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Fleet ManagerONLINE

FC guide — running a fleet, accepting pilots, keeping windows in line.

This guide assumes you already know the basics from the Pilot guide (login, adding characters, declaring a ship). Here we cover everything an FC does on top of that.
Contents

0. Requirements — read this first

For window counts, waitlist auto-invites, Kick/Ban-from-EVE and Align Fleet to work, the app needs ESI access to your real EVE fleet: Without this the roster still works, but the "actual / in-fleet" numbers and all EVE-side actions won't.

1. Start or join a fleet

Button (setup screen)What it does
New FleetCreate your own named fleet and become its owner. Your fleet gets a 60- or 120-window cap. You see the shared waitlist and accept pilots into it.
Enter FleetJoin the shared queue as a guest. You can be picked up by another owner and then help command their fleet (Kick / Ban), but you don't own it.

Several named fleets can be up at once; there is one shared waitlist for all of them.

2. Accept pilots from the queue (owner)

  1. Waiting pilots appear in the Waiting list on the left of your roster, with the number of windows they bring.
  2. Click ✓ to accept a pilot into your fleet.
  3. If you're the in-game boss with write access, clicking ✓ also auto-invites their assigned characters into the EVE fleet.

A sound plays when someone new enters the queue, and repeats while anyone is still waiting.

Reserve

The reserve is pilots you have set aside: they take no windows, have no place in the split and are not dropped from the queue after 30 minutes. The Reserve list sits under the queue and only the fleet's owner sees it.

3. Reading the roster

Each member is one row (their main) with a caret ▸ to expand their alts. Columns:

ColumnMeaning
MaxWindows assigned to that member by the fair split.
In fleetHow many of their characters are actually in the EVE fleet now, plus how many windows to add (+N) or remove (−N) to hit the assigned number.

Mismatch: if a member is off-target, their main nick turns red with a badge — add N (needs more windows) or remove N (too many). Green/red dots show which characters are actually in the EVE fleet; the small ship icon shows their current hull.

Badges & role tags: MAIN ALT SPONGE SCOUT CYNO, plus role badges (FC / LS / Admin) and an FC★ on the fleet owner.

4. Managing a member

A sponge fills leftover seats and is the first to be dropped when the fleet is tight. Scout/Cyno marks and role changes are logged (see the Log).

5. Fleet composition & declared ships

6. The "5+ windows need a bonus" rule

Any member running 5 or more windows is expected to bring a bonus. If they declared neither a command burst nor a booster ship (e.g. Sleipnir), you'll see:

