Русский →

Fleet ManagerLS 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.
Contents

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

RoleCan
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

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.

ColumnWhat it is
IDThe person's number in the app (not a character id).
First loginWhen they first opened the site.
Last loginTheir last visit. A skill snapshot is never fresher than this.
Corp / AllianceCorporation and alliance, re-read once a day.
Character IDThe EVE character id — what a per-character ban rule takes.
RoleThe role. A dropdown: guest / pilot / fc / ls / ban.

3. Statistics — who is still flying

The tab answers one question: who is still with us and who has drifted off.

ColumnWhat it counts
PilotNick + role badge.
Fleets 30dHow many fleets the person flew in the period.
Time 30dHow long they spent in fleets — all of it, no threshold.
As FC 30dHow many fleets they led (owned).
FC time 30dHow long they spent leading.
Last fleetWhen 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.

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

KindWho it bans
CorporationEveryone in that corporation.
AllianceEveryone in that alliance.
CharacterOne specific character (and the person behind it).

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:

  1. an LS changes someone's role;
  2. an FC bans someone;
  3. an FC sets a character's main / alt / sponge.

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 colourWhere they stood in that fleet
purplethe fleet's owner
redadmin
light-blueguest FC or LS
greenrank-and-file pilot
amberobserver (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.

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.

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:

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.

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.

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:

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:

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

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
‹ 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.

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.

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.

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

  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.

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).

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.

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.

ControlWhat it does
Links Skirmish Shield Information Armor 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.

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".

What you see and what you may do

OBSERVING / НАБЛЮДЕНИЕ · FC: Boss Stop
You seeYou mayYou 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

Small things

17. Small things worth knowing