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pyfa 1.15.0 (Vanguard)

First post First post First post
Author
Tukucommin
Sebiestor Tribe
Minmatar Republic
#501 - 2014-07-03 10:50:52 UTC  |  Edited by: Tukucommin
I just came back to eve and re downloaded Pyfa ...

I noticed that the speed numbers are off when building this claw

[Claw, Taxi]

Overdrive Injector System II
Overdrive Injector System II
Nanofiber Internal Structure II
Nanofiber Internal Structure II

1MN Microwarpdrive II
[Empty Med slot]

Prototype Cloaking Device I
[Empty High slot]
[Empty High slot]
[Empty High slot]

Small Low Friction Nozzle Joints I
Small Low Friction Nozzle Joints I

This ship on my end is showing 549 m/s at all 5s and I am fairly sure that it should be 5490
Fitting the ship out with my skills shows 512 m/s (511.9 to be exact) I get 5118 m/s using the fit in game with MWD running.

UPDATE: After looking at a few other frigates and ships it seems the problem is isolated to the Claw itself because other ships dont have this same problem

Figured id let ya know
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#502 - 2014-07-04 03:03:15 UTC
Tukucommin wrote:
I just came back to eve and re downloaded Pyfa ...


Turn the cloak off. >_>
Midgen
Imperial Academy
Amarr Empire
#503 - 2014-07-04 18:05:35 UTC
LoLz Welcome back to eve! o7 need a good corp? :P
Scheulagh Santorine
The Math Department
#504 - 2014-07-04 22:28:01 UTC  |  Edited by: Scheulagh Santorine
Dear PyFa Team,

I started using PyFa recently, and have a potential tool addition that you may find helpful for your users. Back in 2009 I wrote a lot of math for the motion model in EVE (notes can be found at http://tinyurl.com/kttjr7y). In these notes I elaborated a vector differential equation model for ship motion in EVE that turned out to model ship motion accurately. The response from Destiny software team was quite positive on the accuracy and capability of this model. His response is linked here http://tinyurl.com/nb2nu27 (note that I used an alt in my correspondence with them at that time).

At the time of my writing, my goal was to develop and communicate a deep understanding of the physics model behind ship motion in EVE. I did not originally have an interest in writing tools or simulations to help the community because I feel understanding is an end unto itself. My recent interactions with EVE players at FanFest, however, has led me to believe that it would be quite helpful to use the orbit model to assist with fitting for kiting ships.

Like the DPS graph window, PyFa could produce a graph showing the orbit velocity, orbit distance and angular velocity possible for the fitted ships as a function of the orbit command distance. The closed-form equations for this are included in the ‘Orbital Motion’ section (https://docs.google.com/document/d/1I3y922Akj6NkFCtfp8xfwLeUNgDn9xis83z23u19o4g/edit#heading=h.a4vj0zeth3oy). Please let me know if you have questions about the approach or the results.

I have created a github account, and installed some of the packages needed to run pyfa from source. Once I have mastered this, should I create a fork and try to add this capability myself? I have a variety of other tool additions that I would like to make, but I want to do something simple first. Thank you.


Warm Regards,

S. Santorine, Ph.D.

============================== I used to shoot things. Now I do math.

S. Santorine

Writings on some formal methods in EvE-OnlineEVE Math & Physics Blog

Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#505 - 2014-07-04 22:52:17 UTC
Scheulagh Santorine wrote:
things


I had read bits and pieces of your work a while ago before I started working on pyfa. It's impressive, and I believe there are things in which we can improve upon that uses some of these advanced equations. We always encourage forking the codebase and submitting pull requests with additional features.

If you wish to discuss a specific idea, including general layout and how it would function, feel free to open an issue on pyfa's issue tracker on github. If you need any help setting up or questions about the codebase, feel free to mail me =)
Scheulagh Santorine
The Math Department
#506 - 2014-07-05 12:15:16 UTC
Sable Blitzmann wrote:
Scheulagh Santorine wrote:
things


I had read bits and pieces of your work a while ago before I started working on pyfa. It's impressive, and I believe there are things in which we can improve upon that uses some of these advanced equations. We always encourage forking the codebase and submitting pull requests with additional features.

