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pyfa 1.15.0 (Vanguard)

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Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#321 - 2014-04-08 16:05:15 UTC
Blue Moonstone wrote:
Sable Blitzmann wrote:
Steven Shen wrote:
I think that the bonus of Interdictor Heretic doesn't work

Specifics, please? Expected / actual results. For me Heretic bonuses are being applied to Light missiles, rockets, MWD sig, and armor resists just as advertised.


Both Corax and Heretic can fit 7 Rocket
Corax (5% kinetic damage) fitted with Caldari Navy Scourge Rocket and one Ballistic Control System, it has 199 DPS.
However, when Heretic (5% all damage) fitted with one Ballistic Control System, it just has 126.
And I also don't know why the explosion radius and explosion velocity are different.
In Heretic, it is 18m / 180m/s, in Talwar, it is 15m / 225m/s, both ships do not have radius and velocity bouns.
So, I think there is a problem somewhere.


I cannot reproduce the DPS difference. Check you skills. On all 5 skill they are the exact same DPS:

http://eve-files.com/dl/267818
http://eve-files.com/dl/267819

As for explosion velocity / radius, Corax gets an explosion velocity bonus while the Heretic does not. As noted in the picture, with controlled fit, explosion radius is the same for both. Check other modules you may have fitted, as well as skills that you're using, rigs, boosters, and implants. I cannot reproduce problem.
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#322 - 2014-04-08 16:13:10 UTC  |  Edited by: Sable Blitzmann
Blue Moonstone wrote:
Sable Blitzmann wrote:
Steven Shen wrote:
I think that the bonus of Interdictor Heretic doesn't work

Specifics, please? Expected / actual results. For me Heretic bonuses are being applied to Light missiles, rockets, MWD sig, and armor resists just as advertised.


And the same problem also exists for Flycatcher.

What's more
When fit with 7 * 200mm autocannon,
Sabre just has 163 DPS when Thrasher has 229, both of them own a 5% damage bonus.
And sabre's falloff bonus doesn't work.

For Eris,
When I try to plug a hybird weapon rigs, the power grid increases 6%, while in other ship, it should be a 2% increase.


I, again, cannot reproduce the Thrasher / Sabre issue. theyhave the same DPS, and falloff bonus IS being applied to the guns, as shown here:

http://eve-files.com/dl/267821
http://eve-files.com/dl/267820

Haven't checked Eris or Flycatcher - going to have to have more specifics (which rig, what is the rigging skill at, etc).

Make sure you're using v1.1.22 (version found in Help > About). It's either an old version, or your skills are wonky.

You can also check what is affecting various things. You see that the rocket is going furthur than you think it should? Show charge stats > Affected by and see all the skills, modules, rigs, and even ship bonuses affecting that particular thing. This is a good way to double check if something is a bug or not
CCP Logibro
C C P
C C P Alliance
#323 - 2014-04-10 23:13:41 UTC
One thing you guys might want to try.

Project fit A on fit B. Then project fit B on fit A.

Warning: Some recursion might be involved.

CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics

@CCP_Logibro

Lothros Andastar
The Scope
Gallente Federation
#324 - 2014-04-11 01:32:32 UTC  |  Edited by: Lothros Andastar
Is there a way to alter the balance of resists given by the Reactive hardener in the EHP/Repair amount calculation? By Default it lists the 15% balance as normal but I would like to be able to alter that so I can see (for example) How it will fare when it's reacted to 30/30 or some other balance of resists.

And just to add my two cents (though I thank you for your work!), I think it would be nice if you could right click drag to copy modules across slots, control click to offline rigs temporarily to see their effect on the ships stats and an option to organise the ships list into groups based on Hull size (Frig/Cruiser/BattleCruiser/BattleShip/Capital/Supercapital)
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#325 - 2014-04-11 03:10:16 UTC  |  Edited by: Sable Blitzmann
CCP Logibro wrote:
One thing you guys might want to try.

