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Josorna
Posted - 2010.08.31 10:37:00 - [4981]
 

Originally by: Davros Fanvor
Caldari Navy Power diagnostic system is missing.


Is it?

Please visit your user settings to re-enable images.

ChaosCow PSA
Caldari
Royal Hiigaran Navy
Posted - 2010.09.04 05:18:00 - [4982]
 

Edited by: ChaosCow PSA on 04/09/2010 05:31:48
---disregard---

Ping Fa
Posted - 2010.09.06 00:14:00 - [4983]
 

Edited by: Ping Fa on 06/09/2010 15:29:52
Disregard - ******* is a helluva drug.

Josorna
Posted - 2010.09.06 08:35:00 - [4984]
 

Originally by: Ping Fa
The CPU output of the Tengu is reading significantly higher for my toon than even All Level V. The max should be 635 but I'm showing 666.75 with no implants. I've re-downloaded EFT and re-imported my toon to no avail. It seems to bug when I mess with KMB implants.
http://img84.imageshack.us/f/cpuerror.jpg/


You have KMB-75 active on the character itself in the character editor, not on the implants view of that one specific fitting.

Ping Fa
Posted - 2010.09.06 15:29:00 - [4985]
 

Originally by: Josorna
You have KMB-75 active on the character itself in the character editor, not on the implants view of that one specific fitting.

You're absolutely right. I have no idea how it got there and in fact it took me a bit to figure out that I couldn't remove the implant I had to choose "no implant" but it appears to be fine now. Thank you.

Emrys Ap'Morgravaine
Caldari
Minmatar Ship Construction Services
Ushra'Khan
Posted - 2010.09.07 14:14:00 - [4986]
 

Just been tinkering with an Absolution fit.

With my skills, in game, Heavy Pulse II's cost me 26.25tf CPU.

EFT tells me they need 26.3tf CPU.

Its a petty thing I know, but any chance of getting the math checked and looked at? does it need to get carried an extra place maybe?

Em.

Josorna
Posted - 2010.09.07 16:30:00 - [4987]
 

Originally by: Emrys Ap'Morgravaine
Just been tinkering with an Absolution fit.

With my skills, in game, Heavy Pulse II's cost me 26.25tf CPU.

EFT tells me they need 26.3tf CPU.

Its a petty thing I know, but any chance of getting the math checked and looked at? does it need to get carried an extra place maybe?

Em.


It's because EFT fitting window rounds it to one decimal, thus 26.25 becomes 26.3. If you open item info in EFT with those lasers, you'll see it using the correct 26.25. Also, if you only add 4 of those, the CPU count will be at 105 flat, not 105.2. So, it's all because of rounding, the internal math does work to full accuracy.

Kira Metari
Posted - 2010.09.08 21:27:00 - [4988]
 

Edited by: Kira Metari on 08/09/2010 22:00:01
fixed

EviI Monkey
Posted - 2010.09.10 01:49:00 - [4989]
 

Edited by: EviI Monkey on 10/09/2010 01:51:15
I didn't see this reported - posting here:

According to EFT, my inflicting damage should be 460/3858 (DPS/Volley). According to the DPS graph (with rigs and painter), I should be getting max. damage against a Gurista BS.

However, each Volley is only producing a strike of 2045 when hitting both Shield and Armor as shown in the log:

[ 2010.09.10 00:32:57 ] (combat) <color=0xff99bb00>Group of Wrath Fury Cruise Missile hit Pith Conquistador for <b>2045</b> damage
[ 2010.09.10 00:33:05 ] (combat) <color=0xff99bb00>Group of Wrath Fury Cruise Missile hit Pith Conquistador for <b>2045</b> damage
[ 2010.09.10 00:33:13 ] (combat) <color=0xff99bb00>Group of Wrath Fury Cruise Missile hit Pith Conquistador for <b>1704</b> damage
[ 2010.09.10 00:33:21 ] (combat) <color=0xff99bb00>Group of Wrath Fury Cruise Missile hit Pith Conquistador for <b>2045</b> damage
[ 2010.09.10 00:33:29 ] (combat) <color=0xff99bb00>Group of Wrath Fury Cruise Missile hit Pith Conquistador for <b>2045</b> damage
[ 2010.09.10 00:33:37 ] (combat) <color=0xff99bb00>Group of Wrath Fury Cruise Missile hit Pith Conquistador for <b>2904</b> damage
[ 2010.09.10 00:33:45 ] (combat) <color=0xff99bb00>Group of Wrath Fury Cruise Missile hit Pith Conquistador for <b>3857</b> damage

As you can see, the damage is consistent minus the one Volley where a defender missile picked off one of my Cruise missiles. But notice when I hit structure. The second to last volley took out the Armor, and dented the structure (higher Volley damage). The final volley hit almost at the exact amount of damage predicted by EFT (1 point off). As I look through the logs, every ship is the same.

So I did a quick search, and found an entry that shows the resistances for this particular ship:

http://eveinfo.com/npcship/24148/eve-online-pith-conquistador.html


As you'll notice, it has a 47% resistance to Kinetic damage on both Shields and Armor. Doing the math (3858 - 47%), you get a value of 2044.74 (which rounds to 2045). So I played with the resistances on the target ship in EFT, and the DPS charts don't change, no matter how high the resists.

