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pyfa 1.15.0 (Vanguard)

First post First post First post
Author
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#61 - 2013-08-07 04:32:52 UTC  |  Edited by: Sable Blitzmann
NightmareX wrote:
Hey. I have 2 requests for PYFA.

1. Would it be possible to add a 'Cargo Bay' tab in the same place as the 'Drones' and 'Implants' are placed with the Cargo space each ships have?


I'm not the project owner, but I could possibly play around with this and see if I can get a working thing together for it. it would be pretty neat.

EDIT: I looked into it, it's way over my head, at least for now. ;)

EDIT 2: I've continued to look into this, and I've got a skeleton working. It adds a cargo view, and only accepts charges. Many bugs / unfinished things, but I'll continue to work on it on my spare time and submit a pull request into the main project branch when ready. =)
NightmareX
Dreddit
Test Alliance Please Ignore
#62 - 2013-08-09 00:00:50 UTC  |  Edited by: NightmareX
Sable Blitzmann wrote:
EDIT 2: I've continued to look into this, and I've got a skeleton working. It adds a cargo view, and only accepts charges. Many bugs / unfinished things, but I'll continue to work on it on my spare time and submit a pull request into the main project branch when ready. =)

Nice Big smile

While i'm in the mood of asking for new things, there is also one more thing that i would like to see in PYFA. I would like to see all of the Jove / Dev ships embedded into PYFA that we can equip just to see how they would be. Those ships would just be under a 'Dev Ships' category.

Now i'm not sure if you or the op could do this. But any of you could do that, it would be awesome, but i believe it will be kinda hard work.

Here is a list of my current EVE / PVP videos:

1: Asteroid Madness

2: Clash of the Empires

3: Suddenly Spaceships fighting in Tama

Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#63 - 2013-08-09 05:54:50 UTC  |  Edited by: Sable Blitzmann
NightmareX wrote:
While i'm in the mood of asking for new things, there is also one more thing that i would like to see in PYFA. I would like to see all of the Jove / Dev ships embedded into PYFA that we can equip just to see how they would be. Those ships would just be under a 'Dev Ships' category.


Pyfa, I believe, only fetches ships that are published in the game. It might simply be a matter of tweaking the code, but something like this might have to be hardcoded (limited edition ships, for example are hardcoded to give them their own special category). Then again, since dev ships are omgwtf, I have no idea if the Pyfa engine would know what to do with the outrageous values they have. Probably a question for the owner. ;)

Also, it's coming along nicely: Pyfa Cargo View
NightmareX
Dreddit
Test Alliance Please Ignore
#64 - 2013-08-09 15:14:03 UTC  |  Edited by: NightmareX
Sable Blitzmann wrote:
NightmareX wrote:
While i'm in the mood of asking for new things, there is also one more thing that i would like to see in PYFA. I would like to see all of the Jove / Dev ships embedded into PYFA that we can equip just to see how they would be. Those ships would just be under a 'Dev Ships' category.


Pyfa, I believe, only fetches ships that are published in the game. It might simply be a matter of tweaking the code, but something like this might have to be hardcoded (limited edition ships, for example are hardcoded to give them their own special category). Then again, since dev ships are omgwtf, I have no idea if the Pyfa engine would know what to do with the outrageous values they have. Probably a question for the owner. ;)

Also, it's coming along nicely: Pyfa Cargo View

Alrighty Big smile

When it's about the Cargo again, then it would be good if you could make it to show us how much of the cargo space we are using with the different items in there. An idea would be to add how much we are using in the same place under 'Targeting & Misc' where Cargo space info is located.

To use your picture as an example, you could make it to show 120/165 m3 there if you had used that in the same way as it shows how many calibration points you have used under 'Resources'.

Here is a list of my current EVE / PVP videos:

1: Asteroid Madness

2: Clash of the Empires

3: Suddenly Spaceships fighting in Tama

Dahren Caspo
Repo.
#65 - 2013-08-09 16:05:00 UTC
Just wanted to say thanks for all the work you are putting into it - love Pyfa! :D

A man must have a code.

Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#66 - 2013-08-09 17:45:38 UTC
NightmareX wrote:
To use your picture as an example, you could make it to show 120/165 m3 there if you had used that in the same way as it shows how many calibration points you have used under 'Resources'.



