Tycoon & Eve UI

The image above is from Dust 514 however it looks more like Eve. Another year passed, Dust has become Project Legion and VR seems around the corner. A few things happened on this site too. Tycoon was released and the new Eve UI library is now visible on the site. It will probably be another year before this blog gets updated but I'll likely work on some stuff throughout, like last year. Here is a run down of some new features.


A neocom interface was added to Hangar/Tycoon. At the moment the neocom is very simple and provides a set of buttons (some of which do nothing). As the site moves forward I'm going to be changing how the it works to make the neocom central to navigation and highly configurable. I hope the neocom makes the site feel more familiar and that it is easier to use. Overall, I've always been shooting to make the experience here feel similar to in game and neocom will be a big step in that direction.

So what does the neocom do right now? While in Hangar the fitting icon will bring back the Hangar window if you close it and the character sheet ... >>>

Targeting & Effects - Version 0.6

Somehow, a whole year passed without a major update. Hopefully that won't happen again. I'm going to try to keep this post short and to the point, whats new and how to use it. So lets get to it.


An option to lock ships has been added to the right click menus of the fit browser, market tree and market search. Targeted ships are are marked as hostile by default and will apply their harmful effects to the main fit (the fit loaded into the main interface) and vice versa. Targets can be changed to ally via the right click menu on targeting icon, causing that target to instead apply its beneficial effects. The targeting system has been designed with the idea that you're piloting the main fit. All targets will target the your ship in return and apply their effects. Your effects are only applied to the currently active target.


The effects available in this release are somewhat limited and will be expanded on future updates. I want to get the targeting system nailed down before trying to jam everything in there. Right now the following modules have their effects applied when ... >>>

Hangar - Community Update - Version 0.5


This update exposes the distinct nature of Hangar as an online fitting tool by adding features that give the community the power to shape the environment of the site and contribute to its value as a fitting resource for Eve Online. Put simply, this update is about you. The goal for this release is to lay down a basic foundation for the social interaction on the site by providing the features that have become standard for online communities, such as discussions and a rating system.

This post will only touch on prominent new features, so you are encouraged to explore the site and provide feedback using the new User Report system on the right of your screen.

Sharing and Searching

When saving a fit to the site some additional information (fit link, tags, number of comments and rating) will be displayed at the bottom of the fit interface. This allows fits to be shared by id rather than by dna string and quick links to popular social sites are provided here.

Another new way to share fits allows users to link searches. Searches can contain special key words that are followed by a colon. For example this link https://null-sec.com/hangar/?search=ship:condor will show ... >>>

Thermodynamics & Electronic Wafare - 0.4


Fitted modules can now be overloaded by control-clicking them. Overloading a module for the first time will display the heat generation graph. This graph gives insight into the ship's heat generation rate and rack heat levels in time. A number is displayed next to overloaded modules that represents the average burn time. Burn time is the time it takes to burn out a module based on the probabilities of taking damage over time. Since this based on probability, anecdotal times might deviate widely from what Hangar displays, however averaging enough trials, they should eventually converge on the predicted time.

The importance of slot configuration with regards to heat damage made it important to allow swapping slots. Dragging fitted modules on to other modules will now swap the placement of those modules.

Thermodynamics in Eve is a relatively complex topic. Here are two good sources of information for the uninitiated.

Electronic Warfare

The following modules are now displayed in the Electronic Warfare tab of the Offense rolldown: Nosferatu, Neuts, Damps, Tracking Disruptors, Webs, Target Painters, and ECM. By default the first row in this interface will be automatically selected as the ship is fitted and the total effect will be displayed ... >>>

Hangar - Drones & DPS - Version 0.3


The drones interface has been almost entirely redone and now displays more information, such as max active drones and the ship's control range. Drones of the same type are consolidated into a single row and are active by default when fitting them. The user interface for activating and deactivating drones has changed to a sliding bar at the bottom of each drone type's row. In addition to displaying new to ship stats affecting drones, ewar drones now display their relevant effect. As before, drones can still be removed by shift-clicking them, inactive drones are removed first.


The offense rolldown has been split into three tabs, turrets, launchers, and ewar. Adding offensive modules (with charge) will create a row in its appropriate tab. Unique rows are placed in to the offensive tabs based on their charge, making this a useful way to quickly see the difference between ammo types. The row displays different information depending on the module fit. For instance launchers display explosive velocity and turrets display tracking. Electronic warfare has yet to be implemented, but will display the projected effects of target painters, tracking disruptors, etc.

Minor Notes

An option to unfit all ammo was added to the right click menu ... >>>