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Python fitting assistant, cross-platform fitting tool for EVE Online

License: GNU General Public License v3.0

Python 99.85% Inno Setup 0.14% Shell 0.01%
eve-online python pyfa mmo fitting wxpython

pyfa's Introduction

pyfa

Build Status

pyfa

What is it?

Pyfa, short for python fitting assistant, allows you to create, experiment with, and save ship fittings without being in game. Open source and written in Python, it is available on any platform where Python 3 and wxWidgets are available, including Windows, macOS, and Linux.

Latest Version and Changelogs

The latest version along with release notes can always be found on the project's releases page. Pyfa will notify you if you are running an outdated version.

Installation

Windows, macOS, and Linux users are supplied self-contained builds of pyfa on the latest releases page.

Third Party Packages

Please note that these packages are maintained by third-parties and are not evaluated by the pyfa developers.

macOS

Apart from the official release, there is also a Homebrew option for installing pyfa on macOS. Simply fire up in terminal:

$ brew install --cask pyfa

Linux Distro-specific Packages

The following is a list of pyfa packages available for certain distributions.

Contribution

If you wish to help with development or you need to run pyfa through a Python interpreter, check out the instructions.

Bug Reporting

The preferred method of reporting bugs is through the project's GitHub Issues interface. Alternatively, posting a report in the pyfa thread on the official EVE Online forums is acceptable. Guidelines for bug reporting can be found on this wiki page.

License

Pyfa is licensed under the GNU GPL v3.0, see LICENSE

Resources

Contacts:

CCP Copyright Notice

EVE Online, the EVE logo, EVE and all associated logos and designs are the intellectual property of CCP hf. All artwork, screenshots, characters, vehicles, storylines, world facts or other recognizable features of the intellectual property relating to these trademarks are likewise the intellectual property of CCP hf. EVE Online and the EVE logo are the registered trademarks of CCP hf. All rights are reserved worldwide. All other trademarks are the property of their respective owners. CCP hf. has granted permission to pyfa to use EVE Online and all associated logos and designs for promotional and information purposes on its website but does not endorse, and is not in any way affiliated with, pyfa. CCP is in no way responsible for the content on or functioning of this program, nor can it be liable for any damage arising from the use of this program.

pyfa's People

Contributors

blitzmann avatar blogofgrudges avatar chwons avatar cncfanatics avatar corollax avatar darkfenx avatar ebag333 avatar fsufitch avatar gochim avatar grange-nagy avatar huangzheng2016 avatar hwdro avatar indictioneve avatar jeffy-g avatar lunedis avatar m-sasha avatar marknbroadhead avatar martymacgyver avatar marumaruoo avatar minlexx avatar mrnukealizer avatar neugeniko avatar petosorus avatar resinneublem avatar shyadow avatar tron1point0 avatar watchmecalculate avatar weeknie avatar will-w avatar zhaoweny avatar

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pyfa's Issues

SeBo stacking penalty

There seems to be something off with the stacking penalties of SeBos.

A Tornado shows a scan res of 1299 instead of 900ish ingame.

Fit:
3 F-90 Positional Sensor Subroutines
3 Medium Targeting System Subcontroller I

Feature Request: Training Plan + Optimizer

It would be awesome if we could get an easy to run multiplatform fitting tool with a training plan manager.

EOS looks like it has most of the data needed to compute training times and skill dependencies, and EveMon's optimizer is open source, which would be a great model to a new one off.

This isn't so much a feature request as it is me asking where you think the logic should live, what should be added to EOS and what should be kept in Pyfa, because I'm tired of not having this and will probably try to bang it out in a weekend.

In my mind, the skill objects could grow a field or method for computing their skill point requirements, the character class could store partial skillpoints earned so far on incomplete skills. I'm unsure if EOS should also contain the optimizer, or if that should be put in Pyfa.

