EVE Crews: A lore-accurate* API-linked crew simulator

Much better thanks. Went back out on a run, deliberately lost a corvette to some rats and loved that when i got back and docked I got the report - which i acknowldged. But now It says that theres action required, but its not clear at all what the action is as everything is full compliment and theres nothing clearly signposting me to what i need to resolve. So either a bug or needs a tweak.

Really liking this. Great work.

Hmm, something’s not right there - you should get at least 40% crew loss with a ship destruction.

I’ll dig into it as soon as I can get the authentification to behave. Since expanding the officers and departments, the Spaceship Command and Hull Class Skill aren’t being captured, so the crew numbers are all wrong, and trying to re-athenticate forces you to clear your save.

Thanks for bughunting though, it’s appreciated.

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AI analysis of the issue:

The player’s confusion is completely justified and highlights a critical UX signposting gap that occurs specifically after a ship loss.

When a capsuleer loses a vessel, the EVE Crews engine generates two separate resolutions:

  1. The Mechanical Resolution: The Casualty Report popup on the Bridge, which processes the mathematical crew losses and applies the CVF (Crew Vulnerability Factor).

  2. The Narrative Resolution: A pending event on the Comms tab (EVT010 “One of Ours”) where the XO formally debriefs the commander on the loss of the hull and the emotional state of the survivors.

Because the player acknowledged the Casualty Report on the Bridge, they assumed the matter was entirely resolved. However, EVT010 remained in the event queue. This caused the XO’s advice string on the Bridge to update to its Priority 3 state: “A matter requires your attention on comms.”.

Because the player’s surviving crew complement automatically resettled into their new rookie ship (leaving no visible empty slots), and because the word “comms” was not visually formatted as a clickable link, the player did not realise they needed to navigate to the COMMS tab at the bottom of the screen.

Now I’ve overcome the authentification issue, a fix for this is on its way.

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I’m excited to report a few additional or expanded features:

  • Specialist officers and crews to support drone ships, industrial activities, exploration, research and more.
  • New traits and events.
  • A morgue to store the fallen, and the moral decision what to do with them (yes, you can sell them to Sani Sabik cultists. Or just biomass them to save on food costs.)
  • UI and UX improvements including scaling and high contrast text.
  • A ticker tape marquee of ship events.

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Seems to be a problem with the app…

Over the past couple of days have seen this after opening browser:

EVE Online logo

An error occured

Error code: 4f785f8268410ddd4d3cca2a908ee19f

A relog / opening your link usually fixed the issue, however now it just shows this:

project not found

Edit:
Link is working again..

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With apologies, it’s been up and down over the weekend while I’ve been tinkering and adding new features. It should be stable now, with a bit of a UI overhaul and some refinements and new features (expanded officer details, biomass black market and more).

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No problem, I posted in case you didn’t know about it, guess I sorta jumped the gun on that…

One thing I did notice while stealth scanning for exploration sites in my T2 Covert Ops Frigate, the app had the ship listed as a Mining Frigate… Also no mention in the After Action Report about scan results or loot gained from Hacking / Deepflow Rift sites… So I guess the Tactical Data Recorder only submits combat info…

Exploration is a big aspect of Eve with quite a few different exploration type ships ranging from Frigates to Cruisers, etc.. Course I guess the same would apply to Haulers as well so no biggie if they’re not included… However it is something to consider for future addition…

Anyway, good job on the recent additions to the app, definitely makes it more intuitive and user friendly..

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Thanks for the inspiration DeMichael; just for you, the Wayfarers & Workhorses update (v1.32.16) is live for EVE Crews.

Explorers and haulers should now be correctly identified and can now unlock dynamic ship roles and content (triggering hauling- and explorer-specific mid-space ship-board events).

Use the ‘Ping XO’ mid-flight uplink to update logs in space and earn ISK bounties with Voyage Manifests.

I’d be grateful if you could test it to see what undoubtedly breaks.

I’m just fitting out a Probe to do the same.

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Cool, will definitely check it out… And to be clear, even though I mainly do PvE content, Probe Scanning also includes PvP Scouting…

Also last night the site seemed to be stuck in a loop, I kept getting XO Comms about recruitment subsidy, I ended up clicking accept / return offer about a dozen times and it wouldn’t go away, eventually I just logged off…

Anyway, I think you’ve created a very cool app, I’ve been linking this thread in-game so others who don’t normally browse the forums will also know about it…

EDIT:

Just logged in and the recruitment subsidy offer is still active and won’t resolve after selecting an option…

Doesn’t logging out clear the session?

