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Demon Johnson
Federal Defence Union
Posted - 2005.08.30 08:07:00 - [91]
 

Kristine...great tool! Love it! *fitfitfit* Very Happy

Psionist
Posted - 2005.08.30 14:24:00 - [92]
 

Making an ISK donation right now. Excellent tool, please continue expanding it and add in new features. : )

Kristine Hall
Posted - 2005.08.31 07:15:00 - [93]
 

Originally by: Psionist
Making an ISK donation right now. Excellent tool, please continue expanding it and add in new features. : )


Thanks Psionist Very Happy

Also I want to again thank Bozse and Gyce, the other two people who donated some ISK to me.

I'm currently working on Beta 4. I plan to include a number of things:

  1. More detailed module information

  2. More detailed ship information

  3. More detailed information on shield recharge

  4. More detailed information on cap recharge

  5. Speed calculations



Its probably a few weeks off though as I am moving house soon so I have to organise all of that.

Warm0nger
Dirty Deeds Corp.
Axiom Empire
Posted - 2005.09.01 00:17:00 - [94]
 

Originally by: Kristine Hall

I'm currently working on Beta 4. I plan to include a number of things:

  1. More detailed module information

  2. More detailed ship information

  3. More detailed information on shield recharge

  4. More detailed information on cap recharge

  5. Speed calculations





I'd like to see shield/armor resistances with modules fitted, with an adjusted number in brackets for when any active hardeners are active. But, this probably falls into the 2nd item on your list.

Excellent program! I think I may make a donation hehe

Warm0nger
Dirty Deeds Corp.
Axiom Empire
Posted - 2005.09.01 00:58:00 - [95]
 

Edited by: Warm0nger on 01/09/2005 00:59:37
Edit: n/m heh

von Torgo
Amarr
Posted - 2005.09.01 06:21:00 - [96]
 

Unhandled exception occurs when I try to load setup. I think this happens because the character file is not availiable.

Jacob Sand
Minmatar
Brutor Tribe
Posted - 2005.09.01 09:53:00 - [97]
 

any1 know if the eve-i one is gettin updated? coz this 1 is abit spartan for meSad

Trelennen
Disturbed Hoggs
Posted - 2005.09.01 11:04:00 - [98]
 

Originally by: Jacob Sand
any1 know if the eve-i one is gettin updated? coz this 1 is abit spartan for meSad

As said on EVE Character Manager forum on eve-i, eve-i fitting tool was not ready for release, and you got it only because of a leak. Its developper is far from home for the moment, and then there won't be any further development on it soon. Don't expect to see it before several months.


Back to the topic here. I noticed that Capacitor amount was not modified by PDS. Shield and Pg are updated ok (well i didn't do the math, but there is a modification ;)). It would be great to have shield and capacitor recharge time (modified by skills and fitting), it would help to test a fitting.
Having shield/armor resistances could be useful too, but dunno if it would fit somewhere (maybe in an information box when hovering over "Armor" and "Shield"?)

Good work.

Demon Johnson
Federal Defence Union
Posted - 2005.09.01 14:50:00 - [99]
 

Uh...small suggestion: Pls show not only used and available PG and CPU but also whats left:
Perhaps:

PG: 13000/11000/2000 (max, used, left)


Trelennen
Disturbed Hoggs
Posted - 2005.09.01 16:32:00 - [100]
 

Originally by: Demon Johnson
Uh...small suggestion: Pls show not only used and available PG and CPU but also whats left:
Perhaps:

PG: 13000/11000/2000 (max, used, left)

Good idea, but I would write it more like 11000/13000 (2000) - eg. used/max (left)

Warm0nger
Dirty Deeds Corp.
Axiom Empire
Posted - 2005.09.02 05:40:00 - [101]
 

Program doesn't handle MAPC correctly. Stock says 10pg added.. with skills, I'm getting 13. Yer program only registers 10 when fitted.

Juz something to look in to.

Kristine Hall
Posted - 2005.09.02 11:10:00 - [102]
 

So far in Beta 4 I've done the following:

- added remaining PG/CPU display
- Cap details (maximum stable cap usage, current cap usage (with toggleable modules) and time to cap out)
- Fixed the PDU effects on cap
- Fixed a bunch of skills not apply where they should.

