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EVE Fit project: - pyfa 1.1.7 (Inferno 1.0)

First post
Author
Lord MuffloN
Caldari Provisions
Caldari State
#21 - 2011-09-07 16:44:31 UTC
Can pyfa import/export fittings easily? I don't know if it already exists, but wouldn't it be possible to make a import feature compatible with EFT's format?
Kadesh Priestess
This Game Is Terrible
Warlords of the Deep
#22 - 2011-09-07 20:56:53 UTC
Lord MuffloN wrote:
Can pyfa import/export fittings easily? I don't know if it already exists, but wouldn't it be possible to make a import feature compatible with EFT's format?
File -> Import -> shift-select all EFT cfgs and you're done.
Lord MuffloN
Caldari Provisions
Caldari State
#23 - 2011-09-08 10:30:13 UTC  |  Edited by: Lord MuffloN
Kadesh Priestess wrote:
Lord MuffloN wrote:
Can pyfa import/export fittings easily? I don't know if it already exists, but wouldn't it be possible to make a import feature compatible with EFT's format?
File -> Import -> shift-select all EFT cfgs and you're done.


Oh yes, I did note that feature, and it does indeed help, but I was more thinking the clipboard import that EFT have, it's a damn nice feature.

EDIT: There also seems to be problems with importing characters after the API change?
Kadesh Priestess
This Game Is Terrible
Warlords of the Deep
#24 - 2011-09-08 10:39:40 UTC  |  Edited by: Kadesh Priestess
Lord MuffloN wrote:
Oh yes, I did note that feature, and it does indeed help, but I was more thinking the clipboard import that EFT have, it's a damn nice feature.
That's even easier - use conventional ctrl-c/ctrl-v or edit menu. When pasting fit, pyfa autodetects its format and uses proper importer.

Lord MuffloN wrote:
EDIT: There also seems to be problems with importing characters after the API change?
Obviously yes, we'll make new release with changes to the API subsystem in near future.
royal killer
Collective-Company
#25 - 2011-09-08 12:15:34 UTC
Good day,

I'd like to congratulate you on a wonderful program . There is one thing I would like to point out though that I saw fairly
quick, if a ship has for example 5 turret slots but 6 total high slots you can still fit 6 guns to that ship.

I can be a little picky on details sometimes but It's just something that I wanted to point out just in case it got missed. Smile

Good luck
Barbelo Valentinian
The Scope
Gallente Federation
#26 - 2011-09-09 00:39:26 UTC
royal killer wrote:
Good day,

I'd like to congratulate you on a wonderful program . There is one thing I would like to point out though that I saw fairly
quick, if a ship has for example 5 turret slots but 6 total high slots you can still fit 6 guns to that ship.

I can be a little picky on details sometimes but It's just something that I wanted to point out just in case it got missed. Smile

Good luck


You can but there's a little 6/5 thing at top right that goes red to warn you that you're over your turret limit.
Tippia
Sunshine and Lollipops
#27 - 2011-09-09 01:00:00 UTC
Cameron Zero wrote:
It does look pretty. A question, though:

Why use this over EFT?
Because I can get this one to run on my phone…

…although, admittedly, the UI becomes pretty horrible at those resolutions and without any special concessions for touch interfaces and gestures. P
Mr M
Sebiestor Tribe
#28 - 2011-09-16 06:30:27 UTC
Cameron Zero wrote:
Why use this over EFT?

Gripen has done a great job with EFT, but it doesn't run that well under linux (nor mac?), and personally I prefer open source projects where others can take over the development work when/if the developer(s) get a job/family/rage quit/und so weiter.

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Cyzlaki
Ministry of War
Amarr Empire
#29 - 2011-09-16 15:21:31 UTC
Needs to be able to apply fleet bonuses from an imported character or ship setup. This is the only feature I have missed since switching from EFT.
Trellios
Finding Karma
#30 - 2011-09-19 06:21:51 UTC
Wonderful program definitely prefer it to anything else.

