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Testing of Fitting Simulation

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Author
Tarchus
#121 - 2016-10-30 18:17:08 UTC  |  Edited by: Tarchus
Yes, please, add a search function.

I'd be really useful.



Sorry, my bad. I just saw the search bar. :(



Thank you for adding the option to unfit all high/med/low slots in the exact place where i highlighted.... 4 years later.
https://forums.eveonline.com/default.aspx?g=posts&t=127583

oh, you didn't add it in the real fitting screen... only in the simulated one... Crap!
Aaril
Pandemic Horde Inc.
Pandemic Horde
#122 - 2016-11-01 02:32:39 UTC
Maybe bug...deployables are not in the list of items. Mobile Depots and mobile warp disruptors in cargo are really important when it comes to cargo management.

In a similar vein...it looks like some improvements have been done to the cargo management. I really like the GUI (would be nice for some extra info such as volume of individual stacks of items/charges).

Has there been update on letting save fits with items in the cargo? It feels like all the basics are there (I can drag modules into the cargo, but it strips them off at the save).
SysteMGhosT
GREENSPACE
#123 - 2016-11-02 21:53:11 UTC
Please add a right click menu (on the fitted module), allowing the user to remove the module directly from the slot.
TigerXtrm
KarmaFleet
Goonswarm Federation
#124 - 2016-11-04 00:05:33 UTC
The effect of various command bursts currently don't translate to the fitting simulation when set as active. You have to fit them, undock and activate them to see their real effect on your stats. Would be very very helpful if that could be implemented.

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Dragonschyld Voidwraith
Imperial Academy
Amarr Empire
#125 - 2016-11-04 05:44:06 UTC
Hi all, and especially to the Devs.

As a relatively new player still, (6 months in, so kinda end-of-life noob), I think this is a fantastic idea.
Personally I've never liked having to use a 3rd-party tool for fitting. When starting out in the game, it was all very confusing, and annoying to have to minimize the game window to access the 3rd-party tool.

The one suggestion I have is possibly having a 'Required/Suggested Skills' button somewhere that will list not only the necessary skills for operating the modules chosen, but also those needed to fit them within PG/CPU limits. As CCP Karkur herself stated, its bloody annoying finding a fit you like, buying all the mods, and THEN discovering you're that 1% shy of fitting/running them.

I'm imagining something where a pilot's current skills list is considered against what the requirements are, and then generating a list of skills (and levels?) needed to operate the Ghostfitted modules.

IMHO this would go a LONG way towards helping newbs (Do we call them Alphas now?) cut through the confusion that is the enormous skills list (It's not a bad thing, its just a lot of info when you know jack-sh1t) and help them in planning their skill queues and progression.



Massive props to CCP Karkur , Lebowski and their teams, as well as all those working to keep EVE alive.

I just wish I'd gotten into it earlier... Lol
Lugh Crow-Slave
#126 - 2016-11-04 07:23:49 UTC
still sad fighter DPS is unavailable :/
Ncc 1709
Fusion Enterprises Ltd
Pandemic Horde
#127 - 2016-11-06 15:32:20 UTC
Show charge info on simulation isnt not working. changing moduals isnt affecting the stats of the charge info window.

ive only tested this on missiles on the phoenix
MechaLynx
#128 - 2016-11-10 14:09:40 UTC
Dragonschyld Voidwraith wrote:

The one suggestion I have is possibly having a 'Required/Suggested Skills' button somewhere that will list not only the necessary skills for operating the modules chosen, but also those needed to fit them within PG/CPU limits. As CCP Karkur herself stated, its bloody annoying finding a fit you like, buying all the mods, and THEN discovering you're that 1% shy of fitting/running them.

I'm imagining something where a pilot's current skills list is considered against what the requirements are, and then generating a list of skills (and levels?) needed to operate the Ghostfitted modules.

IMHO this would go a LONG way towards helping newbs (Do we call them Alphas now?) cut through the confusion that is the enormous skills list (It's not a bad thing, its just a lot of info when you know jack-sh1t) and help them in planning their skill queues and progression.


It can already tell you what skills you're missing (it's the small book icon on the top left), but it's ambiguous to list skills needed to fit a ship because:

1. multiple different sets of skills can help in some cases (for example, Power Grid Management V OR Advanced Weapon Upgrades IV might let you use the same fit, so which one should it suggest? And if you're thinking "all alternatives", it becomes even fuzzier to figure out how to compute the set of possible combinations that aren't excessive - not to mention implants),

2. Since showing you what skills your missing is already there, I won't address that part, but the new skill queue is a huge step back in helping rookies already (although ironically intended to do so), since it now autosaves the queue (which means no more theorycrafting and undoing the test queue). On the other hand, the new skill queue will tell you what you unlock, so that's something.
Meih Notyou
Republic Military School
Minmatar Republic
#129 - 2016-11-10 17:29:48 UTC
This feature works amazingly! Definitely good work. My only question(probably been a lot of others with the same question) is about fighter damage. Any word on when this will be implemented? If other tools like EFT and EvE Droid(mobile app for android) can do this, would it be difficult to implement it ingame?
Feng Yotosashi
Yamato Inc.
#130 - 2016-11-12 09:36:43 UTC
Nice! Great feature.

"The carp and the cutting board" - 忍者産業

Dragonschyld Voidwraith
Imperial Academy
Amarr Empire
#131 - 2016-11-22 04:50:39 UTC
Thanks, Mechalynx

Must admit, I missed that button.
But that was exactly what I was aiming at. Obviously wasn't clear enough on what I stated though...
My idea was not about skills for the entire ship with all options, but based on which mod you dropped into the fit, and listing the skills just for that mod that your char required still, so the function works brilliantly.
Veronica Shi
Deadspace Corp.
#132 - 2016-12-10 04:57:33 UTC
So i've been using it for a while now its replaced EFT for me actually. ITs awesome i only have two problems. First sometimes the fitting wont update or updates with a blank module slot... happens alot actually, more pain in the ass than anything...

Second WHY THE **** IS THERE NO UNFIT ALL FOR BASE FITTING! i seen it in the sim and LOST MY **** its amazing! went back to base fitting.... its not there...WTF... i mean if they'res a Techno reason why sure, maybe a pain in the ass routing the items but make it in station only and end up in item hanger?

Other than those two issues its pretty awesome thx!

P.S. maybe keep the same search bar from hardware to hull&Fits? kinda annoying.