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LS guide
Everything the Leadership (LS) role gives you: the admin panel, people, bans, logs, the fit and skill catalog, and watching a fleet.
This is the
Leadership guide (the role is labelled with its short name,
LS, throughout the app): everything the role gives you — the admin panel, people,
bans, logs, the catalog of fits and skill requirements, and watching someone else's fleet.
Everything an FC can do inside a fleet, an LS can do too; that is covered in the
FC guide and is not repeated here.
0. What an LS is
LS is short for Leadership — the people who run the
community. In terms of rights it is an FC plus the admin panel. Roles are handed out by an LS
or an admin; nobody promotes themselves. From here on the short name is used, the way the app
itself labels it: LS
| Role | Can |
| GUEST |
Where every new account starts. Their own characters (their skills are read from EVE
at sign-in), the pilot guide, the public Utilities — and nothing else: no fleet queue,
no ship icons, no dest panel, no Kill Order overlay. |
| PILOT |
Their own characters, entering a fleet through the queue, their own pilot view. |
| FC |
+ the FC view, New Fleet (their own fleet), kick and ban
inside a fleet, the Fit Check tab. |
| LS Leadership |
+ the whole admin panel: the guest / pilot / fc / ls roles, bans and ban rules,
statistics, training queues, logs, the fit catalog and skill thresholds,
Observer, and boost tags in other people's fleets. |
The edge of the role. The role dropdown offers you
guest / pilot / fc / ls / ban. An account ranked above yours cannot be edited — a role change,
a ban or a main correction against it is refused. If an action or a tab is not on your screen,
that is the edge of the role, not a fault.
Approving a newcomer. A new account is a GUEST
until an LS says otherwise: Pilots → their row → the role
dropdown → pilot. Their screen updates by itself, no reload needed. Sort the
directory by Role to see everyone still waiting together. Only an LS or the Admin can
approve — an FC cannot.
1. The admin panel
The Admin button in the header. While the panel is open that same
button turns red and reads Menu — that is the way back to the
main screen. It is not offered to someone currently in a fleet: there the Pilot / FC tabs are
the way out already.
The tabs are ordered by the access they need
Fit CheckFC+
Fitting/SkillsLS+
Training ListLS+
PilotsLS+
StatisticsLS+
Ban ListLS+
FC / LS LogLS+
Fleet LogLS+
Left to right by who gets them: the first is open to FCs as well, the rest start at LS.
Rules that hold on every tab
- One Refresh button, in the tab row. It reloads
the tab that is open, not something of its own.
- Sorting — click a column header. The order is remembered
per tab: sorting Pilots does not reshuffle Fit Check.
- Search is per tab and filters the data, not what happens to be drawn.
- Role filters (GUEST
PILOT FC
LS …) sit next to the search box on Pilots and
Admin: click one to take that role out of the list, click it again to bring
it back. All roles are on to begin with, the choice is remembered per tab, and the table
says how many people it is holding back — a filtered-out pilot must not read as a missing
one. Not on Activity: that tab answers who opened what, and hiding people would hide the
answer.
- Last login is EVE time (2026.09.12 23:05, the clock the game
shows), on Pilots, Admin and Activity alike. Your own local time is in the tooltip.
- Alts fold under the main — ▶ 3 expands. While a
search is active everything is expanded.
- Your own row is always first and tinted with the theme colour, in any
sort order. Not in the logs: there a row is an action, not a person — the
cell carrying your name is tinted instead.
- F5 in the panel comes back to the panel — the open tab is remembered.
Leaving through Menu clears that memory.
The key badge next to a nick
🔑 Some Pilot
— skill access was revoked
🔑 Other Pilot
— there never was a key
A key means the app cannot read that character's skills: their fit icons stay
grey and their training queue never updates. Red — the pilot revoked access in EVE's own
settings (or changed their password). Amber — there never was a key: their session predates
the point where we started keeping them.
Only the pilot can fix it, and only from that character: EVE issues a key
per character, and the main's key cannot read an alt. On their own character
list that row carries an amber ESI button — one click and the
badge is gone for good.
