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Mona X
Caldari
Missions Mining and Mayhem
Northern Coalition.
Posted - 2011.04.20 19:52:00 - [5461]
 

Just copy new version over old.

Re Mmacs
Posted - 2011.04.20 21:47:00 - [5462]
 

Originally by: Mona X
Just copy new version over old.


ty

CrestoftheStars
Caldari
Recreation Of The World
Posted - 2011.04.23 03:15:00 - [5463]
 

again sickest tool ever created for a game.
seriously i wish that every mmo had people as dedicated to these kind off tools as you are. THANKS!

Oxx
Posted - 2011.04.26 22:25:00 - [5464]
 

Cant find the squad commander/gang bonuses/ option where you should put the gang link ship ANYWHERE! some say its on the ship window where drones, projected effects, implants/booster are...but in mine there's nothing related to gang bonuses there

Stolen Steel
Minmatar
The Night Crew
Posted - 2011.04.27 02:45:00 - [5465]
 

I just came across a pretty interesting bug. When checking out fittings on a Brutix for gas-mining, the harvesters didn't actually count against the cpu or powergrid. Adding or removing the harvesters changed nothing, which I didn't notice until after I'd purchased everything and tried to fit it (unsuccessfully).

Mona X
Caldari
Missions Mining and Mayhem
Northern Coalition.
Posted - 2011.04.27 14:56:00 - [5466]
 

Edited by: Mona X on 27/04/2011 14:57:32

Originally by: Oxx
Cant find the squad commander/gang bonuses/ option where you should put the gang link ship ANYWHERE! some say its on the ship window where drones, projected effects, implants/booster are...but in mine there's nothing related to gang bonuses there


http://img690.imageshack.us/i/gangu.png/
For specific ship's bonuses fit ship and assign her pilot, then use that option.

Originally by: Stolen Steel
I just came across a pretty interesting bug. When checking out fittings on a Brutix for gas-mining, the harvesters didn't actually count against the cpu or powergrid. Adding or removing the harvesters changed nothing, which I didn't notice until after I'd purchased everything and tried to fit it (unsuccessfully).


Works for me, maybe your version is damaged or something. DL again.

http://img64.imageshack.us/i/gasnv.png/



Uraniae Fehrnah
Posted - 2011.04.30 05:58:00 - [5467]
 

Can't seem to get my skills to import. Plugged in my ID and limited api, it connects and asks me to choose which character, I select my character and hit okay but it doesn't seem to import the skills at all.

I've tried downloading again (main link and mirror in the first post), tried disabling my firewall and antivirus.

Mona X
Caldari
Missions Mining and Mayhem
Northern Coalition.
Posted - 2011.04.30 10:22:00 - [5468]
 

Did you tried to import them on freshly created char or on all5?

Uraniae Fehrnah
Posted - 2011.04.30 15:57:00 - [5469]
 

I've tried on both newly created characters and a duplicate of the All 5's character. The duplicate All 5's did the same thing as freshly created characters, it takes my ID and API and lets me select my character but instead of importing my skills it seems to set everything to 0's.

Phyast
Posted - 2011.05.01 02:58:00 - [5470]
 

I'm not certain if this issue has already been covered, but I was wondering (and really hoping *figures crosses*) if the *known* non-flyable ships and the *known* cheat/GM modules would be added to the EFT's recipe book, as a form of "for fun" or a "what if...".

I understand that practically these things would have no purpose, but, in all honestly, so are the Limited Issue ships and modules, like Estamel's Modified Invulnerability Field, to most EVE players, because of their price and rarity. Although I know, in all likelihood, that I will never be able to own such items in game, I actually find myself playing around with these items the most in EFT, for the pure fun of it. I enjoy seeing just how good I'm able make a ship; so in the same spirit, I believe it would be quite awesome to get to play around with the most ultimate of game items.

For a list of the ships, the best website I have found is: http://www.shipsofeve.com/ships/ <- Use in-game browser
Sadly I have not been able to find a similar website for modules :'(

Thank you, if, for anything, your consideration.

Rommel Volken
Posted - 2011.05.01 22:07:00 - [5471]
 

I'm a big fan of the EFT, but I can't seem to select a Scorpion Navy Issue from the ships. Am I missing something?

sukmanobov
Minmatar
The Priesthood
The 0rphanage
Posted - 2011.05.02 19:33:00 - [5472]
 

Originally by: Phyast
I'm not certain if this issue has already been covered, but I was wondering (and really hoping *figures crosses*) if the *known* non-flyable ships and the *known* cheat/GM modules would be added to the EFT's recipe book, as a form of "for fun" or a "what if...".