Might become too cluttered, I would have to look into it, but cargo utilization is on the todo list. I might include it in the actual cargo view, perhaps a bar on the bottom that fills up or something... Who knows.
NightmareX
Dreddit
Test Alliance Please Ignore
#67 - 2013-08-11 23:58:04 UTC  |  Edited by: NightmareX
Sable Blitzmann wrote:
NightmareX wrote:
To use your picture as an example, you could make it to show 120/165 m3 there if you had used that in the same way as it shows how many calibration points you have used under 'Resources'.



Might become too cluttered, I would have to look into it, but cargo utilization is on the todo list. I might include it in the actual cargo view, perhaps a bar on the bottom that fills up or something... Who knows.

Yeah, it will most likely be to cluttered when you use ships with xxxx amount of cargo space or more.

Another request i have is to add the price on what the Drones and ammos in the guns and cargobay would cost under 'Fitting' to, also that the Drones and ammos / other items in cargobay updates the 'Fitting' price on the setup. And even add a price for 'Implants' under the Price tab that doesn't get added on top of the 'Total' price for the ships.

That would be great if you could add.

Here is a list of my current EVE / PVP videos:

1: Asteroid Madness

2: Clash of the Empires

3: Suddenly Spaceships fighting in Tama

Ellyaana
Doomheim
#68 - 2013-08-12 03:13:37 UTC
One serious gripe with Pyfa. Its too complicated to get the stats on projected reps. I'm making a wormhole RR concept and I dont see any reason I should have to copy a ship 6 times to get all the RR mods instead of just dragging the RR mod on the ship into the projected effects 6 times. EFT allows me to do that so easily I don't understand why pyfa doesn't.

That is literally the one thing that is keeping me from using pyfa except in very limited situations.
Jen Moriarty
Out of Focus
Odin's Call
#69 - 2013-08-13 11:48:40 UTC  |  Edited by: Jen Moriarty
Question I always wondered about but was too lazy to ask: in the pyfa damage graph, I understand target distance, sig radius and speed, but what is target angle? Is it the angular velocity? It's kind of a confusing title.
Chagar Ghasha
Yellow Radiated Rat Incorporated.
#70 - 2013-08-13 13:42:42 UTC  |  Edited by: Chagar Ghasha
Deleting duplication
Chagar Ghasha
Yellow Radiated Rat Incorporated.
#71 - 2013-08-13 13:42:57 UTC  |  Edited by: Chagar Ghasha
Issue resolved
Kahega Amielden
Rifterlings
#72 - 2013-08-13 15:12:11 UTC
Jen Moriarty wrote:
Question I always wondered about but was too lazy to ask: in the pyfa damage graph, I understand target distance, sig radius and speed, but what is target angle? Is it the angular velocity? It's kind of a confusing title.


It's not a confusing title at all. It's the angle of the target ship relative to you. If he's coming right at you, the angle is 0. If he's flying perfectly perpendicular, it's 90.
Isinero
Perkone
Caldari State
#73 - 2013-08-22 07:42:20 UTC  |  Edited by: Isinero
Amazing tool. It looks great compared to EFT and price checking is amazing.

I just find one things which I am missing from EFT and its effective Defence (repair time, shield recharge etc. compared to ressists)

I maybe just miss it and its somewhere there... I just download it:-) (But I can count that in excel sheet, so its not a big issue)

I found it .... so its really amazing :-) I dont know what to say more, really much better than EFT, at least for me
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#74 - 2013-08-22 17:59:50 UTC
Been using this tool for a while now, have it installed in Linux and Windows. Top notch work, thank you.

internet spaceships

are serious business sir.

and don't forget it

Kadesh Priestess
the king asked me to guard the mountain
Silent Company
#75 - 2013-08-26 20:34:16 UTC  |  Edited by: Kadesh Priestess
Debir Achen wrote:
If you look carefully, you will notice that the path for pyfa is NOT the path it is trying to load the fonts from. In fact, if I delete all the .pyc files, this path isn't written into the app anywhere. So it's pulling stale data from somewhere and trying to use a broken path.
This is most likely hardcoded in mac skeleton (the environment for mac within which pyfa is launched), I have neither hardware/software nor knowledge to rebuild it. I will get to it someday, but definitely not soon. If anyone has knowledge of python's disutils and knows how mac stuff is handled - i would be glad to get some help with it.

Vanqie Vanquish wrote:
I can't seem to run the application. Is there something other than the Program files that I need to download/install in order to open PYFA. I double click the PYFA application file and nothing happens.

Running Windows 7 Ultimate 64 bit
It needs MS Visual C redistributable 2008, but if you keep your windows updated you should have it already. Does it show any kind of error?

