open All Channels
seplocked Ships and Modules
blankseplocked Eve Fitting Tool v2.13.4 - Incursion 1.4.1
 
This thread is older than 90 days and has been locked due to inactivity.


 
Pages: first : previous : ... 159 160 161 162 [163] 164 165 166 167 ... : last (188)

Author Topic

T' Elk
Minmatar
Clearly Compensating
Concordiat Alliance
Posted - 2010.06.27 23:46:00 - [4861]
 

Edited by: T'' Elk on 27/06/2010 23:47:26
Originally by: Von Kapiche

How does one see the effects of gang links? you can't drag one into projected effects... this is probably buried somwhere in the thread, but it's not in the faq.


You'll have to have a gang link fitted bc/command ship, if you have one right click squad commander, hover over bonuses from ships, and select the name of the fit.

Comm Pic
Posted - 2010.06.28 18:08:00 - [4862]
 

Edited by: Comm Pic on 28/06/2010 18:15:18
powergrid numbers for loki seem to be off. at least on my fit. in the configuration i am using eft states i only have 937.5 powergrid available. but in game it states i have 965.63. i have double and tripled checked the fits between the 2 and they are the same. it is not skills related because the numbers are the same with the default all level 5 char.

Ghee Bhaag
Minmatar
UMEC
Fallen Angels Alliance
Posted - 2010.06.28 20:40:00 - [4863]
 

Edited by: Ghee Bhaag on 28/06/2010 20:42:08
Edited by: Ghee Bhaag on 28/06/2010 20:41:47
Maybe this has come up before now. The Gila seems to be wrong on a few counts; bonuses, drone bay and slot layout come to mind.

http://img64.imageshack.us/img64/7778/gilaz.jpg

Skrull theMighty
Posted - 2010.06.28 22:11:00 - [4864]
 

Edited by: Skrull theMighty on 28/06/2010 22:18:41
Sorry brain-fade.

Tonto Auri
Vhero' Multipurpose Corp
Posted - 2010.06.29 08:57:00 - [4865]
 

Originally by: Comm Pic
Edited by: Comm Pic on 28/06/2010 18:15:18
powergrid numbers for loki seem to be off. at least on my fit. in the configuration i am using eft states i only have 937.5 powergrid available. but in game it states i have 965.63. i have double and tripled checked the fits between the 2 and they are the same. it is not skills related because the numbers are the same with the default all level 5 char.


Exactly 3% difference. Do you have an implant by any chance?

TriadSte
Gallente
Posted - 2010.06.30 09:24:00 - [4866]
 

I was browsing some EFT fits today on the newest version and I found that my cycle time on my blasters was LONGER on EFT than in the game.

Now for me this is an issue because when choosing expensive hardwirings at 100 mil + I wanna know what its gonna do for me EXACTLY before I purchase.

Example : what serves me better a +5% dmg or a +5% quicker cycle time hardwire. It seems EFT cannot give me accurate information on this.

Does anyone else have this issue?

Zaqar
Pator Tech School
Posted - 2010.06.30 10:32:00 - [4867]
 

Originally by: Ghee Bhaag
Edited by: Ghee Bhaag on 28/06/2010 20:42:08
Edited by: Ghee Bhaag on 28/06/2010 20:41:47
Maybe this has come up before now. The Gila seems to be wrong on a few counts; bonuses, drone bay and slot layout come to mind.

http://img64.imageshack.us/img64/7778/gilaz.jpg
EFT does not auto-update. Make sure you have the latest version from the first post in the thread.