As for MAPCs, I can't see a skill that grants a bonus to the power that a MAPC gives, however I have fixed the order increases are applied in which means a MAPC should give you 12.5 PG (10 from the MAPC and 2.5 from the 25% increase on the 10 assuming you have Engineering V).

For the problem when trying to load a fitting, its because the save file references the complete path to the character file. If it can't find it (say you moved it since saving) it craps out. I did this initially because then you could put your character file wherever you liked. In Beta 4 though, your character file needs to be in the character directory and once it is, you can move the whole app around without the save files no longer working.

I'm working on shield displays now (shield regen/second and resistances), but I need to add something to one of the core types first (to allow for other stuff down the road) and I'm not quite sure how long that will take.

von Torgo
Amarr
Posted - 2005.09.02 11:43:00 - [103]
 

Originally by: Kristine Hall

For the problem when trying to load a fitting, its because the save file references the complete path to the character file. If it can't find it (say you moved it since saving) it craps out. I did this initially because then you could put your character file wherever you liked. In Beta 4 though, your character file needs to be in the character directory and once it is, you can move the whole app around without the save files no longer working.


There's another problem related to this. It looks like it adds modules starting from high slots and ending to low slots. This prevents loading of my setup, because there's MAPC in lows, which is required to fit other modules. Currently the program gives an unhandled exception saying that there's not enough powergrid.

Kristine Hall
Posted - 2005.09.02 11:54:00 - [104]
 

Originally by: von Torgo
There's another problem related to this. It looks like it adds modules starting from high slots and ending to low slots. This prevents loading of my setup, because there's MAPC in lows, which is required to fit other modules. Currently the program gives an unhandled exception saying that there's not enough powergrid.


Yep that sounda about right ;)

Quickest (and temporary) fix for this is to change the option to not enforce fitting requirements.

I'll fix this now.

SeeSor
Caldari
Taurus Inc
Posted - 2005.09.02 21:53:00 - [105]
 

Fantastic, very cool, I have been looking for somthing like this for ages, great job !!!!!!!!Very Happy

Malrubius
Minmatar
Posted - 2005.09.02 21:56:00 - [106]
 

sent you a small donation so you keep improving this ::)

Uther Doull
Shinra
Lotka Volterra
Posted - 2005.09.02 22:08:00 - [107]
 

Edited by: Uther Doull on 17/05/2006 10:58:08
nice program!

Kristine Hall
Posted - 2005.09.03 06:09:00 - [108]
 

Originally by: Uther Doull
that was me (stupid alts)


Thanks a lot Very Happy

Every donation gives me more enthusiasm to improve the program.

At the moment I am working on some basic Shield calculations... good for working out passive shield tanks. Although I haven't gone as far as to work out if it is better to put in another extender or a resistance mod.

Karneh Vorous
Wraiths Reborn
Reign of Sinners
Posted - 2005.09.03 07:05:00 - [109]
 

Edited by: Karneh Vorous on 03/09/2005 16:40:00
Doh, RTFM.... Nevermind, nothing to see here.

Jist bik
Posted - 2005.09.03 09:42:00 - [110]
 

Edited by: Jist bik on 03/09/2005 09:45:14
Sorry sorry, found the readme Rolling EyesRolling Eyes

xKillaH
Minmatar
Blood Corsair's
Posted - 2005.09.03 12:40:00 - [111]
 

Edited by: xKillaH on 03/09/2005 13:04:14
nvm.... didn't read readme file first :)

Kristine Hall
Posted - 2005.09.08 11:26:00 - [112]
 

Hi all,

I'm release what I've done of Beta 4 now because I'm moving house and so probably won't have much time to devote to it for a little while and I've got a decent part of it done.

I'll be working on adding the ship bonuses, providing speed info and more info on modules after I move house.

Beta 4

I've added capacitor, shield and armour info.

Filiberto
Amarr
The Drekla Consortium
Posted - 2005.09.08 12:15:00 - [113]
 

ohh this is great.

