Difference between revisions of "User:Peynwyn"

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The options are slightly different for each item type so familiarize yourself with the options for each.
 
The options are slightly different for each item type so familiarize yourself with the options for each.
  
==Overview - Indicators ==
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== Elements of the Overview Panel ==
  
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''IC Column''
 
The overview uses visual indicators to let you know what the things in your overview are doing or what their status is in regards to you or the current system's security. The state indicators may just appear in the IC (icon) column or the entire overview line entry for that item may be displayed differently. The following is a list of some common default state display indicators.
 
The overview uses visual indicators to let you know what the things in your overview are doing or what their status is in regards to you or the current system's security. The state indicators may just appear in the IC (icon) column or the entire overview line entry for that item may be displayed differently. The following is a list of some common default state display indicators.
  

Revision as of 10:58, 21 July 2010

This is the page for Peynwyn, contractor for CCP Marketing Team

Please note: The current article below, Overview_Scanner is in initial rewriting/editing. The title of the page, Overview Scanner, will display in the graphic above the text so it is not included in the body/text of the page.

“I don’t see him!” Salas screamed into his comm. “I can’t shoot what I can’t target!”
The smooth, calming voice of the fleet commander came through his speakers, “Relax, Salas. Select your Combat Tab on your overview and you’ll see the Vexor in blinking red.”
Salas sat for a brief moment, selected the correct tab, and targeted the flashing entry. The fight was on.


File:Overview 1.jpg

The Overview panel is a complete item listing for everything that is around you in the area of space you are in. It displays what is near your ship, like other players' ships, cargo containers, enemies, gang members, drones, and so on. It can also display things that are in the system, yet are far away, such as complex beacons, stargates, stations, and planets. The Overview is a great tool to provide accurate and timely information that can help maximize your productivity when mining, keep you alive during a fight, and help provide a quick escape all at the click of a mouse.

Selecting Items

When you click on a listing in the Overview, that item is displayed in the Selected Item panel where you can click on any of the action buttons associated with that item. For instance, if you click on a ship in the overview panel, you can then click on approach, orbit, maintain distance, look at, target, start a conversation, and so on.

The options are slightly different for each item type so familiarize yourself with the options for each.

Elements of the Overview Panel

IC Column The overview uses visual indicators to let you know what the things in your overview are doing or what their status is in regards to you or the current system's security. The state indicators may just appear in the IC (icon) column or the entire overview line entry for that item may be displayed differently. The following is a list of some common default state display indicators.

Indicator Meaning
White brackets A player's ship.
Yellow blinking The entity has targeted you.
Red blinking brackets The entity is taking offensive action against you (shooting, drones, modules like scramblers...)
White blinking > < You have targeted the item and it is the selected item.
White non-blinking > < You have targeted the item and it is not the selected item.
Yellow Background The entity (a player) has a negative security status, it does not mean you can freely attack him in Empire space.
Red Background Very negative standings, but not free to attack unless it's blinking red.
Blinking Red Background The owner is either an outlaw or is ciminally flagged (he committed a crime within the last 15 minutes), and may be freely attacked.
White crosses A non-hostile NPC ship, like NPC haulers, custom officiers, CONCORD ships.
Red crosses A hostile NPC ship. The size of the cross determines which class of ship that NPC is flying.
Please note: To know more on agression and the criminal system see criminal flagging system.

Setup Guide

Here you can edit your Overview setup and manage its tabs.

File:Overview 2.jpg

Filters

Filters -> Types: This will block out the different types of things from your overview. It does not distinguish between friends or foes. Below will be a breakdown of each section and some of its uses.

  • Station: Brings up any stations on your overview. It is system wide.
  • Celestial: Some are self-explanatory, others not so much. Biomass is any corpses which is handy if you are a covert ops pilot approaching a cloaked gate. Force Field will tell you if a force field is on, while a force field array (under structures) will simply tell you if there is a force field array present but not activated. Beacon is for deadspace complexes and cynosural fields which are also system wide.
  • NPC: As far as I know, this is only for non-mission NPCs. This would include then, belt pirates, concord ships, etc.
  • Entity: Large list but pretty self explanatory. Mostly mission stuff however. If you want to just go after the overseer and warp out, you can filter that through here.
  • Asteroid: Very useful if you are targeting to only mine one type of asteroid or would like to get an idea of how much of a particular asteroid is out there.
  • Ship: Very useful if you have a specific role in battle. Want to take out the most likely tacklers, then just click on frigates and elite frigates. Elite means a tech II ship.
  • Deployable: Self-explanatory. Actual this category contains only one item, the mobile warp disruptors.
  • Charge: Displaying of bombs in the overview.
  • Planetary Interaction: Planetary Interaction related structures.
  • Sovereignty Structures: Displaying of structures related to the sovereignty system e.g. Territorial Claim Units.
  • Structures: Self-explanatory. Contains everything related to a POS.

Filters -> States: This is where things get interesting. Here you can get even more specific with the types with respect to the person flying the ship. Here you can remove your alliance or enemies or certain security status players from the overview. Keep in mind, this completely filters out a player if they meet the requirement from the overview. Therefore if your war enemy has a bounty and you uncheck bounty, then he will not show up. Same goes with security status filters.

