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  • Date of Birth: 2012-05-02 06:13
  • First Forum Visit: 2014-04-14 23:07
  • Number of Posts: 88
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Ebag Trescientas

Security Status 2.7
  • Center for Advanced Studies Member since
  • Gallente Federation Faction

Last 20 Posts

  • pyfa v1.29.1 - The Python Fitting Assistant in EVE Gameplay Center

    Suyer wrote:
    Why don't you just update EFT instead.

    Or at least add an EFT skin PLEEEEEEEEEASE


    Check out the minimal stats panes under preferences. If you want even more minimal stat pane options, check out the fork of Pyfa.fit that I've been working on....

    I'd like to actually go through and make a "EFT" version, but the minimal ones get you closer to that....

    Tavion Aksmis wrote:
    Any chance we can see the upcoming CONCORD ships available in Pyfa? I want to start fitwarrioring Lol


    They're already there.

  • pyfa v1.29.1 - The Python Fitting Assistant in EVE Gameplay Center

    Asher Elias wrote:
    Is there a way to have a reactive armour hardener show its base 15/15/15/15 resists rather than optimized resists?


    Yup. Look under the Fitting Engine preferences page.

    https://puu.sh/w1jCx/2c9c276210.png

    I also prefer having static resists set for it. Note that it will only show the base 15/15/15/15 when you have an even damage profile set. So a profile of 25/25/25/25 would show even resists with that setting set, while 25/25/25/24 would not.

  • pyfa v1.29.1 - The Python Fitting Assistant in EVE Gameplay Center

    Sable Blitzmann wrote:

    To answer the question on why tracking doesn't change, it's because of two things acting together: we round to 4 decimal places, and the differences between one scripted vs two unscripted is so small it displays as the same thing (0.0156 vs 0.01559883 respectively). And then, of course, there's the fact that these are floating point numbers, so there is potential for floating point inaccuracy and general rounding errors in the calculations (although probably doesn't come into play in this particular case)

    Hope that clears up why the odd behavior was happening :)


    Yeah. That doesn't clear it up.

    I think I know a thing or two about how this is supposed to work, and stacking penalties aren't applying here when they should be.

    In Pyfa (and Pyfa.fit):

    Base Value:
    0.012

    With unscripted Tracking Links:
    1 Tracking Link: 0.0138
    2 Tracking Links: 0.0156

    With scripted tracking Links:
    1 Tracking Link: 0.0156
    2 Tracking Links: 0.0197


    I ran through a rough calc of numbers (stacking penalty only accurate to 3 decimals, but close enough). The numbers *SHOULD* be:

    With unscripted Tracking Links:
    1 Tracking Link: 0.0138
    2 Tracking Links: 0.01379

    With scripted tracking Links:
    1 Tracking Link: 0.0156
    2 Tracking Links: 0.0176

    Again, these numbers aren't perfectly accurate as the penalty isn't precise, but it's clear that the numbers are wrong.

    So yeah. Stacking penalties aren't applying here, even though it says it is penalized. This is clearly a bug, and kudos to Asian Driver for finding it.

  • pyfa v1.29.1 - The Python Fitting Assistant in EVE Gameplay Center

    Asian Driver wrote:
    Ebag Trescientas wrote:


    Yup. You are absolutely correct.

    There's a bug here, and it's not in the effect itself (possibly deep into the stacking penalty code).


    Wait... I found something?



    Indeed you did! Well done.

    Basically penalization isn't happening at all, at least for tracking links and enhancers. That's why 2 unscripted ones (15% each) = 1 scripted one (30%), even though the sniff test should tell us that doesn't make sense.

    Pretty big issue here, obviously.

  • pyfa v1.29.1 - The Python Fitting Assistant in EVE Gameplay Center

    Asian Driver wrote:
    I'm using two links when I do the testing.

    The first set of number is with the link offline to give me base values. The the first test is both running without scripts, and the last test is with one running a range script, and the other running a tracking script.

    I know that when you have a script it puts all it's bonuses toward that trait, so when I have them loaded with the different scripts I should see the tracking speed go up, but alas, it doesn't.

    I did the numbers. That bonus with the script, essentially without the stacking penalty of running two links, is 0.46%. Taking the .0156 tracking speed and adding the 0.46% gives me 0.1567176, which is essentially unchanged, but it should still round up. The world is right again. This shows that if you run two you should have scripts in them, and not empty as I've been told to do in the past.


    Yup. You are absolutely correct.

    There's a bug here, and it's not in the effect itself (possibly deep into the stacking penalty code).