Basically, all it's doing is providing the raw DPS/Volley when no resistances are in place. When you graph it, it simply prints out the raw values, never factoring in the resists on the target.

So you're probably hitting for full damage in-game folks, but just never knew it because of this bug.

Thought I'd report this.

-EviI

kupermobileshell
Posted - 2010.09.10 03:17:00 - [4990]
 

cant see column with info about overload time.

http://img834.imageshack.us/img834/2861/20100910070946001.png

Captain Alcatraz
Heretic Academy
B A N E
Posted - 2010.09.10 20:18:00 - [4991]
 

EFT is missing the Succubus, Phantasm and Nightmare. they dont show up in ship browser

Sri T
Posted - 2010.09.11 11:04:00 - [4992]
 

Edited by: Sri T on 11/09/2010 11:05:12
Edited by: Sri T on 11/09/2010 11:04:58
Originally by: Captain Alcatraz
EFT is missing the Succubus, Phantasm and Nightmare. they dont show up in ship browser


show up fine with me,.. look in frigates, cruisers and battleships, scroll down... (?)

On the other hand: interdiction sphere launchers should use 1 cpu on interdictors,.. not the base 100 cpu.

''Interdiction Sphere Launchers require 99% less CPU when fitted on this ship''

Josorna
Posted - 2010.09.12 13:44:00 - [4993]
 

Originally by: Sri T
On the other hand: interdiction sphere launchers should use 1 cpu on interdictors,.. not the base 100 cpu.

''Interdiction Sphere Launchers require 99% less CPU when fitted on this ship''


And where in any of the 4 interdictor's description does it say that?

Voi Ta
Posted - 2010.09.12 14:56:00 - [4994]
 

The skills requirements for mining crystals are missing.

SanZo Fengi
Red Federation
RvB - RED Federation
Posted - 2010.09.12 22:21:00 - [4995]
 

Expanded scan probe launcher is missing, instead in its place is recon probe launcher.
Also the probes themselves are the old variety eg. snoop, fathom etc...
just a FYI

Zaqar
Pator Tech School
Posted - 2010.09.13 12:28:00 - [4996]
 

Originally by: SanZo Fengi
Expanded scan probe launcher is missing, instead in its place is recon probe launcher.
Also the probes themselves are the old variety eg. snoop, fathom etc...
just a FYI
lol. how old is your EFT install? Gotta be about 3 years out of date. Protip: dl latest version Laughing

Jack Bickle
Posted - 2010.09.13 15:28:00 - [4997]
 

For mining yield, I'd like to override ore processing skills but they are not visible under character, nor are they listed under the right click menu/change effecting skill.

How do I make them visible or otherwise edit their level?


Thanks.

Josorna
Posted - 2010.09.13 16:24:00 - [4998]
 

Originally by: Jack Bickle
For mining yield, I'd like to override ore processing skills but they are not visible under character, nor are they listed under the right click menu/change effecting skill.

How do I make them visible or otherwise edit their level?


Thanks.


Ore processing skills have no effect on mining yield besides being the deciding factor if you can use t1 / t2 crystals or not. The actual level affects nothing in yield besides the crystal

Jack Bickle
Posted - 2010.09.13 18:37:00 - [4999]
 

Originally by: Josorna
Ore processing skills have no effect on mining yield besides being the deciding factor if you can use t1 / t2 crystals or not. The actual level affects nothing in yield besides the crystal


It's the only thing I can think of. I have all the other skills at 5 except exhumers which I can override. Still, when I switch to all L5 ore yield increases (I have not set a fleet/squad booster).

I read somewhere on the Eve forums that Ore processing skills do increase yield on T2 stripminers but I can't find the link right now.

Anyways, if I override all the skills that are available to L5 that affect mining yield, it's still lower than the All L5 one. I can't explain it otherwise. What else would it be?

Josorna
Posted - 2010.09.13 18:43:00 - [5000]
 

Edited by: Josorna on 13/09/2010 18:43:34
Originally by: Jack Bickle
Originally by: Josorna
Ore processing skills have no effect on mining yield besides being the deciding factor if you can use t1 / t2 crystals or not. The actual level affects nothing in yield besides the crystal


It's the only thing I can think of. I have all the other skills at 5 except exhumers which I can override. Still, when I switch to all L5 ore yield increases (I have not set a fleet/squad booster).

I read somewhere on the Eve forums that Ore processing skills do increase yield on T2 stripminers but I can't find the link right now.

Anyways, if I override all the skills that are available to L5 that affect mining yield, it's still lower than the All L5 one. I can't explain it otherwise. What else would it be?


Seeing as I do get same results on all lvl 5 and overridden lvl 5 skills to my mining character on hulk (3x t2 strips, t2 veldspar, no mining upgrades) which is yield of 1302 on EFT, only thing I can think of is that you have either fleet / squad /whatever commander assasigned to the setup you're viewing, or that your all lvl 5 char has mining implants.