2. Pilots — the people directory
One row is a person, not a character: logging in with any of their characters
is the same person, and the alts fold underneath the main. ID is that
person's number in the app — a convenient thing to quote at each other.
| Column | What it is |
| ID | The person's number in the app (not a character id). |
| First login | When they first opened the site. |
| Last login | Their last visit. A skill snapshot is never fresher than this. |
| Corp / Alliance | Corporation and alliance, re-read once a day. |
| Character ID | The EVE character id — what a per-character ban rule takes. |
| Role | The role. A dropdown: guest / pilot / fc / ls / ban. |
- Changing a role — that same dropdown: guest / pilot / fc / ls / ban.
- Right-click a character → "Select main" — fix the displayed main for
someone who logged in on an alt and has looked like that ever since. It changes what they see
themselves, on every device of theirs.
- Banning from here — pick the ban role. It asks for a reason
(required) and bans the person's whole character pool. Such a ban is
not flagged red in the FC / LS Log: the panel is the sanctioned route.
3. Statistics — who is still flying
The tab answers one question: who is still with us and who has drifted off.
| Column | What it counts |
| Pilot | Nick + role badge. |
| Fleets 30d | How many fleets the person flew in the period. |
| Time 30d | How long they spent in fleets — all of it, no threshold. |
| As FC 30d | How many fleets they led (owned). |
| FC time 30d | How long they spent leading. |
| Last fleet | When they were last in a fleet. |
| ● | Amber — 3 months without a fleet, red — 6. |
A fleet counts once the person has been in it for 30 minutes. A site takes
7–30 minutes, and five minutes on the roster is not a flight. The bar is measured against
that person's own time in that fleet, and it is a floor, never a
ceiling: five hours in one fleet is still one fleet, and two
twenty-minute stretches in the same fleet add up and clear the bar together. The time column is
not filtered: time in space was time in space, even if the site was short. So a
Fleets 0 / Time 45m row is legitimate.
Time is measured from the ESI poll of the real EVE fleet, not from the app
roster. If the FC was not the in-game fleet boss, or was not logged in with ESI access, that
fleet's time is not recorded — for anybody. Zero in the FC columns renders as a
dash: most of the roster never leads, and a column of zeroes would be a wall.
A fleet handed to another FC mid-site is split between them: each is credited with the stretch
they actually ran. For the pilots it is still one fleet.
4. Training List — what people are training
A list of people, with a Check button per character — a training-plan
window shaped like the game's own: implants on top, then "skill · level · time left" rows, and
one total at the foot.
- It costs no new call to EVE. The queue and the implants live in the skill
snapshot, and the snapshot's date is printed in the window — a queue is only
as true as the snapshot behind it.
- Opening the window tops the data up if the snapshot is over 15 minutes old
and the character has a key. The window does not wait for it: it shows what we have, then
repaints.
- Update Skills re-reads the skills of everyone who has
a key. That takes about a minute and the button reports
done / total. A second pass cannot run at the same time.
- Once a day at 10:30 UTC (half an hour before downtime) the server re-reads
them by itself — there is no need to press anything before every site.
- A grey Check means there is no snapshot at all. "Never read" and
"training nothing" are different answers, and the button says which.
- 🔒 instead of the button — the plan is private, by that character owner's decision.
The row stays where it is (a person vanishing from a table reads as a bug); the numbers are
replaced by dots.
5. Ban List — bans and rules
Two tables: the people who are banned, and the rules that ban automatically.
A reason is required
No ban goes through without a reason — not from the panel, not as a rule, not
from the Ban button in a fleet. A ban gets reviewed afterwards,
and a review needs to know what it is reviewing. A reason made of spaces does not pass; the
text is cut to 200 characters. In a fleet the reason replaces the confirmation:
typing it is already a deliberate act.
A reason can be filled in or corrected later — the ✎ pencil in the
row. Editing moves the text and nothing else: who banned and when stay as they
were.
Rules
| Kind | Who it bans |
| Corporation | Everyone in that corporation. |
| Alliance | Everyone in that alliance. |
| Character | One specific character (and the person behind it). |
- The target is given by name (looked up through ESI) or by ID.
- A rule works both ways: it sweeps up the people we already know, and it
denies the login of anyone who turns up for the first time.
- The rule's reason becomes the ban reason of everyone it catches.