  • pyfa v1.29.1 - The Python Fitting Assistant in EVE Gameplay Center

    Asian Driver wrote:
    Tracking drone optimal range and tracking speed.

    I'm trying to find out if it's better to run a pair of Omnidirectional Tracking Links with no scripts in either, or with different scripts in each. Here are my numbers from the latest version of pfya. optimal is in km


    offline, no scripts: 75 optimal .0120 tracking
    online, no scripts: 85.9 optimal .0156 tracking
    online, track and optimal script: 86.3 optimal .0156 tracking



    My question is why, with the scripts, do I should show an increase in optimal range, but do not show any increase in tracking speed? Is it just so small that pyfa doesn't pick it up? There should be an increase no matter how small, right?


    I'm assuming you're looking at the Warden, since it's 0.012 tracking without anything active.

    If you're running the optimal range script, then the effects go 100% toward range and 0% toward tracking, so it'd make sense in that scenario that the tracking would stay the same while optimal would change.

    Basically, this is working correctly.

    You can always use the info window and the "affected by" tab to see what is affecting the module/drone/ship, and by how much.

    For example:
    https://puu.sh/vZcvt/dba72193d7.png

    The window on the left is with one tracking link using a tracking script. You'll see a tracking bonus, but no range bonus.

    The window on the right is with one tracking link using a range script. You'll see a range bonus, but no tracking bonus.

    The window in the middle is with one of each. You'll notice that the bonuses match up to the windows on the right and left, you just get both of them (but they aren't any larger).

  • pyfa v1.29.1 - The Python Fitting Assistant in EVE Gameplay Center

    Jenne Wain wrote:

    Thanks so much for the reply. Sorry for the confusion, when I say "VM" I mean a virtual machine- I have several Windows VMs on my Mac that I use for other things, so it tries to launch Firefox from the VM, errors out since the hypervisor isn't running, and then hangs. It REALLY wants Firefox Lol


    Ahah. So it's a Windows environment, not a OS X environment.

    If it's Win10, I'd check the file and app associations. You might have the app association setup correctly, but a file association (for .HTML maybe) pointing to Firefox.

    Firefox is pretty aggressive at taking things over (all browsers are, really), so it wouldn't surprise me if some of the associations aren't what you're expecting them to be.

  • pyfa v1.29.1 - The Python Fitting Assistant in EVE Gameplay Center

    Jenne Wain wrote:
    Hi, All

    I have a very odd issue that just started yesterday. I am running PYFA on multiple Macs (and it generally works like a total champ), but I am now having a very odd issue on only one of them that is related to opening browser windows.

    In short, when I take any action that would launch a browser (logging into CREST, clicking on the Wiki or Forum links from the Help menu, etc.) it absolutely insists on trying to use Firefox although Safari is set as my default browser.

    If Firefox is not running, I will usually get an error message as it tries to launch a VM, things will hang and after about a minute, it will launch in Safari (but in the case of CREST, the server timeout has already been reached). If Firefox is actually running, everything works fine- but only within Firefox.

    I have checked other applications and my system settings and everything appears to be in order and no other applications are having this issue, so I have a sense that i am just missing a setting somewhere or a particular file has gone wonky.

    PYFA has always worked fine on this machine and is working normally on my others. I am running PYFA 1.29.2 and macOS 10.12.6 on this particular machine and the issue appears to have begun after I updated PYFA.

    Any ideas or thoughts?

    Thanks!


    Pyfa doesn't force a default browser AFAIK, so that particular bit sounds like a system issue rather than a Pyfa issue.

    There's a one bit that confuse me here:
    Quote:
    I will usually get an error message as it tries to launch a VM

    What do you mean "launch a VM?


    Also, have you tried uninstalling Firefox and seeing if the behavior changes? (Not offering that as a solution, just as a test.)

    Finally, CREST is EOL, so there's not a lot off incentive to work on it right now. If you have a viable work around (which sounds like you do, as annoying as it is), that's _probably_ how it'll stay. But again, this strikes me more as a system issue than a pyfa issue.

  • pyfa v1.29.1 - The Python Fitting Assistant in EVE Gameplay Center

    Bukan Mahyisti wrote:
    Ebag Trescientas wrote:


    Can you email me your log and EVEMON char file? I'll evemail you my email address.


    Sent char file and savedata.db.
    ".pyfa" folder does not contain logs



    It's broken because the character handler is expecting security status, but it's missing. Simple fix.

