from gui.gangView import GangView
File "C:\Program Files (x86)\pyfa\.\gui\gangView.py", line 20, in (module)
from wx.lib.scrolledpanel import ScrolledPanel
ImportError: No module named scrolledpanel
Sakari Orisi
Doomheim
#167 - 2011-11-21 10:12:03 UTC
Sabevissia wrote:
I am receiving the below error from the nightly build on a clean install (though I did not do a registry clean yet). I am going to try the clean installa gain after doing a registry clean first this time around, but wanted to post this error just in case it may be useful for anyone.


Traceback (most recent call last):
File "pyfa.py", line 51, in (module)
print "Unknown sqlalchemy version string format, skipping check"
File "C:\Program Files (x86)\pyfa\.\gui\mainFrame.py", line 38, in (module)
from gui.additionsPane import AdditionsPane
File "C:\Program Files (x86)\pyfa\.\gui\additionsPane.py", line 27, in (module)
from gui.gangView import GangView
File "C:\Program Files (x86)\pyfa\.\gui\gangView.py", line 20, in (module)
from wx.lib.scrolledpanel import ScrolledPanel
ImportError: No module named scrolledpanel


It looks like your version of WXPython is incomplete, has nothing to do with the registry
Kadesh Priestess
Descendance.
GoonSwarm.
#168 - 2011-11-21 14:24:12 UTC
Miliam Brinalle wrote:
What would be the appropriate way of reporting bugs ? Pyfa keeps crashing for me when searching items in the market tab, with this exception from the pyfa.exe.log file:
Known issue, occurs when you type any non-ASCII character into input field (google ASCII char table if you're curious how you can reliably reproduce it). I'll fix it by the next release.

Sabevissia wrote:
I am receiving the below error from the nightly build on a clean install (though I did not do a registry clean yet). I am going to try the clean installa gain after doing a registry clean first this time around, but wanted to post this error just in case it may be useful for anyone.
Pretty much expected behaviour. Nighties are not expected to work all the time.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#169 - 2011-11-22 01:41:24 UTC
Why is there no way to sort the modules into slot groups?
pmchem
Brutor Tribe
Minmatar Republic
#170 - 2011-11-22 01:51:02 UTC
Question / possible bug:

All-V character, Abaddon ship. No implants/gang effects/etc. Only 2 mods fit: Quad Lif Fueled I Booster Rockets and Heavy Capacitor Booster II (with Cap Booster 400 loaded).

pyfa (latest winter preview) claims the following:
2m20sec cap with mwd running
10m30sec cap with mwd AND cap booster running

EFT (2.13.4) says 2m34sec with mwd running, 10m58sec with both mwd and cap booster.

Why the different result? Which is correct?

https://twitter.com/pmchem/ || http://community.eveonline.com/news/dev-blogs/community-spotlight-garpa/ || Goonswarm Economic Warfare Cabal

Kadesh Priestess
Descendance.
GoonSwarm.
#171 - 2011-11-22 09:30:43 UTC
m3talc0re X wrote:
Why is there no way to sort the modules into slot groups?
Because wxWidgets (UI toolkit we're using) is a gay.

pmchem wrote:
Question / possible bug:

All-V character, Abaddon ship. No implants/gang effects/etc. Only 2 mods fit: Quad Lif Fueled I Booster Rockets and Heavy Capacitor Booster II (with Cap Booster 400 loaded).

pyfa (latest winter preview) claims the following:
2m20sec cap with mwd running
10m30sec cap with mwd AND cap booster running

EFT (2.13.4) says 2m34sec with mwd running, 10m58sec with both mwd and cap booster.

Why the different result? Which is correct?
When it comes to cap calculations, i'd better rely on pyfa's accurateness. We're using Entity's cap simulator, while EFT likely runs approximate calculations instead of full sim. For cap stable fittings, pyfa shows value slightly below your actual average cap, but still far more accurate.

I know few cases when it bugs out, but EFT goes mad there too; also i think you shouldn't face them in game.
pmchem
Brutor Tribe
Minmatar Republic
#172 - 2011-11-27 23:37:17 UTC
Kadesh Priestess wrote:
m3talc0re X wrote:
Why is there no way to sort the modules into slot groups?
Because wxWidgets (UI toolkit we're using) is a gay.

pmchem wrote:
Question / possible bug:

All-V character, Abaddon ship. No implants/gang effects/etc. Only 2 mods fit: Quad Lif Fueled I Booster Rockets and Heavy Capacitor Booster II (with Cap Booster 400 loaded).

pyfa (latest winter preview) claims the following:
2m20sec cap with mwd running
10m30sec cap with mwd AND cap booster running

EFT (2.13.4) says 2m34sec with mwd running, 10m58sec with both mwd and cap booster.

