User:Peynwyn
This is the page for Peynwyn, contractor for CCP Marketing Team
- “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.
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
Tabs
A new pilot will have one tab named Default in the overview panel. As you grow in experience and your needs vary, additional tabs can be created with specialized views of the space and objects around you.
Columns
By default the overview will display several columns that provide a pilot with basic information about what an object in space is, the distance it is away from you, and the name of the object. What columns are displayed may be changed to fit a pilot's needs.
For example, the IC (icon) column provides a quick visual indicator of what an object is. These indicators may change their state 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.
State Indicators
State indicators may appear in the IC column or, as is the case of background colors, 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. |
Setup Guide: Customizing the Overview
To control which items are displayed in the Overview Panel, you can click on the triangular arrow in front of Overview and select Overview Settings. From there you can completely customize your overview in regards to what items display, what states display, and even what the state indicators are. These preferences can then be saved as different overviews so that they can be pulled up or switched between at the click of a mouse later on. You can also right click on items in space and items in your Overview display, then select Remove from Overview or Add xx to Overview to change the display on the fly.
Filters
Types: Checking or unchecking items in here will remove or include that type of item from your overview. It does not distinguish between friends or foes. Below is a listing of each section and some of their uses.
Note that the filter tab does not filter out any chat channel display such as local, nor does it filter out what is actually displayed in space, it only affects the the overview.
- Asteroid: toggles the display of any asteriods in the vicinity. Useful when mining to display just one type of asteroid or to get an idea of how much of a particular asteroid is out there.
- Celestial: toggles the display of any fixed items in space. For example, Biomass displays corpses. This is handy if you are a covert ops pilot approaching a gate while cloaked, because you can see if there are any dead pilot bodies frozen in space indicating the possibility of a gate camp. Force Field will tell you if a force field is present and active, 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.
- Charge: toggles the display of bombs, ECM bombs, and Energy bombs in the vicinity.
- Deployable: toggles the display of mobile warp disrupters in the vicinity. Good if you want to scout a moon to see what type of POS is up and its defenses.
- Drone: toggles the display of drones in the vicinity. For example, this is very handy if you want to remove electronic warfare drones first. Displaying only that type of drone will allow you to easily target those specific drones out of a pack of many types of drones.
- Entity: This is a long list of items ranging from physical structures to enemy NPC combatants, such as rogue drones and faction pirates. The majority of items in this list are related to missions. Useful, for example, if you want to just go after the overseer in a mission and then warp out.
- NPC: toggles non-mission NPCs including, belt pirates, Concord ships, etc.
- Planetary Interaction: toggles any customs offices that are nearby.
- Ship: toggles all manner of player-flown ships in the vicinity. Very useful if you have a specific role in battle. For example, if you want to take out the most likely tacklers, then just click on frigates. Elite means a tech II ship.
- Sovereignty Structures: toggles all type of structures that give sovereignty in the vicinity, for example Territorial Claim Units.
- Station: toggles all stations that are in your current system.
- Structures: toggles all other immobile structures in the vicinity in space such as POS structures anchored in space.
States: On this tab you can get even more specific with the ship types with respect to the pilot flying the ship. For example, you can remove your alliance-mates, enemies or certain security status pilots from the overview. Keep in mind, this completely filters-out from the overview a pilot and whatever ship they are if they meet the requirement you've set. 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
Colortags: Once you have decided what to display on your overview, the appearance tab will help you identify those things with quick visual certainty. The appearance tab does affect the overview (if not filtered), space and local. You can also prioritize your appearances, so that if a pilot qualifies for two of the appearances, the highest one takes priority. 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. 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: It is good practice to move all poor standings, bad standing, and war targets up towards the top as that is the first thing you want to show up for those types of pilots. This also goes for having corpmates, alliance mates, and good standing pilots above the bounty symbol.
- EXAMPLE: You entered Jita and you need to know if a war target is in the vacinity. 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.
Background: This will help organize the background colors so an entire overview entry is a specified color. The most common use pilots have for this is to notify them of war targets via the blinking. Backgrounds work just like 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. Simply move your corpmate above the -5 flashing red. Then set up the appearance so that only war targets and neutrals with -5 show up as red blinking.
- EXAMPLE: You can also mix and match colortags with different color appearances. 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.
EWAR: This tab allows you to toggle pilots that are targeting you for electronic warfare purposes. For example this will help you identify in the overview who is warp disrupting you.
Columns
This sections is where you choose which columns display within an overview tab.
- Icon: These icons can be a great help for on-the-fly checking 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 frigates 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.
- Distance: The distance you are from the object. Very useful for locking range and range of your ship's different systems.
- Name: The name of the object. For player ships, the name is chosen by the player.
- Type: The type of object that is in space.
- Tag: Allows a fleet commander to tag an object to notify the fleet. Very useful for fleet battles where a leader can call primary by tagging the target or for running missions / complexes with others and tagging targets.
- Corporation: The corporation the object is in.
- Alliance: Whether or not the object is an ally or not.
- Faction: What faction the pilot or NPC object is in.
- Militia: Displaying if and which militia a pilot is member of.
- Size: The size of the object. Measured in meters (m) or kilometers (km).
- 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, which is 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: 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: This is your transversal velocity divided by distance between you and your target. So if you have fast transversal but you are far from your target, you'll have no problem tracking. 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 a proven theory.
Ships
The toggles on this tab allow you to display or turn off the display of additional information regarding ships in your vicinity. This information will display in the overview panel line entry for that ship, and will also display near the object if you click on it in space.
The information you may display includes:
- 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
- Additional text that is only shown if the corporation ticker is available
Misc
There are two options available on this tab. The first is a toggle checkbox that will move overview entries with broadcasts to the top of your overview list. The second is a button to reset all overview settings back to their original default settings.
Overview Tabs
This tab allows you to setup and order tabs in your overview panel so that you can quickly switch between different overview displays. For example, this could be useful if you often go mining, but also run missions. That way you might have a default tab for traveling across the universe, a tab specifically setup for mining, and a tab specifically setup for mission running.
You can also choose which kinds of brackets should be diplayed on your overview and in space. 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 then selecting everything to be displayed with brackets in the overview. Save this overview selection. In the Overview Tabs section you can select this presaved overview setup as the bracket profile for an overview tab.
Saving an Overview Profile
Once you have all your settings the way you want them for a particular purpose, such as mining, click on the triangular arrow on the filters tab and choose Save Current Type Selection As.… Give those settings a name you can easily refer to, and click OK. Your default overview tab will automatically load this new overview profile into it. If you want to try multiple overview profile tabs, then go to the Overview Tabs tab, on the default tab name column, after Default, set the overview profile back to 'default'. on the next line under Tab Name type in 'Mining' to name your new tab that. Then choose the overview profile you just saved. For example for a mining tab, your overview profile could be named 'mining'. Click APPLY and you now have two tabs to quickly switch back and forth between.
Import/Export
Available from the Overview triangle menu, if you have created your overview setup, you can save your overview settings via the export feature. Doing so will create an xml file with all the overview settings. This xml file is placed in the overview directory which is located at the same place as saved screenshots.
A pilot can restore a saved overview setup by using the import feature. It will access the xml file created via the export and load the saved settings back into your overview. Note that something can only be imported if is has first been exported at a prior point in time.
Example Setups
An overview setting for war fighting
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 fleet
- 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 fleet
- 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 fleet
- 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 notify you 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.
The following information is ongoing project work. It is not associated with the page above.