    I've fixed it here:
    https://github.com/Pyfa-fit/Pyfa-fit/pull/98

  • pyfa v1.29.1 - The Python Fitting Assistant in EVE Gameplay Center

    Bukan Mahyisti wrote:
    Hi. After the last update, the import of the character from EVEMON does not work. The imported character does not have any skills. Rollback to the previous version of the program did not solve the problem.


    Can you email me your log and EVEMON char file? I'll evemail you my email address.

  • pyfa v1.29.1 - The Python Fitting Assistant in EVE Gameplay Center

    Lily Vanderbilt wrote:
    I'm trying to install pyfa and after installing and hitting launch pyfa I am greeted with this error. Any idea what I did wrong?

    EXCEPTION: (sqlite3.OperationalError) table damagePatterns has 9 columns but 7 values were supplied [SQL: 'INSERT INTO damagePatterns VALUES (?, ?, ?, ?, ?, ?, ?)'] [parameters: (1, 'Uniform', 25, 25, 25, 25, None)]



    Thanks for sending me your stuff.

    [2017-05-19 20:42:13.095000] INFO: eos.db.migration: Applying database update: 6


    DB claims it's version 5, but it's not. Curious.


    Fixed and sent back to you.

    Looks like it failed running either the 23rd or 24th migration. Because of the way migrations are setup, it doesn't update the DB version until it's complete (rather than incrementing each version as it runs). That caused it to go all the way back to the beginning rather than staying at where it stopped.

  • pyfa v1.29.1 - The Python Fitting Assistant in EVE Gameplay Center

    Kaleesh wrote:
    How can i safe all added character API´s ? Every Update i have to put in all chars API´s again, thats not cool, maybe there is a way ?


    What do you mean? You shouldn't have to re-enter char info. (I don't.)

  • pyfa v1.29.1 - The Python Fitting Assistant in EVE Gameplay Center

    BSTheo Aldent wrote:
    I think I've come across another bug.

    I get the error below when I try to revert a character after adjusting any type of skills.

    OS version: Windows-8-6.2.9200
    Python: 2.7.10
    wxPython: 3.0.2.0
    SQLAlchemy: 1.0.5
    Logbook: 1.0.0
    pyfa version: 1.29.1 Stable - YC119.5 1.0
    pyfa root: C:\Program Files (x86)\pyfa
    save path: C:\Users\Ted\.pyfa
    fs encoding: mbcs

    EXCEPTION: can't set attribute

    File "C:\Program Files (x86)\pyfa\library.zip\gui\mainFrame.py", line 696, in revertChar
    sChr.revertCharacter(charID)
    File "C:\Program Files (x86)\pyfa\library.zip\service\character.py", line 260, in revertCharacter
    char.revertLevels()
    File "C:\Program Files (x86)\pyfa\library.zip\eos\saveddata\character.py", line 234, in revertLevels
    skill.revert()
    File "C:\Program Files (x86)\pyfa\library.zip\eos\saveddata\character.py", line 324, in revert
    self.level = self.__level


    This is an old bug. The save/revert option isn't really fully implemented (it's maybe 50% done), the idea was you could mess with skills then save/revert either individual ones or all the skills as a whole.

    I've got a quick fix to let it revert back by one, but again, the whole save/revert isn't really done.
    https://github.com/Pyfa-fit/Pyfa-fit/pull/87

  • pyfa v1.29.1 - The Python Fitting Assistant in EVE Gameplay Center

    BSTheo Aldent wrote:
    Hello! I've got a user question:


    Often I load a fit and I see that my power grid is 102-103%, sometimes higher and sometimes lower. To try and figure out what the problem is I end up manually increasing all the various skills that I think might fix my power grid problem.

    Does pyfa offer a more direct way to evaluate what skills need to be improved to solve a specific problem like a 103% power grid? Sometimes I just cannot figure out what skills are low and I end up having to change out modules to get the fit under 100%. Also, these are the alliance fits so I know they are rock solid. I'm not just dreaming up some crazy fit on my own! Big smile These fits are always balanced with skills at "all 5".

    Thanks,

    BSTheo


    The problem is that there are a LOT of skills, and a lot of things that they can modify.

    BUT you can get an idea using the V skilled character.

    Right click on the fit, show info on ship, go to the affected by tab, and you can see what's modified by skills and effects. You can toggle the view there to sort it differently if that's easier to find what you are looking for.

    Usually, this can give you a idea of what skills you are missing.

