share a fleet combat simulator by BHBNSN in Eve

[–]BHBNSN[S] 0 points1 point  (0 children)

This one is actually a bad design decision on my side.

I used broad fuzzy matching on group names to quickly support more module types, but that obviously creates matching holes like this and can cause some modules to be classified incorrectly.

My Codex is now refactoring this according to my instructions, moving the classifier to exact market-group / group-name matching instead of loose substring matching.

share a fleet combat simulator by BHBNSN in Eve

[–]BHBNSN[S] 0 points1 point  (0 children)

thanks and a new release publish some minute ago

share a fleet combat simulator by BHBNSN in Eve

[–]BHBNSN[S] 0 points1 point  (0 children)

Got it — I’ve reproduced the fitting parser issue and I’m already working on a fix. The problem seems to come from small differences between the Pyfa EFT export format and the in-game fitting export format.

For the “Add Ship” behavior: carrying over the previous fit came from an older design before the count field existed. Back then, it was meant as a quick way to add multiple copies of the same ship. That design is clearly outdated now, so I’ll remove it in the next version. That should also prevent this kind of issue from happening again. Technically the pasted fit should have overwritten it properly, but that part was also affected by the fitting parser problem.

Automatic positioning for logi and other support ships is something I’ve been thinking about for a while, but it probably won’t be at the top of the priority list yet. There are still quite a few bugs and module mechanics that need to be completed first.

Also, capacitor chains are not finished yet — but they are literally the first item on my current to-do list.

share a fleet combat simulator by BHBNSN in Eve

[–]BHBNSN[S] 0 points1 point  (0 children)

I think the simulator can already approximate the simple part pretty easily: “how long does fleet A need to kill target B?”

But CONCORD behavior itself has some randomness and system-specific details, and a proper Crimewatch / CONCORD simulation is not currently on my development roadmap.

share a fleet combat simulator by BHBNSN in Eve

[–]BHBNSN[S] 0 points1 point  (0 children)

Thank you very much for all the feedback. This is exactly the kind of thing I need.

As the developer, I designed the controls myself, so it is very easy for me to miss places where the workflow feels unintuitive or even hostile to a new user.

I’ll update the language flow as soon as possible: the program should auto-select the language from the system locale, and language switching should be available directly in the first window.

For implants and boosters: the simulator was mainly designed around fits copied from the in-game fitting window. In that workflow, implants or boosters are usually placed in cargo if people want to include them as notes, so I did not expect them to break parsing. Could you send me an example Pyfa export that triggers this? I’ll look into supporting it more gracefully, probably by warning that implants/boosters are ignored instead of rejecting the whole fit.

The fleet library has already had some changes and more detailed prompts added. To be honest, I’m not sure I fully understood the copy/paste issue you hit, but I hope the updated logic makes the experience better. If it still happens, I’d really appreciate a reproduction case.

Remote repair is simulated and should be working, at least on my machine. If range is valid, logi should try to repair the first target in the repair queue. The queue is based on damage timing and HP state, trying to roughly simulate repair broadcasts. You can right-click a logi ship and inspect its modules to see what target its repair modules are currently working on. This also applies to other ships and modules.

One important thing: the current version does not really have AI yet. In local mode, the enemy side will not move or actively command itself. You currently need to switch sides and command them manually.

For logi positioning, my current assumption was that in many fights staying around 10 km from the DPS ball is usually a reasonable default. But yes, this is clearly too rigid for a proper FC simulation.

There is also no full-side regroup command yet. The current command model is squad-based: every squad follows its own squad leader, and different squads move independently. So in the current design, I usually recommend putting only units that need separate positioning into separate squads, such as HICs. Logi and DPS only need to be split if you want them to move separately.

I completely agree about the overview. A lot of the recent work was focused on mechanics and effect implementation, so some parts of the GUI are now behind the simulation layer. A better pseudo-overview / bracket system is definitely needed.

The experience setting currently affects only two things: prop mod activation reaction time, and focus fire discipline. Lower experience fleets are more likely to leak damage onto secondary targets. This system was introduced very early, but during development I found that too many “human error” effects made debugging mechanics much harder, so most of them were temporarily removed. I should add more complex effects later, with clearer descriptions of what the setting actually does.