If you wish to discuss a specific idea, including general layout and how it would function, feel free to open an issue on pyfa's issue tracker on github. If you need any help setting up or questions about the codebase, feel free to mail me =)


Ms. Blitzmann,

Thank you for your note. I am new to the git process, so I'm learning how to do that part. I think there are a lot of opportunities to apply some of the theory to improve a fitting tool. Sadly, I have limited time these days, so it will take me a while to get anything going. Thanks for making an open source tool so that the community can participate in improvements.


Regards,

S. Santorine

============================== I used to shoot things. Now I do math.

S. Santorine

Writings on some formal methods in EvE-OnlineEVE Math & Physics Blog

Victus Menethil
Caldari Provisions
Caldari State
#507 - 2014-07-14 13:59:24 UTC
The app looks much better than EFT. Great job on that.

Are the target painters calculated in a DPS graph? They dont seem to make a difference.
Discomanco
We pooped on your lawn
#508 - 2014-07-18 20:26:50 UTC
Dunno if this has been noted yet, I'm lazy so haven't looked.

When making fits with lasers and putting in faction/t2 crystals, it makes the (1000/4000) behind the crystal, which I assume means the estimated amount of rounds.
However, when exporting it, it comes out as 1000 ammo charges (at least when exporting through browsers), so it comes out like this:
Quote:
[Punisher, Cheap PVP]

Heat Sink II
400mm Reinforced Rolled Tungsten Plates I
Damage Control II
Adaptive Nano Plating II

Limited 1MN Afterburner I
J5b Phased Prototype Warp Scrambler I

Small Focused Pulse Laser II, Conflagration S*1000
Small Focused Pulse Laser II, Conflagration S*1000
Small Focused Pulse Laser II, Conflagration S*1000
[Empty High slot]

Small Processor Overclocking Unit I
Small Ancillary Current Router I
Small Energy Metastasis Adjuster I

Here I just copied as EFT and added the *1000.
But when inspecting the fitting via IGB, it will show 3000 Conflagration S under Charges, as also said in the DNA
Quote:
597:2364;1:11309;1:2048;1:1306;1:6001;1:5439;1:3041;3:26929;1:31358;1:31490;1:12565;3000::
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#509 - 2014-07-19 00:16:39 UTC
Victus Menethil wrote:
The app looks much better than EFT. Great job on that.

Are the target painters calculated in a DPS graph? They dont seem to make a difference.


It's a known issue that TPs aren't used by the graphs.

Discomanco wrote:
Dunno if this has been noted yet, I'm lazy so haven't looked.


Yeah, that was my bad. It's been fixed internally and will come out with the next release. =)
Claud Tiberius
#510 - 2014-07-20 14:57:06 UTC  |  Edited by: Claud Tiberius
Hi, I noticed the passive shield regen in PYFA is different to that in EVE. PYFA typically says that the shield regen will be much larger, than what EVE says, even though its the same ship/fitting/skills :P

Is it because PYFA is showing the shield regen when my shield hit-points are at 33%? (33% is the area where shield regeneration is at its greatest, and for comparison 0% or 100% shield hitpoints is its weakest).

Thanks.

If I could suggest an improvement, is to add more info when the mouse is placed over an entity to give information for stuff like the above ^. Like for example: when you mouse over the Scan Res.: (scan resolution).

Once upon a time the Golem had a Raven hull and it looked good. Then it transformed into a plataduck. The end.

Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#511 - 2014-07-20 20:51:22 UTC
I am not exactly sure how Pyfa calculates shield regen amount... I would assume that it's peak regen that it displays. I do know that the fitting window in EVE usually has rounding errors and is generally (from what I've seen ) not as accurate than pyfa or EFT.

In other news, as of right now from SISI data, it looks like the Crius release will be swift. There seems to be no changes to effects for this release - all changes seem to be to ship attributes which is easy to update.
Hakaari Inkuran
State War Academy
Caldari State
#512 - 2014-07-21 23:53:27 UTC  |  Edited by: Hakaari Inkuran
Is there a reason why the DPS graph can't display sentry DPS properly? They have a massive dramatic drop to 0 DPS once past their optimal and half of their falloff.

edit; Oh yeah I meant to update this, I'm just being dumb and forgetting the 60km control range. Its weird how the graph deals with it, but pretty unimportant in the grand scheme.
Dimitrius Gaterau
Center for Advanced Studies
Gallente Federation
#513 - 2014-07-22 20:21:29 UTC
Sable Blitzmann wrote:
In other news, as of right now from SISI data, it looks like the Crius release will be swift. There seems to be no changes to effects for this release - all changes seem to be to ship attributes which is easy to update.