Project fit A on fit B. Then project fit B on fit A.

Warning: Some recursion might be involved.


Thanks! It's always nice to see devs working with the third party community, reporting bugs on our projects even! =)

Lothros Andastar wrote:
Is there a way to alter the balance of resists given by the Reactive hardener in the EHP/Repair amount calculation? By Default it lists the 15% balance as normal but I would like to be able to alter that so I can see (for example) How it will fare when it's reacted to 30/30 or some other balance of resists.

And just to add my two cents (though I thank you for your work!), I think it would be nice if you could right click drag to copy modules across slots, control click to offline rigs temporarily to see their effect on the ships stats and an option to organise the ships list into groups based on Hull size (Frig/Cruiser/BattleCruiser/BattleShip/Capital/Supercapital)


I do not think there is any special mechanic for the Reactive hardener. I believe is stays at 15%, but don't quote me on that. If so, implementing functionality to change it is, I think, a job for the new engine. Kadesh is probably the best person to answer that kind of question.

As for the little things:
- Internally, a feature has (finally) been added so you can copy modules by CTRL+Click+Drag. This is something that was planned for back in 2011 according to commit history. I added that and also fixed swapping modules (swapping positions currently has some unexpected results). These will be in the next release (or... pyfa nightly).
- Offlining rigs is something that would be very beneficial, however may or may not be supported internally (you can't offline a rig in game but I can't remember how exactly module states are implemented in Pyfa). I can look into this. Workaround for now: Right click -> show module group, then remove rig. Showing the module group allows for quick access to fit it again.
- I would love this kind of tree, and it's something I looked into. Lets just say it's not as easy as it looks, and would require quite a bit reworking IIRC
Steven Shen
Flat Earth Believers
#326 - 2014-04-11 03:50:39 UTC  |  Edited by: Steven Shen
Big smile
howling wind
Deliverance.
Arrival.
#327 - 2014-04-11 11:27:26 UTC
Hey there. Just reporting a bug with the way DPS is calculated for sieged dreads.

Pyfa seems to multiply the base damage by 8.4 however the in-game bonus is a 840% bonus on top of the base DPS.

Proof

Pyfa/Ingame DPS Display (Both showing same figure)

Pyfa/Ingame Sieged DPS Display (This shows the differences between the two.
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#328 - 2014-04-12 01:54:35 UTC  |  Edited by: Sable Blitzmann
howling wind wrote:
Hey there. Just reporting a bug with the way DPS is calculated for sieged dreads.

Pyfa seems to multiply the base damage by 8.4 however the in-game bonus is a 840% bonus on top of the base DPS.

Proof

Pyfa/Ingame DPS Display (Both showing same figure)

Pyfa/Ingame Sieged DPS Display (This shows the differences between the two.


I'm pretty sure this was fixed internally and will be release with the next version: https://github.com/DarkFenX/Pyfa/commit/e00941b2

You can fix your local copy by applying that commit to the affected file. Let us know!
howling wind
Deliverance.
Arrival.
#329 - 2014-04-12 14:00:52 UTC
Working perfectly, thank you.
Akiko Ichosira
Karl XII's Dragoner
Sev3rance
#330 - 2014-04-20 15:38:33 UTC
Is it just me or when you search for a keyword or a ship ingame from the pyfa html you dont get what you are searching for instead you get the hole ship class.

Here's a pic:

http://prntscr.com/3bs1ui


And i have my pyfa names set up really neat and easy to find. i call them like "deimos armor buffer rail" i would love to be able to search for like "armor buffer" and only get all the fits with armor buffer in the name showing.


http://prntscr.com/3bs2j5


Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#331 - 2014-04-20 17:15:55 UTC
Akiko Ichosira wrote:
Is it just me or when you search for a keyword or a ship ingame from the pyfa html you dont get what you are searching for instead you get the hole ship class.