7. Owner controls

ControlWhat it does
60 / 120 (end of the gauge)Toggle this fleet's window cap. The fair split water-fills to that number.
Align FleetBring everyone in line with the split: members holding more windows than assigned have their surplus alts kicked from the EVE fleet (from the end of their list). The fleet creator and any boosters are never touched.
Ignore WaitlistThe fleet owner's toggle in Fleet Preview (red=off, green=on), off by default. While on, a pilot who presses Enter Fleet comes straight into your fleet, with no Accept; turning it on also takes in everybody already waiting. If several fleets have it on, the one raised first takes the pilots.
Self InviteToggle (red=off, green=on). While on, every member gets an Invite button to pull their own characters into the EVE fleet up to the cap.
MovemeToggle in the fleet's button bar (red=off, green=on). While on, every member gets a Moveme button: a pilot puts his main into any squad in game (as a member or as squad commander), presses it, and all his alts in the game fleet move into that squad. Only his own alts — nobody else's. Once a minute per pilot; 5 presses within 6 minutes and the button is gone for that pilot for good, with a red line in the Admin Log.
Characters ▾FC and above. Tick which of your characters fly, right in the fleet: the same list as on the character screen. The split counts the new number of windows at once.
OrganizeIn Fleet Preview. Organize the fleet before undocking. The squads must already exist and be named in game the way every FC builds them: wing WL (Waiting 1…Waiting 3), wing DRONE (D-1…D-5), wing DPS/LOGI (Turrets, LOGI). The second layout is understood too: DDD #1…DDD #5, Logi #1/#2, Turrets #1/#2, Waiting/Waiting 2/3; the app tells which of the two a fleet uses from its squad names. Other squads (Sponges, MIX, CYNO and the like) are left alone. The button seats pilots by their ship:
  • drone boats (Rattlesnake, Alligator and the Claymore/Nighthawk boosters) go to the D-squads, 10 each (only the D-squads have a cap; the others take any number);
  • D-squad commanders are turrets: Huginn/Rapier first, then Loki, then any other turret (Sleipnir, Khizriel, Vargur);
  • a commander's own drone boats go into his squad first; one pilot's alts are spread over as few squads as possible;
  • a fleet commander on a turret (Rapier, Huginn, Loki or any other) counts as D-1's commander: his drone boats go into D-1, he himself stays in the fleet commander seat, and D-1's commander seat is given to nobody else. A fleet commander on a Basilisk also stays where he is;
  • Basilisks go to LOGI, the remaining turrets to Turrets;
  • whoever does not fit, and off-format ships, stay where they are; the fleet commander is never touched and nobody is put on a wing commander seat.
It reports how many were moved and which squads it could not find. Only the first press in a fleet seats everybody. Drone boats assist their drones to their squad commander, and a pilot who does not notice he was moved keeps assisting the old one. So later presses seat only newcomers: nobody already in a D-squad is moved (even one the pilot moved there himself), and new drone boats go where most of the same pilot's alts are. A full re-seat is a separate choice in the confirm — pilots then have to re-assist. New invites go to Waiting 1 (the next squad if the game refuses).
Auto OrganizeA switch in Fleet Preview (red = off, green = on). While on, every invite (Accept, Invite, Self Invite) goes straight into the squad the Organize scheme gives the character, by the ship he was last seen in: drone boats to the D-squads next to their pilot, a turret to a free D-squad commander seat or to Turrets, a Basilisk to LOGI. Pilots already in the fleet are not touched. Unknown ship or no room — Waiting 1, as usual. If a pilot changed ships, fix it with Organize.
Fleet PreviewAdvice on the fleet's composition, opened by the Fleet Preview button in the fleet's button bar, shown under the roster; every FC of the fleet sees it. It updates by itself within a couple of seconds when somebody joins, leaves or changes ship. Two modes. Best roles — which main ship each main should take: D-squad commanders (one per 10 drone boats, priority Huginn/Rapier, then Loki, then Sleipnir/Khizriel), logistics (fewer than 3 cannot start, 3 — light site, 4 — medium, 5 — heavy, more is a spare), everybody else in Turrets. A pilot's ships come from one source: what he declared at entry; if he declared nothing, what he was seen flying in a fleet (marked seen); if neither, what he passes by skills (marked skills). Red lines are what is missing; the Queue block names who in the queue would close a gap. Once the fleet is in the game, the columns follow the game squads: a commander who leads a D-squad in the game stays on it, and that squad's drone boats are listed under him. The number in brackets in the heading is the drone boat count: green when it matches the plan, red (now / plan) when it does not. Yellow rows marked ← Waiting 1 are who still has to be dragged into the squad and where he is now; these are the same seats Organize would give. Organize now — how the fleet would be seated if Organize were pressed right now: who moves where, who has no room, which squads are missing in the game. The Organize button is here too. If you have already seated the fleet by hand, press Accept: nobody moves, and later Organize presses seat newcomers only. Moving pilots: in either mode click a pilot to select him, Ctrl+click to add more, and drag the selection onto a squad column (or onto its commander's line for the commander seat): they move there in the game fleet. Only the fleet's owner can move. The ⧉ window shows the same over the game, dragging included.
Change FC ▾Hand ownership to another FC/LS member of the fleet. You become a guest.
DisbandDissolve the whole fleet (everyone is dropped).
If the FC dropsNot back within 5 minutes and ownership auto-transfers to another FC/LS member (highest rank first, ties by who joined earliest). If the previous FC returns within 15 minutes of that and has not left the fleet, the fleet goes back to them by itself. While the FC is away the site reads the game fleet through whichever member holds the star. There is no longer anything to confirm: the hourly "is this fleet alive?" prompt is gone, because the ESI poll of the real fleet already answers it. A fleet auto-ends only when nobody has the app open and EVE says the fleet is gone (15 minutes) or empty (2 hours). Bringing it back up within 5 minutes resumes the same fleet — same start time, same entry in the statistics.

8. Guests (unregistered EVE members)

Characters that are physically in your EVE fleet but not registered to any app account show in a Guest list. There you can:

8a. Guest groups A B C … Z

A guest still occupies real seats in the fleet, but the app can't split windows for someone who isn't in it — so their windows silently eat into your cap. A group fixes that: right-click a guest in the Guest list and pick a group letter (A–Z). That group now behaves as if that person were in the app. 26 letters = up to 26 different unregistered people; the letter menu becomes a grid.

9. Gauge, Log, Admin, Overlay, sounds