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Franny
Mentis Seorsum
Posted - 2005.08.25 22:40:00 - [61]
 

i'll save you the trouble, the box I loaded it on at work is a 2000 box
it worked on that and that box is a huge pos, it would make a better paper weight

Mr Monk
Minmatar
Rage and Terror
Against ALL Authorities
Posted - 2005.08.26 05:13:00 - [62]
 

Excellent, thankyou!

Haven't read the entire thread so apologies if this has been mentioned... Unless I've missed it would be nice to have ship speed in the details.

Cheers
Mr KWMonk

Theron Gyrow
Gradient
Electus Matari
Posted - 2005.08.26 08:26:00 - [63]
 

Originally by: Hanns
Edited by: Hanns on 25/08/2005 16:46:25
*Edit*
just thought maby its not taking my advanced weapon upgrades into account?


That's precisely what is happening. 425mm rails keep taking the base 2500 grid even though I have advanced weapon upgrades 4.

Looks like this will be a very useful program in the near future, good work!

Kristine Hall
Posted - 2005.08.26 11:43:00 - [64]
 

Edited by: Kristine Hall on 26/08/2005 11:44:13
New version:
Beta 3b

I hope that I have now fixed the shield/power/cpu down to 0 bug. Thanks go out to Ghatar from eve-i forums for being the only one to send me an AppLog.log file (which showed me what was happening) and to Uther Doull for the decimals separator suggestion (I'm pretty sure it was the decimal separator not being ".". Nicer way to fix it is:
NumberFormatInfo nfi = new NumberFormatInfo();
nfi.NumberDecimalSeparator = ".";
double myValue = System.Double.Parse( effectValue, nfi );
As then it doesn't matter what the default separator is.

Other additions in Beta 3b are:
Module Search
You can now search for modules, type a string into the text box above the modules list and hit search. The modules list will be populated with all modules that include the search string anywhere in their name. (so searching for 'a' returns lots of modules Wink)

Enforce Fitting Restraints Option
There is now an option to either enforce the fitting restraints (PG & CPU) or to not enforce the restraints. Toggle this by selecting it from the menu options. Currently this defaults to true every time you open Ship Fitter.

Adv. Weapon Upgrades and Shield Upgrades
The effects for both of these skills are now in place. If I have missed them for any weapon/shield types, please let me know.

Gregor Illiovitch
Posted - 2005.08.26 12:27:00 - [65]
 

Edited by: Gregor Illiovitch on 26/08/2005 12:30:48
Originally by: Kristine Hall
Extracted from the data available here:

http://myeve.eve-online.com/devblog.asp?a=blog&bid=246


I don't find any ship equipment's data in this xls files..... Confused
Could you help me ?

Thanks

Kristine Hall
Posted - 2005.08.26 14:30:00 - [66]
 

Originally by: Gregor Illiovitch
Edited by: Gregor Illiovitch on 26/08/2005 12:30:48
Originally by: Kristine Hall
Extracted from the data available here:

http://myeve.eve-online.com/devblog.asp?a=blog&bid=246


I don't find any ship equipment's data in this xls files..... Confused
Could you help me ?

Thanks


Its all there. miscData.xls, on the Types sheet has every item in the game pretty much Wink you just have to work out what groupIDs are for ship modules. You figure that out by looking at the Groups sheet and grabing all the groupIDs with a categoryID of 7.

Of course I would recommend writing some code to parse out the information, doing it by hand is a waste of time Wink

Gregor Illiovitch
Posted - 2005.08.26 15:44:00 - [67]
 

Thank you.
I found Type ID, Groups ID and Categories ID but i don't find all the data about this category (7 for the ship's module)like rate of fire, powergrid, cpu....

Tizzor
Posted - 2005.08.26 20:07:00 - [68]
 

KH,

Great little program you have here Very Happy

Only one thing, I grabbed it and tried to test fit a harpy. It took my skills into account just fine, but when I went to add a PDS2, or two even, it didn't effect the cap at all which it should. I turned logging on and will send you the log file shortly. Smile

A bit more debugging and this will be a great program! I even thought of trying to write something like this myself, but I got word that someone else was, so I decided not to. Anyway, great work so far, keep it up! Smile

-Tizzor

Kristine Hall
Posted - 2005.08.26 23:52:00 - [69]
 

Originally by: Tizzor
KH,

Great little program you have here Very Happy

Only one thing, I grabbed it and tried to test fit a harpy. It took my skills into account just fine, but when I went to add a PDS2, or two even, it didn't effect the cap at all which it should. I turned logging on and will send you the log file shortly. Smile

A bit more debugging and this will be a great program! I even thought of trying to write something like this myself, but I got word that someone else was, so I decided not to. Anyway, great work so far, keep it up! Smile

-Tizzor


Thanks for sending the log file! It told me the effect I didn't include in the cap calculations, so it should only take me a couple of minutes to fix Cool

Has anyone that used to have the power/shield/cpu down to 0 bug tried the new version?