Here's a pic:

http://prntscr.com/3bs1ui


And i have my pyfa names set up really neat and easy to find. i call them like "deimos armor buffer rail" i would love to be able to search for like "armor buffer" and only get all the fits with armor buffer in the name showing.


http://prntscr.com/3bs2j5




You are correct. While it searches the fit name, it returns the entire ship 's catalog along with fits that don't match the name. This was he same behavior with the old HTML export - it is using jQuery's built in list searching feature, and it would need a bit of extra tweaking and custom filtering to display only those that match. I would like to revisit this soon.
NearNihil
Jump Drive Appreciation Society
#332 - 2014-04-21 21:33:09 UTC
Speaking of HTML exports, is it possible to include charges (like ammo, scripts, probes et al) when I import the fits in-game? Fits saved in-game have them, Pyfa exported ones don't, and for the sake of convenience and laziness it'd be nice to have.
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#333 - 2014-04-22 00:26:27 UTC
NearNihil wrote:
Speaking of HTML exports, is it possible to include charges (like ammo, scripts, probes et al) when I import the fits in-game? Fits saved in-game have them, Pyfa exported ones don't, and for the sake of convenience and laziness it'd be nice to have.


This would be accomplished with support for storing Charges or Cargo, which Pyfa currently does not. It's something I've looked into a few times but I always fall behind. Perhaps support for the loaded charges / scripts on the modules can be worked into the standard DNA export - it's something that I can look into, but no promises. =)
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#334 - 2014-04-22 05:52:19 UTC  |  Edited by: Sable Blitzmann
NearNihil wrote:
Speaking of HTML exports, is it possible to include charges (like ammo, scripts, probes et al) when I import the fits in-game? Fits saved in-game have them, Pyfa exported ones don't, and for the sake of convenience and laziness it'd be nice to have.


This was actually insanely easy to implement: https://github.com/DarkFenX/Pyfa/commit/e873f1b88e36f7199686797a2f7dffa1567a5651

Note: This is not implementing the previously requested feature of a cargo bay. This simply takes the charges already loaded into the fitted modules and sums them, dumping them in a way that the EVE client can see.
Lord X3n0s Aeon
Deep Core Mining Inc.
Caldari State
#335 - 2014-04-23 01:15:57 UTC
Sable Blitzmann wrote:
NearNihil wrote:
Speaking of HTML exports, is it possible to include charges (like ammo, scripts, probes et al) when I import the fits in-game? Fits saved in-game have them, Pyfa exported ones don't, and for the sake of convenience and laziness it'd be nice to have.


This was actually insanely easy to implement: https://github.com/DarkFenX/Pyfa/commit/e873f1b88e36f7199686797a2f7dffa1567a5651

Note: This is not implementing the previously requested feature of a cargo bay. This simply takes the charges already loaded into the fitted modules and sums them, dumping them in a way that the EVE client can see.


OH PLEASE. Neither pyfa or EFT can do this currently and it would make my life 10000x easier. You wouldn't believe the number of "FC what ammo should I have on this ship" questions I get... (not that I mind at first but it does get annoying over time). Some of the ships in my fleet doctrines I can't fit myself and for some reason there's no way to modify those fits in-game (that I know of) post-import.

When will this change be live?
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#336 - 2014-04-23 03:03:44 UTC  |  Edited by: Sable Blitzmann
Are you talking about adding general charges in cargo to the fit? Work on that stalled a while back, and I'm working on a few other things for Pyfa. Hopefully I can continue with it soon, but no promises.

However, the latest commit will include LOADED charges on the modules in the fit's DNA export (which is used by the HTML export). When you open the fit in EVE from the HTML export, the client will interpret these as charges belonging to that fit and list them in the appropriate section. However, as Pyfa doesn't yet have proper support for cargo bay, we must use the currently loaded charges in the modules, and so we are limited by the amount of charges the export can show. For example, you cannot include 4 different missile types when you only have 2 missile launchers. I hope this makes sense.