  • EXAMPLE: If you want to view any players with bounties on your overview but not corpmates, then you can simply uncheck “pilot is in your corporation” and check “pilot has bounty on him.”
  • EXAMPLE: If you check “pilot is in your alliance” and uncheck “pilot is in your corporation” then any corpmate in your alliance will not show up since that pilot does not meet the requirement.


Appearance

Appearance -> Colortags: Now, once you have decided what you want to show up on your overview, the appearance tab will help you identify with more certainty what you see on your overview. Furthermore, this will also filter out the appearance of the faces/names in local and in space. Remember, the filter tab DOES NOT filter out space nor local, just the overview. The appearance tab affects the overview (if not filtered), space and local. You can also prioritize your appearances, so that if a pilot shares two of the appearances, the highest one takes priority first. You can also add blinking to the tags or change their color.

  • EXAMPLE: You do not care if a pilot is in your corp, just that he is part of your alliance. You simply check on “pilot is in your alliance” and uncheck “pilot is in your corp,” OR you can keep them both checked and simply move “pilot is in your alliance” above “pilot is in your corp.”
  • EXAMPLE: I generally move all poor standings, bad standing, and war targets up above as that is the first thing I want to show up for those types of pilots. This also goes for having my corpmates, alliance mates, and good standing pilots above the bounty symbol.
  • EXAMPLE: Crap, you entered Jita and you got to see if a war target is in the bunch. Aside from the fact that local makes it easy to do this, you can also have that little red war target colortag blink so that you can distinguish between a war target and simply someone with low standing.

Appearance -> Background: This will help organize those every so useful backgrounds. Personally, the best use I have for this is notifying me of war targets via the blinking. It works just like the colortags. You can list by priority if a pilot exhibits both of the appearance requirements. Furthermore you can toggle the blinking or change the color.

  • EXAMPLE: You can still have that useful -5 security status flashing red on at all times without having your corpmates show up as -5 pirates, you simply move your corpmate above the -5 flashing red. You can then set up the appearance so that only war targets and neutrals with -5 show up as red blinking and thus alerting your senses in a much quicker manner.
  • EXAMPLE: You can also mix and match colortags with different color appearances if you would like to. For example you can have your corpmate with an alliance colortag but his background will be green so you can distinguish between a corpmate or just an alliance mate.

Appearance -> EWAR: This is to control the types of electronic warfare should be displayed at the overview tab at the player who is using it on you. It is very helpfull to identify who is targeting you with which system e.g. seeing in the overview who is warp disrupting you.


Columns

This sections is to organize which columns should be displayed within the overview tab.

  • Icon: These icons can be a huge help for “on the fly” check of what type of ship you are up against, turrets, stations, planets, etc. For NPCs, the symbol is represented by a red cross. The smallest cross is a frigate and the cross gets bigger and thicker the higher in ship class you go. For players, the symbol is represented by an incomplete square, with four corners but the sides are not connected. Similar to NPCs, the square gets larger as you progress up in ship classes, with the smallest again being frigates. [I will be describing ALL symbols in time, but for now this should suffice].
  • Distance: The distance you are from the object. Very useful for locking range and range of your different ship systems.
  • Name: The name of the object. For player ships, the name is chosen by the player.
  • Tag: Allows a gang leader to tag an object to notify the gang. Very useful for fleet battles where a leader can call primary or for running missions / complexes with buddies.
  • Corp: The corporation the object is in.
  • Ally: Whether or not the object is an ally or not.
  • Militia: Displaying if and which militia a pilot is member of.
  • Size: The size of the object. Measured in meters (m) or kilometers (km). My guess is it is a diameter measure, but that would assume a perfect sphere. It may also be wingspan or just the distance between the two longest points in the ship.
  • Velocity: The velocity of the object. Useful when following a ship or to know how quickly a ship is approaching you.
  • Radial Velocity: A measure of your radial velocity. “Radial velocity is basically the speed at which you are approaching or moving away from target. When you have perfect orbit, your radial velocity is 0.” “Radial velocity takes transversal velocity and factors in distance. For example, if a target is at the transversal at 10km and at 100km, the target at 100km will have a much lower radial velocity and will be easier to hit.” This is useful if you want to see how steady your orbit is or together with your transversal velocity, you can control your approach to target while keeping transversal up to reduce your opponents chance of tracking your ship.
  • Transversal Velocity: “Transversal velocity is the velocity that an object has relative to their horizontal and vertical movement to you. In other words, it is how fast they are moving up, down, left, or right not towards you.” Basically transversal is really only important for gunnery pilots. A gun’s hit or miss rate is determined by three numbers: the distance from the object, the transversal velocity of the object, and the signature radius of the object. One of the biggest limiting factors of a ship’s targeting is its transversal velocity. At an extremely high transversal velocity, a gunnery turret will not be able to hit a target depending on the pilot’s tracking skills, the turret weapon, and the fitting.
  • Angular Velocity:Angular velocity is basically your transversal velocity divided by distance between you and target. So if you have fast transversal but you are far from target, you'll have no problem tracking.” Angular tracking is weird. In my opinion, it is near worthless to have on your overview. In theory, if the tracking of your weapon is higher than the angular velocity of the object, you should hit it almost all the time. However this is not the case.
  • Type Type of the specific unit e.g. on players ships the class of it like cruiser, battleship etc.