Why the different result? Which is correct?
When it comes to cap calculations, i'd better rely on pyfa's accurateness. We're using Entity's cap simulator, while EFT likely runs approximate calculations instead of full sim. For cap stable fittings, pyfa shows value slightly below your actual average cap, but still far more accurate.

I know few cases when it bugs out, but EFT goes mad there too; also i think you shouldn't face them in game.


As a follow-up on this, I just tested the abaddon with quaf lif mwd and heavy cap booster 2 on sisi (build 321215 - should be identical to TQ for this testing). Character had all-5 navigation and capacitor related skills, and no implants.

Using only the MWD: ship first failed to cycle MWD due to lack of cap at 2m 31s.
Using the MWD and cap boosters (both started at same time): ship first failed to cycle MWD due to lack of cap at 9m 21s, and the last cap booster was consumed at 9m 5s.

CCP added an interesting feature to the fitting window on sisi: it tells you how long it will take your capacitor to deplete. It said 2m 30s for my abaddon fit, apparently ignoring the heavy cap booster. CCP wins in accuracy for the non-cap-boosted fit though, better than EFT or pyfa.

For pyfa: the program was too pessimistic about cap. 2m 20s is near the time I was able to start my last full MWD cycle, not the time my cap ran out or the time a mod first deactivated due to cap (even after activating MWD for the last time I had _some_ capacitor left, just not enough to cycle MWD again when needed). EFT and pyfa both assumed the abaddon had infinite cap booster charges. In reality, the abaddon has 525m3 of cargo space. The heavy cap booster 2 can load 10 charges of cap booster 400 and fit 32 in a non-expanded cargo hold. It just runs out of cap charges. This should probably be considered a bug, as the program could estimate max # of cap boosters available without getting more from a can. This problem is pretty obvious to anyone who has ever theorycrafted a setup with cap booster 800s (which are pretty bulky).

https://twitter.com/pmchem/ || http://community.eveonline.com/news/dev-blogs/community-spotlight-garpa/ || Goonswarm Economic Warfare Cabal

Kadesh Priestess
Descendance.
GoonSwarm.
#173 - 2011-11-28 10:02:12 UTC  |  Edited by: Kadesh Priestess
pmchem wrote:
Using only the MWD: ship first failed to cycle MWD due to lack of cap at 2m 31s.
2:30 i guess, you can't have 31, 29 or whatever because mwd cycle time is exactly 10 seconds, and it's the only module you're using.

I checked several cases (e.g. retribution with centii c-type rep), seems like it shows start time of last cycle which will actually work, not its end time. May be misleading, but that's how capsim we're using works.

pmchem wrote:
sing the MWD and cap boosters (both started at same time): ship first failed to cycle MWD due to lack of cap at 9m 21s, and the last cap booster was consumed at 9m 5s.
Problems with cargo space are ignored, it's assumed that you will always have cap booster supply.

pmchem wrote:
CCP added an interesting feature to the fitting window on sisi: it tells you how long it will take your capacitor to deplete. It said 2m 30s for my abaddon fit, apparently ignoring the heavy cap booster. CCP wins in accuracy for the non-cap-boosted fit though, better than EFT or pyfa.
I know the algorithm it's using. By the way, it doesn't properly work for modules which have duration which is not multiple of 1 second (= 1 server tick). We're likely to write cap simulator from scratch for new engine, taking into consideration the way cap sim is implemented by CCP in fitting window. That is, current cap sim will stay as-is until new engine backing pyfa replaces older one.

pmchem wrote:
For pyfa: the program was too pessimistic about cap. 2m 20s is near the time I was able to start my last full MWD cycle, not the time my cap ran out or the time a mod first deactivated due to cap (even after activating MWD for the last time I had _some_ capacitor left, just not enough to cycle MWD again when needed). EFT and pyfa both assumed the abaddon had infinite cap booster charges. In reality, the abaddon has 525m3 of cargo space. The heavy cap booster 2 can load 10 charges of cap booster 400 and fit 32 in a non-expanded cargo hold. It just runs out of cap charges. This should probably be considered a bug, as the program could estimate max # of cap boosters available without getting more from a can. This problem is pretty obvious to anyone who has ever theorycrafted a setup with cap booster 800s (which are pretty bulky).
Cargo considerations can be taken into account, but they're too complex - not 100% of cargo is occupied by cap boosters, there can be external supply of these (container/blockade runner with charges) and other smaller things.
Fraa Bjorn
Cell 317
#174 - 2011-11-28 20:10:40 UTC
Hi, I've been a happy Pyfa-user for months -- but earlier today, pyfa stopped starting up.. I've tried unstall/reinstall (both 1.0.6-incarna) but no go.
Double click icon - hourglass mouse, then nothing happens. no pyfa process gets started.
Tried starting from commandline, but there's no output. Is there a log-file somewhere?

