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Quick Guide

(by Orestes Umnon)

This quickstart guide will have you equipping a ship of your choice only a few minutes after starting the program. Note that the skill levels used will only be the bare minimum required to use the ship and modules selected; see 3.1 "Importing or setting skills" for more information on this.

  • After starting the program, go to the ship selection screen by clicking on the "Ship" tab at the top of the window.

  • Browse the listing on the left side for a ship you'd like to equip. Select a ship by clicking on it name (which causes its description and stats to appear on the right), then choosing "Select this ship as active". This may cause a message box about not having set up the expected skills to appear; it is easily remedied by going back to the "Skills" tab and clicking on "Set Skills to Required Level". A similar warning may appear again later on in the fitting process when you try to fit modules you do not have the proper skills for. Note that some ships, such as mining barges, cannot be equipped with their "role modules" (in this case, strip miners) if the minimum skill requirements are not met.

  • Clicking on the "Equipment" tab will take you to the main fitting screen, the heart of QuickFit. On the right side of the screen, you can see your ship's high, medium and low slots, waiting to be filled with modules. The blue readout above the slots window shows the ship's remaining power grid and CPU capacity, while the line of text under the window provides various stats such as hitpoints, capacitor capacity, peak recharge rate and so on, modified by your skills and any modules fitted.

  • Fitting modules is simple: browse through the menu on the left (sorted similarly to the market in EVE Online) and double-click on a module to try and fit it to the ship. Clicking on a module once will display its stats (unmodified by skills and so on!) in the window on the bottom left.
    Modules that are not available through this menu, such as deadspace or officer mods, may be accessed by accessing the "Search" tab (under the "Copy" button) and entering their name, or a part of it.
    Attempting to fit a module for which you lack one or more skills will cause a message box stating as much to pop up. Note that the module will still be fitted to the ship, but it will not receive any bonuses it would from the missing skill(s). Selecting "Set Skills to Required Level" on the "Skills" tab will set all missing skills to the minimum required level. It is, however, not possible to fit modules the ship doesn't have enough grid and/or CPU left for, unless you specifically uncheck the "Activate fitting GRID & CPU constraints" on the "Options" tab.
    Modules are unfitted by clicking on their name in the slots window. The two figures in angular brackets represent their grid and CPU usage, respectively, taking into account any skills or implants that modify either of them.
    The "Save" and "Load" buttons on the top of the tab, much as their names imply, allow you to save and load ship fittings. Saved fittings may also be used as "targets" on the "Stats" tab.

  • When you have finished equipping the ship, you may proceed to the "Charges" tab. If your ship has any modules fitted that require charges, such as missile launchers or capacitor boosters, you can find and fit them here.
    Find the proper type and size of charge via the menu on the top left. Modules that can take charges are displayed on the right; click on them once to select them, then double-click on the desired charge type on the left to load them. Trying to load a charge that does not fit for one reason or another will cause a message box stating as much to appear.
    Charges are unloaded by selecting the module in question with one click and then clicking on the appropriately named "Unload charges from..." button.
    Similar to the "Ships" tab, the selected charge's details listed on the left side of the screen are its unmodified stats, while the details on the right, after it has been loaded into the module, will reflect the effects of skills and implants (most notably increased damage, flight time etc. for missiles).
    Also of interest are the details for the module/launcher in question. After a charge has been loaded, they will display any bonuses or penalties applied to the module based on the charge, such as increased/decreased optimal range or capacitor usage.

  • Next is the "Drones" tab, which will let you load drones into your ship's drone bay, assuming it has one in the first place. The procedure to do so is very similar to selecting/fitting modules and charges.
    Drones are unloaded just like charges: select the drone, click the button.
    The blue readout under the "Drone Bay contents" window shows the total size of the ship's drone bay (second figure), as well as how much of it is currently occupied by drones (first figure).
    If you want a particular drone to be considered active when it comes to combat stats later on, you have to activate it by either double-clicking or right-clicking on it. You can only activate as many drones as your skills and the number of Drone Control Units permit.

  • The "Stats" tab is where you get to see how much damage your ship can inflict on a given target. There are a few ways of determining which circumstances this hypothetical one-sided battle will occur under: you can manually edit the target's attributes on the top right and lower left; you can pick a player ship with basic stats from the menu on the left; you can load a fitting via the "Load Custom Fit" button on the top (note that this will not take into account any booster/repairer modules on the target ship); and finally, you can select an NPC ship via the "NPC" tab.
    Finally, clicking on "Compute Stats" will cause the relevant data to appear in the window below. To affect your weapons' "Chance to Hit", try modifying the values for transversal velocity, target signature and target range on the lower left.