  • pyfa v1.29.1 - The Python Fitting Assistant in EVE Gameplay Center

    Daemun Khanid wrote:

    Way to go and make me feel bad by being all agreeable and stuff. :) In all honestly though, apologies I could and should have made my point less ... well like a jerk. Blink
    Will check out your linked thread as well but will just say here that it's not really bad per say, it just needs an option to show or not to show that information. Somewhere in preferences just a few check boxes for "what items you want included in the cost calculation." That way it's totally customizable and for those ppl that do actually want to know how much their drugs for the fit cost and such they won't be losing out.



    There's arguments both ways.

    Ammo and drones are just as disposable as drugs, so should we count those? Or as one person told me: "I build my own ships, so the price should just show the module cost".

    It'd be fairly easy to not include the price of certain things in the total, but the amount of variations starts to make it quite complex, quite quickly.

    Probably a good compromise would be to take the minimal version of price and not include anything other than modules and hull (so nothing "below the line" so to speak). It wouldn't cover every scenario, but should cover most.

  • pyfa v1.29.1 - The Python Fitting Assistant in EVE Gameplay Center

    Sable Blitzmann wrote:
    Thanks for the error reports guys. The new error window is definitely having the effect we wanted. :)

    https://github.com/pyfa-org/Pyfa/issues/1147

    That has a link to an updated build that fixes the fit delete bug, I'm currently investigating other issues that have popped up with this release before I make a determination on when to release a point release. :)


    You may want to have a chat with me. Most of these issues (and a bunch that haven't been reported but will come up) have already been solved.....fixed in my fork.....

  • pyfa v1.29.1 - The Python Fitting Assistant in EVE Gameplay Center

    Tetractys wrote:

    The main goal is to harmonise (on Linux) the fonts with the global interface fonts I have set (sans serif family, anyway).
    do you know what to modify, please?


    I'm about 50% of the way through implementing customizable fonts, sizes, style, and weight.

    The catch is, there's only a handful of fonts available in wxPython. 7 to be precise (and one of those is the default OS font).

    While you *CAN* do custom fonts using OS fonts, that'd completely break the portability between platforms, and a bunch of custom work would have to be done for each OS. Difficult, to say the least.

    Out of the 7 fonts there's not much variance in them, the differences is very slight. There are a few that are noticeably different (teltype, for example, which looks like an old console font), but at least under Windows I doubt most people would notice the difference.

    I can pretty much guarantee you that you won't be able to get exactly the same font. One of the built in options MIGHT get you closer though.

    As for changing it, you'd have to do a lot of custom coding, it's not a quick and easy thing.

  • pyfa v1.29.1 - The Python Fitting Assistant in EVE Gameplay Center

    Tetractys wrote:
    Ebag Trescientas wrote:
    Tetractys wrote:
    Hi!

    Guessing how to change the font globally.

    i found this in pygauge.py:


    self.font = wx.Font(fonts.NORMAL, wx.SWISS, wx.NORMAL, wx.NORMAL, False)


    seems you recall the default FontFamily.
    In short, how to change the font globally? (don't care if the result is ugly, I'll return to the default in case).

    Thanks!


    What is the goal? What are you trying to do?



    The main goal is to harmonise (on Linux) the fonts with the global interface fonts I have set (sans serif family, anyway).
    do you know what to modify, please?


    I actually do.....

    I've already implemented a preference to set the font size for the stats pane. (There's an issue where 4k resolution gets *TINY* fonts, because for OSx Pyfa hard sets to small instead of normal font size.)

    It shouldn't be difficult to also set the font type.

    The hard part will be hunting down all the places that it's used. It's not a global setting per say, we'd literally have to have it set on every GUI interface, so that's dozens of changes. Not the end of the world, but a bit time consuming.

    You can see how I set the font size here:
    https://github.com/Pyfa-fit/Pyfa-fit/pull/49

  • pyfa v1.29.1 - The Python Fitting Assistant in EVE Gameplay Center

    Tetractys wrote:
    Hi!

    Guessing how to change the font globally.

    i found this in pygauge.py:


    self.font = wx.Font(fonts.NORMAL, wx.SWISS, wx.NORMAL, wx.NORMAL, False)


    seems you recall the default FontFamily.
    In short, how to change the font globally? (don't care if the result is ugly, I'll return to the default in case).

    Thanks!


    What is the goal? What are you trying to do?

  • pyfa v1.29.1 - The Python Fitting Assistant in EVE Gameplay Center

    Sometimes, especially if you're maxing out memory/CPU, Pyfa will stop responding properly. In those cases, usually closing it out and reopening takes care of it. Sounds like that's what happened here.

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