As for getting the export changes, try http://blitzmann.it.cx/pyfa-nightly/ (latest) or wait until official release (or apply commit yourself -- it's only a few lines of code)
Lord X3n0s Aeon
Deep Core Mining Inc.
Caldari State
#337 - 2014-04-23 03:18:36 UTC  |  Edited by: Lord X3n0s Aeon
Sable Blitzmann wrote:
Are you talking about adding general charges in cargo to the fit? Work on that stalled a while back, and I'm working on a few other things for Pyfa. Hopefully I can continue with it soon, but no promises.

However, the latest commit will include LOADED charges on the modules in the fit's DNA export (which is used by the HTML export). When you open the fit in EVE from the HTML export, the client will interpret these as charges belonging to that fit and list them in the appropriate section. However, as Pyfa doesn't yet have proper support for cargo bay, we must use the currently loaded charges in the modules, and so we are limited by the amount of charges the export can show. For example, you cannot include 4 different missile types when you only have 2 missile launchers. I hope this makes sense.

As for getting the export changes, try http://blitzmann.it.cx/pyfa-nightly/ (latest) or wait until official release (or apply commit yourself -- it's only a few lines of code)



I'm talking about {created fit in pyfa with LOADED ammo/charge/script} - > export to desktop -> place file in proper folder for EVE to see -> import fit into EVE -> have saved fit show "rocket launcher II" + "scourge rage rockets" in-game.

The cargo hold thing isn't such a big deal to me, though it would be a nice way to remind people to bring nanite :D

EDIT: and thanks for the nighly link, I'll check it out! Will installing it nuke my loaded fits?
Lord X3n0s Aeon
Deep Core Mining Inc.
Caldari State
#338 - 2014-04-23 03:48:38 UTC
Looking through your code I don't see how those changes modify the XML file that eventually gets imported by EVE... I must be missing something here.
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#339 - 2014-04-23 04:55:31 UTC  |  Edited by: Sable Blitzmann
Lord X3n0s Aeon wrote:
Looking through your code I don't see how those changes modify the XML file that eventually gets imported by EVE... I must be missing something here.


Oh, no, this only changes the HTML export of the fits. I thought the XML exports already exported with charges! I will definitely look into adding it for XML export as well (also, you should check out the HTML export - it's easier than the whole export to XML -> import to eve thing: https://github.com/DarkFenX/Pyfa/wiki/HTML-Export)

Also, yes, IIRC the nightly build will work off of your existing database. So back up and be careful, and let us know of any breakage!
Lord X3n0s Aeon
Deep Core Mining Inc.
Caldari State
#340 - 2014-04-23 05:01:24 UTC  |  Edited by: Lord X3n0s Aeon
I'm looking through it now. Sorry for the confusing language earlier


I've only had python in undergrad but this seems like an easy fix


This method only needs a simple modification to conditionally include the "slot="cargo"" and qty="xxx" attributes in the elements at the end of the file.

I can play around with it if you like, do you have anything like "fit.cargo" that can fetch a list of cargo elements?

Inside this method here: def exportXml(cls, *fits): in pyfa/eos/fit.py

# sample while loop 'cause it's how I'd do it
# fit.cargo=[('Nanite Repair Paste',50)] ## store cargo as list of tuples somewhere else in your code
timer=len(fit.cargo)
i=0
while i < timer :
ThisTime = fit.cargo[i]
numC = ThisTime[1]
itemN = ThisTime[0]
hardware = doc.createElement("hardware")
hardware . setAttribute("qty", numC)
hardware . setAttribute("slot", "cargo")
hardware . setAttribute("type", itemN)
fitting . appendChild(hardware)
i = i+1

So yeah, if you could create a "fit.cargo" list of tuples then that code *should* be able to import it and append it to your XMl output in a format EVE will understand.

EDIT: HOLY **** EVE DEVS WHY DO YOU MAKE IT SO HARD TO POST PYTHON CODE

I just spent 20 minutes deleting stuff to the "input may not contain HTML" error. Code above has errors to get through ze filters, but you get the general idea.