Exception in shipbrowser

If I try to see my punisher fittings, the ship browser is empty.
I just get a warning in the console: http://pastebin.com/eFvNuBvg

blitzmann edit:

(python:6580): Gtk-WARNING **: gtk_menu_attach_to_widget(): menu already attached to GtkMenuItem
Traceback (most recent call last):
  File "/home/carlos/Downloads/pyfa/gui/shipBrowser.py", line 812, in stage3
    self.lpane.AddWidget(FitItem(self.lpane, ID, (shipName, name, booster, timestamp),shipID))
  File "/home/carlos/Downloads/pyfa/gui/shipBrowser.py", line 1362, in __init__
    self.fitMenu.Check(self.toggleItem.GetId(), self.fitBooster)
  File "/usr/lib/python2.7/dist-packages/wx-2.8-gtk2-unicode/wx/_core.py", line 11210, in Check
    return _core_.Menu_Check(*args, **kwargs)
TypeError: in method 'Menu_Check', expected argument 3 of type 'bool'

DPS Graph window loading & Linux

The DPS Graph window does not open for me when only the required packages are installed on openSUSE 13.1. Instead, I had to additionally install python-matplotlib-wx in order to make matplotlib work with python-wxWidgets.

The same issue probably exists for Fedora systems, which seem to have the packages split in the same vein, though I do not have a machine to test this on.

It's an easy fix but might bother other people on the same platform, so this would probably be a good addition to the requirements section of the readme.

Vanity ship importing needs fixing

Importing of vanity ships is somewhat broken. The import works, but there's no way of accessing it unless you search for the name as vanity ships are forcefully excluded from Pyfa's market.

This was not really an issue when they were limited ships, but now with the new skinning feature they are more common. Case in point: Police Pursuit Comet. Although these have the same stats as their regular counterpart, those who find a kill on the killboard may want to import the kill, and will not know to edit the kill to show the regular ship.

I propose one of three things:

  1. Maintain a skinned: unskinned relationship in the market service. On import, simply compare and save as the unskinned ship. However, this has an issue in that the price will not be accurate, and those who import a Police Pursuit Comet will not expect it to show up in the regular comet fittings.
  2. Add custom "Vanity / Skinned Ships" groups (like the custom "Limited Edition Ships"). This will allow people to import these fittings into Pyfa and show the correct ship / price info.
  3. A hybrid of the two: have a "Vanity" group, but also display any PPC fits with other Comet fittings (which would require us to maintain a relationship dict in the market service). This makes sense since it's essentially the same ship, and might be the best option.

I am not sure if CCP maintains the relationship internally. I don't think so, as there is no relationship in the variations tab in-game. If there is no internal relationship, it might be a pain to keep up to date when new skins are released.

Kestrel Fit error

With no saved Kestrel Fits, attempting to create a new one gives the error in the attached pastebin on win7 x64
http://pastebin.com/4PNiKPmr

After re-launching pyfa there are now fits listed, however they will not open into the fitting editing tab(s).

No Preferences on Mac

Hi,

On mac, the pyfa -> preferences menu option is not available. I was looking for a way to import my characer, I assume it's through preferenes... but I can't open them on my machine.

Change in 0d6968 breaks Pyfa on OS X

I have installed all of Pyfa's dependencies on OS X (Mavericks) via homebrew, including Python 2.7.5 and wxPython (via wxmac-2.9.4.0).

The change made in 0d6968 seems to break this type of install, as I get:

➔ python pyfa.py 
Cannot find wxPython or the installed wxPython version doesn't meet requirements.

on any commit after that one. I'm not a python developer, so I'm not sure how to debug farther, but I can try to debug if you point me in the right direction.

All remote effects are disabled if Triage module is turned on

Any Triage carrier fitting:

  1. Add Heavy Neuts & Remote Capacitor Transmitter under Projected effects.
  2. Turn on Triage module

Expected: under Projected effects the Remote Capacitor Transmitter gets turned off but the Neuts stay enabled

Actual: all modules under Remote effects get forced offline and can't be toggled

Minor secondary issue: when deactivating the Triage module all remote effects stay offlined

Preferences window

Hello,

When i click on preference, the preference window will not appear on the 1.1.21 Stable version.
I have a stacktrace:

Traceback (most recent call last):
  File "/home/vchemiere/Téléchargements/pyfa/gui/mainFrame.py", line 319, in showPreferenceDialog
    dlg = PreferenceDialog(self)
  File "/home/vchemiere/Téléchargements/pyfa/gui/preferenceDialog.py", line 61, in __init__
    prefView.populatePanel(page)
  File "/home/vchemiere/Téléchargements/pyfa/gui/builtinPreferenceViews/pyfaHTMLExportPreferences.py", line 44, in populatePanel
    self.PathLinkCtrl = wx.HyperlinkCtrl( panel, wx.ID_ANY, self.HTMLExportSettings.getPath().encode('utf-8'), 'file:///' + str(self.HTMLExportSettings.getPath()), wx.DefaultPosition, wx.DefaultSize, wx.HL_ALIGN_LEFT|wx.NO_BORDER|wx.HL_CONTEXTMENU )
UnicodeEncodeError: 'ascii' codec can't encode character u'\xe9' in position 17: ordinal not in range(128)