Hathrul
Posted - 2010.06.30 22:42:00 - [4868]
 

i keep getting the same problem with eft. i never use any program at full screen, but becouse of that the character editor keeps moving outside the eft screen. in effect this means i cant update my skills, implants, or add more characters. is there any way to move the editor back into the window so i can use it again without having to reinstall?

srry if this has been asked before

Murruk
Posted - 2010.06.30 23:28:00 - [4869]
 

Originally by: Hathrul
i keep getting the same problem with eft. i never use any program at full screen, but becouse of that the character editor keeps moving outside the eft screen. in effect this means i cant update my skills, implants, or add more characters. is there any way to move the editor back into the window so i can use it again without having to reinstall?

srry if this has been asked before


scrollbars bottom and right?Shocked

Hathrul
Posted - 2010.07.01 08:42:00 - [4870]
 

no such thing with just the char editor. that only seems to apply when it happens with your fitting window

however, this is the 5th time it happens but the 1st time it resets itself....i can acces it again

Ghee Bhaag
Minmatar
UMEC
Fallen Angels Alliance
Posted - 2010.07.01 14:23:00 - [4871]
 

Originally by: Zaqar
Originally by: Ghee Bhaag
Edited by: Ghee Bhaag on 28/06/2010 20:42:08
Edited by: Ghee Bhaag on 28/06/2010 20:41:47
Maybe this has come up before now. The Gila seems to be wrong on a few counts; bonuses, drone bay and slot layout come to mind.

http://img64.imageshack.us/img64/7778/gilaz.jpg
EFT does not auto-update. Make sure you have the latest version from the first post in the thread.


Yup. that was it. shoulda checked first. thanks for the info

Alundil
Gallente
Galactic Salvage Inc.
Posted - 2010.07.01 17:12:00 - [4872]
 

Awesome work as usual. I wanted to mention that there might be an issue with the Freighter ship group.

When creating a new setup for any of the freighters/jump freighters there is no way to add modules to them.

That is with the latest version.

Meiyang Lee
Gallente
Azteca Transportation Unlimited
Gunboat Diplomacy
Posted - 2010.07.01 20:26:00 - [4873]
 

Originally by: Alundil
Awesome work as usual. I wanted to mention that there might be an issue with the Freighter ship group.

When creating a new setup for any of the freighters/jump freighters there is no way to add modules to them.

That is with the latest version.


That's mainly because neither ship class has any module slots. They're only in EFT to check eHP and align-times basically.

Roemy Schneider
Vanishing Point.
Posted - 2010.07.02 03:15:00 - [4874]
 

fq.txt doesn't have anything on the dps-graph's resists options.
could anyone explain?

[only if you know for sure(!)]

dayita
Posted - 2010.07.02 21:23:00 - [4875]
 

Looks like the Drake's powergrid got out of sync with the last Tyrannis patch. EVE says 850 base, EFT says 977.5

It's annoying because I'm having a hard time figuring out what to fix to make my T2 launchers fit :(

- d

Josorna
Posted - 2010.07.02 21:47:00 - [4876]
 

Originally by: dayita
Looks like the Drake's powergrid got out of sync with the last Tyrannis patch. EVE says 850 base, EFT says 977.5

It's annoying because I'm having a hard time figuring out what to fix to make my T2 launchers fit :(

- d


It's not. 2.12.4 shows Drake having 850 grid. To get it to 977.5, means that you have character / mod / whatever active that gives 15% more grid (engineering at lvl 3 is one).

Kojaimea Sakamoto
Posted - 2010.07.02 23:23:00 - [4877]
 

is anyone else having trouble downloading it from the link provided? it is making me still wait and 30 minutes have already gone...

Naran Dartin
Posted - 2010.07.03 12:46:00 - [4878]
 

Edited by: Naran Dartin on 03/07/2010 12:51:33
DL working fine for me.

deCo

Edit: never mind, my bad.

Wendelgard
Gallente
Herrscher der Zeit
Smacked Alliance
Posted - 2010.07.04 21:17:00 - [4879]
 

Hello Gripen,

I am very found of EFT, but there is a small problem I am currently encountering:

Here is a setup (export version) for a pve vessel. Firstly, I copied the fitting to my computers clipboard. Then I import it in EFT and save it as xml.

Having this done I import the xml in the Fitting Manager in EVE. That far, no problems.

But having done the import in EVE, there I am told that the Large Cap Control Circuit I does not exist. Whether EFT does run while importing or not, this error occurs.

