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Testing of Fitting Simulation

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Author
SGT FUNYOUN
Elysian Space Navy - 1st Fleet
#81 - 2016-10-13 18:12:02 UTC  |  Edited by: SGT FUNYOUN
Just watched Johnny Pew's (a.k.a. Sir Livingston's) youtube video on this... no longer can pilots use the excuse "I don't know how to fit my ship properly, the game didn't tell me/noone told/helped me. Imma rage quit and gripe about it!" Now a fight shall be won... primarily on a pilots skills to pilot their ship effectively and work with the limits of their character to fight and play more effectively.


No longer shall we hear "Its the ship's fault. Whaaa."


No... CCP has now given you the tools to make this game MUCH easier to play. No more having to download, install, update, and use exterior programs that run slowly, crash constantly, and cannot possibly update as quickly as the actual game itself... you now have the tools to play more easily Capsuleers!


TAKE YOUR DESTINY INTO YOUR OWN HANDS!!!
SGT FUNYOUN
Elysian Space Navy - 1st Fleet
#82 - 2016-10-13 18:19:49 UTC
Nuadi wrote:
Quote:
ehp is calculated assuming omnidamage, rather than showing the ehp for the damage type you are weakest to


While I realize your design is aimed at lowering the bar, this tool lacks a connection with Mission or Ratting players. It would be very benificial to have damage profiles for common enemies (e.g. Angel Cartel, Serpentis, etc.) so that players building mission fits will have a better idea of their capabilities.

Edit to add: You could leverage such a selection (maybe a menu off to the right of resistances?) to include what ever profile matches the current in-game event going on. For example, right now include the Purity of Throne damage profile as a temporary selection to encourage fit crafting to run sites.

Overall, this is a very nice implementation. I suggest


  • Add a plane for the grid so that it is visible from below the ship as well, since the camera defaults to a upward angle
  • In the module tooltip, indicate what the next click will do. E.g. "Active Module. Click to Overheat"
  • The charges display is inconsistent with the Modules display. I suggest listing the current module types that are fit into the charges list, and then upon expansion list the charges that fit into that module. Having "tabs" at the top is a break in navigation paradigms that's not immediately intuitive



I would dare to say you are VERY correct good Sir. I like EVEHQ for my fitting tool right now. And in that it has a nice way of displaying exactly what you have listed here. I think a good thing for ya'll (CCP I mean) to look at would be how FT and EVEHQ handle this exact feature.
CCP karkur
C C P
C C P Alliance
#83 - 2016-10-13 18:36:04 UTC
Winter Archipelago wrote:
As I'm messing around with this a bit (a little late, I know, sorry), it took me a while to figure out where the Buy Fit option had gone, and it had to be pointed out to me by CCP Lebowski. Adding visibility in some way to the estimated cost might be helpful in that, or else it may end up as one of the "hidden features" like the old "Open Market Group" option used to be a few years back. Maybe using the multibuy button in front of it would make this a little more obvious?
Good suggestion, thanks Smile

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

Lavayar
Haidamaky
UA Fleets
#84 - 2016-10-15 14:19:20 UTC
Plz remove awful button "manage drones"
http://i.imgur.com/u7BP3sF.png
MechaLynx
#85 - 2016-10-15 18:44:43 UTC  |  Edited by: MechaLynx
SGT FUNYOUN wrote:
no longer can pilots use the excuse "I don't know how to fit my ship properly, the game didn't tell me/noone told/helped me. Imma rage quit and gripe about it!" Now a fight shall be won... primarily on a pilots skills to pilot their ship effectively and work with the limits of their character to fight and play more effectively.

No longer shall we hear "Its the ship's fault. Whaaa."

No... CCP has now given you the tools to make this game MUCH easier to play. No more having to download, install, update, and use exterior programs that run slowly, crash constantly, and cannot possibly update as quickly as the actual game itself... you now have the tools to play more easily


1. external programs are still necessary, this is amazing to have in-game, but it isn't intended to, nor does it replace external tools
2. they don't run slowly or crash constantly
3. I've been around a lot of rookies for the entirety of my playtime, never have I heard that excuse or seen that attitude. Perhaps that's their reaction to being fit-shamed, so good job of generating a problem where none existed
4. They can still present that excuse - this is a tool, you still have to learn how to fit ships - being given the stats does little in that direction, especially on ships you don't already have bought and are imminently going to fly. We could practice fitting ourselves before, that doesn't change - it just simplifies the process and removes the isk sink. If you think this somehow justifies you expecting rookies to know how to fit ships, just because it exists, you have no idea how learning works.
5. it doesn't make the game easier to play, it's a convenience.