  • The "CAP Simulation" tab allows you to simulate your ship's cap usage in real-time, taking into account its natural capacitor recharge rate as well as cap boosters and even cap transfers from friendly ships (or cap drain from not-so-friendly ships).
    On the upper left, you will see all modules on your ship that affect cap when active in one way or another. Clicking once on a module will display information about its total cap usage, activation time and cap usage per second in the window below; double-clicking on it (or right-clicking once) will toggle its activation status in the cap simulation.
    The simulation is started by clicking on the "Start/Stop simulation" button on the lower left, causing it to be played out in the big window on the right. The smaller window above will display various stats pertaining to your capacitor, such as current and maximum capacity, usage per second, regeneration per second and time elapsed in the simulation so far.
    To make time pass faster in the simulation, simply use the slider on the bottom right.
    If you wish to simulate cap being transferred to you from other ships, or cap being drained by energy neutralizers/vampires, enter the cap amount in the appropriate box over the main data window and the time intervals at which this transfer/drain will occur in the second box (in milliseconds). Then use the "Start" and "Stop" buttons during the simulation to initiate and break off the transfer.

  • On the "NPC" tab, you can examine the stats of virtually any NPC vessel found in EVE, either by searching for its name, or part of it, using the search box near the top of the screen, or by browsing the folder listing on the left.
    If you have found an NPC against whose tank you'd like to test your ship, simply select it and click on "Use NPC stats for calculations". This will adjust the values for resistances, hitpoints etc. of the target on the "Stats" tab accordingly.
There you go! This should give you a fairly decent idea of how to use QuickFit.




FAQ & Tricks



I've downloaded the application, but when I try to launch it, nothing happens !

Please, download the Java JRE 1.5 in the download section.
QuickFit need the Java JRE in order to work.

Also be sure that you have all files in the directory. If you don't have the database (~10Mo file) you won't be able to launch the program.




I have JRE but I cannot use the application for various reason (empty window, freezing of the application...)

Please use the Java JRE 1.5. (especially if you have "java.lang.NoSuchMethodError")

Olders JRE Won't work !

For most users, you can find it here : LATEST JRE REQUIRED

For MAC users, here his a help from CCP Forum's contributor :
The update (which is only available on Tiger) installs Java 5 (which is also known as Java 1.5)
The default version of Java remains as Java 1.4 even after the update. Thus it should be quite safe to install this update since by default it makes no change to the Java environment.
You can change the version of Java to be used by certain Java programs/applets by using the new Java Preferences app, which is found in the Java/J2SE 5.0 folder, within the /Applications/Utilities folder - (make sure 1.5 is the default, you have to change two fields to make this happen)
Contrary to what you may have read elsewhere, you should not modify anything (e.g. symbolic links) in the /System area of OS X to change the default to be Java 5.
Reboot the machine
Email if you are having problems with MAC : stilgar.fifrawi at gmail.com



Last but not least, here is a big problem due to the Java Virtual Machine

When you start the QuickFit program, all you get is a gray window with the same size as quickfit is supposed to be, but just all gray ; Computer may freeze also when closing the app

=> Here is the solution : Java VM does not like anti-aliasing. You need to disable it on your Graphic Card properties and everything should work find, no more gray screen Thx to Christoph Xavier for the tips.





I tryied to import the XML file following the steps described in the Skill's tab, but when I load the file I have the folowing error : "Error during loading process".

Please, be sure to use the "IMPORT XML" button to load the XML file, not the load button.




What means the message : "You forgot to set up a level for the ship's expected skill(s) !" ?

That means that, for example, you have selected a Heavy Assault Ship (a Zealot for instance) without having set a level to the skill "Heavy Assault Ships" and "Amarr Cruiser 5" etc.... This result in not having the bonuses of the ship being applyied.

You are not forced to put a level on skills required, but if you do not, you won't be able to have real expected stats as the ship's bonuses won't be applied. Simple.




Where are the Faction items ?? Cannot find Serpentis/Gistii/Corpum/whatever faction modules ! WTF ?

To be able to pick a faction or non-marketable module, you have to search for it in the second tab of the Equipment tab (the "Search" tab, with a inline search textbox).

Then, you can enter any key word, like "Gistii", and you will end up with a list of all modules that contains the word you typed.

To be able to avoid searching for the next time, simply add the selected item to your "favorites" and you'll always have it under your mouse, ready to serve !




I don't understand how to customize modules/ships etc... Any manual or help on this topic ?

Here is some easy step to help you :

- Take any item (ships, ammos, modules) that your want to customize. (for instance, a webifier)
- Add it to your favorites.
- Go in the sub-tab "Customize" (in the Equipment panel)
- Select the item you just put in your favorites. (so the webifier for instance)
- Give a new name to the module, to be able to differenciate it from the real module. (well, call our webifier 'uber webifier')
- Select an attribute to modify for this item. (we could select "cap need" for our webifier)
- Change the value (number only!!) (let set value at 1, so it need 1 unit of cap each 5 seconds)
- Now you can pick this items from anywhere where favorites are available ! (for instance, we go in the "favorites" tab under equipment's tab, and we fit the webifier on our ship.
- Favorites are saved when you close the application.