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pyfa 1.15.0 (Vanguard)

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Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#401 - 2014-05-20 00:46:20 UTC
Wrathful Penguins wrote:
Odd request and may not be doable but could there be an option to switch the ships/attributes/slots etc between different eve patches? So under file, for example, there was an expansion option and you could select Tyrannis and it'd let you come up with retro fits.


Yes, this is unpractical in the current codebase of Pyfa.

It isn't simply switching out the EVE data (eve.db) - that's the easy part. You also have to have the new effect files - which are written in a mostly manual process (https://github.com/DarkFenX/Pyfa/wiki/Updating-for-new-EVE-expansions). These files change a lot - new effects are added, old effects are removed... it would be a hassle to maintain. I would recommend getting an older copy of Pyfa, which can be found on GitHub (back to Odyssey 1.1)

I believe the new engine should allow for this type of feature where we can distribute "packs" that contain expansion-specific data. However, we still need to start work on the new Pyfa that uses the new engine.

Steve Ronuken wrote:
Any chance of a custom ship adder? (and ideally custom modules?)

I know totally new things (new options. like adding hull rigs) is a lot more difficult, but I'd like to be able to, say, duplicate a fenrir, and then adjust its stats. (I have a somewhat broken pyfa now, from messing with the database for it Blink )


Something like this would kind of tie into a attribute editor of some sort. It's a fun idea, and something I've thought about, but a big project, and probably better suited to the new engine / rewrite.
Lothras Andastar
Doomheim
#402 - 2014-05-21 19:11:02 UTC  |  Edited by: Lothras Andastar
Howdy. Great tool but would be even better with these. :P

1) Ability to temporarily offline rigs to see how they affect attributes. It's frustrating to have to remove them then dig though the parts list to re-add it. For example to see if something remains cap stable with/without CCC or CPU/PG usage for those kinds of rigs.

2) The ability to right click modules and change the affecting skill ala EFT.

3) Option to have Pyfa remember how many tabs and what fits were loaded ala EFT.

4) Ability to set an API character as the default character on launch. As of now it always loads the All Level 5 Character and you have to swap to an API character manually.

5) Toggle option to allow for double clicking a fit to open in a new tab rather than overwriting the current one.

6) Civilian Gun Modules! I know it sounds crazy, but I actually have a fit that uses a Civilian Blaster as an agro drawing/assigned drones gun. I see a lot of the other Civilian modules but unless I am being stupid and missing something it's missing the Blaster, Lazor Beem, Railgun and w/e the Projectile one is.
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#403 - 2014-05-21 22:45:14 UTC
Lothras Andastar wrote:
Howdy. Great tool but would be even better with these. :P

1) Ability to temporarily offline rigs to see how they affect attributes. It's frustrating to have to remove them then dig though the parts list to re-add it. For example to see if something remains cap stable with/without CCC or CPU/PG usage for those kinds of rigs.

2) The ability to right click modules and change the affecting skill ala EFT.

3) Option to have Pyfa remember how many tabs and what fits were loaded ala EFT.

4) Ability to set an API character as the default character on launch. As of now it always loads the All Level 5 Character and you have to swap to an API character manually.

5) Toggle option to allow for double clicking a fit to open in a new tab rather than overwriting the current one.

6) Civilian Gun Modules! I know it sounds crazy, but I actually have a fit that uses a Civilian Blaster as an agro drawing/assigned drones gun. I see a lot of the other Civilian modules but unless I am being stupid and missing something it's missing the Blaster, Lazor Beem, Railgun and w/e the Projectile one is.


Wonderful post, and wonderful suggestions. =)

1) Yes, I think this has been requested many times. Pyfa tries to emulate EVE as closely as possible, and I believe valid states (online, active, offline, etc) come directly from eve data (and you can't offline rigs in EVE). I was planning on looking into this, but never did. Workaround for now: Right click -> show module group, then remove rig. Showing the module group allows for quick access to fit it again. With the upcoming release of 1.1.23, we'll have Cargo support which could double as a handy collection bin: drag the rig to cargo to remove it from fit and keep it in a safe place. =)

2) I would love this. Last I looked into this was many months ago, but I now have a more solid understanding of the codebase than I did back then. Can look into this again.

3) This is something that is on the radar for me to look into. IIRC it was a bit more involved.

4) By default, the character is saved on a per-fit basis. So if you open a fit, it should load with the last character it was saved with. There is an option via preferences to have a global character (all fits use explicitly defined character), but I don't think this is saved or loaded on pyfa start.

5) Ctrl+Click is what you want, and already available. =)

6) Just tried to add them. Apparently they are not even in the database. I'll poke Kadesh about it.
Lothras Andastar
Doomheim
#404 - 2014-05-22 09:55:20 UTC  |  Edited by: Lothras Andastar
I did not know about the control click functionality. Thank you. :)

Edit: I did find a minor bug. In Windows if you right click and set the "Hidden" flag for any of the files in "C:\Users\NAME\.pyfa" pyfa crashes on load, though you can still set the hidden flag for the .pyfa folder itself.

