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pyfa v1.29.4 - The Python Fitting Assistant

Author
Soel Reit
The Scope
Gallente Federation
#281 - 2016-12-18 16:21:17 UTC
always number one boiz!
keep up the good work
Ebag Trescientas
Center for Advanced Studies
Gallente Federation
#282 - 2016-12-23 00:00:09 UTC
Sable Blitzmann wrote:
W0lf Crendraven wrote:
Is is just my ****** pc or is this extremely laggy/slow? Works well otherwise, but god its laggy. +1 for not being as lazy as eft though.

(as in, if i unheat 5 modules at the same time it takes up to 10 seconds before the entire things is useable again and for the mods to be no longer overheated)


pyfa isn't known for being snappy. However, 10 seconds to unheat 5 modules is very extreme (takes my computer less than 1 second to unheat and calculate fit, see https://gyazo.com/2ca89971f275b8df8424765414a72dc2 ). It can depend on a number of factors, such as the amount of modules on the fit, any projections, command bursts, etc. I/O performance may also play a factor (if you run pyfa from a networked drive, or not off of a SSD, etc).


You're not the only one with that issues, W0lf. We are actively working on a few things that will likely help with that. It's not a quick fix, but be patient and it will get better.

Want Pyfa, but with more features?

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Winter Archipelago
Autumn Industrial Enterprises
#283 - 2016-12-23 15:08:27 UTC
Corvin Paaltomo wrote:
Hi guys,

i would like to report a minor bug with the new v.1.24.0
It appears that installed Mining Laser Upgrades in the new lowslot of the Hulk do not affect the mining yield/minute calcuation. Just wanted to let you know, since noone else mentioned it, unless is over-read that Smile

keep up the good work, Pyfa is a great tool and I am thankful for this alternative to other fitting tools.

best regards,
Corvin

Just making a note that this also affects the Covetor when adding a third MLU: Before and After. It doesn't seem to affect any of the other Barges or Exhumers, though.

Probably already known, but I figured a quick post wouldn't hurt, just in case.

Thank you for all the hard work you folks put into this great tool!
Galen Dnari
Dnari Mining and Manufacturing
#284 - 2016-12-29 14:11:52 UTC
[Bug Report]
This is sort of minor, but... The Gas Harvester modules require the Gas Harvesting skill at Level 1, and pyfa reflects that just fine. However, you need an extra level of Gas Harvesting for each additional Gas Harvester module you want to put on your ship, and pyfa does not reflect that.

Here's how I tested this: create a Venture fit. Using the "all 0 skills" character, add a Gas Harvester I to the fit. The "skillbook" flag turns red, as it should. Switch to a character who has Gas Harvesting level 1, and the book flag turns green again. So far so good. Add another Gas Harvester. The book should turn red. It doesn't.

I'll post this on Github, if I can figure out how to do so. :-)

http://eveboard.com/ub/1939472205-31.png

Rainbow Keeper
The Scope
Gallente Federation
#285 - 2016-12-30 11:41:11 UTC
[Bug report]
Strange situation with Moa and drones, screenshot here:

http://clip2net.com/s/3G0wzZC

abnormal drone speed!
Ebag Trescientas
Center for Advanced Studies
Gallente Federation
#286 - 2016-12-31 08:28:06 UTC  |  Edited by: Ebag Trescientas
Galen Dnari wrote:
[Bug Report]
This is sort of minor, but... The Gas Harvester modules require the Gas Harvesting skill at Level 1, and pyfa reflects that just fine. However, you need an extra level of Gas Harvesting for each additional Gas Harvester module you want to put on your ship, and pyfa does not reflect that.

Here's how I tested this: create a Venture fit. Using the "all 0 skills" character, add a Gas Harvester I to the fit. The "skillbook" flag turns red, as it should. Switch to a character who has Gas Harvesting level 1, and the book flag turns green again. So far so good. Add another Gas Harvester. The book should turn red. It doesn't.

I'll post this on Github, if I can figure out how to do so. :-)


As posted on Github, this is working as it's supposed to be.

The requirement for gas harvesters is Gas Harvesting level 1. So once you have that, you can add a million and you've met the prereq. Pyfa won't show it as being red, nor will in game show it as not meeting the prereq.

That the skill limits you to a certain number is a different story and requirement.

So Pyfa handles it same as in game does, which granted is a bit confusing, but blame CCPlease for that one.


Rainbow Keeper wrote:
[Bug report]
Strange situation with Moa and drones, screenshot here:

http://clip2net.com/s/3G0wzZC

abnormal drone speed!


Looks right to me.