- A rule that would catch an account ranked above yours is refused.
- A person's ban date is stamped once: caught again by a second rule, they keep the first
date. Unbanned and re-banned, they get a fresh one.
- Unban brings a person back as a Guest, not as whatever they were: a ban
overwrites the role, so they are approved again like a newcomer.
6. The logs: FC / LS and Fleet
FC / LS Log — keeping an eye on the FCs
Exactly three things, on purpose — anything more and the journal silts up:
- an LS changes someone's role;
- an FC bans someone;
- an FC sets a character's main / alt / sponge.
- A red row = a ban outside the banner's own fleet (or with no fleet at all).
That is not an accusation, it is a reason to look.
- The Action and Details cells are tinted by the actor's rank: FC light-blue, LS blue,
admin purple.
Fleet Log — what happened inside the fleets
The shape: when · whose fleet · who did it · what · to whom.
Boss CREATED FLEET
Pilot ENTERED
Guest FC KICK
→ Pilot
Watcher KICK
→ Other
Admin BAN
→ Troll
| Nick colour | Where they stood in that fleet |
| purple | the fleet's owner |
| red | admin |
| light-blue | guest FC or LS |
| green | rank-and-file pilot |
| amber | observer (see section 16) |
The action's colour: kick amber, a kick by anyone
but the owner purple (that is the case worth a look), ban red,
joins and leaves grey. Boost tags are deliberately not logged: they say what a
pilot is flying, not what anybody did to anybody.
7. Fit Check — who can fly what
The tab is open to FCs too. One row per character: nick, the ship icons for
their role, corporation, alliance, last login. The icon's frame colour is the same four-state
scale described in section 14. Clicking an icon
opens the fit window, calculated against that particular pilot's skills.
- A main gets the main fits, an alt gets alt and booster: in this
community the command ships are the alt's job.
- Sorts by nick, corporation, alliance and last login. The ships column does not sort — there
is no single number behind it.
- Last login sits next to it for a reason: the skill snapshot is never fresher than that.
Flagged Pilots — who flies below the fleet's bar
The tab right after Fit Check, visible to FCs. Fit Check answers "can they board it"; this
one answers "do they fly it well enough". A pilot is listed when the main
or any alt falls below a bar. The row shows the nick, how many characters are below
the bar and the role; under ▶ N each character and what fell short.
- Settings (LS+) → a ship → for each fit: DPS ≥,
EHP ≥, Cap ≥ minutes until it runs dry, drone range ≥ km, and a Wants box (the implants the
fit carries in cargo must be plugged in). Empty or 0 means no requirement.
- Some ships have bars of their own: drone speed ≥ m/s on the Alligator and
Rattlesnake, web range ≥ km on the Loki, Rapier and Huginn. On the Alligator
and Rattlesnake the DPS bar is compared with drone damage.
- Every figure is measured under the fleet's links (armour links excepted), with the pilot's
own implants.
- Colour: yellow is below the bar; red is below the bar on a
ship that character has already been seen flying in a fleet.
- Below that, the ship's skills with a Flag level (red squares), separate
from Minimal/Perfect. Click the current level to clear it.
- A main is checked on main ships, an alt on alt and booster
ones. Once the app has seen a character flying a ship of its role, only the last
such ship is checked: an alt that moved from an Alligator to a Rattlesnake is
measured on the Rattlesnake, and the old flag is replaced rather than added to. A ship with nothing set is not checked. A character is listed only if it passes
none of the ship's fits. A stable capacitor always passes.
- No skill snapshot shows as a grey "no data". The list recalculates in the background
whenever fits, bars or skills change; the time of the last check is in the header.
8. Fits and skills: why they exist
Sections 8–14 are about the Fitting/Skills tab. Access to it is
LS and above. An FC only
reads the catalog (the Fit Check tab);
an LS maintains it.
The app reads a pilot's real skills over ESI and compares them against the fit. But the game's own
requirement only means the buttons will press: a Basilisk with Logistics Cruisers I
undocks and is useless in a chain. So there are two layers:
| Layer | Set by | Meaning |
| Game requirements | EVE itself |
Derived from the fit automatically. Short of these, the pilot physically cannot fly it. |
| Minimal amber | an LS, by hand |
The bar below which the pilot isn't wanted in this ship in fleet. |
| Perfect green | an LS, by hand |
The level that counts as fully trained for the role. |
9. The ship screen
Open Admin → Fitting/Skills The tab IS the ship list —
there is no text box in sight.
