QuickFit 1.1k (10.01.2007)

WHAT'S NEW IN 1.1m
---------------------------
* Fixed some module issues
* Add a debug line to help people reporting bugs to me. It's a red line that appears in the fit's bonuses sumup each time an error is encountered.
* Rigs skills should be taken into account.



1.1k
-----

* Should no more have problem with damlage resistance being either shield or armor ones.

* Can fit Inverted Signal Field Projector I/II (sensor damp effectiveness)
or Particle Dispersion Projector I/II (ecm/sensor damp etc. optimal range)
rigs if active ship has remote sensor dampeners fitted. Same goes for the
other way around.
 
* Installing rigs after u have "-" in either powergrid or cpu won't give you an
error message stating that you dont have enough powergrid/cpu. even if the
rig dont affect the powergrid or cpu.
 
* Can fit ECM
 
*Ballistic Control System II.missileDamageMultiplierBonus now apply to heavy assault missile
*Heavy Assault Missile Specialization now apply to heavy assault missile
*Missile Projection now apply to heavy assault missile
*Missile Bombardment now apply to heavy assault missile
*Warhead Upgrades now apply to heavy assault missile
*Ship bonuses now apply to heavy assault missile
 
*Searching for NPC's should work 
 
* A load of unused skills that aren't market seeded or even used have been deleted in the skill tree
 
* Only the Skill 'Fighters' and possible 'Drone Interfacing' should affect Fighter drones.
 
* Spaceship command and evasive maneuvering skills now increase agility like the inertial stabilizers do.

* HSQLDB upgraded to latest version




1.1h
----
- Only bugs corrected from 1.1d ! Kinda big bugs however.... :/




1.1d
-----

- Database Update to Revelation I (tm)

- Plenty bugs corrected :
* PG requirements of the Heavy Assault Missile Launcher AWU into account
* The Analyser I and Codebreaker I now fit in med slots. 
* Adding the 'Signal Distortion Amplifier I' by doubleclicking is now possible.
* the long buttons on the first tab, concerning skills works as intended
* the last slot research should work as intended
* Drone Upgrades are back in the module section
* new Covert Ops cpu bonus apply correctly to the covert ops cloaking device.
* Armor Plates are affecting the armor HP/Speed of the ship.
* Skill requirements are back
* tracking of guns should be updated when adding tracking enhancers.
* The Repair Systems skill no more affects remote repairers
* Carriers are able to fit Drone Control Units
* remote sensor dampeners stacking are calculated properly...
* Backup Arrays are fixed
* Tech2 drones are getting the race drone spec damage mod.
* Heavy assault missile launcher II implemented and getting any bonuses from either missile skills or ship bonus. 
* You are now able to load hvy assault missiles into hvt assault launchers
* Inertia stabelisers effect max speed when using an MWD/AB.
* Mass reduction on inertial stabilizers is applied, which means the velocity calculation with a MWD fitted is correct.
* Mothership volume has been decreased 
* Shield extenders give a "malus" to sig radius
* Rookie ships 4tw ! They are back in da house....
* Cargo expander's speed malus takken into account
* vigil bonus fixed (velocity bonus)
* signal distorsion is now taken into account
* StealthBomber bonuses are updated
* the Nighthawk's rof bonus for heavies now apply
* You can assign up to 25 fighters to a carrier, depending on skills and Drone Control Unit.
* The Flycatcher grants a velocity bonus to either rockets or (light) missiles through the Destroyers skill
* Scythe should give right bonuses.
* Improved printer output. 2 pages are now printed.
* New ships special bonuses are now implemented. This mean the 8 new ships should work properly
* Ability to see all your skills in a glance in the skill pannel. 
* Some modifications to the skill panel => implants are moved to the rig's tab in the equipment panel.
* Some code washing/rewriting to easier maintain of the tool...
* Machariel 25% damage to proj turrets should now be OK.



- Most Rigs effects are in, yet need your bugs-report to set them all as intended. (I know some of them may be bugged, didn't have time to test them all to release a version before the 1st day of 2007 :P )

- I need feedback from you on Russian translation. Does it work ? Thanx for your help and keep posting bugs, at least if you want me to correct them :) .