Base speed is 4620 m/sec (confirmed in game). One skill that affects drone speed, which is Drone Nav that gives 5% per level or 25% total.

4620*1.25 = 5775 m/sec.

The GUI rounds that up to 5.8 km/s, due to space issues. But you can see the correct (un-rounded) number which you helpfully circled. :)

So yes, Acolytes are just that fast (when their MWD is running).

Want Pyfa, but with more features?

Pyfa.fit

Bam Stroker
The Graduates
The Initiative.
#287 - 2017-01-01 22:33:10 UTC
May have been suggested already but 15 pages is a lot to go through so I'll just say that it would be cool in addition to character presets for all skills at 5 and 0 if Pyfa also came with a preset for each race with alpha skills only maxed.

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Ebag Trescientas
Center for Advanced Studies
Gallente Federation
#288 - 2017-01-02 10:28:35 UTC
Bam Stroker wrote:
May have been suggested already but 15 pages is a lot to go through so I'll just say that it would be cool in addition to character presets for all skills at 5 and 0 if Pyfa also came with a preset for each race with alpha skills only maxed.


It's being worked on. :)

Want Pyfa, but with more features?

Pyfa.fit

Suicide Smith
Center for Advanced Studies
Gallente Federation
#289 - 2017-01-06 06:32:37 UTC
Is there any way to import a characters current stats into Pyfa via Crest? I linked Crest and just got access to saved fits, but still had to add an API Key to get my skills over. Unless I'm missing something, which is not, you know, out of the question for me :p
Ebag Trescientas
Center for Advanced Studies
Gallente Federation
#290 - 2017-01-06 18:57:10 UTC
Suicide Smith wrote:
Is there any way to import a characters current stats into Pyfa via Crest? I linked Crest and just got access to saved fits, but still had to add an API Key to get my skills over. Unless I'm missing something, which is not, you know, out of the question for me :p


VIA Crest, no.

You can either use an EVEMon file, or a API key.

Since Crest is EOL, we probably won't add that. ESI is the future. :)

Want Pyfa, but with more features?

Pyfa.fit

Suicide Smith
Center for Advanced Studies
Gallente Federation
#291 - 2017-01-07 01:50:04 UTC
Ebag Trescientas wrote:
VIA Crest, no.

You can either use an EVEMon file, or a API key.

Since Crest is EOL, we probably won't add that. ESI is the future. :)

Well at least I wasn't missing something obvious.

One thing I would like to see, which kind of ties in with the racial Alpha presets above, is a way to quickly see if a mod is Omega Only for your race. Normally mods are based on skills, but I've seen some that seem to be blocked by CCP even if you have the skills, so it would be nice to know this when making fits.
Ebag Trescientas
Center for Advanced Studies
Gallente Federation
#292 - 2017-01-07 04:11:50 UTC
Suicide Smith wrote:
Normally mods are based on skills, but I've seen some that seem to be blocked by CCP even if you have the skills, so it would be nice to know this when making fits.


You have an example of this? I haven't seen any mods that would fall into this category, and the only thing we've found so far is a skill list (per race) for alpha skills.

Want Pyfa, but with more features?

Pyfa.fit

Suicide Smith
Center for Advanced Studies
Gallente Federation
#293 - 2017-01-10 06:33:46 UTC
Ebag Trescientas wrote:
Suicide Smith wrote:
Normally mods are based on skills, but I've seen some that seem to be blocked by CCP even if you have the skills, so it would be nice to know this when making fits.


You have an example of this? I haven't seen any mods that would fall into this category, and the only thing we've found so far is a skill list (per race) for alpha skills.

I sit corrected, I swore I saw some on my alt, but can't find them.. so either bug (eve? Bugs?) or more likely I was half asleep and looked at the wrong module lol

Still, would be nice to have a way to call a character an alpha of X race, and then know what mods take training, and what mods are simply not available without being an Omega.
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#294 - 2017-01-11 20:34:48 UTC
Suicide Smith wrote:

Still, would be nice to have a way to call a character an alpha of X race, and then know what mods take training, and what mods are simply not available without being an Omega.


I have a working Alpha character thing on one of the development branches. Theres a few things that need to be rounded out, but it works. It basically sets a skill limit cap - if your characters skill level exceeds the alpha characters cap, then it defaults to the alpha.
Padruda Ehinu
Renipran
#295 - 2017-01-28 16:14:27 UTC
Hey guys, great tool.

I want to ask for a very neat feature: Disable columns in compare area.

it is pretty hard to compare modules when there are **** tons of columns to ignore.