All games have QQ, but only Eve has Q.Q

Sakari Orisi
Doomheim
#175 - 2011-11-28 23:14:19 UTC
Fraa Bjorn wrote:
Hi, I've been a happy Pyfa-user for months -- but earlier today, pyfa stopped starting up.. I've tried unstall/reinstall (both 1.0.6-incarna) but no go.
Double click icon - hourglass mouse, then nothing happens. no pyfa process gets started.
Tried starting from commandline, but there's no output. Is there a log-file somewhere?

join irc.coldfront.net #evefit and have a chat with us (devs) to figure out what's wrong on your side (ideally, somehwere tomorrow not too late EU time, we're all EU based)
Kadesh Priestess
Descendance.
GoonSwarm.
#176 - 2011-11-28 23:16:59 UTC
Fraa Bjorn wrote:
Hi, I've been a happy Pyfa-user for months -- but earlier today, pyfa stopped starting up.. I've tried unstall/reinstall (both 1.0.6-incarna) but no go.
Double click icon - hourglass mouse, then nothing happens. no pyfa process gets started.
Tried starting from commandline, but there's no output. Is there a log-file somewhere?
Please check pyfa.log (or any other log and txt files which are not part of distribution) in pyfa's folder (or in corresponding location of VirtualStore, if you have pyfa installed to UAC-protected location), all error output should be directed there.

Also, you may try removing pyfa folder manually from install location, and re-installing it again (to make sure no old files remain). If it doesn't help, try to move [user]/.pyfa folder somewhere and see if it starts. If it helps - upload packed folder somewhere, we'll look into what could've caused it.

If it doesn't - join chan, like suggested by Sakari. It may be complex windows binary problem which is hard to solve without good level of interaction.
Kadesh Priestess
Descendance.
GoonSwarm.
#177 - 2011-11-29 17:21:44 UTC  |  Edited by: Kadesh Priestess
With the crucible release, we're releasing 1.1:

Windows: installer, archive
Mac: archive
Source: archive


  • Database and everything related was updated to Crucible 1.0, to include new tier-3 BCs, hybrid buff among other changes
  • Added support for gang bonuses (drag fits from ship browser onto opened Fleet pane, or just RMB them and use menu)
  • Added support for system-wide effects - wormhole, incursion (RMB in projected tab)
  • Added option -r or --root to store data in pyfa's folder instead of [user]/.pyfa, for better compatibility with services like dropbox (except for mac build, temporary work-around for severe bug)
  • Usual assortment of calculation and bug fixes


Two major features (fleet and wh effects) were added on top of existing code, in the least-effort way (to not distract much from development of new engine), which sometimes included use of ugly hacks. At first glance - everything works as intended. If you find something broken - please post here, we may fix it quickly or not fix at all (after all, new engine is likely to fix most, if not all of existing calculation problems).
Liang Nuren
No Salvation
Divine Damnation
#178 - 2011-11-29 18:38:46 UTC
Kadesh Priestess wrote:
new engine


Congrats on a new release! :) The UI feels really laggy because it does a full recalculation of every stat when adding a new module. Does the new engine change that?

-Liang

I'm an idiot, don't mind me.

Kadesh Priestess
Descendance.
GoonSwarm.
#179 - 2011-11-29 18:41:43 UTC  |  Edited by: Kadesh Priestess
Liang Nuren wrote:
The UI feels really laggy because it does a full recalculation of every stat when adding a new module. Does the new engine change that?

-Liang
Yes, partial recalculations won't take more than few milliseconds, if not less. It's one of its main features, with other one being massive use of data we get from eve, which helps to achieve almost absolute calculation accurateness
Liang Nuren
No Salvation
Divine Damnation
#180 - 2011-11-29 18:44:31 UTC
Kadesh Priestess wrote:
Liang Nuren wrote:
Kadesh Priestess wrote:
new engine


Congrats on a new release! :) The UI feels really laggy because it does a full recalculation of every stat when adding a new module. Does the new engine change that?

-Liang
Yes, partial recalculations won't take more than few milliseconds, if not less


Nice - glad to see you guys are going down that route. It'll *greatly* increase the usability of the application. Again, congrats on the new release. :)

-Liang

I'm an idiot, don't mind me.