I understand that practically these things would have no purpose, but, in all honestly, so are the Limited Issue ships and modules, like Estamel's Modified Invulnerability Field, to most EVE players, because of their price and rarity. Although I know, in all likelihood, that I will never be able to own such items in game, I actually find myself playing around with these items the most in EFT, for the pure fun of it. I enjoy seeing just how good I'm able make a ship; so in the same spirit, I believe it would be quite awesome to get to play around with the most ultimate of game items.

For a list of the ships, the best website I have found is: http://www.shipsofeve.com/ships/ <- Use in-game browser
Sadly I have not been able to find a similar website for modules :'(

Thank you, if, for anything, your consideration.


Thats because there is still 1 tribal issue tempest left also quite a few freki's, utu's etc.. and all these ships are flyable but there is no flyable concord ships etc.. so whats the piont in cloging up the eft client with useless junk?

CCP do it, now whe have nearly a 4GB client to download

Kahega Amielden
Minmatar Ship Construction Services
Ushra'Khan
Posted - 2011.05.04 03:58:00 - [5473]
 

Is it common for EFT to be completely wrong? Lately I've been having issues with it just having incorrect values. With my skills, I should have 413.85 CPU on a purifier with a t2 co-processor. Ingame, I have 409. I do have the latest version.


Mona X
Caldari
Missions Mining and Mayhem
Northern Coalition.
Posted - 2011.05.04 12:16:00 - [5474]
 

Edited by: Mona X on 04/05/2011 12:18:29
Originally by: Uraniae Fehrnah
I've tried on both newly created characters and a duplicate of the All 5's character. The duplicate All 5's did the same thing as freshly created characters, it takes my ID and API and lets me select my character but instead of importing my skills it seems to set everything to 0's.


Maybe it's issue with API server?

Originally by: Rommel Volken
I'm a big fan of the EFT, but I can't seem to select a Scorpion Navy Issue from the ships. Am I missing something?


Broken eft? Old version?

Originally by: Kahega Amielden
Is it common for EFT to be completely wrong? Lately I've been having issues with it just having incorrect values. With my skills, I should have 413.85 CPU on a purifier with a t2 co-processor. Ingame, I have 409.



Remove KMB-25 implant in EFT or add one in game.



Rawblin
Caldari
Perkone
Posted - 2011.05.08 02:22:00 - [5475]
 

Was messing about a bit today and found a bug by happy coincidence.

Drone Link Augmentor I shows in EFT as requiring the skill Scout Drone Operation IV, as the only requirement.

Currently in-game this module requires Drones III, and Combat Drone Operation III.

EFT is version 2.13.3

Not a huge bug or anything, but figured I'd do my part and point it out. Excellent and priceless program, btw :)

Dr Xennon
Posted - 2011.05.09 22:36:00 - [5476]
 

Edited by: Dr Xennon on 09/05/2011 22:47:43

Originally by: Uraniae Fehrnah
Can't seem to get my skills to import. Plugged in my ID and limited api, it connects and asks me to choose which character, I select my character and hit okay but it doesn't seem to import the skills at all.


Was working fine up until a few days ago. I am getting the same problem on 3 separate machines.

Edit: EveMon works fine on all the machines, so its not a network issue. Just having the problem with EFT 2.13.3

Edit 2: Something on the CCP side? All 3 are working fine now.

Gordon Merdante
Posted - 2011.05.12 00:21:00 - [5477]
 

Originally by: Rawblin
Was messing about a bit today and found a bug by happy coincidence.

Drone Link Augmentor I shows in EFT as requiring the skill Scout Drone Operation IV, as the only requirement.

Currently in-game this module requires Drones III, and Combat Drone Operation III.

EFT is version 2.13.3

Not a huge bug or anything, but figured I'd do my part and point it out. Excellent and priceless program, btw :)


Bug confirmed - I just came here to post the exact same thing, and saw someone else had already posted it.

Minor annoyance, but everything else I've played with seems to be spot-on, so I came to complain... I mean, uhm, help with a bug report. Laughing

Leetha Layne
Posted - 2011.05.13 17:21:00 - [5478]
 

Edited by: Leetha Layne on 13/05/2011 17:33:57
One note: You guys have requirements for drone link augmenter as Scout Drone Operation IV. It is actually Combat Drone Operation III.


