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Dev blog: Fitting Simulation - Virtual ship fitting in EVE Online

First post
Author
Zappity
New Eden Tank Testing Services
#21 - 2016-11-18 07:22:52 UTC
Great work guys. Small suggestion - I keep wanting a 'Buy fit' option on the right-click context menu on the fit title list on the left.

Zappity's Adventures for a taste of lowsec and nullsec.

Carl Kowalski
Doomheim
#22 - 2016-11-18 10:26:57 UTC
Really helpful addition! *thumps up*

Since I am a new pilot, is there a function that shows which skills I am missing for the fit?

Looking for assignment: have missiles, will travel ...

Fozzy Dorsai
Friendly but Irritating
#23 - 2016-11-18 12:26:52 UTC
Thanks! I checked and other than range stats, only the combat drones have other drone-related stats. Getting them on the mining ones will help us see the effects or rigs and such. Something for the wish list on your next pass.
CCP karkur wrote:
Thank you for your suggestions and kinds words Smile
While we want to keep it simple, to the point and not overwhelm people, there are still a few things we want to explore further so getting suggestions is greatSmile


Fozzy Dorsai wrote:
Is there a way to see mining and ice harvest drone yields/cycle times in the fitting window? I'm old and dumb so I may just not be looking in the right place. If not, is that on the wish list?
It might be in the tooltips of the modules, I don't really remember. If not we could look into adding it there.

CCP karkur
C C P
C C P Alliance
#24 - 2016-11-18 13:10:26 UTC
Carl Kowalski wrote:
Really helpful addition! *thumps up*

Since I am a new pilot, is there a function that shows which skills I am missing for the fit?
Not yet, but there's a skillmode (under the ship name), it shows you what modules you are missing skills for and you can do show inf'o > requirements on them

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

Christopher Nolm
Malevelon Roe Industries
Convocation of Empyreans
#25 - 2016-11-18 13:11:44 UTC
CCP karkur wrote:
Christopher Nolm wrote:
CCP karkur wrote:
Thank you for your suggestions and kinds words Smile
While we want to keep it simple, to the point and not overwhelm people, there are still a few things we want to explore further so getting suggestions is greatSmile

Hi CCP Karkur - is it complicated to add market filters to the ghost fitting so that you can put together emergency fits based on what is available when you are away from a major trade hub?
hmmmm, it could slow things down quite a bit. The reason the search is pretty fast now is that we process things once and remember them, but we couldn't really do that with market stuff (although we could remember it for a bit so maybe that would be ok). Maybe we can add some advanced filters, we'll see Smile


Ah yeah - that would really excite me! What I currently do is :

1) dock in my pod in a station with at least some things available
2) check for ships available and put together a ghost fitting based on a ship that I know is on the market
3) once I have a fit, click buy all and make a note of modules not available
4) substitute the unavailable modules in ghost fitting
5) repeat steps 3 and 4 until I am able to buy all - maybe checking the market manually as necessary
6) buy and fit the emergency replacement ship
7) continue roaming

Anything that might ease the pain of that process would be amazing - even if it is not using dynamic filters, say just a market filter at the point the button is clicked and maybe a refresh button would be amazing.

It's a proper job as it is but that would push it over the top for me.
Desiderya
Blue Canary
Watch This
#26 - 2016-11-18 15:13:11 UTC  |  Edited by: Desiderya
Initially I was really sceptical whether I'm going to use it over pyfa. Up to now I think I've easily invested 4-5 hours of my time playing around with fittings in the in-game tool and it is a very smooth experience. The filtering options by slot are a nice addition and filtering ammo/charges for a fitted module at a single click is simply amazing.

An oddity I've noticed is: If you simulate a T3D and you're also sitting in one switching modes in the simulation will switch modes on your actual ship, too.

Two things that would be very neat for future iterations would be the ability to simulate it with different skill levels and clones.
So, simulate with skills of the following template
Current skills

  • Max omega skills
  • Max alpha skills - either your own or a selection for each race


And further a body with the following effects:

  • Implants
  • Boosters


Using different skill sets allows the use of the simulation tool on different characters to the same standards. I've been in the situation on alt characters where I wanted to fiddle with a fit while waiting on something/someone but wasn't able to because of a big difference in skills.
The impact of implants and boosters is pretty much self-explanatory and I think the tool would benefit greatly from the possibility to 'equip a clone' as I feel that this is a very day-to-day occasion for many players and should still be included in the scope of this.

Ruthlessness is the kindness of the wise.

Vincent Athena
Photosynth
#27 - 2016-11-18 15:54:58 UTC
CCP karkur wrote:

Fozzy Dorsai wrote:
Is there a way to see mining and ice harvest drone yields/cycle times in the fitting window? I'm old and dumb so I may just not be looking in the right place. If not, is that on the wish list?
It might be in the tooltips of the modules, I don't really remember. If not we could look into adding it there.

A good place to add it is in the "offense" area. If the ship can mine, the mining amount ( cubic meters per minute) is given.