Fleet skills★ ALL
1
BasiliskMAIN
1
SleipnirMAIN
AlligatorALT
1
ClaymoreBOOST
A green border and a corner count mean the ship already has fits. A grey border means none yet.
- The first card is Fleet skills ★, wearing a capsule: not a ship, but the fleet's
support skills — one set for every ship at once. See
section 12.
- MAIN is a main's ship, ALT an alt's,
BOOST a booster. Any ship's role can be changed from its card
menu (see below).
- The ship icons come from EVE. On Basilisk, Sleipnir, Rapier and Nighthawk the II
marker is drawn by us: CCP ships those four icons without one.
Adding a ship (Add Ships)
The Add Ships button sits next to Skill Editor. It lists every
ship in the game by class, with a search box. Click a ship, then pick its role:
- MAIN — its icon shows up for mains (Fit Check, the character list);
- ALT — for alts, and its drones fly in the calculation;
- BOOST — for alts, like Claymore / Nighthawk;
- Other — fits and skills only, no icon for pilots.
An added ship gets a card marked + and works like a doctrine one: fits, Skills
settings, tags. A fit already saved for that ship as a stray attaches to the card by itself.
Every card, the doctrine ships included, has a role switch and
Remove ship in its menu; a ship can be removed only while it has no fits. A doctrine
ship taken off the list comes back through Add Ships.
The ship menu
Clicking a ship offers two things:
- Fits — this ship's fits: add, edit, delete.
- Skills settings — the skill levels the fleet asks for on this ship.
10. Adding a fit
Step 1. Copy the fit out of the game
In EVE, open the ship's fitting window → right-click the fit's name →
Copy to Clipboard (or, in the Fittings window: right-click the fit → Copy).
You get EFT text:
[Sleipnir, Shield Community]
Damage Control II
Gyrostabilizer II
Gyrostabilizer II
50MN Y-T8 Compact Microwarpdrive
Large Shield Extender II
425mm AutoCannon II, Hail M
425mm AutoCannon II, Hail M
Medium Core Defense Field Extender I
Damage Control II x1
Step 2. Paste it and check
Click the ship → Fits → paste into the box → Preview
Sleipnir MAIN
✕
Sleipnir v1 Leya Sokard
Edit
✕
[Sleipnir, Shield Community]
Damage Control II
…
Preview
Add fit
Preview shows what the text resolved to: hull, role and the item list. That's the part
worth checking — if the items are wrong there is nothing worth calculating.
The header decides. The line [Sleipnir, Shield Community] is what ties the
fit to a ship. Paste a Loki fit into the Sleipnir card and the app warns you and saves it
under Loki — by the header, not by the card you opened.
Step 3. Save
- The Name field can be left alone — the name is taken from the fit's header.
- Add fit files it in the catalog as
v1.
- Edit on an existing fit loads its text into the box; saving makes
v2, v3, and so on. The old text is not lost — it goes to the
history, because a stat sheet only means something next to the text it was computed from.
- ✕ deletes the fit from the catalog (also recorded in the history).
Cargo is not fitted. EFT writes fitted modules with no quantity, and anything in the
cargo hold or drone bay with an explicit xN. A spare Damage Control II x1 or
Skirmish Command Burst II x3 for a refit takes no slot and changes no number. Implants in
cargo, by contrast, are treated as plugged in.
11. Setting the skills
Click the ship → Skills settings.
Loki Skills settings
Fleet skills →
✕
Setting:
Minimal Perfect
click a square to set, click it again to clear
Gunnery
Gunnery V
Medium Projectile Turret V
Sharpshooter IV
V
1.28M
Surgical Strike —
ALL SHIPS
IVV
181k1.02M
Spaceship Command
Minmatar Strategic Cruiser I
IVV
543k3.07M
Minmatar Cruiser V
The filled grey squares are what the game already demands; they don't take a click.
On the right is how much SP the pilot must hold in total at that level.
