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Citadels #540

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blitzmann opened this issue Mar 20, 2016 · 17 comments
Closed

Citadels #540

blitzmann opened this issue Mar 20, 2016 · 17 comments
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done This task is done! \o/ enhancement This is a feature request, or an idea to enhancement a current feature

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@blitzmann
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This ticket is to track feature progression of Citadels in pyfa.

The new Citadels will feature structure fitting much the same way ship fitting is done. While there are a lot of similarities, there is also some push back in that we currently assume everything is a ship, which may cause issues. A quick test (and small modification) shows us that we are able to load a Citadel into the Ship class and show it in the fitting window. There are a few problems right off the bat (for example, there's an error when trying to calculate warp speed... because it's a structure). But at least it loads:

capture

Going forward, some questions need answers:

  • Stats. What kind of stats do Citadels have, and what kind of stats do players need. As mentioned above, there's currently the problem in the warp speed calculation because Citadels do not move. How should we handle the differences between ships and structures? This also brings up the problem of dynamically changing content in the stats area - it's something that can kinda sorta work (see mining stats), but it's clunky and not very good. This is something that will need some more thought.
  • Additions. Cargo, Implants, Boosters, Projected effects (this may apply to structures, not sure), Fleet... I don't know how to handle these. It may be possible to simply remove them from the notebook if we are working with a structure...
  • What roles do skills play in citadels and their stats?

This list will probably grow, especially once my shit finally anchors on SISI and I can test out the modules and stuff

@blitzmann
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Also with this release comes changes to fighters. I haven't been keeping up with it, but it looks like fighters will now be able to toggle between selected abilities? I have no idea how this would work in pyfa...

@narthollis
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Fighters now have activateable abilities - From what I have seen its 1 movement and 1 role (damage for light and heavy fighters and ewar for the the support fighters). I have no idea if these are affected by skills.

I am fairly sure the fighters still have standard damage output as well as the activateables. This should still be skill/module/etc effected.

@narthollis
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Also, regarding citadels themselves - I think that its worth considering how to handle other structures in future as well as CCP is has been talking about citadels being the first of this type

@blitzmann blitzmann added the enhancement This is a feature request, or an idea to enhancement a current feature label Mar 24, 2016
@Ligraph
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Ligraph commented Mar 30, 2016

About Fighters:
I've been doing some testing of my own and it seems like they are treated more like a ship than a drone. E.g. they have turrets, missiles, mwd (with a cooldown), etc. Possibly model their dps just like a ship's that has weapons fit. I'm not at my computer with pyfa on it so I have no idea how drones are handled, so this could already be what is happening.

@Ligraph
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Ligraph commented Mar 30, 2016

Also, skills do not affect citadels.

Unlike ships, these bonuses are fixed and not dependent on character skill level. In fact, no existing skill will affect any of the structure hulls, modules or rigs. That means Engineering will not increase powergrid on any of the new Citadels for instance, and that none of the missile support skills will function for the structure missile launchers.

From here.

@blitzmann
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IIRC, there is tracking / missile calculations in pyfa for drones, used by fighters only. This may or may not be a big change. I need more information on how the "additional" modules work for them, and thoughts on how they might be able to be implemented. =)

@blitzmann
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Also, the fact that skills don't affect citadels may be become problematic. At the moment, the plan was to simply make Citadels "fits", but that would mean that Skills that apply to the ship and it's modules would also apply. There may be an easy way to block these based on the fits item, I'll have to check.

@Calavoow
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Calavoow commented May 1, 2016

The problem with @Ligraph quote is that it says "no existing skill", the core being "existing". They added various citadel skills, such as Structure Doomsday Operation, Structure Missile systems, etc. Those do effect citiadels afaik.

@blitzmann
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@Calavoow thanks for the clarification. I won't be working on the feature until at least the current release cools down with the bugs, and even then it may be a bit of time. But the more info I get now, the better we'll be once work starts on it =D

@blitzmann
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Had a bit of time tonight to work on adding Citadel features to pyfa. So far it's been pretty straight forward. I'm working on my own playground branch: https://github.com/blitzmann/Pyfa/tree/citadel

Fittings work, but no effects have been implemented. Not only that, but current character skills are being applied to the citadels - I am not sure quite yet how I'm going to restrict it to only apply to ships and yet be able to apply effects to the citadel itself.

@blitzmann
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blitzmann commented Jul 3, 2016

Took a look at this a bit more after putting it aside, and was able to restrict the skills that are applied to the structure. Should be a matter of time now that I have a working beta up and running for Citadel support in pyfa

@blitzmann
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blitzmann commented Jul 5, 2016

List of Structure modules that need to be verified working:

  • Doomsday
  • Bomb Launcher - Damage bombs work, double check void bomb mechanics
  • Missile Launchers
  • BCUs
  • Guidance Enhancer
  • Service modules - do these perform any real utility in fitting? ANSWER: Not really. On iteration, we will want some stats panes that show citadel-only features (repo rate for ore, fuel use, etc)
  • Neuts - The drain is implemented, however need to figure out algorithm for neut sig radius / size and determine a mechanism for this in pyfa
  • RCU
  • Point Defense Battery
  • Co-processor
  • Signal Amplifier
  • EWAR -- requires a projection and confirmation of applied effects
  • Rigs
    • Right clicking fitted rigs will break context menu (having to do with the meta swap menu)

Bugs:

  • Max locked target - seems to be stuck at 2
  • This thing:
Traceback (most recent call last):
  File "C:\Users\Ryan\Sync\Git\blitzmann\Pyfa\gui\droneView.py", line 165, in fitChanged
    self.Parent.Parent.DisablePage(self, not fit or fit.isStructure)
  File "C:\Users\Ryan\Sync\Git\blitzmann\Pyfa\gui\chromeTabs.py", line 235, in DisablePage
    self.SetSelection(next(i for i, _ in enumerate(self.pages) if not self.tabsContainer.tabs[i].disabled))
StopIteration

@Ebag333
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Ebag333 commented Jul 5, 2016

Some more to add to the list:

  • Missile low mods don't seem to affect the stats
  • Missing standup rigs?

@blitzmann
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Missile low mods were fixed with recent commit.

Totally forgot about rigs. Added those and fixed a bug in the market search as well. c3983a2

@Braineh
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Braineh commented Aug 22, 2016

There is a calculation failure with rigs giving bonuses using % with citadels. e.g. the Point Defense Battery got a default area of effect of 2500m, rigged with Gen1 rig which applies 500% bonus it shouldn't be 1.250.000m (2500x500) but 12.500m (2500x500%). Same goes for Missiles and the rigs (explosion velocity/maximum velocity).

@blitzmann blitzmann added the bug Confirmed to be a bug label Aug 22, 2016
@blitzmann
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@Braineh thanks, I'll add a bug tag until I can take a further look

@blitzmann blitzmann removed the bug Confirmed to be a bug label Aug 25, 2016
@blitzmann
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Closing this issue as the feature was implemented a couple releases ago. All feature requests / bug report involving it should be reported in a new issue. :)

@blitzmann blitzmann added the done This task is done! \o/ label Feb 14, 2017
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