Tizzor
Posted - 2005.08.27 02:25:00 - [70]
 

Hello again,

I got home today and downloaded the program again, except this time when I go to start the program I get this error:

The Application fail to initialize properly (0xc0000135). Click on OK to terminate the application.

Not sure what you did to the program, but it looks like you broke it Wink either that or I got a bad download, but I don't think that is the case.

-Tizzor

Kristine Hall
Posted - 2005.08.27 03:22:00 - [71]
 

Originally by: Tizzor
Hello again,

I got home today and downloaded the program again, except this time when I go to start the program I get this error:

The Application fail to initialize properly (0xc0000135). Click on OK to terminate the application.

Not sure what you did to the program, but it looks like you broke it Wink either that or I got a bad download, but I don't think that is the case.

-Tizzor


That error indicates that you don't have the .NET 1.1 runtime installed. The download url is in the readme.txt

Tizzor
Posted - 2005.08.27 03:29:00 - [72]
 

Whoops! My bad! Laughing I could've sworn that it was on here. Embarassed

/emote slinks away and hides

Vishnej
Demonic Retribution
Pure.
Posted - 2005.08.27 06:50:00 - [73]
 

Looks like it's a much earlier alpha than the one the eve-i guys released, but then again, they stopped developing it, and the only reason we have it was a leak. Good to have someone on the job once more.

Kristine Hall
Posted - 2005.08.27 09:14:00 - [74]
 

Originally by: Vishnej
Looks like it's a much earlier alpha than the one the eve-i guys released, but then again, they stopped developing it, and the only reason we have it was a leak. Good to have someone on the job once more.


I haven't seen the one that is related to the EVE Character Manager (Virtual Shipyard?), so I can't make any comparisons Smile

I still need some confirmation that Beta 3b fixed the power to 0 bug...

Bozse
Reikoku
Cascade Imminent
Posted - 2005.08.27 10:22:00 - [75]
 

Originally by: Kristine Hall
Originally by: Vishnej
Looks like it's a much earlier alpha than the one the eve-i guys released, but then again, they stopped developing it, and the only reason we have it was a leak. Good to have someone on the job once more.


I haven't seen the one that is related to the EVE Character Manager (Virtual Shipyard?), so I can't make any comparisons Smile

I still need some confirmation that Beta 3b fixed the power to 0 bug...


Yes for me it did atleast.

SFX Bladerunner
Minmatar
Aperture Science inc.
Posted - 2005.08.27 22:14:00 - [76]
 

Edited by: SFX Bladerunner on 27/08/2005 22:21:23
Edited by: SFX Bladerunner on 27/08/2005 22:21:02
wow this tool is great! took me some time to work out but is really usefull. Definatelly deserves a bump, and perhaps a sticky??.. Very Happy


edit: perhaps a usefull tip: add in feature to remove a single fitting from your current fittings.. I couldnt find any option to do this and I had to clear the entire outfitting and fit everything all over again.

SFX Bladerunner
Minmatar
Aperture Science inc.
Posted - 2005.08.27 22:22:00 - [77]
 

btw perhaps a usefull tip: add in feature to remove a single fitting from your current fittings.. I couldnt find any option to do this and I had to clear the entire outfitting and fit everything all over again.

TribalBleb
H A V O C
Posted - 2005.08.27 22:34:00 - [78]
 

Edited by: TribalBleb on 27/08/2005 22:43:30
Very nice program i love it, keep up the good work!

Originally by: SFX Bladerunner
btw perhaps a usefull tip: add in feature to remove a single fitting from your current fittings.. I couldnt find any option to do this and I had to clear the entire outfitting and fit everything all over again.


You have to double click it Smile

SFX Bladerunner
Minmatar
Aperture Science inc.
Posted - 2005.08.27 22:36:00 - [79]
 

ohhw thnx, I didnt know lol :D

Kristine Hall
Posted - 2005.08.27 23:35:00 - [80]
 

Originally by: Bozse
Yes for me it did atleast.


Thanks Bozse Smile

I've got one more bug to fix related to getting 2 millions on a tempest ugh and then I will start working on improvements/adding more ship effects/correctly module bonuses.

Thank you to the person that donated some ISK to me Very Happy

Uther Doull
Shinra
Lotka Volterra
Posted - 2005.08.28 00:35:00 - [81]
 

well i've tried it and it works rather well
haven't really checked the exact numbers so if anything is slightly off i wouldn't know, but everything looked in order and i've been expirementing with some setups

all in all this program looks really nice

froster
Posted - 2005.08.28 13:55:00 - [82]
 

nice program.