More translation are welcome at my mail... (rahzelk@club-internet.fr)





1.1 Kali Beta
-------------
- Database Update to Revelation I (tm)
- Plenty bugs to discover and much ship and module's bonuses not in yet....

- New langage file for our Russian mates. More translation are welcome at my mail... (rahzelk@club-internet.fr)






1.0b3
-----

- Many bugs corrected here and there (sorry for miners, there's still much to do on this side :P)

- Basic (really basic) POS Fitter. Beta and really simple, but hopefully will have more features in the next months

- Ability to load a custom fiyt for the Stats panel
- You can now copy to clipboard effects, DPS stats and Fuel stats (for POS)

- New langage file, full support for chinese, german, finnish.
More translation are welcome at my mail... (rahzelk@club-internet.fr)




v1.0a
----

- Most known bugs are podkilled :P See Below...

- XML Export is now possible.

- Updated to last patch data.

- (Chinese translation maybe works => :O I need feedback on this...)


==> Please, if you translate the "lang.properties" in another langage, send it to me so I can release it on QuickFit official website. Thanx in advance !




BUGS (read this as bugreport that are now fixed)
* Drone Sharpshooting should increase drone optimal range 
* Looks like the damage bonus for torp skill is not applied to the advanced torps in quickfit (477 * 1.25 = 596.25). 
* The Backup array and ECCM do not seem to work. 
* ECCM Radar mods - does not stack, but they should
* The Breacher is supposed to receive +10% explosive missile damage and +5% EM/thermal/kinetic missile damage per level in Minmatar Frigate.  However, it looks like the values have been swapped : explosive missiles/rockets receive only a +5% bonus, while the other three types see a +10% increase. 
* Some of the 'Named' Resistance Plates are showing the wrong damage type they are resistant to.
* The bonus to missile launcher CPU needs from the KTA100/1000 implants is missing in Quickfit.
* There is no "decrease launcher rof" but 2 x "increase missiles flight time".
* Additionaly if I select the 2nd "increase missiles flight time" in the list and set to 5(%) the launcher ROF is *increased*?
* seems that Ishtar get only 5% bonus to drone damage etc per Gallante cruiser level. From Ishtar description: 10% bonus to drone hitpoints and damage per skill level
* Target painter 1 requires target painting 1 and electronics 3. 
* The sig radius of whatever target I choose remains unaffected by target painters
* calculation for warp distance may be a bit buggy. It shows my Crow has a distance of 58.6 AU, but I just made a 72 AU warp with about 1/4 cap to spare. 
* As it stands, quickfit shows my max warpdistance on a kestrel to be 30.7AU since I have Warp Drive Operation 3. The actual in game warp distance is closer to the 62-63AU range.
* I tried with Modulated Deep Core Miner 2 (and could fit it on a Mining barge), Modulated Strip Miner 2, Modulated Deep Core Strip Miner 2. When I try to fit any mining crystal to these modules i get a message the charge type is not compatible with the selected module.
* I think the Gila missile damage is wrong. At least i get double damage bonus (10% DMG/caldari cruiser lvl) if i load scourge heavy, and no dmg bonus if i load other heavy missile. (arby heavy, and 2*T2 BCU). 
* Stealth bombers get an explosion radius bonus of 0.167 that is not taken into account by Quickfit, thus making damage computation on anything smaller than a cruiser wrong. 
* "successful" only have one 'l', not two 
* Smartbombs aren't included in DPS calcs. o/
* when I fit a cargo expander to an industrial the log shows that my industrial skill bonus & Navigation skill bonus are being applied to the negative speed attribute of the cargo expander. For example:  Navigation (lvl 4) -> Alpha Hull Mod Expanded Cargo.speedBonus : -10.0 m/sec => -12.0 m/sec 
* cant't fit Codebreaker I into the ship
* CM target painting drones also have no effect on the stats tab.
* The SM1 seems to use the correct bonus from skills + barge but the MSM2 do not. 
* Frequency Modulation and Long distance jamming are applied to all EW modules not only ECM.



