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Testing for Multifitting/Bulkfitting

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C C P Alliance
#1 - 2016-06-08 11:32:37 UTC  |  Edited by: CCP karkur
Hi all,
 
Today we will be updating Sisi with our newest branch, slated for release at the end of this month. While we in Five 0 have been busy working on Citadel improvements, we along with Team Size Matters, have also been working on adding the ability to allow you to fit multiple ships at a time.
This is a feature we have wanted to offer for a long time, and we know many of you feel the same way, so we are happy to invite you to help us with testing, starting later today.
We are especially interested in hearing from those of you who fit up hundreds of ships a week, whether it's helping support newer players, seeding contracts or for any other reason fitting up a lot of ships.
 
We have not yet come up with an official name for the feature, but we commonly call it either 'Bulkfitting' or 'Multifit', but that might change.

Please note that this feature is still not locked in for the next release, as we want to see how testing goes and how it performs before we commit to a release date for it. We are still experimenting with how many ships we allow to be fitted at a times, so that number might change, but it's currently set to 30. We also might add some more throttling later.
 
How it works:
  • bulkfitting only works in Stations and Citadels
  • as with normal fitting through saved fittings, ships can only be fit using items in your Ship & Item Hangars
  • bulkfitting is only allowed for packaged ships. If you have a bunch of assembled ships in your hangar, good for you, but please repackage them before trying to bulkfit them. The modules for the ship do not have to be packaged
  • Tech III cruisers are not eligable for bulkfitting
  • You don't have to have the skills to fly the ships to bulkfit them
  • All the ships you bulkfit will be given the name of the fitting they are made from
  • once a single ship fails to assemble or fitting fails in any way, the bulkfitting process will be aborted. If the ship had been assembled already, it will be renamed so it's easy to find the ship that might have questionable fitting (it's named "! BAD FIT !").
  • when fitting many ship, your client will recover quicker if you close all inventory windows while fitting

 
How to bulkfit:
1. Save a fitting
2. Open Fitting Management window
3. Right click on the fit in list on the left hand side of the window
OR
1. Right click on a stack of ships in Ship Hangar
2. Select “Multifit”
3. Select the fit you want to use
 
4. Select how many ships you wish to fit (window should tell you how many are available)
5. wait a bit, and get bunch of fitted ships Smile
 
 
Things we’d like your help testing
  • after fitting the ships, are all the modules that should be online online and those that should be offline offline? (due to skills or CPU/power requirements)
  • are all the ships correctly named?
  • if the fitting failed, was the ship it failed on renamed as expected?
  • do all the ship look to be correctly fit?
  • while bulkfitting, can items being used for fitting be removed from the hangar?
  • does the bulkfitting window give you the correct info?
  • and any weird things you can think of :)


Please let use know what you think and report any issues you might have with the featureSmile
Happy fitting!! Big smile

Known issues:
  • the 'Multifit...' right click option is missing on ships in Citadels, but it works fine from the Fitting management window.


Update:
  • we have changed it so if you don't check the 'fit rigs?' checkbox, the rigs will go to your cargo hold. This also applies to single fitting, if you answer the popup question with a 'No'. This should be available Sisi within the next few days.
  • we added the little icon in the 'View fitting' window, and you can access the 'Multifitting' feature from there, so no need to save the fitting


2nd update:
we have changed it so if there's significant Tidi in the system, the multifit process will be aborted and new ones cannot be started until the Tidi comes down again. The Tidi is checked before fitting each ship, so it will not undo the progress you have made before the Tidi became too high.

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

Goonswarm Federation
#2 - 2016-06-08 11:37:32 UTC
Oh my.

This has been an ask of mine for a very, VERY long time. Amazing!