I haven't read the entire thread but maybe you should edit your first post with changes you wanna make?

a few questions:

are you planning on getting ship bonusses in? or just the base resist of the ship? (to see what kind of hardners I should fit.)
I know this takes alot of repetetive tasks thats why I'll be sending you some isk when I log on cous I really wanna see this tool get an upgradeWink

are you gonna try another layout for the high-med-low slot layout?becouse it looks like it is done quik.
I'm sure you want to work out bugs and other stuff first before you think of asthetics but I'm just intrestedVery Happy




Kristine Hall
Posted - 2005.09.08 22:55:00 - [114]
 

Originally by: Filiberto
ohh this is great.

I haven't read the entire thread but maybe you should edit your first post with changes you wanna make?


Yeah I will go do this now.

Originally by: Filiberto
a few questions:

are you planning on getting ship bonusses in? or just the base resist of the ship? (to see what kind of hardners I should fit.)
I know this takes alot of repetetive tasks thats why I'll be sending you some isk when I log on cous I really wanna see this tool get an upgradeWink

are you gonna try another layout for the high-med-low slot layout?becouse it looks like it is done quik.
I'm sure you want to work out bugs and other stuff first before you think of asthetics but I'm just intrestedVery Happy


Yes I am planning on putting all the ship bonuses in. The base resists are already in place. The shield tab includes the shield resists and the armour tab includes armour resists.

As for the UI.... no plans to change it at the moment. Its fairly bland, but it gets the job done [;)]

Franny
Mentis Seorsum
Posted - 2005.09.08 23:25:00 - [115]
 

Originally by: Kristine Hall

Every donation gives me more enthusiasm to improve the program.


/me clicks donate

Maxim Maximus
Aliastra
Posted - 2005.09.09 06:57:00 - [116]
 

Wow.. really cool app! Donation is on its way

niko86
Quantum Industries
BricK sQuAD.
Posted - 2005.09.09 11:27:00 - [117]
 

Edited by: niko86 on 09/09/2005 11:28:15
Edited by: niko86 on 09/09/2005 11:28:03
Please can you include the ship module bonuses to the mining barges and covert ops ships. I cant test out my setup for a manticore with cruise launchers. If you can do this ill be a happy bunny Smile
And ill send a li'l donation

EDIT: sorry just noticed the above posts

Valpo'rae
Bite me inc.
Posted - 2005.09.09 12:44:00 - [118]
 

Really good work on this; keep it up :) Not to mention it's the best thing since buttered toast...

It'll be even better when you add in all the named modules, but so far it seems to be taking my skills into account properly which is always a good thing.

Trelennen
Disturbed Hoggs
Posted - 2005.09.11 01:34:00 - [119]
 

Really great job here!

I just noticed that at least one skill still had not its effect computed in EVE Ship Fitter (well, before beta 4 it had no point to compute it anyway ;)): Shield Compensation gives a -2% bonus in capacitor need for shield boosters per skill level.
I guess you'll have to factor in the armor repair skill (and all the remote repair/boost) too, haven't tested them though.

UI is really neat right now, only one thing I could see as an improvement would be that a double click in modules list automaticaly fits the double clicked module in a free corresponding slot (if one available and if enough grid/cpu of course).

Kristine Hall
Posted - 2005.09.11 14:42:00 - [120]
 

Originally by: Trelennen
Really great job here!

I just noticed that at least one skill still had not its effect computed in EVE Ship Fitter (well, before beta 4 it had no point to compute it anyway ;)): Shield Compensation gives a -2% bonus in capacitor need for shield boosters per skill level.
I guess you'll have to factor in the armor repair skill (and all the remote repair/boost) too, haven't tested them though.

UI is really neat right now, only one thing I could see as an improvement would be that a double click in modules list automaticaly fits the double clicked module in a free corresponding slot (if one available and if enough grid/cpu of course).


Thanks, for that pickup. I'll work on that as soon as I have some time Wink. I should just be able to change the data files to enable this.

Yeah the double click to auto add would be nice. I'll see what I can do... for some reason the drag and drop functionality seemed to screw with the double click functionality... not sure how/if I can fix it.


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