PATCH UPDATE
* Carriers, Motherships and Titans have had their corporation hangar array doubled in size. 
* 5% tracking bonuses have been increased to 7.5%, bonuses formerly at 7.5% have been increased to 10%. 
* 200mm, 425mm and 800mm AutoCannons have a 50% higher ammunition capacity. 
* ECCM and Sensor Backup Arrays have been boosted by 60%. 
* The Sleipnir and Astarte's description have been fixed and display the proper 10% bonus to falloff instead of 5%. 
* The Arazu and Lachesis Jump scrambler range bonus has been increased from 10% to 20%.
* Focused Medium Beam Laser II falloff has been increased to 6,000m. 
* The Jump Portal Generator I no longer requires Jump Portal Generation at lvl 5. The module may be used with the skill trained to lvl 1. 
* Removed the Sharpshooting skill requirement from Drone Sharpshooting and Navigation from Drone Navigation
* EM, Explosive, Kinetic and Thermic Shield Compensation skill requirements changed from Tactical Shield Manipulation to Shield Operation.
* Jaguar has a new medium power slot. 
* vengeance new low power slot rounds out the changes. 
* The Haw has new high power slot. 
* The Hawk now has 4 launcher and 2 turret hardpoints. 
* The Typhoon projectile optimal range bonus has been changed to launcher rate of fire bonus. 
* Gila incorrectly stated an optimal range bonus instead of the correct hybrid damage bonus. 
* The Vengeance laser optimal range bonus has been changed to a laser damage bonus. 
* The Wolf projectile optimal range bonus has been changed to a projectile damage bonus.
* Wolf falloff bonus has been increased to 10% to balance it with other ships of the same class.
* The Jaguar projectile tracking speed bonus has been changed to a projectile damage bonus
* The Hawk launcher rate of fire bonus has been changed to missile kinetic damage bonus
* The Hawk hybrid optimal bonus has been changed to missile velocity bonus. 
* Jaguar also has a higher power and cpu output 
* vengeance armor and power output have increased, while sheilds have been decreased. 
* The Hawk also has a higher power output















0.99z RC2
---------
- bugs bugs bugs crushed !! yarrr ! See bugs corrected here => http://elegance-corp.net/forums/viewtopic.php?t=2327 
(all text in green is corrected, all text not in green need further investigation/help/etc..)

- Some features are included from wish list : extra button which adds all the required skills to your existing skills at required level or at maximum level.

- (RC2) Blaster/projectile are up to date relatively to the last patch







0.99x
-----
- Skills : You will now have warnings when selecting an item without having the appropriate skill level.
- Skills : you can now have a list of all skills needed for your fit (in the skill panel).
- Skills : you can now have a list of all skills you are missing for your fit (in the skill panel).
- Printing and text exports have been upgraded with skills' list
- You can now export a clean HTML page of your fit
- You can now enter comments for your Fit : see the [equipment's tab]->[ship's Stat]-> at the bottom. 
- Language file can be put in the QuickFit directory for a full tool translation.
- Titan, Carriers and Command ships now have their bonuses implemented
- Some bugs corrected...



/!\ Older saves (skills and ships) won't be loaded in this version /!\






0.99u
-----
- Many bugs corrected. See http://elegance-corp.net/forums/viewtopic.php?t=2288 for details...




0.99s
-----
- Many bugs corrected, and some Blood updates.



0.99r
-----
- You can now have a filter on the browse equipment panel. Should help alot when doing a fit.
- Opitimized computations to improve QFit performance 

- What's (still) not YET in : Titan bonuses, Carriers bonuses, many mining bonuses, gang warfare's module bonuses, command ships bonuses relative to warfare links...



0.99p
-----
- You can now play with a new tab : "Filter". As the name said, it enable you to filter modules giving somme criteria :
* hi / med / low slot
* having strict CPU and Grid compliance
* Beig buyable on market

Note that it will automatically filter modules that match your left cpu and powergrid. (the +20% cpu/pgrid is here to relax a bit this constraint).

