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(Ghost) Fitting Window; More relevant stats, less gumpf

First post First post
Author
TheSmokingHertog
Julia's Interstellar Trade Emperium
#261 - 2016-10-11 18:53:32 UTC  |  Edited by: TheSmokingHertog
*nvm*, delete

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Apple Joy
Doomheim
#262 - 2016-10-18 07:27:47 UTC
collapse all in item browser right click menu pls!
doomnaught
RedAngels
#263 - 2016-10-25 20:12:50 UTC  |  Edited by: doomnaught
Having more than one ghost fit window running simultaneously for comparing combination of different setups and different ships would be very useful. Example: Comparing Hawk version 1 vs Hawk version 2 vs Worm vs Merlin to use for a certain situation.
PopeUrban
El Expedicion
Flames of Exile
#264 - 2016-10-26 22:18:17 UTC
Checkboxes to display stats with various environmental effects, e.g. wormhole effects and the effects of the new supercap phenom generators would be dandy.
LakeEnd
FinFleet
Northern Coalition.
#265 - 2016-10-28 09:51:21 UTC
Just tested this on SISI, I am positively suprised.

I CBA to read whole thread, so if this has been said already I apologize.

Please make the search field universally search EVERYTHING. So when I type something, it will return results from Hulls, Modules and Charges. This would make fitting lot faster for people who know the hull, module and charge names, current version forces needless clicks between different categories.

Kaelke
Caldari Provisions
Caldari State
#266 - 2016-10-30 08:01:38 UTC
Has indicating DPS for fighters already been named?
Jason Strike
KarmaFleet
Goonswarm Federation
#267 - 2016-11-02 21:47:32 UTC
It's nice to have a toggle to see what you do and don't have the skills for.

But is there any chance of a "Treat all skills as level V" toggle, when using ghost fitting, so you can number crunch the max potential of the ship? Not just what you've trained so far.
CCP karkur
C C P
C C P Alliance
#268 - 2016-11-02 23:51:40 UTC
Kaelke wrote:
Has indicating DPS for fighters already been named?
Yeah, it's hopefully something we can add later, but not now :)

Jason Strike wrote:
It's nice to have a toggle to see what you do and don't have the skills for.

But is there any chance of a "Treat all skills as level V" toggle, when using ghost fitting, so you can number crunch the max potential of the ship? Not just what you've trained so far.
We are using the character's brain, so in order to do that, we'd need to build a custom made brain, and tbh, I haven't even looked into if/how that would be possible.
I know it's super useful, but we also want to keep the window simple and opted for not including that for the time being.

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

helana Tsero
Science and Trade Institute
Caldari State
#269 - 2016-11-03 06:26:00 UTC  |  Edited by: helana Tsero
CCP karkur wrote:
Kaelke wrote:
Has indicating DPS for fighters already been named?
Yeah, it's hopefully something we can add later, but not now :)

Jason Strike wrote:
It's nice to have a toggle to see what you do and don't have the skills for.

But is there any chance of a "Treat all skills as level V" toggle, when using ghost fitting, so you can number crunch the max potential of the ship? Not just what you've trained so far.
We are using the character's brain, so in order to do that, we'd need to build a custom made brain, and tbh, I haven't even looked into if/how that would be possible.
I know it's super useful, but we also want to keep the window simple and opted for not including that for the time being.


To be frank its not just super useful its fundemental to how the game works.

You choose a ship and modules based on their capabilities for the role you want them to play and you choose a training plan (which could take 3 months+ to finish) so you can use that ship/modules to a reasonable level.

Without a way to see what the ship/modules are capable of doing, there is no way to judge whether the ship and your training plan will be useful for the task. So it defeats the entire purpose of ghost fitting for ships/modules we cant yet use or use well.

Its going to be vital for alphas to know that they are training for something that once they have the skill will actually

- tank that mission
- beat x type of ships in a dogfight etc

"...ppl need to get out of caves and they will see something new.... thats where eve is placed... not in cave."  | zoonr-Korsairs |

Meanwhile Citadel release issues: "tried to bug report this and the bug report is bugged as well" | Rafeau |

TheSmokingHertog
Julia's Interstellar Trade Emperium
#270 - 2016-11-03 07:50:51 UTC
helana Tsero wrote:
CCP karkur wrote:
Kaelke wrote:
Has indicating DPS for fighters already been named?
Yeah, it's hopefully something we can add later, but not now :)

Jason Strike wrote:
It's nice to have a toggle to see what you do and don't have the skills for.