How it works
- At the top, choose which level you're setting: Minimal or
Perfect
- Click the square for the level you want in that skill's row. Clicking the same square again clears it.
- The result shows on the right: IVV
— minimum IV, perfect V.
You cannot set a bar below the game's own requirement. Squares up to and including the
game's level are locked and greyed: "minimum IV" where the game already demands V would say nothing.
Perfect can never sit below Minimal — it is raised to match if it has to.
What's in the list
- Skills are filed by class, the way the game files them: Gunnery, Spaceship Command,
Drones, Shields, and so on.
- White names are the skills needed just to board the hull; grey ones are what the
fit's modules, charges, drones and implants ask for.
- A ship with no fits at all still opens, computed from the bare hull — so a standard
can be set before anyone pastes a fit.
- A row wearing an ALL SHIPS chip is one of the fleet's support
skills. It is shown here because it applies here, but its squares don't take a click: it has one
level for every ship, set in the Fleet skills window (the button in the header).
- On the right is the price in SP: the total a pilot must hold at your minimum
(amber) and at perfect (green). That is exactly what you are choosing between when you pick IV
over V.
When a ship has several fits
A pager appears above the list: ‹ All fits
› It cycles all fits → fit 1 → … → fit N → all fits.
Page through to the actual fit. The "All fits" page shows the union of their
requirements, and no such pilot exists: a torpedo Rattlesnake and a cruise one ask for different
things. A bar set on a fit's page applies to that fit only — a torpedo skill will
not paint the cruise pilot red.
Don't mark up everything. The point is the 2–4 skills that actually decide whether a
pilot is useful in the role. For a Basilisk that's Logistics Cruisers and the capacitor
skills; for a booster, Command Burst Specialist and Wing/Fleet Command. The
rest is already covered by the fit's game requirements and the fleet-wide list.
12. The fleet's support skills (Fleet skills)
Navigation, shields, gunnery, missiles, drones are pure multipliers: Shield Operation V
means the same thing on every hull. Setting them per ship meant clicking one number ten times — and
the numbers had drifted apart. So those skills live in one fleet-wide list.
Two ways in: the Fleet skills ★ card, first in the ship grid, or the
Fleet skills → button in a ship's skills window. Back out with
‹ Loki on the left of the header — it returns to exactly the
ship and the fit page you came from.
Fleet skills Support skills — every ship at once
‹ Loki
✕
Navigation
Acceleration Control —
ALL
IVV
Gunnery
Surgical Strike —
GUNS
IVV
Missiles
Warhead Upgrades —
MISSILES
IIIV
The chip on a row is its tag: which ships the skill applies to.
| Tag | Applies to |
| ALL |
Every ship, no exceptions: navigation, shields, engineering, Thermodynamics. |
GUNS |
The gunships: Sleipnir, Loki, Huginn, Khizriel, Rapier — every hull flown in the
MAIN role, whatever its own fit happens to carry. |
MISSILES |
Alligator, Rattlesnake, Claymore, Nighthawk. |
DRONES |
The same ships. Missiles and drones are two tags so a skill can carry the one it really
belongs to, but an ALT hull is given both — that pair is the alt setup. |
LOGI |
Logistics: Basilisk. It carries no turrets, so it takes this block instead of the gunnery one. |
The tag decides who is asked for the skill at all. A gunnery skill tagged
GUNS will not land in a missile ship's plan — that is what the tags
are for.
Which tags a ship carries — you decide
Open a ship's Skills settings: next to its name there is a row of tag buttons,
one per tag, on/off. They say which fleet-wide blocks that ship is measured on.
The list starts from the sensible default for its role — the gunships on
GUNS,
the alts on
MISSILES
DRONES,
the Basilisk on
LOGI
— and a click changes it straight away, for every pilot, with no release needed.
ALL is not among the buttons: navigation, shields and
Thermodynamics apply to every hull by definition.
Four compensations stay per ship — EM/Thermal/Kinetic/Explosive Shield Compensation.
They depend on the fit's own tank: next to such a row you'll see the amplifier the level actually
pays off with. Those you set in the ship's window, not here.