I use this filter mainly when I have 1 or 2 slots left and without an idea of what I could fit in there... 
Feed back welcome on this new feature.... :)

- Hi/ Med / Low slots are now given a color on the 'Browse' tab. You will find the high slots in Blue, med slots in Green and low slots in Yellowish... It is purely graphical tips to help people that are not yet used with common modules. 
Also, note that even if it seems a 'quick' improvment, it took me a lot of time to implement. But it also open up for some graphical extension if I decide to... :)

- Some bugs (missing capital shield booster, staking on shield amplifiers..) are resolved. Didn't have much bug reports however, so either the program isn't too much bugged, either people do not report bugs ;) 






0.99k
-----
- You can now add directories to favorites. Simply do a Right click on any of favorites list, and then create a directory, move item to a directory or remove an empty directory. Really cool to have favorites less confused. BTW, there is only one level of depth for directories.
- Charge panel, drone panel and EW panel are somehow re-arranged. Actually, EW Panel has been replaced by a more generic "Stats" panel, where you'll be able to have various stats. At the moment, it is only Damage output and EW information, but probably will enhance it with some mining stats.

- Drone panel mostly reworked. You can now put various drone in your drone bay, and then select or unselect active drone. BTW here's a little tips : you can select or unselect drone by right-clicking on checkboxes. Same goes with the CAP Simulation panel... 

- Some drones module have been corrected or implemented.
- Compiled with the latest JRE. So basically, you must have the latest JRE installed to have QuickFit working.
This change is due to some security issue that has been resolved in the last Java JRE SDK. Update available at java.sun.com (search for latest JRE)

- What's not YET in : Titan bonuses, Carriers bonuses, many mining bonuses, gang warfare's module bonuses, command ships bonuses relative to warfare links...





0.99h
-----
- most bugs reported for 0.99d/g corrected
- Ammo panel now have distinction between shield/armor and structure
- Added a QuickView for some common stats in the Slot Panel.
- Added missing implant effects for missiles
- In the EW panel, you now have the speed needed to lock a ship giving his signature and your scan resolution
- Added a search function in the NPC panel
- Added a new dynamic information : the max cap needed. You can have it in the Ship Stats or in the Quickview. It represents the total amount of cap/sec needed when all modules are activated.
- Directories where somehow bugged. One shouldn't have trouble using import XML function now.



0.99g : forget about it , horrible version full of major bugs :-(
-----


0.99d
-----
- most bugs reported for 0.99c corrected
- NPC strikes back ! ^^
- Added saving of window position
- you can now press enter when you do a search on the equipment tab...
- Added some Hit Chances calculations on the charges panel
- Directories saved




0.99c
------
- most bugs reported for 0.99b corrected
- Drones bonuses updated (both new skills and ship bonuses)
- added "unreferenced" market group for lazy people that still don't know the existence of the search function. Some items still may be accessible only via the search function however.





0.99b
-------
- (0.99b RC2 only a correction of 2 major bugs found in first candidate.)
- Biggest Bugs from 0.99a corrected (especially Ammo panel and Stacking on resistance, more details on forums --> http://elegance-corp.net/forums/viewtopic.php?t=1805)

- Stacking on resistance as accurate as I could. Probably still need a bit of tweaking, but it should give you a good idea of an expectable tanking.

- New fashion way to show launcher/turret hardpoint.
- No more NPC Panel (don't blame on me, it's not my fault ^^)
- Database optimized







0.99a
-------
- RMR stats updated (that was pretty big part !!!) => big big thanx to Xssassin for his data extraction !
- New : Log Analyser ! Check it out ! 
- Bugs corrected
- What's not in : Titan bonuses, Carriers bonuses, Drones bonuses, many mining bonuses (i'm a fighter hey !)...expect a completed and corrected version in days to come.



reminder for previous version :
-Some tweaks in default window size
-Simulation cap is tweaked again
-New options : auto reload in simulation, use fitted caracteristics of ships ofor comparaison
-few bugs corrected
-Option for "strip a fit" (at the top of equipment panel)
-Application now RESIZABLE !! (see option's tab)
-Faction ship unveiled
-Simulation's tab upgraded
-Many bugs corrected
-More ship bonuses added....


PLEASE REPORT MISSING SHIP BONUSES ON OUR FORUM.

http://elegance-corp.net/quickfit




Special thanx to Gulin, Hebus Zanheros, Xssassin, Reflet and Goleane for their help, and all people that beta tested that for me :) 

Thanx to bugreporters : Trelennen, kestrelfear, remzy, Tessen, Zoe Lagrange, Suvereign, Von Torgo, Le Banni... 