Now, for something on-topic, is it possible for us to get the simulator to assume minimal skills needed to fit a simulated ship? I understand right now it just uses the character's skills for simplicity, which is understandable, but since the skill requirements are already in the db, i think it's reasonable (and much more useful, since we won't have custom character skillsets available) to have it assume minimal skills by default. I don't expect this to be implemented now, since you're already in the polish phase, but please consider it for the future.

PS: I'd like to repeat once more, great work on this simulator CCP people, even in it's current state it's a massive improvement and a great addition.
Matar Ronin
#86 - 2016-10-15 19:00:50 UTC
SGT FUNYOUN wrote:
Just watched Johnny Pew's (a.k.a. Sir Livingston's) youtube video on this... no longer can pilots use the excuse "I don't know how to fit my ship properly, the game didn't tell me/noone told/helped me. Imma rage quit and gripe about it!" Now a fight shall be won... primarily on a pilots skills to pilot their ship effectively and work with the limits of their character to fight and play more effectively.


No longer shall we hear "Its the ship's fault. Whaaa."
Wow, I am one of the worst ship fitters I know of and I never used or heard anyone use these types of excuses/whines. I think you need a better class of corp mate buddy.

I think this is a good new tool. It is not another chance for you to pretend to be superior to other players. Trying different fits will teach players to field different and better fits for different situations. Why do you have to put other players down? Does it make you feel better about yourself? If it does perhaps you should give that some thought, what does it say about you?

‘Vain flame burns fast/and its lick is light/Modest flame lasts long/and burns to the bone.’

" We lost a war we chose not to fight." Without a doubt this is the best way to lose any war and the worst excuse to explain the beating afterwards.

Quintessen
The Scope
Gallente Federation
#87 - 2016-10-18 19:11:07 UTC
I would love, love, love an exploration section for probe stats. It can be a pain to calculate manually and it would be nice if they weren't left out of this wonderful improvement.

Also, it's a bit unintuitive that you can drag a module in to equip it, but you can't drag a module out to un-equip it. That's been my biggest frustration with the fitting window as I always forget that after I come back from long breaks. Anything you can drag in you should be able to drag out.

- Q
Veskin Sentinel
University of Caille
Gallente Federation
#88 - 2016-10-18 19:19:52 UTC
The fitting browser on the left is handy. If we were able to right click on a listed fit and select a "Show in Table Format" option, it would be great! Just like we see a fitting when we click a fitting link, it would be nice to have this option so that we can see the modules names at a glance, because in the fitting interface one needs to mouseover to see the module name and checking all the modules would take additional time.

www.veskin7.blogspot.com - my EVE related blog.

CCP karkur
C C P
C C P Alliance
#89 - 2016-10-18 20:55:51 UTC
Veskin Sentinel wrote:
The fitting browser on the left is handy. If we were able to right click on a listed fit and select a "Show in Table Format" option, it would be great! Just like we see a fitting when we click a fitting link, it would be nice to have this option so that we can see the modules names at a glance, because in the fitting interface one needs to mouseover to see the module name and checking all the modules would take additional time.

Yesterday I added a "view fitting" right click option, but I'm not sure if that build is already on Sisi... that will open up a standalone window with the fit Smile
The window has changed a bit, but all the same info/options are available there.

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

CCP karkur
C C P
C C P Alliance
#90 - 2016-10-18 21:00:10 UTC
Quintessen wrote:
I would love, love, love an exploration section for probe stats. It can be a pain to calculate manually and it would be nice if they weren't left out of this wonderful improvement.

Also, it's a bit unintuitive that you can drag a module in to equip it, but you can't drag a module out to un-equip it. That's been my biggest frustration with the fitting window as I always forget that after I come back from long breaks. Anything you can drag in you should be able to drag out.

- Q
While working on this, we added 'sensor strength' to the probe tooltip.. That is already on TQ, but I made a small mistake with it so it says "34%" rather than "34 points" but it will be fixed on Thursday P
I'm not sure what you mean by drag in/out, because you are an have always been able to drag stuff from the fitting window into your hangar/cargo.