I thought the problem was due incorrect itemnumbers, but a glance into the xml did not verify. Why is the rig not identified by the client of EVE? The fitting can be sent in on demand.

Thanks in advance,

Wendelgard

Coolio Wolfus
Posted - 2010.07.04 22:13:00 - [4880]
 

Originally by: Gripen


http://sharingmatrix.com/file/6913359/EFT2.12.4.zip - EFT version 2.12.4
http://dl.eve-files.com/media/corp/Gripen/EFT2.12.4.zip - Alternative mirror 1
http://hotfile.com/dl/46450855/6bdf59b/EFT2.12.4.zip.html - Alternative mirror 2

Archive file md5 sum is: c02f40df1ba792e6a28f05018b8812a5


Just an FYI...
1st link loops for several minutes, 10 min countdown for non members, followed by a popup claiming 10 more minutes. Exclamation

2nd link works no problem. Cool

3rd link claims file removed by user or copyright breach. Question
(Thats with or without the '.html' on it.)

Wendelgard
Gallente
Herrscher der Zeit
Smacked Alliance
Posted - 2010.07.05 16:28:00 - [4881]
 

Coolio, I am afraid to tell that I did use the second link. The problem remains. I am not quite sure whether this a bug of EFT or tyrannis 1.0.3; to be more likely a flaw in Tyrannis.

If this was a bug of Tyrannis, I am very curios if other user did encounter similar problems.

Wendelgard

Shamalayan
Posted - 2010.07.06 02:14:00 - [4882]
 

The small rigs that affect cpu usage aren't being recognised when used as part of a fitout.

Wendelgard
Gallente
Herrscher der Zeit
Smacked Alliance
Posted - 2010.07.06 15:47:00 - [4883]
 

Shamalayan, as you may know, I am talking about a large rig. However, I personally can not see any advantage not recognizing items consuming CPU.If it was possible to import setups then they should be completely imported.

Regards,

Wendelgard

Stark Midular
Posted - 2010.07.16 06:52:00 - [4884]
 

Edited by: Stark Midular on 16/07/2010 06:52:59
I'm new to EVE and EFT, and am excited at the possibility of playing 'what if' with my ship fittings (a capability they should have built into EVE itself). However, I'm having a problem. I exported a fitting from EVE for a destroyer I've already got configured, then imported it into EFT. I've also imported my character's skills. When I look at the fitting in EFT, many of the values match those in EVE, but not all. Specifically, the values for effective HP and shield/armor resistances are not the same. For example, EVE shows effective HP as 2469 while EFT shows this as 4444, not a small discrepancy! What might I be doing wrong?

GyokZoli
Caldari
Sanctum of Citizens
Posted - 2010.07.16 08:08:00 - [4885]
 

Anyone else encountered a bug with Strategic Cruisers?

When I load an already saved fit and change any subsystem, I cannot put modules on the ship anymore. I can remove any module, but can't put back anything. And nothing fixes this, I have to make a new fit from scratch (tried restarting the program, copying the fit, etc).

Zaqar
Pator Tech School
Posted - 2010.07.16 08:42:00 - [4886]
 

Originally by: Stark Midular
Edited by: Stark Midular on 16/07/2010 06:52:59
I'm new to EVE and EFT, and am excited at the possibility of playing 'what if' with my ship fittings (a capability they should have built into EVE itself). However, I'm having a problem. I exported a fitting from EVE for a destroyer I've already got configured, then imported it into EFT. I've also imported my character's skills. When I look at the fitting in EFT, many of the values match those in EVE, but not all. Specifically, the values for effective HP and shield/armor resistances are not the same. For example, EVE shows effective HP as 2469 while EFT shows this as 4444, not a small discrepancy! What might I be doing wrong?
Originally by: faq.txt
Q: What is Effective hitpoints and why this value differs from effective hp shown in ingame fitting screen? A: Effective hitpoints is an amount of damage required to break through given shield, armor and structure buffers with their respecive resistances. By default EFT uses average resistance while ingame effective hps calculated using lowest resistance.

