These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Technology Lab

 
  • Topic is locked indefinitely.
 

Pyfa.fit - Ship Fitting Tool

Author
Ebag Trescientas
Center for Advanced Studies
Gallente Federation
#1 - 2017-04-16 21:41:32 UTC  |  Edited by: Ebag Trescientas
Pyfa.fit is a fork of the open source Pyfa project, designed to be backwards compatible but offer more features, faster, and a more rapid development cycle.

You can download the latest stable release here:
http://release.pyfa.fit

Additionally, if you feel like helping test the absolute latest features, you can find links to the latest development build at the main site.


Goals of the project:

  • Remain backwards compatible with Pyfa
  • Introduce new features at a faster pace
  • Improve speed and performance
  • Automate testing and builds, this gets the final product into the users hands more rapidly
  • Support for unicode! Now if your user profile has a smiley face for the name, you can still use the application!


You can find a list of features that Pyfa.fit offers at the release page. Currently most of these features aren't offered elsewhere, though of course as an open source project anyone is welcome to back port these features in.

If you have any questions, feel free to post here, EVEmail me, or reach out to me on Tweetfleet Slack @Ebag333

Want Pyfa, but with more features?

Pyfa.fit

Ebag Trescientas
Center for Advanced Studies
Gallente Federation
#2 - 2017-04-16 21:42:02 UTC
(reserved for future use)

Want Pyfa, but with more features?

Pyfa.fit

March rabbit
Aliastra
Gallente Federation
#3 - 2017-04-18 14:30:08 UTC  |  Edited by: March rabbit
Interesting. I cannot imagine what features i would need which are not in pyfa so i will look for sure.

And the question right away:
In the version 2017.04.13 You describe modification of boosters usage. And You give two screenshots.
As far as i understand using boosters 'more properly' one can get more of it. I mean one could use less boosters if he gets more energy out of them?

However on the screenshots we have cap stability times: 7m 24 sec and 6m 46 sec. I guess using second system we get less time of cap stability? Does it mean we will burn boosters faster? What?

The Mittani: "the inappropriate drunked joke"

Ebag Trescientas
Center for Advanced Studies
Gallente Federation
#4 - 2017-04-18 16:41:54 UTC  |  Edited by: Ebag Trescientas
March rabbit wrote:

And the question right away:
In the version 2017.04.13 You describe modification of boosters usage. And You give two screenshots.
As far as i understand using boosters 'more properly' one can get more of it. I mean one could use less boosters if he gets more energy out of them?

However on the screenshots we have cap stability times: 7m 24 sec and 6m 46 sec. I guess using second system we get less time of cap stability? Does it mean we will burn boosters faster? What?


Good questions.

Pyfa assumes when you use a cap booster that you fire it off as rapidly as it can go. So if you're using a T2 heavy cap booster with 3200 charges, that would be +3200 of cap every 22 seconds (12 second cycle time, 10 second reload).

But what if you're only using 2000 GJ of cap every 22 seconds? That means when it fires off, you're "overfilling" your capacitor by 1200 GJ, effectively wasting about a third of the cap charge. So if you have 30 charges in your bay, at that rate you're effectively only using 20 of them.

Pyfa.fit uses a simulation engine called Gnosis that works as close to the same way as actual EVE mechanics work as I could get (<3 CCP Larrikan for his knowledge and help on that project). The really cool thing about it is we feed in a list of modules we want it to simulate, along with some criteria for them, and it actually runs a 10 minute simulation of what happens (all in a split second, of course, time is compressible :) ).

One of the factors we can feed in is "only use this module at X percent of cap." In the case of capacitor, most ships peak at around 25% capacitor (varies slightly based on fit), so we default to using cap boosters at that point.

This means we wait longer to use them, Pyfa will use the first charge right at 0s (the booster is ready to fire, after all), which wastes 100% of the charge. So we waste little to none of the charge, as few ships will be using boosters that will overfill their cap when they're at 25%.

We also get more benefit out of passive regen, depending on how long it takes you to hit 25% in the first place. But since passive regen peaks around 25%, we might as well get as much benefit out of it as possible.

TL:DR; while our cap stability goes down on paper, as a general rule you end up using less cap and burning through charges slower, as well as wasting less of each charge. Just ask yourself what % of cap you fire off the booster at as a player, and try using that number. (Most people don't use it when 100%, unless they're panicking.)

If you want to get the old behavior back (or at least something very similar), you can simply go into preferences and change the percentage from 25 to 99. Feel free to play around with the different numbers and see how it affects the cap stability.

But even more important than cap stability, look at the capacitor warfare graph. That gives a FAR better representation of what happens over time than a simple number does. And (at least for the moment) exclusive to Pyfa.fit. :)

Want Pyfa, but with more features?

Pyfa.fit

Ebag Trescientas
Center for Advanced Studies
Gallente Federation
#5 - 2017-04-27 19:16:21 UTC
New version available on http://release.pyfa.fit

New Features

  • Add slot column to market browser: Now shows a slot icon in the market browser so you can more easily identify high/mid/low/rig.
  • Extend the skills context menu to more objects: Cherry picks an enhancement from @blitzmann, then extends it further to also include boosters and implants.
  • Enhancement: Recent Ship Fit List: Caches a list of recently used fits, allowing you to more easily switch between them.
  • User Updatable Database: Users can now update the game database themselves! While not everything can be updated (effects, new features, etc have to be done via development time), this lets users get a jump start and not have to wait for a new build of Pyfa every patch. See more here.
  • This feature is driven heavily by EsiPy. Many thanks to Althalus!


Boring Technical Stuff

  • Move some fighter effects to their own stacking penalty group.
  • Catch and handle errors when we destroy context menus before they are fully created.
  • Correctly show remote repair drones repair amount, and include them in the remote repair stat pane.
  • Trap errors that can be generated when a context menu is destroyed before it's fully loaded.

Want Pyfa, but with more features?

Pyfa.fit