Release EDEngineer - an overlay to track your blueprint progress in realtime

Released 1.0.4.5 :)

  • Added new blueprints from patch 2.3!
  • If you have multiple commander, the commander you selected will persist between restarts of EDEngineer
  • Added a release notes button in the task tray icon which also shows the current version
  • Filters can now be clicked to enable/disable them instead of just clicking on the checkbox
  • Fixed an issue with Polymers commodity which, when bought, would increase the Conductive Polymer count in the cargo
 
Slight glitch:
Filters don't appear to be filtering out in real time, all items remain until next time it's loaded. This means it has to be closed and re-opened to apply the filters.
 
Definitely one of the best ED companion apps out there, and a must have for playing the Engineers angle!

One request that would be great would be to add the blueprint name and grade to the tooltip seen when hovering over a given material or data. Currently, the tooltip notes recommendations where to find the item and in some cases Engineer unlock requirement where valid; however, to see the blueprint name and grade in the tool tip as well would be awesome. I am active now in the Engineering game play and use this tool exclusively to track items/progress relative to blueprints. All works great, but when I acquire some data or mat that is not specifically what I am seeking, it would be great to hover over it to see what blueprints it relates to.

~S~
wind
 
Slight glitch:
Filters don't appear to be filtering out in real time, all items remain until next time it's loaded. This means it has to be closed and re-opened to apply the filters.

Are you sure about that? When you untick an "All" filter in any filter category, your blueprint list doesn't become empty?

All works great, but when I acquire some data or mat that is not specifically what I am seeking, it would be great to hover over it to see what blueprints it relates to.

Not sure I understood the bit about adding blueprint information on ingredient tooltip, but you can use the ingredient filter for this (if you tick an ingredient XXX, all blueprint using that ingredient will show up). It's a bit annoying to use given the amount of available ingredients, but it could be improved from a UX point of view.
 
Ah, indeed, I see what you are referring to. I simply set a few blueprints as "favorite" and then the mat/data set can be toggled to filter only those which are required from the Favorite set. Yea that covers it! Perfect tool!!
 
Great Tool, donation incoming. I had an odd problem today, I started it up but although it's in the task list I was unable to see the application, I could also see it when ALT-TAB, but it just wouldn't display, so I then went to Uninstall it, and then I choose the option to repair it and then it worked. Very strage as nothing has chnaged on the PC sice I played last night. Anyway it's working now.
 
Interesting issue... Maybe something changed in your screen setup or your GPU driver which might have screwed up the saved location of the window (I use absolute positions to store the coordinates). In any case you can always try to Reset the Window position via the command in the task tray icon (you can right click the icon to see the list of commands) ; that should solve similar issue.

Thanks a lot for the donation, much appreciated :)
 
tl;dr - Add a "Module Manager" that would track each module you've crafted, what changes have been made and how those changes compare to what's possible.

Almost started a new thread but wasn't sure on etiquette about that, should everything stay here and not in a new post? Also added this as an issue in GitHub. Okay here's the idea...

Add a page/section called "Module Management". This would show you:
- What modules you have engineered by module type (regardless if they are in storage or on a ship)
- When expanded you'd see each one by class. So say you expand "Frame Shift Drive" you'd see "Class 3, Class 5, Class 6" in a list below
- Expand the specific module and you'd see the changes you have compared to the possible changes for that specific item

I'd imagine the interface could look something like this where you'd click to expand each level (so I've clickd on "Class 5" then on "Grade 5" to see the details)

Frame Shift Drive
+ Class 3
+ Class 5
+--Grade 5
+----Mass: 40% | 45%/20% (bold to indicate a possible issue, see below)
+----Integrity: -16% | -25%/-12%
+----Power Draw: 16% | 25%/11%
+----Optimized Mass: 24% | 20%/50% (bold to indicate a possible issue, see below)
+ Class 6

Power Plant
+ Class 2
+ Class 3
+ Class 4

(and so on)

That way you could look through your modules and see what you have and if you want to go change something. Say you want to build a super fast Eagle you could look through what you have and see what modules you'd either use or want to go tweak for that.

Take it a bit further and the app could auto alert you of possible bad changes. Say anything that's worse or better than 75% possible for that system. So in my example above both Mass and Optimized Mass are in bold as they are something the commander should likely review. Perhaps that 75% isn't the right threshold and hell perhaps even that is user definable but that might be a bit unnecessary.

Thoughts? Am I over thinking this? Is this necessary or just me? I just keep thinking EDE is so fantastic when it comes to getting what you need to craft your upgrades why not make it a full module manager to then track what you do after you get those items. As I said I have no idea if this can be read from the logs or not (my gut says yes) but even if I had to do this manually when I take my roll or later if I go back in Outfitting to plug the data in, sorta like verifying your stuff the first time you fire up the app.