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

TheSmokingHertog
Julia's Interstellar Trade Emperium
#91 - 2016-10-18 21:12:04 UTC
CCP karkur wrote:
Quintessen wrote:
I would love, love, love an exploration section for probe stats. It can be a pain to calculate manually and it would be nice if they weren't left out of this wonderful improvement.

Also, it's a bit unintuitive that you can drag a module in to equip it, but you can't drag a module out to un-equip it. That's been my biggest frustration with the fitting window as I always forget that after I come back from long breaks. Anything you can drag in you should be able to drag out.

- Q
While working on this, we added 'sensor strength' to the probe tooltip.. That is already on TQ, but I made a small mistake with it so it says "34%" rather than "34 points" but it will be fixed on Thursday P
I'm not sure what you mean by drag in/out, because you are an have always been able to drag stuff from the fitting window into your hangar/cargo.


But not into your corp hanger, don't know if you get a warning at that point to point you can drag to your item inventory.

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Quintessen
The Scope
Gallente Federation
#92 - 2016-10-18 22:27:58 UTC
CCP karkur wrote:
Quintessen wrote:
I would love, love, love an exploration section for probe stats. It can be a pain to calculate manually and it would be nice if they weren't left out of this wonderful improvement.

Also, it's a bit unintuitive that you can drag a module in to equip it, but you can't drag a module out to un-equip it. That's been my biggest frustration with the fitting window as I always forget that after I come back from long breaks. Anything you can drag in you should be able to drag out.

- Q
While working on this, we added 'sensor strength' to the probe tooltip.. That is already on TQ, but I made a small mistake with it so it says "34%" rather than "34 points" but it will be fixed on Thursday P
I'm not sure what you mean by drag in/out, because you are an have always been able to drag stuff from the fitting window into your hangar/cargo.


If you drag a "fit" module/rig from the ghost fitting window away from the window, nothing happens.
CCP karkur
C C P
C C P Alliance
#93 - 2016-10-19 00:29:42 UTC  |  Edited by: CCP karkur
Quintessen wrote:
CCP karkur wrote:
Quintessen wrote:
I would love, love, love an exploration section for probe stats. It can be a pain to calculate manually and it would be nice if they weren't left out of this wonderful improvement.

Also, it's a bit unintuitive that you can drag a module in to equip it, but you can't drag a module out to un-equip it. That's been my biggest frustration with the fitting window as I always forget that after I come back from long breaks. Anything you can drag in you should be able to drag out.

- Q
While working on this, we added 'sensor strength' to the probe tooltip.. That is already on TQ, but I made a small mistake with it so it says "34%" rather than "34 points" but it will be fixed on Thursday P
I'm not sure what you mean by drag in/out, because you are an have always been able to drag stuff from the fitting window into your hangar/cargo.


If you drag a "fit" module/rig from the ghost fitting window away from the window, nothing happens.
Right, but you can drag it into the browser on the left hand side. The reason it's not moved when you drop it in a hangar is that you are not really moving stuff there, so it wouldn't make much sense. Also, the move is triggered by the destination location and I'd rather not litter all inventory locations with code to handle that when it doesn't really belong there in the first placeP.

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#94 - 2016-10-19 00:41:15 UTC
CCP karkur wrote:
Quintessen wrote:
CCP karkur wrote:
Quintessen wrote:
I would love, love, love an exploration section for probe stats. It can be a pain to calculate manually and it would be nice if they weren't left out of this wonderful improvement.

Also, it's a bit unintuitive that you can drag a module in to equip it, but you can't drag a module out to un-equip it. That's been my biggest frustration with the fitting window as I always forget that after I come back from long breaks. Anything you can drag in you should be able to drag out.

- Q
While working on this, we added 'sensor strength' to the probe tooltip.. That is already on TQ, but I made a small mistake with it so it says "34%" rather than "34 points" but it will be fixed on Thursday P
I'm not sure what you mean by drag in/out, because you are an have always been able to drag stuff from the fitting window into your hangar/cargo.