I found the error and i fix it:
pyfa/gui/builtinPreferenceViews/pyfaHTMLExportPreferences.py line 42
replace:

self.PathLinkCtrl = wx.HyperlinkCtrl( panel, wx.ID_ANY, str(self.HTMLExportSettings.getPath()), 'file:///' + str(self.HTMLExportSettings.getPath()), wx.DefaultPosition, wx.DefaultSize, wx.HL_ALIGN_LEFT|wx.NO_BORDER|wx.HL_CONTEXTMENU )

by

self.PathLinkCtrl = wx.HyperlinkCtrl( panel, wx.ID_ANY, self.HTMLExportSettings.getPath().encode('utf-8'), 'file:///' + self.HTMLExportSettings.getPath().encode('utf-8'), wx.DefaultPosition, wx.DefaultSize, wx.HL_ALIGN_LEFT|wx.NO_BORDER|wx.HL_CONTEXTMENU )

I hope it will help you.

Thanks for your work!

Check for new releases

Would be nice if Pyfa could use GitHub API to check for new releases and notify user if one is found (if internal version is different than latest GitHub release version). User should be able to suppress message.

I can look into this a little more in the coming weeks, but I figured I'd start some discussion on it now. =)

HTML export improvements

I plan to work on the HTML export after the release of Rubicon 1.3. I never liked how it navigated before, so I gave it a bit of facelift:

newhtml

This is easy and will probably be committed soonish already committed >_>.

Functionality outside IGB, such as displaying a popup with the fittings in it, is something I want to look into. I don't know how possible this is considering the format and time required (I have to look more into DNA and how it works). enabled by linking to null-sec.com if outside IGB.

I also would like to address some performance issues related to the HTML export. Currently, it exports every time a fit is changed (although, it has a mechanism to stop exporting if a fit is changed in the process of export). The export consists of looping through all the fits in the DB and gathering the fitting DNA. On my main computer, this loop takes on average 3.3 seconds for 252 saved fits (some of which are empty)(not including writing to file). On my laptop it takes a whopping 9 seconds. So I'm going to look into optimizing to see if we can get this down a tad.

I've thrown around the idea of selective updates - opening HTML file when pyfa starts and keeping it in memory, and changing only the fit that needs to be changed. Or instead of looping and getting the fit one by one, get one list of all ships and parse from there (this particular method worked wonders for another project of mine, but I was working with the much slower MySQL). Or simply not updating with every change, and instead doing it at set intervals / when program closes.

Open to thoughts.

Orbital / EMP S menu item incorrect

oribital

Should look like this:
oribtal2

Also, look into removing Item from charge list. Makes it look like the charges are supposed to be grouped Nevermind, I'm an idiot

Projected Fit infinite recursion

If you project fit A onto fit B, then project fit B onto fit A, this will cause the fits to be recursively projected onto each other infinitely eventually hitting Python's recursion limit. This will break both fits until one is deleted, as well as any fit that either fit is projected onto.

Best way to try this is to create two new blank fittings and project each one onto the other.

Make pip installable

Is there a reason not to make this pip installable? It would help a lot with adoption.

Omnidirectional Tracking Link not applying to drones

The omnidirectional tracking links are not applying their bonuses to drones, and they can't be turned on and off (since they were changed to active modules w/ overheat). This worked perfectly fine in the pre-release, however.

Also, the Nestor does not have an image even though it had one in the pre-release.
Another note, the traits of all ships have been moved from the description of the ship to the "Traits" tab in-game, so now you cannot see a ship's bonuses in pyfa.

File Menu

(yes, I know this is petty, but I'm a stickler for little things! =D)

I just pushed a commit that allows for manual HTML exports, which will help those who want to use this feature but automatically updating is slow for whatever reason.

However, had trouble figuring out where to put the option in the menu. I propose discussion on menu labels and arrangement. I eventually settled on this:

filemenu

I grouped the XML import/export together, and the other misc functions together. However, I'm not really fond of it. I was think we may switch to grouping by import/export:

Import Fittings
Import Characters
------
Export Fitting
Export HTML
Export Skills Needed
------
Backup All Fittings

This might be a more sensible approach. Thoughts?

