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Open IndictionEve opened this issue 8 years ago • 5 comments

I feel like pyfa hide some cool and useful informations and features. I would like to make some medium GUI changes:

  • [ ] Firepower Panel: Resist pattern gauges for Firepower (like Resistances) to show pattern resistance
  • [ ] Firepower Panel: Show damage specific (EM/Thermal/Kinectic/Explosive) dps as tooltips
  • [ ] Targeting+Misc Panel: add mass, agility, special cargo holds as separate labels
  • [ ] Targeting+Misc Panel: regroup labels into subgroups (targeting, propulsion, cargo)
  • [ ] Capacitor Panel: add "peak recharge rate" and "recharge time" as separate labels

what do you think about it?

IndictionEve avatar Nov 14 '16 21:11 IndictionEve

Check out #690

Firepower Panel: Resist pattern gauges for Firepower (like Resistances) to show pattern resistance

I want to do this very badly, but @blitzmann doesn't want to make the Stats pane take up any more space.

I also want to expose a button users can click for profiles, because hiding that is terrible UI.

Firepower Panel: Show damage specific (EM/Thermal/Kinectic/Explosive) dps as tooltips

Sounds good.

Targeting+Misc Panel: add mass, agility, special cargo holds as separate labels Targeting+Misc Panel: regroup labels into subgroups (targeting, propulsion, cargo)

I really want to break this out. It's a jumble of stats that don't really belong together, and make not sense to (other than in the "hey, here's a spot to put random stuff" sense).

Also, Ghost Fitting has it's own dedicated drone pane. Why don't we? :)

Capacitor Panel: add "peak recharge rate" and "recharge time" as separate labels

This is getting a bit of a rework in #812 so we can provide a lot more info.

The amount of info here is pretty sparse, and some of it isn't very accurate. I'd rather show a genuine peak regen rather than peak regen + modules. It'd be better if instead of doing +GJ/s and -GJ/s, we did peak regen and then module/projected modifiers. So if you have a nos running, for example, it gets added under the modifier number (which would take the place of the bottom number) rather than affecting the peak regen.

So for example, say we have a ship with a peak regen of 8.89 GJ/s, and we have -9.49 GJ/s in modules that use cap, we would show: Peak: 8.89 GJ/s Used: -9.49 GJ/s

If we add a small nos to that (+4 GJ/s) we see: Peak: 8.89 GJ/s Used: -5.49 GJ/s

This to me is a MUCH better metric, because throwing positive modules (nos/boosters) into peak regen, because it hides how much regen your ship actually gets (and badly upsets it, because you'll never actually see +4 GJ/s from a nos, because it comes in spurts not every tick). By comparing module usage to actual ship peak regen, you get a better idea how close you are to cap stability.

Using Gnosis, we can currently report on the follow cap metrics:

  1. Peak passive regen delta amount
  2. Peak passive regen percent (so what percent you hit maximum, ranges roughly from 23-28 percent)
  3. Cap sim low water mark (what % of capacitor you hit where you are considered stable)
  4. Cap sim low water mark time (how long it took to hit that mark)

Three of those exist today (though number 1 is hidden as other things modify it). Number 2 doesn't exist today, and I don't know that we need to expose it (though a tooltip would be nice).

Take a look at those two PRs, and let me know what you think @IndictionEve

Ebag333 avatar Nov 15 '16 00:11 Ebag333

I want to do this very badly, but @blitzmann doesn't want to make the Stats pane take up any more space.

But are statistics not what fitting tools are all about? (aka number po*n)? :) Left a comment in #690. Think it would be a great improvement for visibility.

The cap and shield simulation is exactly what I looking for, wow.

IndictionEve avatar Nov 15 '16 22:11 IndictionEve

But are statistics not what fitting tools are all about?

Yes, but he wants to be able to accommodate the poor saps on 800x600 laptops.

I joke, but 1024x768 isn't unheard of even in this day, and most folk probably don't use Pyfa full screen (so even if they have a 4k display, doesn't mean we get to use 4k of it).

Because wxPython doesn't handle switching displays well (that's a bit of an understatement), if we have separate panes we can't really show/hide them on demand very easily. Which is why we use the button toggle hack on the firepower pane and don't do it on demand.

It's super common for the top pane to get "stuck" switching between drones and cargo (and displaying the wrong one). So on demand switching just isn't a great solution.

So we're stuck with being fairly static in our displays....which isn't entirely a bad thing. Muscle memory and all, we don't want to be moving around where to find info too much.

If you want to submit improvements to that PR, you can submit them against the branch I have on my repo. I was just talking to @blitzmann about this today, I'd rather the branch be stored in Pyfa-org so someone could just pick it up, but this is what we got for right now. https://github.com/Ebag333/Pyfa/tree/Right-Side-UI-Improvements

It's fairly out of date at this point, but I don't think there's been too much touched on the UI side.

The last big technical thing left on the stats pane is getting the resist/damage profile context menu working on button click (instead of right click), the catch there is that it's built and attached at the parent level and not the pane level. Haven't figured out a way around that, and I'm terribad with wxPython.

The last big non-technical thing is getting @blitzmann to merge it. He hates the look of some of the panes.

The cap and shield simulation is exactly what I looking for, wow.

That branch can be found: https://github.com/Ebag333/Pyfa/tree/Cap/Shield_PeakRegen

The sim I think is essentially done at this point. You'll need to install EVE-Gnosis as a module, so make sure you have that. It's published on PyPi.

I had problems importing it in pyCharm (no issues with console), I think I resolved that issue by renaming the root folder to match the package name, but let me know if you run into that.

The UI doesn't currently handle much of what you can do with the sim. Lots of examples in it (look at the examples folder and in tests). https://github.com/Ebag333/EVE_Gnosis

Next step with that is to do a shield sim, which I might end up re-writing the cap sim into a proper tick mechanism.

Ebag333 avatar Nov 15 '16 22:11 Ebag333

Just getting mass on the panel would be a huge help for us wormholers...

TheNathanBlack avatar Apr 27 '17 22:04 TheNathanBlack

Agreed, mass is as important as agility as far as wormhole life is concerned.

Are we not able to add a hamburger menu to the targeting & misc group where the user can choose to add additional statistics?

EDIT: let me know if this is still relevant/if pyfa has an option to enable mass statistics visibility.

vkr-13 avatar Feb 16 '21 10:02 vkr-13