If you drag a "fit" module/rig from the ghost fitting window away from the window, nothing happens.
Right, but you can drag it into the browser on the left hand side. The reason it's not moved when you drop it in a hangar is that you are not really moving stuff there, so it wouldn't make much sense. Also, the move is triggered by the source location and I'd rather not litter all inventory locations with code to handle thatP.

That is not a very clean way to handle that in the simulation mode I started using the remove arrow because I could not figure out a clean way to handle that might need a trash can iconIdea

The fact you have to remove a module to add another is annoying. Can't dragging a module over another switch them out.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Quintessen
The Scope
Gallente Federation
#95 - 2016-10-19 03:01:56 UTC  |  Edited by: Quintessen
CCP karkur wrote:
Quintessen wrote:
CCP karkur wrote:
Quintessen wrote:
I would love, love, love an exploration section for probe stats. It can be a pain to calculate manually and it would be nice if they weren't left out of this wonderful improvement.

Also, it's a bit unintuitive that you can drag a module in to equip it, but you can't drag a module out to un-equip it. That's been my biggest frustration with the fitting window as I always forget that after I come back from long breaks. Anything you can drag in you should be able to drag out.

- Q
While working on this, we added 'sensor strength' to the probe tooltip.. That is already on TQ, but I made a small mistake with it so it says "34%" rather than "34 points" but it will be fixed on Thursday P
I'm not sure what you mean by drag in/out, because you are an have always been able to drag stuff from the fitting window into your hangar/cargo.


If you drag a "fit" module/rig from the ghost fitting window away from the window, nothing happens.
Right, but you can drag it into the browser on the left hand side. The reason it's not moved when you drop it in a hangar is that you are not really moving stuff there, so it wouldn't make much sense. Also, the move is triggered by the source location and I'd rather not litter all inventory locations with code to handle that when it doesn't really belong there in the first placeP.


I was moving into "space" or a non-UI element. But moving it towards the source location works and is much better than the little icons that exist now.

So I've played with it some more and, first, it's awesome. It's something I've been waiting for, for a long time. Thank you.

But, hopefully, I can give you some helpful feedback from a first-time (and second-time) user.

First the bugs:

* Some of the ships are having graphical issues in their ghost presentation. The Skiff, for example.

* I'm seeing a graphical glitch with the total drones/fighters. I added two groups, then manually increased them. It allowed me to increase the second group beyond the total capacity of the ship and when I re-opened it, it was corrected, but the number was formatted incorrectly (25.0 instead of 25) and that bled over onto the X.

* Visual nitpick: the little X in the Active Drones window appears to be off center.

Then requests:

* First, there doesn't appear to be a place to see your currently simulated ship's hull bonuses once you select it. I think there was an icon you could hover over before. I haven't seen anything yet.

* Also in the tooltip for the Hulls and Fits, fittings, it would be nice to get a larger visual preview of the ship. Something along the lines of the size they are in the info window. And more information would be nice as well. Not sure where you would draw the line though. My hope is that I would have enough info from that to consider the fitting.

* Also, it would be nice if the modules in the hardware section had more info in their tooltips. I really hate having to open up info on each and every one to see what they do.

* I would love a filter on the ship fittings for size or class. Even something as simple as filtering by rig size (S, M, L, XL). Also having combat/industrial filters would be great.

* This would be a great time to move the tiny little buttons (info, remove, unfit) to somewhere else and make them larger. Maybe put them in the tooltip. The buttons are so tiny and hard to click.

* If we could borrow a modified version of the Ship Tree group tooltip for the Hulls and Fits groups, that would be awesome. When you hover over the group (e.g. Interceptor) in the ship tree you get a little description (e.g. "Advanced, fast frigates hard to pin down, specializing in tackling.") along with the ship's symbol and size.

* Cycling through the various states isn't particularly enjoyable. It feels a bit like a pain that I can't just put the module in the precise state I want with a single click. Understandably you have the radial for the whole set high/mid/low rack. Perhaps we could get that radial for individual items?

Overall

I want to thank you so much for this feature. I know we won't get everything all at once and it will continue to go through iterations, but it's probably my favorite feature that will be added in a long time. Also the quality of the thing is great, visually nice and mostly bug-free. Thank you so much!
Soldarius
Dreddit
Test Alliance Please Ignore
#96 - 2016-10-19 13:56:24 UTC
Arcturus Ursidae wrote:
This tool is a really nice addition, however if I am at the client I want to play, I do most of my fitting from an app called NEOCOM while sat on the loo hiding from the kids.