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Honestly, I’m not sure. Give it a go and let me know - you’re pretty much my only playtester at the moment. :slight_smile:

I’ll point the AI hive mind at the problem and see if we can get to the bottom of it.

Thanks you so much, I really appreciate that; the feedback and the promotional work.

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I have now set up a proper domain name at https://eve-crews.com/

The old surge URL will stop working at some point, or at least you won’t be able to re-authenticate there.

Logging out and back in didn’t work… The recruitment subsidy offer was still showing…

However while I was in-game I had switched to a larger ship which the app identified and prompted :

Hull class transition: Frigate → Destroyer. Active complement: 13 (HIM: 2.5). Department quotas increased — vacancies require filling.

After filling those spots the Comms prompt for the recruitment subsidy offer was no longer showing…

Should now be fixed, courtesy of Claude. Note the advice to reset at the bottom (sorry, that does delete your save).

v1.32.18 — EVT057 Infinite Loop Hotfix :white_check_mark:

Location Problem
trigger :white_check_mark: Correctly checked !s.resolved.includes("EVT057_" + faction) per faction
msg getter :cross_mark: .find() had no resolved filter
apply × 3 :cross_mark: .find() had no resolved filter — always picked 'caldari' (first in array)

With two qualifying factions, every player choice resolved Caldari, the trigger immediately re-fired for the still-unresolved second faction, and the loop continued indefinitely. The persisted Supabase state meant it survived logout.

Fix

Added && !s.resolved.includes('EVT057_' + f) to all four .find() calls (msg + 3 apply options), so fkey in apply always resolves the same faction the trigger matched. Cooldown raised 0 → 6 as a secondary guard.

The affected player’s save still has the broken state in Supabase. Once they log in on v1.32.18, the trigger will evaluate correctly: if they resolve the remaining unresolved faction, it will finally clear. The recovery URL (?reset=1) is a nuclear option if their state is too corrupted to recover cleanly.

Edit: For clarity, the aforementioned recovery URL is: https://eve-crews.com /?reset=1 [with the space removed after the .com]

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Nice job on the fix and yeah, it did a reset and put me back to start…

Now I have to put together another crew…

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Ok, took me a while to set up the Bridge Crew, they’re all Minmatar now…

However I seem to be having problems with the Engineering crew…

DEPT CULTURE

FRACTURED

Conscripts: 3

Naval: 3

:warning: Culture Clash active — MOR −1/session until unified

I’d prefer to have all Naval Cadets so my question is how do I acomplish that?

Also what happens to the extra Department Chiefs when I board a smaller hull class ship?

Obviously some of the departments won’t be needed so will the original Department Chiefs be back when I board a larger hull class ship?

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The honest answer at the moment is that there is no baked in mechanic.

I’ve been using a workaround of sorts which involves getting into a smaller hull (ideally shuttles to clear out everyone - otherwise even corvettes will leave you with a skeleton crew you can’t quite shake). Then dismiss the crew from shore leave before going back to the larger hull and recruiting your crew of choice.

Dismissing departments and line officers is also not codified at the moment, and there’s no way to send them on sabbaticals. For specialist officers, you can only replace them with an officer from a different specialism. However, if you dismiss all their staff and ignore them for 2 sessions, they should resign.

Clearly we need a more robust dismissal mechanism to enable hull downsizing and specialism changing. I’ll put it on the known issues queue and fix ASAP. Also line officer shore leave.

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Recent updates have introduced several major quality-of-life and mechanical changes to officer billeting and crew management:

Officer Billeting (Shore Command) Update v1.33.5 directly addressed the decommissioning gap we discussed earlier by implementing the Officer Billeting system.

  • Billeting Action: You can now use the “Relieve of Command (Billet Ashore)” action while docked to instantly vacate an officer’s command slot. This moves the officer to an off-duty roster, transfers their crew into the Shore Leave pool, and seamlessly drops the specialist department into a DORMANT state.

  • Retainer Fees: Billeted officers charge a per-session retainer fee to maintain their contracts while ashore, costing 100,000 ISK for Common, 300,000 ISK for Veteran, and 800,000 ISK for Elite officers. If you fail to pay this fee, their contracts are voided and your ship suffers a -5 Morale penalty.