13. The Skill Editor
The app can only see the skills a fit requires. But no fit requires Acceleration Control or
Surgical Strike — without them the modules still switch on, the pilot is simply half as good. Such
skills could not be added at all: the window answered "skill is not required by this ship". The
Skill Editor is how any of the game's 511 skills gets onto a plan.
The Skill Editor button sits in the middle of the
Fitting/Skills header.
Skill Editor
right-click a skill to put it on a plan
Search
✕
Gunnery 42
Missiles 28
Drones 26
Navigation 12
Shields 14
Spaceship Command 91
Gunnery
Controlled Bursts+
Motion Prediction
Sleipnir+
Rapid Firing🔒+
Sharpshooter+
Surgical Strike
GUNS+
Trajectory Analysis+
Left to right: the skill's name, chips for where it already sits, the + button.
Adding a skill
- Right-click the row (or press + — the same menu,
for a touchpad).
- The menu lists the ships, plus ★ All ships…:
- a ship with one fit — the click puts the skill on that plan straight away;
- a ship with several fits (a
› on the right) opens its fit list;
‹ at the top goes back;
- ★ All ships… opens the tag picker: ALL
GUNS
MISSILES
DRONES
LOGI. The skill joins the fleet-wide list under that tag.
- The menu stays open, so several ships can be ticked in a row.
A skill is added without a level. It simply appears on the plan — it makes nobody red
until you set a bar with the squares in the ship's skills window (or in Fleet skills, if you added it
under a tag).
Removing one
Two ways, both equally good:
- right-click the skill in the editor → the entry it already sits on carries an ✕;
- in the ship's skills window, clear both levels (click the lit square). For a hand-added skill the
row stays on the plan until you take it off in the editor.
The lock 🔒
A skill the fit itself requires cannot be taken off — it is on the plan because the
hull or a module demands it, and removing it would only make the window disagree with the game. Those
rows carry a 🔒; hover it and the tooltip lists the ships that need the skill.
Clicking a locked entry in the menu explains why.
- The 34 built-in fleet support skills are locked too — they are always listed; their levels are set
in the Fleet skills window, and they are never taken off the plan.
- While the calculator is down nothing is locked: better an unlocked row than one
locked for a reason we can't state.
The chips on a row
| Chip | Means |
| 🔒 | The fit itself requires it. The tooltip says which ships. |
| Sleipnir |
Added by hand to that ship's fit plan. |
GUNS |
Added by hand to the fleet-wide list under that tag. |
14. What pilots and FCs see
A threshold changes the border colour of the ship icons immediately — in the
Fit Check tab (an FC sees everyone), in a pilot's own character list, and
in their in-fleet view (a pilot only ever sees themselves).
| Icon | Means |
grey |
The pilot's skills haven't been read, or they can't board the hull at all. The
tooltip says which. |
red |
A skill the fit needs is missing (including one without which a module can't be run), or
Minimal isn't met. |
amber |
Minimal is met, Perfect isn't. |
green |
Everything the game and the fleet ask for. |
Clicking an icon opens the fit window: slots, stats (DPS, EHP, capacitor, speed) and a
Required skills panel filled in with that pilot's own levels. It also shows exactly
what is short — red for what the game demands, amber for the fleet's minimum, green for perfect.
A ship with no thresholds set behaves exactly as before: game requirements met → green.
Amber and "below the minimum" only appear where an LS has actually set something.
The fit window's own controls
Above the fitting there are four switches. They all re-ask the server, so what you see is
calculated, never scaled on the page.
| Control | What it does |
Links
 |
The four command-burst families. Off by default — the window's job is to show
the hull. Hover a button: it names the booster, its bursts and the exact charges used. |
| The rounds in cargo |
The ammo this fit carries, as icons. One click loads it into every gun that takes it. |
| Implants ON / OFF |
Whether the pilot's own clone implants count. On by default. |
| ⚠ beside an implant |
The fit's cargo names a hardwiring this pilot does not have. Cargo is never
plugged in, so the numbers are the un-implanted ones and this is what says so. |
Where a link comes from is read out of your catalog, never written into the code. A
booster fit supplies a family if it flies those bursts or carries them in its hold for a depot
refit — which is how this fleet gets shield links off the Claymore and the Nighthawk. Add a booster fit
and its links light up on their own.
