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EVE Fit project: - pyfa 1.1.7 (Inferno 1.0)

First post
Author
Danny Husk
The Scope
Gallente Federation
#341 - 2012-02-13 18:16:58 UTC  |  Edited by: Danny Husk
New installer now available works great. Thanks much.

Question: Can pyfa import skills from a file? Or, is there a directory somewhere that I can dump text or xml files into that pyfa will then pick up and use as valid characters?

If you use EVEMon, you can export an "after-plan character" from your skill planner to one of two file formats (1) .chr, which is a text file format EFT uses to save character skills; and (2) some sort of XML format that EVEMon can read back in to import plans. When using EFT/EVEMon together, you can just export after-plan characters from EVEMon, save them to your EFT config directory, and they will be available to apply to your fittings when you run EFT.

It would be nice if there was some way pyfa could either read files of the same .chr format as EFT uses and EVEMon exports to; or if it could import either the EVEMon .xml format or the EFT .chr format into whatever storage it uses for character skill lists. The .chr format is plain text and pretty simple, just "Skillname=Level," one skill per line.

Being able to export and import after-plan characters makes it easy to go back and forth between the fit tool and skill plan and figure out exactly what skills will make a fit work in what combination, and in the least training time possible.
Desmont McCallock
#342 - 2012-02-13 21:56:31 UTC
Possible Bug Report:
When trying to fetch the character list via an API key with a custom vCode, pyfa fails to fetch the list. Works though with a CCP generated vCode. Are you doing any Regex check on the vCode format or length check (cause my custom vCode isn't a combination of characters and numbers and isn't as long as a CCP generated one)?
Liafcipe9000
Critically Preposterous
#343 - 2012-02-14 04:58:36 UTC
unsubbing from this topic, sorry for the obsolete comment
pmchem
Brutor Tribe
Minmatar Republic
#344 - 2012-02-14 17:41:22 UTC
pyfa and evelopedia have incorrect align times, see:
https://forums.eveonline.com/default.aspx?g=posts&m=804417#post804417

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Kadesh Priestess
Descendance.
GoonSwarm.
#345 - 2012-02-15 18:50:11 UTC  |  Edited by: Kadesh Priestess
Danny Husk wrote:
Question: Can pyfa import skills from a file? Or, is there a directory somewhere that I can dump text or xml files into that pyfa will then pick up and use as valid characters?
No, it can't. Improvements to interoperability are planned, but not in 'short-term' folder, sorry.

Desmont McCallock wrote:
Possible Bug Report:
When trying to fetch the character list via an API key with a custom vCode, pyfa fails to fetch the list. Works though with a CCP generated vCode. Are you doing any Regex check on the vCode format or length check (cause my custom vCode isn't a combination of characters and numbers and isn't as long as a CCP generated one)?
Err, no. Could you please eve-mail me your example code, so i can play with it? Likely some service layer causes it (eve-api library uses extremely old network services in python, it may be a problem).

pmchem wrote:
pyfa and evelopedia have incorrect align times, see:
https://forums.eveonline.com/default.aspx?g=posts&m=804417#post804417
Thanks for investigation, never checked it myself. Code-wise, It's very easy change, tho i need proper formula, and i don't have time atm to derive it myself - does anybody have link to correct align time formula (or, even better, full explanation on how eve physics work, from which align time may be easily derived)?
Desmont McCallock
#346 - 2012-02-16 19:28:58 UTC
Kadesh Priestess wrote:
Desmont McCallock wrote:
Possible Bug Report:
When trying to fetch the character list via an API key with a custom vCode, pyfa fails to fetch the list. Works though with a CCP generated vCode. Are you doing any Regex check on the vCode format or length check (cause my custom vCode isn't a combination of characters and numbers and isn't as long as a CCP generated one)?
Err, no. Could you please eve-mail me your example code, so i can play with it? Likely some service layer causes it (eve-api library uses extremely old network services in python, it may be a problem).

No need to mail anything. Use for example a CAK with ' vCode =ThisIsATestAPIKeyCode' and test out. You'll see what I mean.
Although the credentials get authenticated (checked via web browser), pyfa fails with the message "Unable to fetch characters list from EVE API!".
Dana Gilmour
Imperial Academy
Amarr Empire
#347 - 2012-02-16 23:31:17 UTC
Might be a known problem, but I couldn't find a relevant answer: when I try to import XML files (exported from EFT or from EVE fitting screen ingame, doesn't matter), nothing seem to happen. No error message, just that the fit doesn't appear in any tab.

