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pyfa 1.15.0 (Vanguard)

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Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#361 - 2014-04-29 18:01:32 UTC  |  Edited by: Sable Blitzmann
Rubicon 1.4 changed duration of omni directional tracking links to 30 seconds. This is the only change, and as such, I don't think it's worth the hassle of making a completely new release of Pyfa. However, I have modified the eve data file for pyfa, and it can be downloaded from my server here:

http://blitzmann.it.cx/eve.db

Simply overwrite eve.db in pyfa/staticdata/ to apply. =)
UCara
Deep Core Mining Inc.
Caldari State
#362 - 2014-05-03 00:12:18 UTC
Hello, good job you guys perform, pyfa is awesome.

But, as a suggestion, would it be difficult to have volley of drones also automatically calculated?

Thanks.
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#363 - 2014-05-03 23:58:42 UTC
UCara wrote:
Hello, good job you guys perform, pyfa is awesome.

But, as a suggestion, would it be difficult to have volley of drones also automatically calculated?

Thanks.


It might be possible. Where do you think this info should be displayed? I think we might be able to add a colum to the drone window to show volley / dpa info of stack
Lothros Andastar
The Scope
Gallente Federation
#364 - 2014-05-06 02:39:24 UTC
Are Geckos added? :3
UCara
Deep Core Mining Inc.
Caldari State
#365 - 2014-05-06 02:58:43 UTC
Sable Blitzmann wrote:
UCara wrote:
Hello, good job ……..

....


It might be possible. Where do you think this info should be displayed? I think we might be able to add a colum to the drone window to show volley / dpa info of stack


in the same location volley is displayed, with overall ship's volley, that would be great. http://prntscr.com/3gmsww

thanks.
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#366 - 2014-05-06 05:14:47 UTC
Lothros Andastar wrote:
Are Geckos added? :3

No. =3

I think they added the Gecko info with Rubicon 1.4, which pyfa has not technically been updated for other than the modified eve.db for Omni Tracking Links. It's quite a hassle to update pyfa with new data from EVE unfortunately. This is something that Kadesh usually handles, but I may take a whack at it.

UCara wrote:
Sable Blitzmann wrote:
UCara wrote:
Hello, good job ……..

....


It might be possible. Where do you think this info should be displayed? I think we might be able to add a colum to the drone window to show volley / dpa info of stack


in the same location volley is displayed, with overall ship's volley, that would be great. http://prntscr.com/3gmsww

thanks.


I personally have an issue with adding it to the overall volley. I think having it on the drone window and showing volley for drone stack would be a better option, or perhaps have drone volley added as an option in the preferences.
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#367 - 2014-05-06 05:15:42 UTC  |  Edited by: Sable Blitzmann
Also, I just pushed a new feature to the master branch: proper support for Cargo, including adding various charges and modules to the cargo in Pyfa and having correct import/export of it throughout all formats. I started on this feature 9 months ago, then stopped. Few days ago I started work on it again and it's to a point now where it works well. I just forced a nightly build of these changes, would appreciate if some people give it a test run: http://blitzmann.it.cx/pyfa-nightly/

I'm currently working on improved drag+drop functionality, so that one can drag from cargo to a slot in the fitting window and swap them out. This would make the new cargo feature that much more handy, as it can be used a personal collection bin of modules that you may want to try on your fit without having to search for them all the time after swapping them. This is still in the works tho.
StinGer ShoGuN
Pragmatic Kernel
Shadow Cartel
#368 - 2014-05-06 15:28:41 UTC
Sable Blitzmann wrote:
Also, I just pushed a new feature to the master branch: proper support for Cargo, including adding various charges and modules to the cargo in Pyfa and having correct import/export of it throughout all formats. I started on this feature 9 months ago, then stopped. Few days ago I started work on it again and it's to a point now where it works well. I just forced a nightly build of these changes, would appreciate if some people give it a test run: http://blitzmann.it.cx/pyfa-nightly/

I'm currently working on improved drag+drop functionality, so that one can drag from cargo to a slot in the fitting window and swap them out. This would make the new cargo feature that much more handy, as it can be used a personal collection bin of modules that you may want to try on your fit without having to search for them all the time after swapping them. This is still in the works tho.



Was playing with your new cargo stuff, looks cool. But at some point, I wondered: "hey, how much space left have I got there ??"