Why is this not in an app outside the client? This is perfect for an app I can hold it on a tablet and fiddle with it while still playing the game.


There are already a number of oog applications you can use like EFT, pyfa, and others.

http://youtu.be/YVkUvmDQ3HY

Veskin Sentinel
University of Caille
Gallente Federation
#97 - 2016-10-19 15:28:41 UTC
CCP karkur wrote:
Veskin Sentinel wrote:
The fitting browser on the left is handy. If we were able to right click on a listed fit and select a "Show in Table Format" option, it would be great! Just like we see a fitting when we click a fitting link, it would be nice to have this option so that we can see the modules names at a glance, because in the fitting interface one needs to mouseover to see the module name and checking all the modules would take additional time.

Yesterday I added a "view fitting" right click option, but I'm not sure if that build is already on Sisi... that will open up a standalone window with the fit Smile
The window has changed a bit, but all the same info/options are available there.



\o/ Woot!

Just checked it, thanks! Looks pretty cool. :)

Keep up the good work!

www.veskin7.blogspot.com - my EVE related blog.

Fzhal
#98 - 2016-10-19 17:06:37 UTC
CCP karkur wrote:
Quintessen wrote:
CCP karkur wrote:
Quintessen wrote:
I would love, love, love an exploration section for probe stats. It can be a pain to calculate manually and it would be nice if they weren't left out of this wonderful improvement.

Also, it's a bit unintuitive that you can drag a module in to equip it, but you can't drag a module out to un-equip it. That's been my biggest frustration with the fitting window as I always forget that after I come back from long breaks. Anything you can drag in you should be able to drag out.

- Q
While working on this, we added 'sensor strength' to the probe tooltip.. That is already on TQ, but I made a small mistake with it so it says "34%" rather than "34 points" but it will be fixed on Thursday P
I'm not sure what you mean by drag in/out, because you are an have always been able to drag stuff from the fitting window into your hangar/cargo.


If you drag a "fit" module/rig from the ghost fitting window away from the window, nothing happens.
Right, but you can drag it into the browser on the left hand side. The reason it's not moved when you drop it in a hangar is that you are not really moving stuff there, so it wouldn't make much sense. Also, the move is triggered by the source location and I'd rather not litter all inventory locations with code to handle that when it doesn't really belong there in the first placeP.

By source location do you mean the fitting window? If so, could it be made to unequip the module if dragged/dropped into the round ship fitting area or completely out of the fitting window?
CCP karkur
C C P
C C P Alliance
#99 - 2016-10-19 17:12:17 UTC  |  Edited by: CCP karkur
Fzhal wrote:
By source location do you mean the fitting window? If so, could it be made to unequip the module if dragged/dropped into the round ship fitting area or completely out of the fitting window?

Sorry, I meant the 'destination' location (and have edited my post)... so the if you drop something in the inventory, stuff happens because it's moved to that new location, adding to the new location triggers it. In order to allow you to unequip something by dragging it somewhere, that 'somewhere' needs to have code that knows how to handle the fake item. Hope that makes some sense, it's maybe a little more details than you care aboutSmile
People are already used to dropping items in the center to fit them so unfitting like that would be confusing.

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#100 - 2016-10-20 00:56:14 UTC
CCP karkur wrote:
Fzhal wrote:
By source location do you mean the fitting window? If so, could it be made to unequip the module if dragged/dropped into the round ship fitting area or completely out of the fitting window?

Sorry, I meant the 'destination' location (and have edited my post)... so the if you drop something in the inventory, stuff happens because it's moved to that new location, adding to the new location triggers it. In order to allow you to unequip something by dragging it somewhere, that 'somewhere' needs to have code that knows how to handle the fake item. Hope that makes some sense, it's maybe a little more details than you care aboutSmile
People are already used to dropping items in the center to fit them so unfitting like that would be confusing.


That makes sense but the location that allows removal is hidden which is an issue.

Is drag over and switch even an option with this current version of the fitting window?

It would be nice, that when you drag a different icon over the module a location inside the circle would show up and allow you to drop it in and then allow switching the active one back and forth so you can both see the two items you want to compare and also switch them out in the simulated fit.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.