But is there any chance of a "Treat all skills as level V" toggle, when using ghost fitting, so you can number crunch the max potential of the ship? Not just what you've trained so far.
We are using the character's brain, so in order to do that, we'd need to build a custom made brain, and tbh, I haven't even looked into if/how that would be possible.
I know it's super useful, but we also want to keep the window simple and opted for not including that for the time being.


To be frank its not just super useful its fundemental to how the game works.

You choose a ship and modules based on their capabilities for the role you want them to play and you choose a training plan (which could take 3 months+ to finish) so you can use that ship/modules to a reasonable level.

Without a way to see what the ship/modules are capable of doing, there is no way to judge whether the ship and your training plan will be useful for the task. So it defeats the entire purpose of ghost fitting for ships/modules we cant yet use or use well.

Its going to be vital for alphas to know that they are training for something that once they have the skill will actually

- tank that mission
- beat x type of ships in a dogfight etc


No, this tool is to actually fit a ship in game. The kind of planning you perform is the next step, for that we have the pro outside tools. Dont expect CCP to replace those tools in the short run. Training plans and the fitting tool have no direct relation.

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

helana Tsero
Science and Trade Institute
Caldari State
#271 - 2016-11-03 23:27:30 UTC  |  Edited by: helana Tsero
TheSmokingHertog wrote:
helana Tsero wrote:
CCP karkur wrote:
Kaelke wrote:
Has indicating DPS for fighters already been named?
Yeah, it's hopefully something we can add later, but not now :)

Jason Strike wrote:
It's nice to have a toggle to see what you do and don't have the skills for.

But is there any chance of a "Treat all skills as level V" toggle, when using ghost fitting, so you can number crunch the max potential of the ship? Not just what you've trained so far.
We are using the character's brain, so in order to do that, we'd need to build a custom made brain, and tbh, I haven't even looked into if/how that would be possible.
I know it's super useful, but we also want to keep the window simple and opted for not including that for the time being.


To be frank its not just super useful its fundemental to how the game works.

You choose a ship and modules based on their capabilities for the role you want them to play and you choose a training plan (which could take 3 months+ to finish) so you can use that ship/modules to a reasonable level.

Without a way to see what the ship/modules are capable of doing, there is no way to judge whether the ship and your training plan will be useful for the task. So it defeats the entire purpose of ghost fitting for ships/modules we cant yet use or use well.

Its going to be vital for alphas to know that they are training for something that once they have the skill will actually

- tank that mission
- beat x type of ships in a dogfight etc


No, this tool is to actually fit a ship in game. The kind of planning you perform is the next step, for that we have the pro outside tools. Dont expect CCP to replace those tools in the short run. Training plans and the fitting tool have no direct relation.


Not really. If you want to fit a ship ingame you drag the module from your hanger into the regular ship fitting window and it shows you its current stats dps/ehp etc

The ghost fitting tool deals in possibilities. Without a certain level of sp you cant see the potential capability of the ship/module you are ghost fitting. Its like going to the store and ordering ice cream, but only receiving the cone cause the ice cream hasn't been frozen yet.. You dont know if it going to taste good until you receive the full product.

This is the reason i think a set all skills at V capability for ghost fitting is fundamental.

"...ppl need to get out of caves and they will see something new.... thats where eve is placed... not in cave."  | zoonr-Korsairs |

Meanwhile Citadel release issues: "tried to bug report this and the bug report is bugged as well" | Rafeau |

Vraygan
#272 - 2016-11-04 16:27:49 UTC  |  Edited by: Vraygan
Found that "Filter: Resources" isn't filtering out rigs that won't fit. Have two Large Drone Mining Augmentor II and it doesn't filter out rigs that won't fit.

Command Burst modules do not change stats when active.
Daichi Yamato
Jabbersnarks and Wonderglass
#273 - 2016-11-06 15:18:32 UTC
I agree with helana. The widest application of fitting management is not to see what one person can do now with a ship, but to theory craft and compare the abilities of the ships themselves. And for that to be done you need uniform constants like 'all level V' or our own preset skill levels. Without it the application is limited to theory crafting a ship five minutes before buying them which isn't alway useful for the long term.

Take a condor, drake or britix for example. If i ghost fit them with a low level char, they're missing a lot of dps that i wouldn't know they get unless i train their respective skills to 5.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Aaril
Interstellar Consulting Group
#274 - 2016-11-15 16:32:13 UTC
Nearly every piece necessary for cargo seems to be there, but the non-charge cargo gets stripped out when you save in-game.