The only change would be the skill requirements for rigs being removed. Penalties still apply based upon your skill level, however you will still be able to mitigate penalties based upon your rigging skills. Low priority to be sure, but its definitely a small update!
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#514 - 2014-07-23 01:59:07 UTC
Ah, what I mean by effects is ship role bonus, how a MWD affects your ships velocity / mass, etc. Skill requirements are attributes which are easily incorporated into the next release (which is out now) =)
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#515 - 2014-07-23 06:26:28 UTC  |  Edited by: Sable Blitzmann
Hakaari Inkuran wrote:
Is there a reason why the DPS graph can't display sentry DPS properly? They have a massive dramatic drop to 0 DPS once past their optimal and half of their falloff.

edit; Oh yeah I meant to update this, I'm just being dumb and forgetting the 60km control range. Its weird how the graph deals with it, but pretty unimportant in the grand scheme.


That's a legitimate concern. Drones are not taken into account in the DPS graph after the drone control range because it's assumed the drones will be traveling to their target, and you must have that target in your drone control range first. After you hit that limit the DPS drops since you can't send them to the target anymore (not considering the fact that they may continue to follow). In the case of sentries, they don't travel and I believe this is just an oversight when graphing support was introduced. Not sure what can be done about this tho... EFT does it the exact same way... we might just simply remove the range check when it comes to sentries, I'll talk with Kadesh about it.
Lucius Regni
1Bitcoin
#516 - 2014-07-24 19:59:41 UTC
Thanks for the continued work :D
Hakaari Inkuran
State War Academy
Caldari State
#517 - 2014-07-24 20:02:29 UTC
Sable Blitzmann wrote:
Hakaari Inkuran wrote:
Is there a reason why the DPS graph can't display sentry DPS properly? They have a massive dramatic drop to 0 DPS once past their optimal and half of their falloff.

edit; Oh yeah I meant to update this, I'm just being dumb and forgetting the 60km control range. Its weird how the graph deals with it, but pretty unimportant in the grand scheme.


That's a legitimate concern. Drones are not taken into account in the DPS graph after the drone control range because it's assumed the drones will be traveling to their target, and you must have that target in your drone control range first. After you hit that limit the DPS drops since you can't send them to the target anymore (not considering the fact that they may continue to follow). In the case of sentries, they don't travel and I believe this is just an oversight when graphing support was introduced. Not sure what can be done about this tho... EFT does it the exact same way... we might just simply remove the range check when it comes to sentries, I'll talk with Kadesh about it.



My thoughts: the way the graph takes a nosedive at a steep angle there, rather than a perfect vertical drop, seems to look like a glitch until the person using pyfa remembers that limitation.

So maybe removing that is simply the best option.
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#518 - 2014-07-24 23:03:05 UTC
So, a problem was brought to me about the v1.3.0 release.

I fumbled and accidentally included some test databases when I packaged and first uploaded the releases. Someone let me know about the issue yesterday, and the release packages have been updated to clean up this junk.

However, obviously we cannot retroactively remove these files from installations that downloaded v1.3.0 before I got around to cleaning them. Please check your pyfa install directory for the saveddata folder and remove the extra files in there.

Thanks =)
Roland Fale
The Scope
Gallente Federation
#519 - 2014-07-27 05:25:37 UTC
Is there some way to add Mobile Tractor Units / Depots into ships' cargo bays?

It's nice to be able to add those things and some other items that ships might regularly carry in cargo for referencing to other players.
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#520 - 2014-07-28 02:35:05 UTC
Roland Fale wrote:
Is there some way to add Mobile Tractor Units / Depots into ships' cargo bays?

It's nice to be able to add those things and some other items that ships might regularly carry in cargo for referencing to other players.


Not at the moment, no. To keep things streamlined, only items that can be added to a ship proper in some way are included in the market browser. The Cargobay is a newish feature, having arrived in the Kronos release of pyfa. Before then, there was no point of including exotic dancers in the market list. However, when cargo support was added, the market tree was not updated to allow for all the items you can store.

I've made an issue on guthub for this: https://github.com/DarkFenX/Pyfa/issues/148 Feel free to continue discussion