As for labeling... Import Characters is misleading as people may think that's how they use the API (I've had discussions with 3 folks who've convo'd me wondering why it wasn't working). Although, I have no idea what we might relabel it as. Import XML Characters?

Pyfa user files

I want to make sure I have a backup of my fittings. Where does Pyfa store the user files?

Preference Dialog/View polishing

I'm looking to improve on the preferences a bit by finding appropriate icons and just kind of tidying up.

Do you think it would be a good idea to separate Proxy Settings from the Global Options page?

I've looked into icons, and since famfamfam doesn't have 32x32 icons, I found a huge cache of some licensed under CCA 3.0 from fatcow.com/free-icons. Example:

prefview

Rubicon

Any way, or plans to add a way, to get stats for upcoming expansions (Rubicon) in Pyfa?

preferences not available in standard location in Mac version 1.1.22

The 1.1.22 release notes had an item "Preferences have had has a face lift with new icons". However, on my Mac, the actual effect seems to be that the Preferences (Cmd+,) option is no longer available at all: the keypress does nothing, and the option is greyed out in the menu.

Setting booster as same ship

Currently, pyfa does not allow you to set the same fit as a booster. I am not sure if this was to prevent infinite recursion (taking the boosts applied to the boosts that are applied to the boosts that are applied to the boosts... etc), but there are instances where you might want to do this. For example, if you're using a boosting loki, you want to know what you're sensor strength is so as to mitigate being probed down. Even if this boosting loki is the one giving boosts, it still benefits from those same boosts.

You can easily make it so that you can set the bootee and the booster as the same fit by simple removing

    if boostee == booster:
        return

from the setLinear*Com methods in the fleet service (service/fleet.py). Doing so does not seem to have any ill effects in regards to recursion. However, there is still yet a bug that seems to be present. The following reproduction steps assumes that the change above has already taken place..

I have a boosting loki (fit included at bottom of this post). The Loki's max speed is 1,388 m/s. Setting the squad booster as the same fit does not immediately change the ships stats - the speed remains the same. However, if I disable and re-enable the Rapid Deployment link, or if I change characters (either global char or booster char), the stats update to the correct speed. I am not sure why this is happening, because after the booster is set the fit should go through the recalc method.

[Loki, Sable's Loki]

'Deuce' Co-Processor I
Co-Processor II
Co-Processor II

Experimental 10MN Microwarpdrive I
Command Processor I
Command Processor I
Conjunctive Ladar ECCM Scanning Array I
Conjunctive Ladar ECCM Scanning Array I
Conjunctive Ladar ECCM Scanning Array I

Covert Ops Cloaking Device II
Skirmish Warfare Link - Evasive Maneuvers II
Skirmish Warfare Link - Interdiction Maneuvers II
Skirmish Warfare Link - Rapid Deployment II
Sisters Expanded Probe Launcher, Sisters Combat Scanner Probe
[Empty High slot]

Medium Gravity Capacitor Upgrade I
Medium Gravity Capacitor Upgrade I
[Empty Rig slot]

Loki Defensive - Warfare Processor
Loki Electronics - Emergent Locus Analyzer
Loki Engineering - Capacitor Regeneration Matrix
Loki Offensive - Covert Reconfiguration
Loki Propulsion - Interdiction Nullifier'

Booster not being applied properly (possibly)

  1. When I have a squad booster applied onto a logi ship, the bonuses are applied to that ship and I see the shield reps improve.
  2. When I project the logi fit onto another ship, the improved repping power of the ship is applied.
  3. If I add the squad booster onto the ship that the logi's reps are being applied to, nothing changes when I expect the repping power to increase due to increased resists. Is this working as intended? Try messing around adding/removing the booster to the logi and other ship and see if it makes sense.