Massey Don wrote:
Is there a guide somewhere on how to load up new ship stats based on the rebalance posts? CCP publishes on the forum stats for ships, but they are just proposed and may change in a day or ten. Is there some way to load these proposals up in pyfa and test various fits?
I think doing it manually is a bit tedious. Generally speaking, it's tinkering with staticdata/eve.db (fill all the attributes, fill all the new effect 'descriptions' in there) and define effects in eos/effects folder. I have no idea how it's done in EFT, i guess much simpler. For pyfa i'd keep doing things as automated as possible (the eve.db part is automated as soon as i have access to server with updated data).

Carlita Desposito wrote:
So.... Is there going to be an update, on the ship changes that has already been made, ingame?!


-Cheers \รถ/
I burnt out hard after literally 6 months of tournaments, slowly getting back to work. Pyfa is already updated to Odyssey 1.1 changes on github, I'll handle open support tickets & pull requests and probably will make a release (closer to the weekend).

Ellyaana wrote:
One serious gripe with Pyfa. Its too complicated to get the stats on projected reps. I'm making a wormhole RR concept and I dont see any reason I should have to copy a ship 6 times to get all the RR mods instead of just dragging the RR mod on the ship into the projected effects 6 times. EFT allows me to do that so easily I don't understand why pyfa doesn't.

That is literally the one thing that is keeping me from using pyfa except in very limited situations.
Currently, pyfa's engine handles decently only local fit calculations. When it comes to fleets and complex projected compositions, there're numerous shortcomings which new engine should resolve. After updating pyfa i'll spend my spare time on finishing it, and, hopefully, integrating into pyfa. It's fixable, but will take time before anything related to fleets/projected effects can be improved.

Not quoting miscalculation reports, but i verified and fixed them.

Also cheers for all the contributors, i will check your pull requests in next few days :)
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#76 - 2013-08-29 21:34:37 UTC
I've run into a bug. Minor one, but it looks like the Procurer isn't getting its shield bonus, from the Mining Barge skill.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Kadesh Priestess
the king asked me to guard the mountain
Silent Company
#77 - 2013-08-31 13:51:29 UTC  |  Edited by: Kadesh Priestess
As patch is upcoming in few days, i wanted to skip test build and do the release on the patch day. But there turns out to be few changes which may be worth to test thoroughly, so here's the release:

Singularity 597398:
Linux/src (zip)

Warning! This build may damage your data - before lauunching it make sure to backup ~/.pyfa/saveddata.db

There were multiple changes made by contributors, namely - character import-export and better UI for updating character skills via EVE API. More details will be posted when it comes to stable release.

If someone brave enough decides to try it out, please tell me how it went.

edit: I've removed links to windows/mac builds because they won't work due to new dependency. I'll check if i can rebuild skeletons to include it.

edit2: we found the issue, at should've affected both windows and mac builds. Fix for windows confirmed to work:

Windows, Mac
Vamp Hakuli
Celestial Precision
Loading
#78 - 2013-09-01 17:19:03 UTC
ok, quick question, i posted this in mac as well but no reply, sorry if its been answered or easy :)
pyfa outputs a html file for fits, but when i add it to the same destination for the eve files they are xml so its not recognised? is there a way to change it to xml or for eve to see html?
thanks for any help
badcolor
Badcolors Tax Exemption Racket
#79 - 2013-09-02 00:38:16 UTC
How can i modify ship attributes manually?
Kadesh Priestess
the king asked me to guard the mountain
Silent Company
#80 - 2013-09-02 07:21:36 UTC  |  Edited by: Kadesh Priestess
Vamp Hakuli wrote:
ok, quick question, i posted this in mac as well but no reply, sorry if its been answered or easy :)
pyfa outputs a html file for fits, but when i add it to the same destination for the eve files they are xml so its not recognised? is there a way to change it to xml or for eve to see html?
thanks for any help
Ehh, where exactly does pyfa output fit as HTML?

badcolor wrote:
How can i modify ship attributes manually?
Download sqlitebrowser, open staticdata/eve.db

to add new attribute: insert into dgmtypeattribs (typeID, attributeID, value) values (1, 2, 3)
to update existing attribute: update dgmtypeattribs set value = 1 where typeID = 2 and attributeID = 3
to remove: delete from dgmtypeattribs where typeID = 2 and attributeID = 3
Then 'save' (commit) your changes

value is value of attribute, typeID is ID of an item you want to change, attributeID is ID of an attribute you want ot change