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.

Targeting

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.

Effects

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

Community

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

Thermodynamics

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

Drones

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.

DPS

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 ... >>>

Hangar - Skills & Implants - Version 0.2

EVE API

Hangar now has support for loading characters via the EVE API. On the character tab there are two fields, keyID and vCode. Filling out these fields and hitting enter will (over https) fetch the characters associated with the API key entered. Character portraits will popup at the bottom of the interface and they can be clicked to load a character's skills. The API only returns attribute enhancers and only by name at that, so your character implants will need to be set through the implants interface.

For anonymous users, a successful retrieval of characters will attempt to store the keyID and vCode into local storage of the browser. Local storage is similar to a cookie and is only accessible by the site that sets them. This allows anonymous visitors to retrieve their characters by entering their EVE API information once.

Skills

The interface now supports changing skill levels. This feature is available from the skills browsers by right-clicking a skill and selecting set skill level. Also under this menu is show info and toggle untrained, the later will hide all skills at level zero. The training times are based on the attributes of the currently loaded character and will not update when ... >>>