See where I'm going ? Yes yes, indeed, that way: you should add something somewhere so we know when the cargo is full. And know anyway what's the portion of cargo used.
I think you could add a nice bar in a third column of the cargo items, bar that would show the percentage this line use in the total cargo. And add somewhere else (maybe dedicated top line in the cargo tab) with the total percentage cargo usage. Don't know if I'm clear...
I'll try to play with Inkscape and post a shot of what I mean. Or code it directly... May be faster... Roll
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#369 - 2014-05-06 17:30:18 UTC  |  Edited by: Sable Blitzmann
StinGer ShoGuN wrote:
Sable Blitzmann wrote:
Also, I just pushed a new feature to the master branch: proper support for Cargo, including adding various charges and modules to the cargo in Pyfa and having correct import/export of it throughout all formats. I started on this feature 9 months ago, then stopped. Few days ago I started work on it again and it's to a point now where it works well. I just forced a nightly build of these changes, would appreciate if some people give it a test run: http://blitzmann.it.cx/pyfa-nightly/

I'm currently working on improved drag+drop functionality, so that one can drag from cargo to a slot in the fitting window and swap them out. This would make the new cargo feature that much more handy, as it can be used a personal collection bin of modules that you may want to try on your fit without having to search for them all the time after swapping them. This is still in the works tho.



Was playing with your new cargo stuff, looks cool. But at some point, I wondered: "hey, how much space left have I got there ??"

See where I'm going ? Yes yes, indeed, that way: you should add something somewhere so we know when the cargo is full. And know anyway what's the portion of cargo used.
I think you could add a nice bar in a third column of the cargo items, bar that would show the percentage this line use in the total cargo. And add somewhere else (maybe dedicated top line in the cargo tab) with the total percentage cargo usage. Don't know if I'm clear...
I'll try to play with Inkscape and post a shot of what I mean. Or code it directly... May be faster... Roll


Hover over the ship's capacity, and you'll see available cargo.

However, I understand that this is totally not intuitive. It was more of a stop gag. I wasn't sure where exactly to display the amount of remaining cargo (there isn't much room with the other PG/CPU/DRONE resources in the stats panel). There may be a way to force a custom row in the cargo view to show % used, but I haven't thought about it too much. A mock up would be interesting to see your ideas, and I'm definitely looking for more feedback from others as well. =)

EDIT: or, perhaps, if cargo view is active, switch out the drone bay bar with a new cargo bar... hmm...
StinGer ShoGuN
Pragmatic Kernel
Shadow Cartel
#370 - 2014-05-06 19:50:13 UTC
Seems what I was thinking would be complicated. I had a look at the GUI code (was more used to EOS and the db things). It would require a new attribute like volumeUsed or alike with a new column class able to display a gauge...

Time to play with Inkscape then !
Lothros Andastar
The Scope
Gallente Federation
#371 - 2014-05-07 15:35:16 UTC
Is there an easy way for an end user to edit the module/ship data? I'd like to add the new rattlesnake and gecko to do some theoryhammering.
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#372 - 2014-05-07 18:27:35 UTC
Lothros Andastar wrote:
Is there an easy way for an end user to edit the module/ship data? I'd like to add the new rattlesnake and gecko to do some theoryhammering.


tl;dr: no, there's no easy way.

Someone mailed me about this very issue a couple of days ago. copypasta:
Quote:
Unfortunately, there is no easy way to edit the attributes or add new items / ships to the database. It's possible, sure, but it's also a pain in the ass. eve.db is a SQLite database and can be edited with any tool that supports SQLite (I use SQLite Manager extension for Firefox). However, that's the easy part.

The database is more or less structured in much the same way as the official EVE database dump. There might be some small differences (I believe pyfa removes some inert columns and such). If you would like to learn more about the structure, see here: http://wiki.eve-id.net/Category:CCP_DB_Tables

I can give a quick tutorial tho. For example, I recently released eve.db that included the Omni Tracking Link duration changes that came with Rubicon 1.4. I did this manually. I found all the type IDs of the affected modules, and for each one I changed the attribute value. For the sake of example, lets say I am going to modify the tech 1 meta 0 module of this group. This has a typeID of 23533. I also need to find the ID of the "duration" attribute. You can find this in `dgmattribs`, which shows us that this attribute ID is 73. Now, to change the actual attribute, you need to find the attribute value that links to this attribute and module. This is in `dgmtypeattribs` - simply search for the typeID (23533) and attributeID (73), and that gives you the value (I increased it from 10,000 (10ssec) to 30,000 (30 sec)).

This is a lot of manual work even if it's fairly straight-forward, and I wish that we had a better way of editing this. Adding an entire ship to the database is probably not worth it (especially if all of it's attributes haven't been released). Perhaps one day we'll ship a feature with Pyfa that allows us to edit this kind of stuff from the GUI.