Haven't had any problem of importing those fits both in EFT or ingame.
Ephrat Telahet
Doomheim
#348 - 2012-02-17 00:49:28 UTC
Kadesh Priestess wrote:
Danny Husk wrote:
Question: Can pyfa import skills from a file? Or, is there a directory somewhere that I can dump text or xml files into that pyfa will then pick up and use as valid characters?
No, it can't. Improvements to interoperability are planned, but not in 'short-term' folder, sorry.


This is frustrating. I am in a position to consider fits using characters that I do not have API keys to, and skillplans that are not directy trained by any character. It would be much appreciated if you could find a solution.
Kadesh Priestess
Descendance.
GoonSwarm.
#349 - 2012-02-17 09:58:12 UTC
Ephrat Telahet wrote:
This is frustrating. I am in a position to consider fits using characters that I do not have API keys to, and skillplans that are not directy trained by any character. It would be much appreciated if you could find a solution.

Desmont McCallock wrote:
No need to mail anything. Use for example a CAK with ' vCode =ThisIsATestAPIKeyCode' and test out. You'll see what I mean.
Although the credentials get authenticated (checked via web browser), pyfa fails with the message "Unable to fetch characters list from EVE API!".
I'll check what i can do on both issues this weekend.


Dana Gilmour wrote:
Might be a known problem, but I couldn't find a relevant answer: when I try to import XML files (exported from EFT or from EVE fitting screen ingame, doesn't matter), nothing seem to happen. No error message, just that the fit doesn't appear in any tab.

Haven't had any problem of importing those fits both in EFT or ingame.
Could you post problematic XML? Last time i checked it worked perfeectly for me.
Silas Shaw
Coffee Hub
#350 - 2012-02-18 21:24:32 UTC
Would it be possible to add a misc stat for active ship mass? WH people would love pyfa more with that there. ;p

Silas
Kane Hart
Sanitized Souls
#351 - 2012-02-23 16:16:55 UTC
I assume to be able to boost cpu damage and etc you have advance calculation from skills and such.. But why not reverse this and actually offer a special page that shows the user what skills they can train and what effect it will offer to their current fittings. This would be amazing for n00bies and even advance users finally being able to actually see what they should level.
Daneel Trevize
Give my 11percent back
#352 - 2012-02-23 16:58:16 UTC  |  Edited by: Daneel Trevize
That's called EveMon. Blink

Also, load any fit, right-click to show Ship Stats and see the Affected By tab. Similarly, Module stats has this tab.

You can also edit the skills your character has after you do an API import, it's not as trivial to mess with as in EFT, within which this can be done right from a fitting, but it's not much more effort to see which skills can help make something fit or work better.
Kane Hart
Sanitized Souls
#353 - 2012-02-23 17:20:34 UTC
Daneel Trevize wrote:
That's called EveMon. Blink

Also, load any fit, right-click to show Ship Stats and see the Affected By tab. Similarly, Module stats has this tab.

You can also edit the skills your character has after you do an API import, it's not as trivial to mess with as in EFT, within which this can be done right from a fitting, but it's not much more effort to see which skills can help make something fit or work better.


Thanks the Affected By is what I wanted :)
Bent Barrel
#354 - 2012-02-24 13:44:41 UTC
possible bug (ver 1.1.2):

was playing with implants and my ishkur. slot 0 Gunslinger CX-1 (3% to all turret damage) and same slot Lancer G1-Delta (3% to all turret rof give me the same DPS increase (this char and an all l5 char) with modal light neutron blasters.

rof bonuses however should increase damage more than straight damage bonuses. messing with skills, 4% rapid firing gives me more dps thant 5% small hybrid turret, so skill contributions work as I expect them to.
Sakari Orisi
Doomheim
#355 - 2012-02-24 17:39:36 UTC
Bent Barrel wrote:
possible bug (ver 1.1.2):

was playing with implants and my ishkur. slot 0 Gunslinger CX-1 (3% to all turret damage) and same slot Lancer G1-Delta (3% to all turret rof give me the same DPS increase (this char and an all l5 char) with modal light neutron blasters.

rof bonuses however should increase damage more than straight damage bonuses. messing with skills, 4% rapid firing gives me more dps thant 5% small hybrid turret, so skill contributions work as I expect them to.


Most likely this is a result of stacking penalties. How many rof increasing effects do you have vs damage increasing ?
Koban Agalder
Sebiestor Tribe
Minmatar Republic
#356 - 2012-02-26 15:51:00 UTC
Anyone knows why i can't correctly download skillset using my API key ? (i'm getting "Authentication failure error all the time) ?