Looking forward to hearing what other think and how much work you think this would be HG. I tell ya, you give us an inch and we want a light year, that's what you get for creating such a fantastic app that closes a huge hole in Elite's functionality.

~X
 
Tablet Apps ?... or the ability to view on an android tablet , as I prefer to run in Fullscreen mode , for performance
 
This indeed would be very cool ! however there are some issues with that feature request, I've replied on GitHub https://github.com/msarilar/EDEngineer/issues/156#issuecomment-274320092 (for those who do not follow the project on GitHub but want some insights)

Replied.

Short version - while it might require some steps, as in exporting you ship build from Corolios and importing that into EDE. That wouldn't be as elegant as having it do it automatically. The ability to show you the comparison from what you have to what you can/could do I feel is worth the user having to go through that step. I mean if they're smart enough to play Elite, then smart enough to want to engineer, then to use an app like EDE to help with all that they are likely smart enough to be able to export from Corolios. Sure they would have to have the build in Corolios to begin with, as I posted in the GitHub ticket they could use something like EDDI to export the ship's build. So:

- Engineer your ship
- Install/open EDDI (which is amazing and should be used by everyone anyway)
- Go to Shipyard in EDDI and export a ship(s) to Corolios
- Use the Corolios export feature to create JSON output
- Paste that into EDE
- Feel like a peon when you see how weak your ship is ;-)

Adding something like a Module Manager to EDE certainly isn't an insignificant task and I'm not even sure you feel it would be appropriate for the scope of what you envision EDE doing. Feature creep can be fantastic as it takes you in new directions but it can also be horrible as it expands the app and focus too wide so it does a lot good but nothing great. I think you're far from that as at least right now EDE does engineering planning spectacularly!
 
Cmdr HG, i thank you sir for what is to me a Marvel. I downloaded your add on last night, and i am glad to report that it really really works and well. A bind to setup, not difficult and really only 10/15 mins to manually input the correct quantities, but once done i tested every aspect of it and could not break it.
I started a thread here... https://forums.frontier.co.uk/showthread.php/324441-Materials-amp-Data
asking if anyone knew of a add on, and got pointed to yours sir. It fits exactly what i wanted and i am impressed.

Thank you Cmdr.
 
Hey, I just downloaded this software today and noticed that my material count in game and in EDengineer is different, do you have any idea of the reason for this ?

EDengineer material count: http://puu.sh/tjQ5n/be4b83f91e.png

Elite material Count: http://puu.sh/tjQdB/cc46bf129e.jpg

EDengineer leads to this file location: http://puu.sh/tjQgN/c7e639f94c.png

any help will be appreciated.
Same issue here.
Still looking through the whole thread to see if I'm missing something.
Seems like a pretty awesome tool though. Nice work! [up]
 
Same issue here.
Still looking through the whole thread to see if I'm missing something.
Seems like a pretty awesome tool though. Nice work! [up]

This happened to me at first, but reading in the Readme file it seems this always (Or Often) happens. You need to go through your mats and Data manually so what shows in your ships cargo is reflected in EDE. This only needs to be done once at the start, then every addition/deletion or engineer usage of Mat/Data is accurately recorded from then on.
 
This happened to me at first, but reading in the Readme file it seems this always (Or Often) happens. You need to go through your mats and Data manually so what shows in your ships cargo is reflected in EDE. This only needs to be done once at the start, then every addition/deletion or engineer usage of Mat/Data is accurately recorded from then on.
Ah, ok, thanks.
Seems very strange that it picks up some data/mats, but not all, which made me think it was looking at some old save/log somewhere.
 
Ah, ok, thanks.
Seems very strange that it picks up some data/mats, but not all, which made me think it was looking at some old save/log somewhere.

I am sure the brains behind this brilliant ad on can explain the science behind why, but once you have inputted the amounts manually, touch ye it not, just enjoy.
 
From what I read EDE only tracks changes as there is no 'give me mats qtys' in the journal system, on first install need to manually edit to match what you have and after that tracks flawlessly.
 
The changes to mats/data (accomodation and usage) are reported in the journal files ED provides (now).
There is no complete inventory sent to the user, so EDEngineer needs the starting values, after first install,
committed through the user, storing that in a file. After that, the app is parsing through all available journals at every startup,
displaying the final results onscreen. So, don't go and 'cleanup' your journal files, or you'll mess up your inventory, too.

edit: ninja'd

edit: would it be possible to get the mousewheel scrolling to a bit faster level?
 
Last edited:
Love this application. SO useful. Also I love the font - very nice attention to detail.

Is there anyway to view the shopping list for only those items I haven't yet got enough of?
 
Hello,
thank you for your app, it seems very usefull, but i have one question. Why this application doesn't work like overlay? Everytime i press that hotkey it only runs at backround of the game in Windows, but it doesn't work as an overlay in game and therefore i can¨t see the blueprints in game. Any idea please? i tried change hotkey, but it doesn't work also. Thank you
 
Last edited:
Back
Top Bottom