Here's the fits that I'm using:

I have this Scythe fit:

[Scythe, sites]

Damage Control II
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I

10MN Afterburner II
EM Ward Amplifier II
Adaptive Invulnerability Field II
Large C5-L Emergency Shield Overload I
Shield Boost Amplifier II

Medium S95a Remote Shield Booster
Medium S95a Remote Shield Booster
Medium S95a Remote Shield Booster

Medium Processor Overclocking Unit I
Medium Processor Overclocking Unit I
Medium Capacitor Control Circuit I


Light Shield Maintenance Bot I x1
Medium Shield Maintenance Bot I x4

projected to this Oracle fit:

[Oracle, sites]

Damage Control II
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II
Capacitor Power Relay II

Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Large Shield Extender II

Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L

Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I

with this Sleipnir as booster on the Scythe:

[Sleipnir, Booster]

[Empty Low slot]
[Empty Low slot]
[Empty Low slot]
[Empty Low slot]
[Empty Low slot]

Command Processor I
Command Processor I
[Empty Med slot]
[Empty Med slot]
[Empty Med slot]

Siege Warfare Link - Active Shielding II
Siege Warfare Link - Shield Efficiency II
Siege Warfare Link - Shield Harmonizing II
Skirmish Warfare Link - Rapid Deployment II
Skirmish Warfare Link - Interdiction Maneuvers II
[Empty High slot]
[Empty High slot]

[Empty Rig slot]
[Empty Rig slot]

Design doc ? Pro optimizer ? SQL work offload ?

Hello ! Just read http://www.eve-ru.com/blogs/devblog/5515 . Some ideas:

  1. Do write a design doc. List crotches of the past you want to remove and your vision of good architecture, new features you want to implement, all in order of importance. Ditch the idea of people 'joining the team' - it's from hired work, waterfall planning and pre-VCS era. Github is more like wikipedia of code - see error, whack it. Do the job of project/team leader, the work breakdown - and the chances the work pieces getting done by community will significantly rise.

1.1) Build automation, auto class docs and call graphs (static analysis tools + profiler), unit/functional/acceptance testing. The testing is must have, especially with casual contributors. Even if you don't feel likely to write tests yourself - do make foundation for them.

1.2) Quit trying to learn and implement everything yourself. Google for libs, or beg it out of university students. And auto-test everything.

  1. Do think of using existing and proven inequality solver and/or optimisation library, not necessary in Python, maybe in compiled or special math/stat language.

  2. Do think of offloading the work to existing SQL engine, even SQLite, maybe Firebird if the former lacks features or performance. Load CCP data into database, save character with skills and implants in custom tables(s), then express game math in a multi-join SELECT ending with

WHERE
    cost_fixed < 1000000000
    AND cost_consumable_per_sec < 1000
    AND damage_take_dps > 150
    AND damage_take_alpha > 450
ORDER BY damage_deal_dps DESC

and let the SQL engine pick weapons by skills, hull by weapons, rigs by hull, or even implants and next skills to learn within WHERE ... AND time_skills_learn < 30 * 24 * 60 * 60.

2+3) Try to find any other possible declarative DSL's (domain specific languages) and/or libraries working back from desired result towards available resources through constraints. Do ask people who you deem competent, get creative in coming up with ideas who this might be, and to what mathematical problems ours is equal. Theory of constraints ?

2+3 again) Think about fusing SQL and solvers together, for strong sides of both, maybe in iterative or tree-pruning algorithm.

P.S. Me personally may do some work with SQL, given full and comprehensive existing EVE math with examples/tests. Sorry, no experience with solvers/optimizers, but have some background wish to learn them.

Deleting a fit causes pyfa to crash

Clicking on the button to delete a fit causes pyfa to crash. This happens regardless of if the fit is being displayed or not. I'm running "v1.1.15 git".

A failed market update blocks further updates of that item

To reproduce:

  • Somehow block pyfa from getting price updates
  • Install a new item that doesn't have price info
  • Fail the update
  • Reconnect to the internetz
  • Restart pyfa
  • Prices on the fitting don't update anymore

The restart pyfa part is relevant, there's another bug where it doesn't update anything at all after a failed one.

Easier way of choosing boosting links

Fleet interface is a major gripe of the community. I've submitted pull request #50 to help alleviate this issue a bit. However, after discussing it with a friend, he came up with a better way, and I think more work should be done on this front.

What are the problems with the fleet interface? Certainly the navigation is a big issue. You should not have to navigate to your ships, and then navigate to your booster. There's also the problem that I and I'm sure many people have of navigating to their boosting ship and then accidentally selecting it, which is... annoying to say the least.

I propose a change to flag boosting ships in the database, then having a dropdown in the fleet window showing the flagged ships. Flagging can be either manual or automatic (if the fit contains a link, flag it). This way navigating to the ship is unneeded. Can even add a link to open the fit in another tab in case editing is needed.