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Pandemic Legion
#3 - 2016-06-08 11:43:59 UTC
Umm, I am not sure I can afford the present you would deserve at Vegas this year if this becomes a thing....
The Initiative.
#4 - 2016-06-08 11:55:14 UTC
! AWESOME !
Goonswarm Federation
#5 - 2016-06-08 12:10:41 UTC
So I've really enjoyed all the new toys you guys and gals made but this will be the best feature out this year so far any update on contracts being released for citadels?
The Association of No Affiliation
#6 - 2016-06-08 12:14:45 UTC
Kenneth Feld wrote:
Umm, I am not sure I can afford the present you would deserve at Vegas this year if this becomes a thing....


maybe we need to make it a community effort.

In any case <3 Karkur
Snuffed Out
#7 - 2016-06-08 12:29:43 UTC
thank jeebus
Brave Collective
#8 - 2016-06-08 12:35:23 UTC
This is relevant to my interests.
Affirmative.
#9 - 2016-06-08 12:37:37 UTC
I'm actually swooning ♥♥♥♥

What you do for yourself dies with you, what you do for others is immortal.

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Minmatar Republic
#10 - 2016-06-08 12:40:28 UTC
On a scale of Jump Fatigue to the elimination of downtime this scores about a 7
The Tuskers Co.
#11 - 2016-06-08 13:00:18 UTC
Will be much appreciated by people staging alliance tournament ships - great stuff.
Test Alliance Please Ignore
#12 - 2016-06-08 13:05:14 UTC
Will we still require the skills to sit in the ship in order to fit it?
Minmatar Republic
#13 - 2016-06-08 13:10:14 UTC
Big smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smile

More at 11.

Travelling at the speed of love.

Dead Terrorists
#14 - 2016-06-08 13:12:37 UTC
Oh, how incredibly awesome :D.

I have noticed an unreproducible bug where, whilst fitting a ship using a pre-made fit, getting into a different ship causes the first ship to be fit, but for all modules to be offline.
A Band Apart.
#15 - 2016-06-08 13:17:31 UTC
Awesome stuff Karkur <3

Quick question though. Will Multifit allow me to somehow put rigs in the cargo hold of ships automatically?
Gallente Federation
#16 - 2016-06-08 13:18:40 UTC
I know what I'm doing tonight!

This will either be great or awesome!

Nyjil's corollary to Malcanis' Law:   "Any attempt by CCP to smooth the learning curve of EVE Online will be carried out via the addition of extra factors and 'features' such that there is a net increase in complexity."

C C P Alliance
#17 - 2016-06-08 13:25:52 UTC
Clerical Terrors wrote:
Will we still require the skills to sit in the ship in order to fit it?
No... I updated my post with that info Smile

5pitf1re wrote:
Will Multifit allow me to somehow put rigs in the cargo hold of ships automatically?
No, but it woudl be a nice additional option to add.

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

The Association of No Affiliation
#18 - 2016-06-08 13:36:02 UTC
5pitf1re wrote:
Awesome stuff Karkur <3

Quick question though. Will Multifit allow me to somehow put rigs in the cargo hold of ships automatically?


why not just fit the rigs? fitting rigs doesnt require skills anymore. so you only get increased penalties.
Federation Uprising
#19 - 2016-06-08 13:39:17 UTC
Wonderful to see this happening, Karkur, thank you and the team for getting it done!
#20 - 2016-06-08 13:41:47 UTC  |  Edited by: Multiple Inbound Supercaps
Firstly, I love you for this change.

Secondly went on and did some preliminary testing.
First 90 ships all fit perfectly and very easily
Next 300 ships all fit perfectly, all online and ready to go. It took 1:59 to fit all 300 (150 ships/min)

After that i tried fitting ships i know would have offline mods.
600 ships of a stupid fit with different mods in every slot. It took 4:14 to fit. All mods that should be offline/online were in their correct state.

EDIT of my Edit: Seems like it was merely a client side bug. I restarted my client and the mods that were sitting in my hanger were gone
[However there were 4 misfits. 1 lowslot and 3 rigs. For the rigs its always the last one to be fit.
EDIT: Bulk fitting did not terminate, nor were the ships called !Bad Fit!]

I'll do some more testing at a later date. Hit me up if you need anymore info from this testing
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