Not sure if this is something that matters/can be fixed but thought I'd mention it in case someone else does this by accident and cant work it out. :P
Lothras Andastar
Doomheim
#405 - 2014-05-22 14:24:24 UTC
Oh and the Tech 1 and Faction Acolytes have an icon whereas no other drones do. :D

http://puu.sh/8Wxz1/1218ea154e.png
http://puu.sh/8WxAE/a5c64346ce.png
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#406 - 2014-05-22 15:38:58 UTC
Lothras Andastar wrote:
Oh and the Tech 1 and Faction Acolytes have an icon whereas no other drones do. :D

http://puu.sh/8Wxz1/1218ea154e.png
http://puu.sh/8WxAE/a5c64346ce.png


This is a known issue: https://github.com/DarkFenX/Pyfa/issues/80

Basically, drones are kinda screwy when it comes to icons. Their "icon" is a render of the model (so not really an icon) and the render looks bad at such a small resolution. So we do not have icons for the renders. Then, there are the drones that you linked that have an icon - this is because they are assigned an icon in the eve client. It's all a bit of a mess really.

Also, why would someone want to change the file attributes in .pyfa?
Lothras Andastar
Doomheim
#407 - 2014-05-22 19:15:39 UTC
Basically I set the folder to Hidden so it wouldn't clutter up my User folder. I know in Linux systems the . makes the folder hidden by default.

If you set the files inside to hidden however it screws up.
Aedan Orlenardi
Humbly Bumbling Around
#408 - 2014-05-22 20:50:35 UTC
Hey Guys,

I play EVE on both Mac and Windows. Is it possible to 1 pyfa installation working for both, almost like a java application, so I don't have to export and import my fits every time I switch between the two, and more often than not lose synchronisation between windows and mac?

Thanks,
Mike
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#409 - 2014-05-22 21:09:12 UTC  |  Edited by: Sable Blitzmann
Lothras Andastar wrote:
Basically I set the folder to Hidden so it wouldn't clutter up my User folder. I know in Linux systems the . makes the folder hidden by default.

If you set the files inside to hidden however it screws up.


That's a valid use case... I'm getting a "Permission denied" exception when I try it. Is there a reason you need to set it to individual files in the .pyfa directory rather than just hiding that directory? Perhaps it would be a good idea to look into putting it in %APPDATA%

Aedan Orlenardi wrote:
Hey Guys,

I play EVE on both Mac and Windows. Is it possible to 1 pyfa installation working for both, almost like a java application, so I don't have to export and import my fits every time I switch between the two, and more often than not lose synchronisation between windows and mac?

Thanks,
Mike


Yes, pyfa can use the same userdata between operating systems (but don't use it at the same time - for example, on your Mac desktop and windows laptop, otherwise conflicts might arise). The directory that is used to store user information (api, fits, characters, etc) is USER/.pyfa.

If both operating systems are on the same computer, you can mount this directory in a way that both applications uses it (for example, store it on Windows partition, then mount Windows partition in Mac and symlink directory from windows partition to /User/:user:/.pyfa).

I personally use dropbox to sync it across multiple systems, and use linux symlinks or windows file system junctions to make the link. =)

Also make sure that both installations are up to date. It can get screwy if they aren't.
Aedan Orlenardi
Humbly Bumbling Around
#410 - 2014-05-23 00:21:35 UTC
Sable Blitzmann wrote:
Lothras Andastar wrote:
Basically I set the folder to Hidden so it wouldn't clutter up my User folder. I know in Linux systems the . makes the folder hidden by default.

If you set the files inside to hidden however it screws up.


That's a valid use case... I'm getting a "Permission denied" exception when I try it. Is there a reason you need to set it to individual files in the .pyfa directory rather than just hiding that directory? Perhaps it would be a good idea to look into putting it in %APPDATA%

Aedan Orlenardi wrote:
Hey Guys,

I play EVE on both Mac and Windows. Is it possible to 1 pyfa installation working for both, almost like a java application, so I don't have to export and import my fits every time I switch between the two, and more often than not lose synchronisation between windows and mac?

Thanks,
Mike


Yes, pyfa can use the same userdata between operating systems (but don't use it at the same time - for example, on your Mac desktop and windows laptop, otherwise conflicts might arise). The directory that is used to store user information (api, fits, characters, etc) is USER/.pyfa.

If both operating systems are on the same computer, you can mount this directory in a way that both applications uses it (for example, store it on Windows partition, then mount Windows partition in Mac and symlink directory from windows partition to /User/:user:/.pyfa).