Temporal Saint
Posted - 2010.09.13 18:57:00 - [5001]
 

Originally by: Josorna
Seeing as I do get same results on all lvl 5 and overridden lvl 5 skills to my mining character on hulk (3x t2 strips, t2 veldspar, no mining upgrades) which is yield of 1302 on EFT, only thing I can think of is that you have either fleet / squad /whatever commander assasigned to the setup you're viewing, or that your all lvl 5 char has mining implants.


Weird. I got 3 modulated strip miners with t2 crystals. 2 mining upgrade II's. 5 mining drone II's. No implants on either character (I checked nothings listed).

I got:
Drones 5
Mining Drone Op 5
Ice Harvest 5
Industry 5
Mining 5
Mining upgrades 5
Leadership 5
mining director 5
mining foreman 5
Astro 5
Science 5
Exhumers 5
Mining barge 5

I get 1703 yield. When I switch to all L5 its 1859.

What am I missing? Confused

Josorna
Posted - 2010.09.13 19:04:00 - [5002]
 

Originally by: Temporal Saint
What am I missing? Confused


Drone Interfacing.

At 0, your listing gives me the same 1703, at 5, it is 1859.

Jack Bickle
Posted - 2010.09.13 19:08:00 - [5003]
 

Originally by: Temporal Saint
Weird. I got 3 modulated strip miners with t2 crystals. 2 mining upgrade II's. 5 mining drone II's. No implants on either character (I checked nothings listed).

I got:
Drones 5
Mining Drone Op 5
Ice Harvest 5
Industry 5
Mining 5
Mining upgrades 5
Leadership 5
mining director 5
mining foreman 5
Astro 5
Science 5
Exhumers 5
Mining barge 5

I get 1703 yield. When I switch to all L5 its 1859.

What am I missing? Confused


That was me too ... and its solved. Restarted EFT and All L5 is now the same as my Char. I Guess it bugged out on me YARRRR!!

Tx.

Jack Bickle
Posted - 2010.09.13 19:11:00 - [5004]
 

Edited by: Jack Bickle on 13/09/2010 19:13:46
Originally by: Josorna
Drone Interfacing.

At 0, your listing gives me the same 1703, at 5, it is 1859.


Yield is not changing when I override DI to L5.

Edit: Not without drones - my bad Laughing So that was the problem before, good spot, Tx!

Sieges
Posted - 2010.09.13 20:23:00 - [5005]
 

Wow! This is a great tool. Thank you!

Gigglios
Posted - 2010.09.15 01:13:00 - [5006]
 

My first suggestion for the neatest tool on Eve:

I would like to:

Hover over a module and R-Click+hold (For a number of seconds) to see what the loadout would be like without that module fitted (Temporarily I mean - let go of that right mouse button and it immediately goes right back to what it was before).

Idk if anyone else has felt the need to remove a module for a few seconds w/o actually removing it but it'd make my fitting experiments run faster :)

Wubs to Gripen :)

Creat Posudol
Gallente
Eve Dragons
Imperial Crimson Legion
Posted - 2010.09.15 14:02:00 - [5007]
 

Originally by: Gigglios
My first suggestion for the neatest tool on Eve:

I would like to:

Hover over a module and R-Click+hold (For a number of seconds) to see what the loadout would be like without that module fitted (Temporarily I mean - let go of that right mouse button and it immediately goes right back to what it was before).

Idk if anyone else has felt the need to remove a module for a few seconds w/o actually removing it but it'd make my fitting experiments run faster :)

Wubs to Gripen :)


That is actually an excellent idea! I'd suggest using something a little more common and intuitive like holding the middle mouse button for that, but otherwise it's a great idea.
It could also work both ways, not just for modules installed but also for modules in the fitting panel to be temporarily installed (insted of just temporarily removed). This would be so much help for the probably most essential eve tool ever already :D

Keep up the great work, and thank you for creating it in the first place!

Gigglios
Posted - 2010.09.16 00:10:00 - [5008]
 

Quote:
It could also work both ways


That is a far better idea.

I thought about some sort of swapping arrangement where a fitted module is highlighted then, alternatives can quickly be temp-swapped from the fitting panel by holding whatever button (Middle is good), just to see which is really better once it's on the ship.

I think that's redundant tho if you could temp-fit, rather than temp-unfit

Nice :)

Zaqar
Pator Tech School
Posted - 2010.09.16 11:57:00 - [5009]
 

Originally by: Gigglios
Quote:
It could also work both ways


That is a far better idea.

I thought about some sort of swapping arrangement where a fitted module is highlighted then, alternatives can quickly be temp-swapped from the fitting panel by holding whatever button (Middle is good), just to see which is really better once it's on the ship.

I think that's redundant tho if you could temp-fit, rather than temp-unfit

Nice :)
You kow you can offline a module in EFT? CTRL-click to the left of the module icon when fitted. That's kinda 'temp-unfitting'...

Wiu Ming
Wrecking Shots
Posted - 2010.09.17 06:56:00 - [5010]
 

Re: duplicating a character

This doesn't seem to carry over implants/hardwirings. Bug? or by design?

cheers,


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