  • Recall or Discharge: You can recall billeted officers to active duty whenever a slot opens up, or permanently discharge them (which incurs a -8 Morale penalty).

Crew Management & Sourcing

  • Press-Gang Rebranding: The “Black Market” recruitment channel has been renamed to “Press-Gang” to better fit the lore, supplying cheap, high-turnover crew from derelict station sectors.

  • Morgue Operations: The Cold Storage and Biomass disposal panels have been decoupled from the sourcing tabs and moved to the bottom of the Recruit page, making them always visible when you have bodies to process.

  • Unified Interface: The previously separated Crew Sourcing and Crew Management modes have been unified into a single, scrollable view, and the Shore Leave panel has been moved to the Crew Overview section.

  • Shuttle Manifests: When operating a Shuttle Ferry, you can now explicitly select which shore leave crew members to transport with you up to a 20-passenger capacity.

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Cool… And thanks for jumping on that…

So basically that has to be done manually when boarding a smaller hull class ship?

Any chance of having it automatically place unneeded Department Chiefs and crew into the Shore Leave roster? Could then have XO Comms request a decision to either retain or dismiss the Department Chiefs and or crew…

As for resolving a Fractured crew within a Department, could that be set up to work with the Shore Leave Rotation selection?

For example: have the type of crew (Conscripts, Naval, Press-Gang) preselected first before implementing the Shore Leave Rotation… That way the ‘Fractured’ crew issue could be resolved within a few Shore Leave Rotations without having to board a Shuttle and dismiss all hands…

Just something to consider… Anyway, I’m really liking this app and will definitely check out the new changes later tonight…

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All issues raised now actioned and fixed (but as yet untested).

Here’s the full v1.33.9 Changelog:

· Feature (Auto-Billet on Downsize): UPDATE_HULL_CLASS now detects specialist departments whose hull-class pool capacity drops to zero on downsize. Affected officers are automatically moved to officersOnBillet (preserving loyalty, traits, and decorations) rather than left commanding an empty department. Their remaining crew are transferred to crewOnShoreLeave. Prevents the empty-dept LOY −5 drain and EVT092 (The Empty Deck) from firing on an already-stressful hull transition.

· Feature (StaffingAlertPanel — Billet Section): When auto-billeting occurs during a hull transition, the StaffingAlertPanel expands with an OFFICERS STOOD DOWN section. Lists each billeted officer by name, role, and per-session retainer. Provides a DISCHARGE ALL button to permanently dismiss the lot (fires DISCHARGE_BILLETED_OFFICER per officer; −8 MOR per discharge). Players who prefer to keep them on retainer simply dismiss the alert as normal.

· Fix (Crew Displacement for Zero-Pool Specialist Depts): UPDATE_HULL_CLASS previously used `newPools[dept] || officer.poolTotal` (falsy-||), which silently fell back to the old pool size when a specialist dept pool was 0 on the new hull — leaving crew counts unaffected. The auto-billet post-processing now explicitly handles `newPools[dept] === 0` with correct crew displacement to shore leave.

· Feature (Directive-Aware Crew Rotation): CREW_RECYCLE now reads the active recruitmentDirective. When specialist_lineage or press_ganged lineage is set, the rotation injects the targeted lineage proportionally into all active department lineageComps. Refresh fractions: Light 10%, Moderate 25%, Full 50% — matching the existing ‘X% refreshed’ label semantics. A Full rotation with Naval Enlisted active will push 50% of the dept composition to naval_enlisted lineage — enough to instantly recover a FRACTURED department to DOMINANT culture without the shuttle workaround.

· Feature (Rotation Lineage Preview): CrewRotationPanel and the RecruitmentHub rotation section both display a LINEAGE INJECTION preview line when a non-standard directive is active. Shows the lineage label and injection fraction so the player knows the rotation will do more than just restore gauges.

· Internal: Lineage injection in CREW_RECYCLE uses the existing module-scope previewLineageBlend() helper from v1.33.7 — no new logic needed, consistent with blendComp arithmetic in RECRUIT_CREW.

v1.33.10 quickly followed to bug fix some issues with the Diplomatic Intelligence Dashboard.

Full changelog details available in-game (dev tools in the bottom-right star icon ‘Sim’ menu).

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Wow I’m impressed, you definitely waste no time at addressing issues… Excellent job on doing that…

This Capsuleer Day XXIII event should be great to test everything out… I’ll post my report after a couple of sessions..

Until then, keep up the good work..

DMC