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New Feature: Gang bonus interface discussion #16
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I agree that UI needs to be redesigned. The mockups for UI can be created at any time. Eos-wise, i have 2 ideas: first, is full-blown fleet simulator a-la EVE; second, is simplified fleet boosting scheme where you can add as many boosting ships to individual fitting as you can. Pyfa should use latter, and UI should be kept as simple as possible (maybe even some typical presets provided). The main pain UI-wise is deciding how to pick boosting fittings for currently open fit. |
Is the eos projekt (https://github.com/DarkFenX/Eos) something old that is no longer maintained? I'd be interested working on something like this that would be possible to include into different projects. I was working on a fleet-up.com like site and would be very interested in such an engine ;) |
It is maintained. It was on halt during my tournament activity, but i'm already working actively on it. During past week i was writing suite of tests for one of the modules, just didn't push it yet, |
Ok .. I just looked over it and it looks really promising ... sorry I'm posting this here, there seems no issue tracker or other way to contact you at eos project. I tried to start it and noticed it will probably be python 3 only ? ;) |
EOS issue tracker should probably be enabled. ;) Yes, new EOS is python3. Which may get messy when porting Pyfa to the new engine, as IIRC wxPython is not yet available for python3. As for the fleet bonuses, I think full-blown fleet simulation was the goal for the unfinished feature in pyfa. It would be cool to be able to add a bunch of ships to a fleet simulator and be able to, as a whole, tell how many HP / s all your logi ships can do, how much DPS overall your fleet can take, etc. That seems like a huge project tho... |
I never intended 'soft' port of pyfa to new eos - they are incompatible. It by a large part a pyfa rewrite (using new wxpython versions, no sqlalchemy, and so on). Again, the only challenge for me is decent UI. I'm pretty sure new eos will provide all the required functionality to build it - be it full-blown fleet simulator or limited but convenient fleet boosting UI for single fit. If anyone of you can volunteer to become UI developer, you're welcome. It's extremely unlikely I can handle both backend and frontend, so any help will be greatly appreciated. |
As for the UI developer volunteer - I would be happy to help. However, I still consider myself a newbie with Python, and I haven't been keeping up with EOS or how it works. Perhaps it would be best if you were to start a skeleton pyfa that incorporates the new EOS. A base that others can work off of. I wouldn't trust myself creating the foundation for the next version of pyfa, and possibly others feel that way as well. If we have a base to work off of, we can add things little by little. A base might include defining set of modules you would want to base the project off of -- you've stated no SQLalchemy, wxpython doesn't seem to be officially available for py3 so a decision on GUI tolkit needs to be made (XUL, Qt, just throwing things out and I have no idea how any of them work) -- setting up initial database, making rudimentary access to EOS available along with documentation on how to work EOS and get info from it. |
Yes, i admit it should be a way better idea than finishing what i planned (because it takes too long time to do that). I'm undecided on UI toolkit - as i don't have enough experience with this kind of stuff, but basic framework & docs for the rest are easy. If you want further discussions, please add me via jabber (darkfenx@jabber.ru) or skype (fluorescent.flux). |
Closed as fleet interface improved and i doubt any major overhaul in the interface (full fleet simulation for example) wool happen with current pyfa codebase |
Fix item search limit, project wide reformatting and cleanup
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).
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