If this should be implemented, what to do about the current implementation of dragging / right clicking fitting and setting booster? I think we can leave it in because there might be some cases where we want the squad booster in a regular ship and propagating their basic leadership skill bonuses.

Obviously there are inherent problems with the current interface and UI that should be addressed whenever work on next pyfa version is started. But I think this change is a relatively simple UI change (even if some backend work needs to be done) that would benefit the entire community until such a time comes.

Thoughts?

Implement localized xml import support.

It can be monstrous, for example:

<shipType value="&lt;localized hint=&quot;Maelstrom&quot;&gt;Maelstrom&lt;/localized&gt;"/>

Need to support it properly.

New Feature: Gang bonus interface discussion

Although I know current focus is on the new EOS engine, I think that discussion should at least be started on a new interface on gang bonuses. There is a long-standing gripe with the current interface and how it works. I think the current implementation works better than EFT (where you need to have the gang fit open), however it is very unintuitive, and I think it should be one of the first things to be tackled once work on Pyfa itself is started again.

A while ago I was looking through the Pyfa source and found that work on a fleet browser, similar to the market / skip browser, was started, however left for ruin as Pyfa continued to be developed. Here is a screenshot of how it currently looks when enabled via source:Fleet browser

I don't know where exactly this was going and I can't find any discussion in old commit messages. It might be a good idea to maybe start brainstorming around this design / concept, and flesh out what it would do / how it would look

OR

A much simpler proposal: Keep the current fleet window (where it shows the commanders and characters), but instead of having to navigate to the fit to set as commander, auto populate a dropdown box with fits that have ganglink modules (should be easy to select such requirements from the database).

Need traits back please

Would you put the traits back to ships' descriptions? Or just create a new tab for traits.

Enh Req: Tag and organize fits by Fleet Doctrine

The ability to tag a fit as belonging to a specific fleet doctrine.

Ships should be filterable by fleet doctrine.

A ship could be tagged as belonging to multiple fleets or moved/copied from one fleet to another.

The ability to export to xml a complete fleet.

Display of all ships in a fleet colored as usable/unsuable for the selected pilot.

Windows Installer (Inno Setup script included)

I am not a big fan of running applications I use every day from a folder in my downloads directory as i means that I am forever having to open explorer and find it in that mess.

To that end I have created the following Inno Setup sciprt for making installers. Just put it next to the pyfa folder from the windows zip and then compile it using Inno Setup (GPL applicaiton)

https://gist.github.com/narthollis/7559411

Error?

I DLed this, and pasted it all into my existing Pyfa folder, letting it overwrite as needed, and now when I try to start pyfa up, it fails. Help? Also, I've never used this... GitHub thing before, so if you could do it via my email, I'd appreciate that :)

[email protected]

Fleet boosts

Hi, I've noticed on 1.1.15 stable - Odyssey 1.0, that it is not possible to apply fleet boosts. Friends have reported the same. Is it implemented? I'll take a look see if I can find the right bits of code.

Import Fittings hangs with EVE XML Fitting files

When importing fittings exported from EVE v8.41.714680, or from versions of Pyfa prior to 1.1.19, it never completes, and becomes unresponsive. XML files created by exporting from Pyfa 1.1.20 import with no problems. The XML files from EVE and from pyfa 1.1.16 and 1.1.18 used in testing were all imported to 1.1.18 and to EVE with no problems.

DPS Graph window does not load

Long standing issue for me. Neither selecting Graph from the menu nor Ctrl-G bring up the graphing window.

Using Windows 7
error_log.txt and output_log.txt are both empty.

Google search showed some people having issues with font caching and matplotlib, but deleting fontList.cache in the ~/.matplotlib/folder to force its reconstruction did not fix the issue.

Please advise if there's a way I can enable more logging to get better information on what's happening. Thanks.

Slot ghosting

As per https://forums.eveonline.com/default.aspx?g=posts&m=4260992#post4260992

Sometimes when you rig a strategic cruiser and then proceed to change around subs, you get a ghost fourth rig slot showing. Other than the visual, there is no change in stats or calibration. Here is an example:

Steps:

  1. Start a T3 loadout (the bug applies to all four)
  2. Put in subs, use any other sub in the propulsion category.
  3. Change your sub to an interdiction nullifier

20-feb-1421-13-05_zps4ea79acd

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