Zaqar
Pator Tech School
Posted - 2010.07.16 08:52:00 - [4887]
 

Edited by: Zaqar on 16/07/2010 08:53:10
Originally by: GyokZoli
Anyone else encountered a bug with Strategic Cruisers?

When I load an already saved fit and change any subsystem, I cannot put modules on the ship anymore. I can remove any module, but can't put back anything. And nothing fixes this, I have to make a new fit from scratch (tried restarting the program, copying the fit, etc).
If your fittings violate the number of hardpoints that your current subsystems give, you won't be able to add any new mods. Check that turrets/launchers is not a negative number. If it is, remove turrets/launchers until the number is 0 or more, then try again.

Please visit your user settings to re-enable images. <- negative number of launcher hardpoints available in this example

Stark Midular
Posted - 2010.07.16 20:41:00 - [4888]
 

Originally by: Zaqar
<snip>
Originally by: faq.txt
Q: What is Effective hitpoints and why this value differs from effective hp shown in ingame fitting screen? A: Effective hitpoints is an amount of damage required to break through given shield, armor and structure buffers with their respecive resistances. By default EFT uses average resistance while ingame effective hps calculated using lowest resistance.



Sorry for being such a noob, but I don't understand what this is saying. What does "average resistance" vs "lowest resistance" mean? I would expect my shields, armor, and structure to have a single resistance value. This makes it sound as if it's variable. If so, how can I know in any given situation how much damage I can actually take? Help!

Zaqar
Pator Tech School
Posted - 2010.07.16 21:31:00 - [4889]
 

Originally by: Stark Midular
Sorry for being such a noob, but I don't understand what this is saying. What does "average resistance" vs "lowest resistance" mean? I would expect my shields, armor, and structure to have a single resistance value. This makes it sound as if it's variable. If so, how can I know in any given situation how much damage I can actually take? Help!
There's 4 damage types and each hitpoint layer - shield, armour, hull - has different resists to each type, right? So if you want to know exactly how much damage you can take in a given circumstance, you'd have to also know what type and ratio of damage you'll be receiving. It's possible to estimate this when fighting NPCs, and you can use EFT's damage profiles to calculate your EHP against that particular type and ratio of damage. For PVP of course usually you have no idea what's going to be shooting you next.

Anyway, Eve's fitting screen takes the lowest resist on each layer, and uses that to calculate effective hitpoints. This will be the lowest amount of damage you can take - of any type - that will kill your ship.

EFT takes an average of the resists across each layer, so EFT will almost always show a higher figure.

Stark Midular
Posted - 2010.07.17 00:43:00 - [4890]
 

Originally by: Zaqar
There's 4 damage types and each hitpoint layer - shield, armour, hull - has different resists to each type, right? So if you want to know exactly how much damage you can take in a given circumstance, you'd have to also know what type and ratio of damage you'll be receiving. It's possible to estimate this when fighting NPCs, and you can use EFT's damage profiles to calculate your EHP against that particular type and ratio of damage. For PVP of course usually you have no idea what's going to be shooting you next.

Anyway, Eve's fitting screen takes the lowest resist on each layer, and uses that to calculate effective hitpoints. This will be the lowest amount of damage you can take - of any type - that will kill your ship.

EFT takes an average of the resists across each layer, so EFT will almost always show a higher figure.


First, thanks for taking the time to explain this to me. I appreciate it. Is there somewhere all this has been written down? It would be great if there were an EFT wiki page.

So, if I understand you correctly, what EVE's fitting tool does is take the minimum resistance value across the four types of damage for your shields and multiplies that by your shield HP to get the minimum number of HP that could get through them. Then it does the same for armor and structure, and adds the three resulting HP values together. Is that correct?

If so, this doesn't seem terribly useful. After all, no enemy is going to switch from one weapon type to another as they make their way through your defenses. I agree that averaging the resistances is a better indicator of how you will fare against a randomly chosen enemy.

Thanks again!


Pages: first : previous : ... 159 160 161 162 [163] 164 165 166 167 ... : last (188)

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only