Jsut a thing the skill energy grid upgrade seems not be taking into account.
When i fit a pdu I the cpu needed is still 20.

Redblade
Reikoku
Cascade Imminent
Posted - 2005.08.28 15:22:00 - [83]
 

Edited by: Redblade on 28/08/2005 15:24:08
Nice.

Bozse
Reikoku
Cascade Imminent
Posted - 2005.08.28 15:23:00 - [84]
 

Sent u an applog for a minor issue and gave u a little something for your efforts Wink

Jane Vladmir
Gallente
Warmongers
Eu Allstars.
Posted - 2005.08.28 19:04:00 - [85]
 

Awesome.

Kristine Hall
Posted - 2005.08.29 03:21:00 - [86]
 

Originally by: froster
nice program.

Jsut a thing the skill energy grid upgrade seems not be taking into account.
When i fit a pdu I the cpu needed is still 20.


Thanks for that froster Smile I've fixed this in the data files. I will release them later tonight. I'm not sure exactly what modules this skill should be applied too... PDUs and Cap Rechargers are mentioned in the skill description, but does anyone know if it applies to other things (MAPC? Cap Boosters? etc etc)

Originally by: Bozse
Sent u an applog for a minor issue and gave u a little something for your efforts


Thanks heaps Bozse Very Happy

I've fixed that bug, I will release the change tonight.

If anyone else has donated some ISK to me (wasn't able to log on yesterday/today), thank you too Very Happy It is much appreciated.


Kristine Hall
Posted - 2005.08.29 10:19:00 - [87]
 

New version:
Beta 3c

Bugs Fixed
- If you had a fitting that included a module that added PG/CPU, then removed the module, you were unable to add it back even if after adding it, your fitting would have met the PG/CPU limits. (Thanks to Bozse for picking this one up)
- Display bug when the decimal separator was set to ',' making all values appear to be much larger than they were. Fixed it so that values are always displayed with a decimal point and are rounded to 2 decimal places.

Skill Updates
- Energy Grid Upgrades now converys reduced CPU requirements for Power Diagnostic Units (thanks to froster)

I'm not sure what else Energy Grid Upgrades should apply to, so far I have ti applying to PDUs and Cap Rechargers (as they are mentioned in the skill description). Can people please let me know when they find skills that aren't being applied properly to modules.

von Torgo
Amarr
Posted - 2005.08.29 12:46:00 - [88]
 

Excellent program. Easy to use and most of the bugs seems to be fixed. At least I had no problems anymore. Final version will definetly be worth some ISK. Smile

I have millions of suggestions for improvement. Although, I would be happy with these two:

1) Include more attributes in ship detail section. Like velocity, resistances, recharge times etc. Basicly there should be all the same information as is in show info-window ingame. Preferably even more info, like maximum cap usage with selected modules and module effects when on/offline.

2) It looks like module attributes are modified only by skills that affect PG and CPU. I'd like to see other effects too. For example, repair skill should shorten repairing cycle.

Bull Slater
Minmatar
Tekumi
Posted - 2005.08.29 14:03:00 - [89]
 

Edited by: Bull Slater on 29/08/2005 14:03:53
One thing that I noticed is missing or perhaps not working properly is that ships that have bonuses to help with fitting (thinking specifically of covert ops, stealth bombers, mining barges and others I might have missed) aren't having their bonuses taken into account when you fit modules. I tried to fit an Arbalest cruise onto a Manticore fitting and it still used the full, unmodified PowerGrid amount.

Kristine Hall
Posted - 2005.08.30 04:37:00 - [90]
 

Originally by: von Torgo
Excellent program. Easy to use and most of the bugs seems to be fixed. At least I had no problems anymore. Final version will definetly be worth some ISK. Smile

I have millions of suggestions for improvement. Although, I would be happy with these two:

1) Include more attributes in ship detail section. Like velocity, resistances, recharge times etc. Basicly there should be all the same information as is in show info-window ingame. Preferably even more info, like maximum cap usage with selected modules and module effects when on/offline.

2) It looks like module attributes are modified only by skills that affect PG and CPU. I'd like to see other effects too. For example, repair skill should shorten repairing cycle.


I will try to work on these kinds of things once I'm happy all the bugs are ironed out. It isn't really complicated, just time consuming to put this sort of stuff in Wink.

Other stuff like cap usage with certain modules online will probably be a bit further down the track, as I would then have to understand how the cap recharge alters as cap goes down and I haven't spent any time looking at that sort of stuff yet.

As for the ship effects (like reduced cost of cloaking devices etc), I still haven't done them as I have to do them by hand and again it is a time consuming proposition and I don't have that much time outside of work. I'll get to it eventually tho.


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