That only pertains to attributes, not effects. If there is a new effect, you must write python code to implement it (this is very inefficient, which is why Kadesh is working on a new engine for Pyfa).

If you're techy, there is also a wiki page describing how you can update Pyfa from SISI. It's a time consuming process, and only works if SISI has been updated to reflect changes.



I've piddled around with updating to Rubicon 1.4 to include the Gecko. However, CCP changed an effect for tracking disruption / scripts, and I'm not too terribly versed in how to implement it.

For the rattlesnake, it's fairly difficult. You can use the above method to change the attributes pretty easily, however the new effect (10% bonus to kinetic and thermal missile damage) will need to be implemented in pyfa itself. What makes it worse is that SISI isn't even updated with the changes to ships, so we can't even start gathering attributes and new effects from SISI (it's difficult just to go by a dev post, rather have the actual data from the client)
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#373 - 2014-05-07 21:53:26 UTC
Just pushed improved drag/drop functionality to dev branch. This allows us to drag modules from market to fitting window/cargo/implants/etc. It also allows us to swap between fitting window and cargo.

As an additional feature, you can clone a module from cargo to an empty slot (without removing from cargo) by using CTRL. You can do this in the fitting -> cargo direction as well.

This has already helped me a lot in making fits and using the Cargo bay as a collection bin to store frequently swapped modules. Hopefully it will improve productivity for others as well. A build will be generated in a few hours with these changes. I implore everyone to test cargo functionality and drag/drop improvements, and let me know if everything feels natural. =)

http://blitzmann.it.cx/pyfa-nightly/
SuperXCon
Viziam
Amarr Empire
#374 - 2014-05-08 16:55:50 UTC
wtb geckos
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#375 - 2014-05-08 17:27:24 UTC  |  Edited by: Sable Blitzmann
So, I looked into making a cargobay gauge int he resources section. It actually turned out pretty nice. As cargo has almost nothing to do with the fit, I decided to have it display only if you have the cargo tab open. Any other tab will display drone bay, which is probably more pertinent information. Pics:

With cargo: http://eve-files.com/dl/268244
With any other tab: http://eve-files.com/dl/268245

Gonna test is a bit more before pushing upstream.
StinGer ShoGuN
Pragmatic Kernel
Shadow Cartel
#376 - 2014-05-09 18:13:39 UTC
Lothros Andastar wrote:
Is there an easy way for an end user to edit the module/ship data? I'd like to add the new rattlesnake and gecko to do some theoryhammering.


In the past, you could override values: http://sourceforge.net/apps/trac/pyfa/wiki/Docs/Override#Overridingeffects
But this functionality has now gone... What?

Still, if you want to have you Geckos, you can still create 'em in the database using some SQLITE client but I do not recommand you to do this if you're not familiar with programming/databases.


About the cargo gauges, I played with GIMP a bit and my idea was to do something like this: http://i.imgur.com/hiGZQzr.png
So basically, 1 gauge for each item, and then maybe, add a TOTAL line with the total gauge, like the one on http://go-dl1.eve-files.com/media/1405/wcargo.PNG

As I was saying, in order to do something like this, one would need to create a new column type, a gauge column type in fact.
mmorenor
The Soul Society
Test Alliance Please Ignore
#377 - 2014-05-09 18:27:55 UTC
can anyone tell me how can i import my characters?
StinGer ShoGuN
Pragmatic Kernel
Shadow Cartel
#378 - 2014-05-09 22:19:14 UTC
Window > Character Editor

Click the "+" icon top right. Enter a name. Then, go to the API tab, fill in your API.
Pax Doosan
StemCells
#379 - 2014-05-11 02:22:36 UTC
I'm stuck trying to import fits. Aimed pyfa at a file with many, it displayed "Importing" until I killed and restarted... tried a file with just one fit and it took, so tried two... no dice.

Any idea why, what can I do? Thanks!
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#380 - 2014-05-11 04:24:46 UTC
Pax Doosan wrote:
I'm stuck trying to import fits. Aimed pyfa at a file with many, it displayed "Importing" until I killed and restarted... tried a file with just one fit and it took, so tried two... no dice.

Any idea why, what can I do? Thanks!


Upload the file somewhere and post it here or mail me in game with it. I know that there was a bug with EFT .cfg files not importing correctly that should be fixed internally. Sometimes, importing a lot of fits takes a lot of time so it would be helpful to have the file(s) that you tried (also make sure you're using latest pyfa version)