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:
| 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. |
1. 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 4.
- MAIN is a main's ship, ALT an alt's,
BOOST a booster. The role comes from the hull — there
is nothing to choose, and nothing to get wrong.
- 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.
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.
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
- 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.
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
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.
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.
| 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.
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
- 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. |
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).
| 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.
7. 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.