I personally use dropbox to sync it across multiple systems, and use linux symlinks or windows file system junctions to make the link. =)

Also make sure that both installations are up to date. It can get screwy if they aren't.


That's perfect, exactly what I was looking for. Thank you so much :)

Mike
Claud Tiberius
#411 - 2014-05-23 02:20:12 UTC
Hi, how does one go about updating their existing installed pyfa? i.e from 1.1.18 to the latest version.

Once upon a time the Golem had a Raven hull and it looked good. Then it transformed into a plataduck. The end.

Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#412 - 2014-05-23 03:43:33 UTC
Claud Tiberius wrote:
Hi, how does one go about updating their existing installed pyfa? i.e from 1.1.18 to the latest version.


Link tot he releases is in the first post. Since 1.1.18 there is now an installer for windows - either delete your old pyfa directory and use the installer, or overwrite your pyfa directory with the .zip
StinGer ShoGuN
Pragmatic Kernel
Shadow Cartel
#413 - 2014-05-23 09:32:49 UTC
Lothras Andastar wrote:
I did not know about the control click functionality. Thank you. :)

Edit: I did find a minor bug. In Windows if you right click and set the "Hidden" flag for any of the files in "C:\Users\NAME\.pyfa" pyfa crashes on load, though you can still set the hidden flag for the .pyfa folder itself.

Not sure if this is something that matters/can be fixed but thought I'd mention it in case someone else does this by accident and cant work it out. :P



I don't know what version of Windows you are running but normally, Windows now detects dot files so they are automatically hidden from your explorer view, provided you have ticked the correct option in your folder options.
Lothras Andastar
Doomheim
#414 - 2014-05-24 09:04:40 UTC
Sable Blitzmann wrote:
Lothras Andastar wrote:
Basically I set the folder to Hidden so it wouldn't clutter up my User folder. I know in Linux systems the . makes the folder hidden by default.

If you set the files inside to hidden however it screws up.


That's a valid use case... I'm getting a "Permission denied" exception when I try it. Is there a reason you need to set it to individual files in the .pyfa directory rather than just hiding that directory? Perhaps it would be a good idea to look into putting it in %APPDATA%

There isn't. I have un-set them hidden, just thought I'd mention it in case anyone else Googles the issue.
StinGer ShoGuN wrote:
I don't know what version of Windows you are running but normally, Windows now detects dot files so they are automatically hidden from your explorer view, provided you have ticked the correct option in your folder options.

Windows 7 Pro x64. Which option is that? Files with a dot at the start are not hidden and attempting to make a folder or file with a dotname and no other extension manually errors and refuses to be made.
Triton Darkstar
School of Applied Knowledge
Caldari State
#415 - 2014-05-25 12:48:53 UTC
Hi, just started using Mac and would like to say that PYFA is an awesome tool which I am finding very useful.

Please keep up the good work...
Tetsuo Tsukaya
Perkone
Caldari State
#416 - 2014-05-27 16:53:34 UTC

Steve Ronuken wrote:
Any chance of a custom ship adder? (and ideally custom modules?)

I know totally new things (new options. like adding hull rigs) is a lot more difficult, but I'd like to be able to, say, duplicate a fenrir, and then adjust its stats. (I have a somewhat broken pyfa now, from messing with the database for it Blink )


Something like this would kind of tie into a attribute editor of some sort. It's a fun idea, and something I've thought about, but a big project, and probably better suited to the new engine / rewrite.[/quote]

Seconding that I would love a feature like this that would let us easily add new ships so that when they are posted by CCP in Features and Ideas we can immediately mock them up and start complaining about how OP/Useless they are.

Understandable that it may not be doable until further down the road, but definitely consider it at whatever time it's feasible to do so as it would be an awesome feature to have.
Samuel Caldara
Caldari Provisions
Caldari State
#417 - 2014-05-28 04:59:38 UTC
Just ran into a few bugs.

1. Pyfa doesn't allow neutralizers / nosses to be used on a marauder while in Bastion.
2. Doesn't take into account Capacitor batteries and how much they affect neuts / nosses.
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#418 - 2014-05-28 05:38:42 UTC
Samuel Caldara wrote:
Just ran into a few bugs.

1. Pyfa doesn't allow neutralizers / nosses to be used on a marauder while in Bastion.
2. Doesn't take into account Capacitor batteries and how much they affect neuts / nosses.


1) Fixed internally, please see http://blitzmann.it.cx/pyfa-nightly/ for nightly builds
2) Please elaborate with fit and what you expect vs what happens. =)
Garthz
Doomheim
#419 - 2014-05-28 10:52:22 UTC
Any chance we can add the cute geckos? =p
Aiwha
School of Applied Knowledge
Caldari State
#420 - 2014-05-28 19:01:46 UTC  |  Edited by: Aiwha
Do you plan a pre-release for Kronos data or will you be updating everything once Kronos releases?

Sanity is fun leaving the body.