A command burst with no charge broadcasts nothing at all. Every catalog booster keeps
its charges in cargo, so the site pairs each burst with one charge from that fit's own hold and says so
in the tooltip. If you ever write the loaded bursts into the fit text, nothing changes — the pairing
simply has nothing left to do.
Armor is the exception, and it says so: no fit here will ever carry an Armor Command
Burst, so that button is answered by a reference booster — an Eos with three
charged armour bursts, all skills V and a Federation Navy Command Mindlink. File an armour booster fit
and it takes over immediately; the catalog always outranks the reference.
15. Inside a fleet: an LS's powers
An LS in a fleet is an FC with everything an FC has. All of that is in the
FC guide; only the differences are
here.
- Your own fleet — New Fleet There you are the
owner: the queue, Accept,
Change FC, Align Fleet,
Disband, the 60/120 cap, window priority, guest groups A–Z.
- As a guest in someone else's fleet — kick, ban, scout / cyno marks,
main / alt / sponge roles, Invite
- Boost tags (Info / Shield / Skirmish) are toggled by the fleet owner or
an LS+. A guest FC only sees them — an LS can set them in another FC's fleet.
- Kicking: the fleet owner can never be kicked. If you are not the owner, you
cannot kick anyone of a higher rank.
- Banning from the roster asks for a reason. If it is not your
fleet, the row goes into the FC / LS Log in red. That is by design: you may
ban anywhere, but somebody will read that one afterwards.
16. Observer
A way into someone else's fleet, seen through the FC's eyes — taking no seat and
appearing nowhere. For catching a bug or checking the site is running properly.
LS and admin only.
Getting in
Fleet UPFC: Boss
Right-click the Fleet UP chip in the header → "Observer".
- You must be out of any fleet and out of the queue. If you are already in
one, the entry is disabled: the app has to know unambiguously which fleet you are in.
- The watch ends by itself the moment you join a fleet or enter the queue.
What you see and what you may do
OBSERVING / НАБЛЮДЕНИЕ · FC: Boss
Stop
| You see | You may | You may not |
| The roster, the gauge, the fleet composition, the queue, the guest list, the fleet log,
the ESI mismatches — everything the owner sees. |
Everything a guest FC can: kick, ban, scout / cyno marks,
main / alt / sponge, Invite, boost tags. Plus the
guest groups: putting guests into A–Z, Main + alts, a group's Kick /
Invite, kicking a guest, the scout eye. |
Accept, Disband,
Change FC, Align Fleet,
the cap, window priority — everything that belongs to the owner. |
The amber banner at the top is not decoration: you are not in the roster, and
you have to know that is deliberate — otherwise the first bug report is "I am missing from the
list". The way out is the Stop button on it. A watcher has no
Leave Fleet or Leave Web:
there is nothing to leave.
What a watcher does not do
You are absent from everywhere people are counted: the roster and the
composition, the window split, the EVE fleet, the fleet counter, the activity report. You do not
keep someone else's fleet from auto-closing, and you cannot inherit it if the owner drops.
The trail
- Entering is recorded — one line in a journal you do not see. Nothing
appears in the fleet's own log or in the FC / LS Log. Being unseen inside the fleet
is the point; being unrecorded is not.
- Every action you take lands in the Fleet Log with the role
observer (amber nick), so the fleet's owner can see that a
kick was neither theirs nor their guest's.
Small things
- The fleet is disbanded — you are sent back to the main screen.
- The fleet is handed to another FC — the watch follows the fleet, not the
previous owner.
- A page refresh keeps the watch; a server restart does not. Watching is a
debugging session, and it ends with the process.
17. Small things worth knowing
- Changes apply at once. Editing a fit or a threshold drops the cached results, and
the colours are recomputed on the next page load.
- A grey icon isn't your fault. It means the app has never read that character's
skills: the pilot needs to log in again (the ESI button in their
character list).
- The calculator is a separate service. If it's down a fit can still be saved (the
header is parsed by the site itself), and the skills window shows only the levels already set. The
Fleet skills window keeps working in full — those names and groups are our own.
- Fit history is kept per version — nothing is ever overwritten for good.
© 2026 Pavel Bardukov. All rights reserved. ·
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