I can drag modules into the cargo, but it does not save it like it does when I push from Pyfa.

Deployables also need to be added to the module list so they can be added to cargo (mobile depots, mobile warp disruptors, etc).
Dahak Thricegreat
Brutor Power Gang
#275 - 2016-11-15 18:42:08 UTC
I am Mindblown how the SAVED FITS window has been removed and replaced with...something that doesnt remotely compare in terms of efficiency (quick access to saved fits, window space). Literally, its horrendous. No offense, honestly.

Previously I could open the Saved Fits window and select my fit by SHIP TYPE, i.e, Battleship/Destroyer/Frigate/Covert Ops... After clicking that respective tab, it would expand showing all fits of that nature, and most importantly LISTING THEM BY FIT NAME. I have named them very specifically so I can quickly and easily peruse them. No more can that be done.

Now they are listed by RACE... Linking to to race may seem logical to help newbs, and especially the alpha clones. However, it makes navigating a list of 200 fits take significantly more time. Its makes me click more times that before. I cant stress enough that fits are saved by name and that is a key means of selecting them for myself.

The fitting window is already big enough. Just because Im looking for a fit doesnt mean I'm fitting a ship... I may be sharing that fit with a friend, and simply want to link it in a chatroom. However, now you're forced into a window as wide as half the screen, rather than atleast being able to stack the Saved fits window on top of the FItting window.

I know other's have stated similar complaints as we've been appalled by these uncessary changes. Several said, they'll just use pyfa more. I personally just want the option to revert the previous Saved Fits Window.

I also was surprised that when clicking a fit someone has shared, I can no longer EASILY change its name at the top of that fit. I don't even see how to change its name, only how to save the fit. That's what led to me searching for my saved fits window, and alas, to this post.

PLEASE HELP.
CCP karkur
C C P
C C P Alliance
#276 - 2016-11-15 19:04:18 UTC  |  Edited by: CCP karkur
Dahak Thricegreat wrote:
PLEASE HELP.
Double click on the Hulls&Fits tab or add the Fitting Management to your Neocom (it's under the E in the Neocom)
Dahak Thricegreat wrote:
I also was surprised that when clicking a fit someone has shared, I can no longer EASILY change its name at the top of that fit. I don't even see how to change its name, only how to save the fit. That's what led to me searching for my saved fits window, and alas, to this post.
Click on the fitting name.

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

TheSmokingHertog
Julia's Interstellar Trade Emperium
#277 - 2016-11-15 21:14:49 UTC  |  Edited by: TheSmokingHertog
Dear Karkur and team

I bug-reported Forman Link modules showing up in ghost fitting when loading saved fits on my orca.

See bug-report > EBR-99172 < https://puu.sh/sjqkg/8e5ff0e62d.jpg

When I fit 4 modules on my orca that can burst, the 4th shows online, while the orca just has 3 slots for burst modules. I dont see the 4th offline or get any warning that it cannot be fit.

See bug report > < EBR-99183 < https://puu.sh/sjqMZ/478399c22a.jpg

When I rig the orca to get a 4th command slot for the burst module, the module wont show "green" while online.

See bug report > EBR-99187 < https://puu.sh/sjqWn/008fd583d9.jpg

TSH

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Luke J Skywalker
Mossbauer effect
#278 - 2016-11-16 07:19:28 UTC  |  Edited by: Luke J Skywalker
Hello. You can add to the ghostly fitting opportunity to create their own filters?

And...how add charges in modules like "cap booster"?
Scatim Helicon
GoonWaffe
Goonswarm Federation
#279 - 2016-11-16 14:58:58 UTC
Might have missed this, but is there a way to toggle the clone state so you can see how a ship would perform in Alpha vs Omega (for those who have previously subscribed and trained skills that are now locked down)?

Every time you post a WiS thread, Hilmar strangles a kitten.

Vaedian GER
Excidium.
#280 - 2016-11-16 16:26:43 UTC  |  Edited by: Vaedian GER

  • tiny fitting window that can't be scaled in the age of 30" monitors and 4K resolution
  • way too narrow module list that truncates item names
  • user-unfriendly way to save fittings
  • extremly user-unfriendly tiny buttons to remove modules (drag and drop anyone? not even going to mention double click)
  • useless tank stats (I don't care how much my shield booster boosts if resists aren't calculated into it)
  • no option to configure damage profiles
  • no option to save skill sets (All Level 5, multiple characters, or maybe I'm just blind?)
  • no implant option


This thing is of very little help and costs a lot of time. I hope someone picks up EFT again.