You can manually drag them to 0 width, but once you re-order the items by a column, they are all back.

So, would be very cool, if you could add this little feature.

Fly safe,

Padruda o7
Ebag Trescientas
Center for Advanced Studies
Gallente Federation
#296 - 2017-01-28 18:08:14 UTC
Padruda Ehinu wrote:
Hey guys, great tool.

I want to ask for a very neat feature: Disable columns in compare area.

it is pretty hard to compare modules when there are **** tons of columns to ignore.

You can manually drag them to 0 width, but once you re-order the items by a column, they are all back.

So, would be very cool, if you could add this little feature.

Fly safe,

Padruda o7


The problem is that every set of modules/ships you compare will have a unique set of columns, and it's all dynamic.

We trim off any columns that are the same, so you're only seeing columns that the values differ, otherwise they'd be yuuuuuuge.

Want Pyfa, but with more features?

Pyfa.fit

Padruda Ehinu
Renipran
#297 - 2017-01-28 23:02:24 UTC
Ebag Trescientas wrote:
Padruda Ehinu wrote:
Hey guys, great tool.

I want to ask for a very neat feature: Disable columns in compare area.

it is pretty hard to compare modules when there are **** tons of columns to ignore.

You can manually drag them to 0 width, but once you re-order the items by a column, they are all back.

So, would be very cool, if you could add this little feature.

Fly safe,

Padruda o7


The problem is that every set of modules/ships you compare will have a unique set of columns, and it's all dynamic.

We trim off any columns that are the same, so you're only seeing columns that the values differ, otherwise they'd be yuuuuuuge.


I see. Nevertheless it is possible to add some functional way to disable the columns for this specific window popping up (I am a developer myself).

Every time you open the stats of 1 module, you can give this window the options which columns in compareview are enabled (all by default, when opened a new window).

Is it possible to work in the tool? Do I have to write an application for it?
Ebag Trescientas
Center for Advanced Studies
Gallente Federation
#298 - 2017-01-28 23:40:03 UTC
Padruda Ehinu wrote:

I see. Nevertheless it is possible to add some functional way to disable the columns for this specific window popping up (I am a developer myself).

Every time you open the stats of 1 module, you can give this window the options which columns in compareview are enabled (all by default, when opened a new window).

Is it possible to work in the tool? Do I have to write an application for it?


Anything is possible given enough time and money. :)

I foresee a lot of challenges with what you're proposing though.

If we select columns to disable, does that do it for just that module, or any module in the compare window? (In other words, if I disable "speed" for a T2 blaster, then open a T1 blaster, does that carry over?)

Do we reset it each time you close the info window, to prevent people from submitting issues where columns "disappeared"?

How do we expose that there are columns no longer there?

The way we do it currently is very easy to be dynamic, just show columns where values aren't the same. What you're proposing would be cool, but a lot more difficult to do.

Probably the best bet would be to mimic what CCP did, and create a list of the columns where you can check/uncheck a box to add/remove a column. But that's a significant amount of work for fairly minimal gain over what we have currently. Not saying it wouldn't be cool, just that it's a lot of work.

Good news is, if you want the feature, nothing is stopping you from implementing it. Just head on over to Github, and go to town. If you use an IDE like pyCharm, there's already a requirements.txt that will help get you started (just a few things you need to still do manually, like wxPython).

https://github.com/pyfa-org/Pyfa

Want Pyfa, but with more features?

Pyfa.fit

Padruda Ehinu
Renipran
#299 - 2017-01-29 12:10:14 UTC
Thanks, Ebag.

I got told pyfa is closed source (but didn'T check it myself, stupid me).

Well, I will get mself into it.
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#300 - 2017-01-30 01:02:49 UTC
Padruda Ehinu wrote:

I see. Nevertheless it is possible to add some functional way to disable the columns for this specific window popping up (I am a developer myself).

Every time you open the stats of 1 module, you can give this window the options which columns in compareview are enabled (all by default, when opened a new window).

Is it possible to work in the tool? Do I have to write an application for it?


It's definitely possible, but as ebag said, there's a time / effort tradeoff. If it were to happen, I can see a button that would pop open a window listing the attributes, with all of them selected. The selected attributes can be saved in the user settings based off the items group (I believe the modules that it compares with are based on the items groupID), which should allow for persistence (can be loaded later to show the same columns as selected).

If you want to tackle this, go for it. Just get in touch with me on GitHub / Slack and keep me in the loop - I'm pretty picky over how things are done and it's best that I know what's happening - I don't like blind pull requests for new features ;) And I can of course give guidance around the codebase if needed