However I do have a couple of questions. The main issue I'm seeing is that my cap stability is not showing as I expect it to. For instance my current ship is showing 38.5% cap stability in Pyfa, 47% in Eft and 43.7% in Eve. I've double checked my setups and both have all implants included. I've definitely found Eft to show more than what I actually get in game but Pyfa so far is showing lower on the two ships I've checked.

Also would it be possible to have cap bonus showing on cap upgrade modules (ie. cap recharger).

Of course in the scheme of things this is a wonderfully aesthetic program and I really like what it does so these are just ideas.

Thank you for the hard work

Trel
Handsome Hussein
#31 - 2011-09-19 07:27:57 UTC
Wow, where to begin...

Very nice program, I am switching over from EFT right now just for the layout; internal windows bug the **** out of me.

A few things:
1. Drag and drop components? I like my ducks in a certain row.
2. Columns, can I remove them (price)? Can I change the formatter (would rather see 1875 than 1.88K tbh)?
3. +1 for the previous "cap bonus showing in column" comment.
4. Turning modules on, off, and offline is a bit of a pain and slightly confusing, maybe have some indication that a module can have a "turned on" state?

A few more things:
1. LOVE the range display on weapons, nicely done.
2. Very cool to see the recharge rates displayed as they are.
3. Drone range!

Great work, I'll put this on my Linux laptop tomorrow and give it a run, but so far it looks and runs great in Win7.

Leaves only the fresh scent of pine.

Kahz Niverrah
Viziam
Amarr Empire
#32 - 2011-09-21 22:48:48 UTC  |  Edited by: Kahz Niverrah
Nice to see people using git for their projects.

I don't always post on the forums, but when I do, I post with my main.

Kadesh Priestess
This Game Is Terrible
Warlords of the Deep
#33 - 2011-09-27 22:14:40 UTC  |  Edited by: Kadesh Priestess
New build is out, 1.0.4:

Windows: installer, archive
Mac: archive
Source: archive

Changes since last build:

  • Support of new customizable api keys
  • It's now strictly prohibited to fit more launchers/turrets than hardpoints allow
  • Several miscalculation fixes and optimizations
chris1945
Ambivalence Co-operative
#34 - 2011-09-27 22:32:43 UTC
Just checked: e.g. the Gallente drone specification skill does not effect the T2 sentry drones skill. Same with the 3 other spec skills.
Kadesh Priestess
This Game Is Terrible
Warlords of the Deep
#35 - 2011-09-27 22:38:04 UTC
As designed, afaik. They don't have racial drone spec skill requirement, thus not affected by these skills.
chris1945
Ambivalence Co-operative
#36 - 2011-09-27 23:07:18 UTC  |  Edited by: chris1945
Just checked. Sorry, my mistake.
Kazacy
BACKFIRE Squad
#37 - 2011-09-28 06:14:53 UTC
Works damn fine on my arch.
Abram Dark
Caldari Provisions
Caldari State
#38 - 2011-09-28 13:15:30 UTC
Awesome module, I will recommend it to my friends. Bear
DarkAegix
Acetech Systems
#39 - 2011-09-28 13:27:13 UTC  |  Edited by: DarkAegix
mmmmm, thank you very much Big smile
The minor UI improvements are much appreciated, too.
Some very minor suggestions/issues:
-There's a very noticeable delay when adding or removing modules from your ship. This becomes exceedingly annoying when continuously double-clicking on turrets to add them.
-uuhhhh.....

I can't think of anything else Blink
Kadesh Priestess
This Game Is Terrible
Warlords of the Deep
#40 - 2011-09-28 15:07:57 UTC
DarkAegix wrote:
mmmmm, thank you very much Big smile
-There's a very noticeable delay when adding or removing modules from your ship. This becomes exceedingly annoying when continuously double-clicking on turrets to add them.
Not an UI problem. But we're working on it :P