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Kadesh Priestess
Descendance.
GoonSwarm.
#357 - 2012-02-28 18:37:15 UTC  |  Edited by: Kadesh Priestess
Koban Agalder wrote:
Anyone knows why i can't correctly download skillset using my API key ? (i'm getting "Authentication failure error all the time) ?
EVE-mail me your key ID and vcode, i'll have a look (or create temporary ones).

Also, i've got several updates for you:

1) Several bugs were fixed (some miscalculations mentioned here and in trac, inability to use custom vCodes). These will be available in next release.
2) Align time. Today Entity shed some light onto how Destiny works. The key point to the numbers you got and the numbers you have in EFT is that method you're using to measure align time is naturally flawed. It would work semi-okayish in 100x slowed down by TiDi system, but using stopwatch in normal conditions leads to wrong results. The proper way would be:

Open logserver, jump through gate/fullstop. Start aligning. Then, look for entries like:

Quote:
142 2012.02.28 16:48:59:401 [ 19619 ] WarpTo
969 2012.02.28 16:49:39:408 BroadcastStuff::Notify( OnNotifyPreload ,...)

First line is actual start of align process, second line is issued on warp 'commit' (when you become invulnerable, ships which have you locked lose you, and so on). It lets client to preload objects in the target grid, and it's issued only on warp commit because it would be exploitable otherwise (everybody knows you can't stop warp when it's already commited). This example shows charon align process with align time equal to 39.58.

Two notes here:
1) Align time is always rounded up to seconds (due to server tick nature). It doesn't matter for align time if your dram has 3.01 or 3.99 align time, both will take 4 ticks to completely perform align (though, it still matters for your general agility)
2) Subtle time difference in log is explained by fluctuating delay of transport layer

Crusader with 3% agi implant (2.95 align time):
Quote:
17628 2012.02.28 19:04:00:045 [ 6266 ] WarpTo
17671 2012.02.28 19:04:03:041 BroadcastStuff::Notify( OnNotifyPreload ,...)

Crusader w/o implants (3.05 align time):
Quote:
12021 2012.02.28 19:31:05:362 [ 26436 ] WarpTo
12059 2012.02.28 19:31:09:385 BroadcastStuff::Notify( OnNotifyPreload ,...)

You see how this theoretical 0.1 second difference results in 1 second real difference, yeah? Please note TiDi will just make warp-off process longer, but it won't change any breakpoints, so this mechanics applies to all ships in all systems regardless of TiDi scale.

Stopwatch method adds additional layer of several seconds... err, why? Most likely because simulation (server processes whose synchronized representaion you see in your client) takes one additional tick to full-stop your ship + 1 tick to start warp acceleration. Also, often yet another tick is added when you hit warp and stopwatch simultaneously (server doesn't start warp immediately, it waits for start of next tick). But the point is that you become invulnerable before that, before you actually see your ship entering warp on client side.

That is, align formula is absolutely correct. We don't care how client shows it, because on server ship enters invulnerability state properly. We could round up align time to reflect actual align time, but as it's often used as ship agility factor - i doubt we'll do it. Maybe when UI is refined to show both numbers, but it's not going to happen tomorrow.
Vonlutt
Imperial Academy
Amarr Empire
#358 - 2012-03-02 19:40:38 UTC
Desmont McCallock wrote:

No need to mail anything. Use for example a CAK with ' vCode =ThisIsATestAPIKeyCode' and test out. You'll see what I mean.
Although the credentials get authenticated (checked via web browser), pyfa fails with the message "Unable to fetch characters list from EVE API!".



Having this same problem, any way around it?
Kadesh Priestess
Descendance.
GoonSwarm.
#359 - 2012-03-02 20:13:15 UTC
Use pre-generated keys for now (or key of the same length, lol). This problem has already been fixed internally.
pmchem
Brutor Tribe
Minmatar Republic
#360 - 2012-03-03 17:14:26 UTC
Kadesh Priestess wrote:

2) Align time. Today Entity shed some light onto how Destiny works. The key point to the numbers you got and the numbers you have in EFT is that method you're using to measure align time is naturally flawed. It would work semi-okayish in 100x slowed down by TiDi system, but using stopwatch in normal conditions leads to wrong results. The proper way would be:


Very interesting post. I will trust that Entity's description is correct and the time-to-invulnerability is lower than the stopwatch align time. If true, that's important and how aligns should be calculated. I had not considered the slow server side ticks -- but what about cases for things like a low skill charon where stopwatch align and pyfa align differ by >2 seconds? In that case two server ticks have passed, so it seems server ticks or transport layer cannot account for all of that.

Thanks for the follow-up, at any rate.

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