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Fleet ManagerFits & skills

How to add a fit to the catalog and set the skill levels the fleet asks for.

The Fitting/Skills tab in the admin panel. Access is LS and above, or anyone wearing the Tester badge. An FC only reads the catalog (the Fit Check tab); an LS maintains it.

0. Why this exists

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:

LayerSet byMeaning
Game requirementsEVE itself Derived from the fit automatically. Short of these, the pilot physically cannot fly it.
Minimal amberan LS, by hand The bar below which the pilot isn't wanted in this ship in fleet.
Perfect greenan LS, by hand The level that counts as fully trained for the role.

1. The ship screen

Open AdminFitting/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 ship menu

Clicking a ship offers two things:

2. 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

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.

3. 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
Shield Loki 1/2
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

  1. At the top, choose which level you're setting: Minimal or Perfect.
  2. Click the square for the level you want in that skill's row. Clicking the same square again clears it.
  3. 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

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.

4. 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.

TagApplies 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.

5. 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

  1. Right-click the row (or press — the same menu, for a touchpad).
  2. 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.
  3. 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:

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 chips on a row

ChipMeans
🔒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.

6. 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).

IconMeans
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.

7. Small things worth knowing