Ships

If you move your cursor on an object on your screen, like a players ship, some information are placed next to it. This sections is to control which types of information should be displayed there.

  • Pilots Name
  • Ticker of pilots corporation
  • Ticker of alliance if the corporation is a member of one
  • Ship Name: Name given to the ship by players choice
  • Ship Type: Exact class of the flown ship

Overview Tabs

You can create several different tabs within your overview window, which is very helpfull to fast switch between different overview setups. By using the save option you can save a specific overview setups, in this section you can edit all your overview tabs by selecting a presaved overview setup for each tab. Also here you can choose which kinds of brackets should be diplayed on your screen and which not. Brackets are all marks placed on your main screen, e.g the boxes for stations which are shown in space. This is done by creating a normal overview setup and there selecting all which should be displayed with brackets as shown in the overview. After you have done that you save this overview selection and then in the overview tab section you can select this presaved overview setup as bracket profile for an overview tab.

Import/Export

Finally, if you have created your overview setup, you can save your whole overview settings by the export feature. If you do so Eve will create an xml file with all information about your overview settings placed in the overview directory which is located at the same place as e.g. saved screenshots. With this xml file you can anytime restore a saved overview setup by using the import feature.

Example Setups

War Overview

Filters -> Types

  • Stations – none
  • Celestial – beacon and force field – allows you to see cyno fields and to see if a POS has a force field.
  • Drone – none
  • NPC – pirate NPC – allows you to see belt rats
  • Entity – none
  • Asteroid – none
  • Ship – all checked
  • Deployable – all checked
  • Structure – control tower

Filters -> States (only check the following)

  • Pilot is at war with you
  • Pilot has a security status below -5
  • Pilot has a security status below 0
  • Pilot has bad standing
  • Pilot has a bounty on him
  • Pilot has horrible standing
  • Pilot has neutral standing

Appearances -> Colortag (only check the following and move in this order)

  • Pilot is at war with you (toggle the blinking)
  • Pilot has horrible standing
  • Pilot has bad standing
  • Pilot is in your gang
  • Pilot is in your corporation
  • Pilot is in your alliance
  • Pilot has high standing
  • Pilot has good standing
  • Pilot has a security status below -5
  • Pilot has bounty on him

Appearances -> Background (only check the following and move in this order)

  • Pilot is at war with you (toggle the blinking)
  • Pilot has horrible standing
  • Pilot has bad standing
  • Pilot is in your gang
  • Pilot is in your corporation
  • Pilot is in your alliance
  • Pilot has high standing
  • Pilot has good standing
  • Pilot has a security status below -5
  • Pilot has neutral standing

What this will do is give a background similar to the colortags both on overview and in space.


An overview setting for miners

Filters -> Types

  • Stations – none
  • Celestial – cargo container and beceaon (in case a cyno activates)
  • Drone – none
  • NPC – pirate NPC – allows you to see belt rats
  • Entity – none
  • Asteroid – whatever you are hoping to mine
  • Ship – all checked
  • Deployable – all checked
  • Structure – none

Filters -> States (only check the following)

  • Pilot is at war with you
  • Pilot has a security status below -5
  • Pilot has a security status below 0
  • Pilot has bad standing
  • Pilot has a bounty on him
  • Pilot has horrible standing
  • Pilot has neutral standing

Appearances -> Colortag (only check the following and move in this order)

  • Pilot is at war with you (toggle the blinking)
  • Pilot has horrible standing (toggle the blinking)
  • Pilot has bad standing (toggle the blinking)
  • Pilot is in your gang
  • Pilot is in your corporation
  • Pilot is in your alliance
  • Pilot has high standing
  • Pilot has good standing
  • Pilot has a security status below -5 (toggle the blinking)
  • Pilot has neutral standing (toggle the blinking)

Appearances -> Background (only check the following and move in this order)

  • Pilot is at war with you (red and blinking)
  • Pilot has bad standing
  • Pilot has horrible standing
  • Pilot has a security status below -5 (toggle the blinking)
  • Pilot has neutral standing

This will allow you to know via local if a potential unfriendly shows up in the system via the blinking of anything that is not blue. Furthermore, if it shows up in your vicinity and in your overview, it will show up in its proper color. If you really want to, you can change all backgrounds to red and blinking. However, that may confuse you with other settings so its up to your discretion.



The following information is ongoing project work. It is not associated with the page above.

Please note:
  • Sleeper_Sites links to a removed wormhole-related page. It is suggested that this page be merged into the Wormhole page. Review this and either merge it or suggest the suggestion be removed.
  • Ask D to send to B and R a request/suggestion for Dev to create a tool to tell us what wiki pages are linked to from in game. At very least provide a list of what is since this is likely to be relatively static in between releases.
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