The tool tips do give the module stats. But it is inconvenient, giving an amount and a time. Also, its just for that module, not the entire ship. Thus, I need to do math to get the amount per minute for my ship. I'm playing the game on a computer, it seems it should be doing the math for me.

Also, the tool tips do not include the drones. Thus, I cannot see how much my Orca can mine.

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Eli Stan
Center for Advanced Studies
Gallente Federation
#28 - 2016-11-18 20:54:48 UTC
Good stuff, I've found it helpful.

However, it doesn't appear to take into account command bursts. Is that true for everybody, or am I just missing something?
Ion Blacknight
University of Caille
Gallente Federation
#29 - 2016-11-19 08:26:25 UTC  |  Edited by: Ion Blacknight
Where is the rig calibration amount for my ship displayed?

In simulation mode, it allows me to install rigs which do not fit (over calibration limit.)

I preferred it when I could immediately see if a module fitted or not by hovering over it. Now I have to enter simulation mode and back again to see if it fits and then fit it. Or trial and error. Very tedious.

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TheTennant
Third Attention
#30 - 2016-11-21 09:06:19 UTC
Thank you very much for this, great work, well done.
Would it be possible for info panel to show "base" and "modified" stats? eg. I clicked show info on missiles loaded into cruise launchers and it only showed their base rate of fire. Not the rate of fire with my skills included.
Ms Michigan
Aviation Professionals for EVE
#31 - 2016-11-21 15:40:17 UTC
You guys knocked it out of the park with this one! Great job and thank you!

One thing I would like to see though is the ability to modify existing saved fits. This makes it much easier than rebuilding it. The problem is when you guys change/rebalance ships (meta) all the time and then I have to go updating fits.

If I could have the ability to right click on an existing fit in the fitting manager and modify it (load it in ghost fitting) that would be AWESOME!

Thanks so much.

P.S. Thank you also for the direct icon/link to the fitting manager! I have wanted that one for years! :)
Jasper Sinclair
GBS Corp
#32 - 2016-11-21 17:08:22 UTC
Exceptional job making last minute improvements from the version on the test server. I have two suggestions:

1) Can we get the functionality of the ghost fitting "Manage Drones" window in the normal Manage Drones window? Not a big deal but the normal manage drones window doesn't really do anything at all.

2) Related, can the tool tip for hovering over a drone in the manage drones window please give drone speed as well?

Former Blue CEO, admirer of Caracals (and Tristans)

Ramthes
OEG
Goonswarm Federation
#33 - 2016-11-23 16:46:38 UTC
Please add an "Update" button.
When i make some modifications to current fit i need to save it in new name, then delete the old fit.
With update it will instantly saves the current fit with the current name.

Also if i save fit with no charges in modules, after loading that back charges still present.
Julien Brellier
Federal Navy Academy
Gallente Federation
#34 - 2016-11-24 10:47:18 UTC
Functionality missing:

1) Ability to select different implants
2) Ability to customize skills - this goes hand in hand with a "max alpha skills" option which should be present
3) Ability to set custom incoming damage profiles
4) Mining amounts on drones need to be shown
5) When dragging ammo into the fit, ALL weapons should instantly be loaded with the same ammo. It is very boring having to drag ammo over for each and ever weapon.

Those are just off the top of my head
KarkarusAlpha Vert
Science and Trade Institute
Caldari State
#35 - 2016-12-09 18:12:34 UTC
The Fitting/Simulation screen is really well done...great addition. A few things I would like to see in it that would make it smoother to use.
1.) When going down the list of modules to choose, the tooltip gives Item Name and an Estimated Cost of the item, but to get a basic description of the item you need to click it open and do that for every item you want to evaluate. If the tooltip included the basic description it would save a ton of clicking to open and close boxes.
2.) There tend to be a fairly small list of items that a person prefers to use in their ship fittings. It would help if those items showed up highlighted in the module list somehow, or went into a Favorites List maybe. In the same line there could be a way to have pregrouped module arrangements you could make to fit them all with one click, for instance a set you always fit to frigates or a set you always fit to explore, etc.
3.) When selecting modules it would be Awesome if there was a number, again, maybe in the tooltip, or next to the module itself in the list, that told you if you already owned that module somewhere in your inventory and how many of them. Not sure about maybe indicating if you own a blueprint for it or not. Something like this in the Market screen when ordering might be nice as well, like, you own this item already, continue with purchase?, though I could also see that becoming annoying. Maybejust the notice you own it without having to click to continue.
Annexe
I N E X T R E M I S
Tactical Narcotics Team
#36 - 2016-12-11 16:21:14 UTC
The old fitting window used to show the change in CPU/PG when hovering over items in hangers, you now have to change to ship simulation and locate the item and 'simulate it', which takes more time than doing a quick CPU/PG hover check.

Can we please bring this back?

Annexe

ITAI - VIP

"i will pop your wreck with faction loot"

Jeremiah Saken
The Fall of Leviathan
#37 - 2016-12-30 09:01:55 UTC
Great work!!! I only need one thing now: to simulate skills or set it to max level.
When we will see it on mobile app?

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

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