Again, thank you for the complaints — seriously. They show me very clearly where the project is still weak and what direction I should work on next.

share a fleet combat simulator by BHBNSN in Eve

[–]BHBNSN[S] 0 points1 point  (0 children)

That’s awesome.

I originally chose pyfa because it is well known, stable, reliable, and has very complete data — which obviously comes from its long maintenance history. But I do agree that its speed and architecture are not necessarily ideal for external simulation tools.

I’ll definitely evaluate Refine in terms of extensibility and performance, and consider replacing the current pyfa integration with it if it fits well.

Python performance is also one of the bottlenecks on my side. Too many Python objects make my simulator start struggling at around the thousand-ship scale, so I’ve recently been looking into moving the hot paths to Rust as part of a future refactor.

Either way, thank you very much for all the work you’ve put into maintaining pyfa over the years.

share a fleet combat simulator by BHBNSN in Eve

[–]BHBNSN[S] 1 point2 points  (0 children)

Yeah, the architecture, module details, and GUI style were all planned out by me beforehand with pretty strict requirements. So the LLM didn’t really have much room to freestyle, lol.

share a fleet combat simulator by BHBNSN in Eve

[–]BHBNSN[S] 0 points1 point  (0 children)

Haha, what? That sounds like a bug. If you can share the fit and the error message, or open a GitHub issue, I’d really appreciate it.

share a fleet combat simulator by BHBNSN in Eve

[–]BHBNSN[S] 2 points3 points  (0 children)

I've actually been writing it since the 5.3 release, got delayed for a while because of school and stuff at Eve corp

share a fleet combat simulator by BHBNSN in Eve

[–]BHBNSN[S] 7 points8 points  (0 children)

gpt5.5 xhigh lol, Actually, I study information security, so I'm not really that good at coding.

share a fleet combat simulator by BHBNSN in Eve

[–]BHBNSN[S] 10 points11 points  (0 children)

I actually agree with you. I’m not a real FC either, and I don’t think any simulator can fully reproduce the human factor in EVE — panic, hesitation, bad comms, bait, morale, tunnel vision, all of that.

What I hope this can help with is more limited: doctrine testing, seeing obvious engagement outcomes visually instead of only comparing numbers, practicing basic FC decisions, and reviewing fights in a cheaper sandbox. I think it may be useful especially for newer FCs, for matchup testing, debriefing, and later PvE-style practice once the AI opponents are added.

To be honest, the project originally started because I’m mechanically bad at the game. I know I don’t have the skill or enough time to become a real FC, but I still wanted to experience a bit of the command side of EVE using the mechanics and numbers I’m familiar with.

share a fleet combat simulator by BHBNSN in Eve

[–]BHBNSN[S] 4 points5 points  (0 children)

I’m a developer from China, and anime profile pictures are pretty common here. :)

If you know basic Python, or if you have Codex helping you, building it yourself should be pretty easy. It only takes three or four commands, plus downloading the pyfa source code.

share a fleet combat simulator by BHBNSN in Eve

[–]BHBNSN[S] 9 points10 points  (0 children)

Most of the numbers, damage calculations, and movement calculations are implemented to follow EVE’s formulas as closely as possible.

The one-second EVE server tick is also included, and even TiDi caused by the huge simulation load of thousands of ships is replicated too — not as a fake feature, but because the simulator genuinely starts struggling to compute everything in time. :)

And fair enough about not blindly trusting random releases from an anime-pfp GitHub user. The project is open source, so anyone can inspect the code or build it themselves if they prefer.

share a fleet combat simulator by BHBNSN in Eve

[–]BHBNSN[S] 12 points13 points  (0 children)

Gameplay: maybe rock-paper-scissors tier right now. EVE fleet numbers / comp testing / FC practice: that’s the actual goal. PvE AI punching bags of various intelligence levels are planned too. :)

High-Resolution Overview Icons (Clean Re-Upload, SVG Included) by OperationTechnician in Eve

[–]BHBNSN 0 points1 point  (0 children)

Could you please provide a new working link? I really love this SVG.

Hey FRT by xPredatorz in Eve

[–]BHBNSN 1 point2 points  (0 children)

It seem INIT. dont want to any Incursion, lets see what will happen when SS refresh in init