Sorry just saw it above...mod delete at will.

Arpad Elo
Posted - 2011.05.14 05:43:00 - [5479]
 

Edited by: Arpad Elo on 15/05/2011 09:19:50
Edited by: Arpad Elo on 14/05/2011 05:50:15
Not sure what's going on.
...
EFT says that I can fit this ship, yet in-game I can't. Any idea what's going on?

----------------

As it turned out, in game I was equipping a MWD instead. :)

Xander Hunt
Minmatar
Dead Rats Tell No Tales
Posted - 2011.05.15 12:52:00 - [5480]
 

Edited by: Xander Hunt on 15/05/2011 12:58:54
**Disregard**

Mrs Bianca
Posted - 2011.05.16 11:33:00 - [5481]
 

(Small) Warhead Rigor Catalyst I/II does not affect `EXPLOSIONRADIUS` property of `Charge Info` window. Particularly on Nemesis:
Siege ML II with Inferno Rage Torpedo and Rigor rigs.

Furb Killer
Gallente
Posted - 2011.05.16 11:58:00 - [5482]
 

Quote:
Large Warhead Rigor Catalyst I
This ship modification is designed to decrease the signature radius factor for missile explosions at the expense of increased CPU requirements for launchers. Note: only works on guided missiles, that is light missiles, heavy missiles and cruise missiles.


Joe Craig
Posted - 2011.05.17 08:01:00 - [5483]
 

Thanks a lot for your work!

Also a question from a noob: Is it possible to have control towers available for fitting in the future? I know there are other programs doing that, but I have found none that calculates the EHP, DPS or Range of your POS in Combat (w POS-Gunners).

Mrs Bianca
Posted - 2011.05.17 08:58:00 - [5484]
 

Originally by: Furb Killer
Quote:
Large Warhead Rigor Catalyst I
This ship modification is designed to decrease the signature radius factor for missile explosions at the expense of increased CPU requirements for launchers. Note: only works on guided missiles, that is light missiles, heavy missiles and cruise missiles.



Hands down. Pardon my blindness...

Lemming onSeth
Posted - 2011.05.19 23:20:00 - [5485]
 

I downloaded it, When i startup the file it says invalid file name. The EFT tool then comes up blank. No idea how to fix it or whats gone wrong.

Rain Kaessinde
Adhocracy Incorporated
Posted - 2011.05.20 02:28:00 - [5486]
 

In-game, MWD sig bloom is stacking-penalized with shield rigs and target painters. EFT (2.13.3) appears to treat the MWD sig radius bonus as a unique type with no stacking, and consequently reports an erroneously large signature radius for any ship with active MWD and fitted shield rigs.

Riddick Furyian
Posted - 2011.05.20 06:30:00 - [5487]
 

Edited by: riddick Furyian on 20/05/2011 08:00:12
**EDIT** I believe I was reading the cap number from the wrong spot in game, however the effective HP numbers are still not matching.

Question...I have the latest shown version, 2.13.3, all my skills in EFT match my skills in game. The fit for Hulk matches part for part between EFT and the game; however, the power requirements from the reactor are different. EFT says with everything activated I should be stable at 53%, the actual fitting in game says I'm stable at 17.2%. Sure, I'm still stable, but that's a huge difference in power requirements. Numbers such as powergrid and cpu match exactly. And EFT effective HP says 17,747, but 14,817 in game. ANy thoughts on what causes this?

Furb Killer
Gallente
Posted - 2011.05.20 09:54:00 - [5488]
 

You cannot be cap stable at 17%, I think that means something like 17% excess capacitor generated (at peak recharge).

Regarding EHP, i believe it is in the EFT FAQ. Anyway Eve uses worst case damage type for shield, then armor, then hull, EFT uses whatever you set it on (default uniform).

Bin ImBett
Posted - 2011.05.20 11:01:00 - [5489]
 

you can be capstable at 17%...u have 2 capstable points..

Graph

NoNah
Posted - 2011.05.20 11:40:00 - [5490]
 

Originally by: Bin ImBett
you can be capstable at 17%...u have 2 capstable points..

Graph


if cap use was leveled and constant, yes, but as it comes in pulses it won't really happen. You're not capstable at a specific point, you're in stable within a range.

However, while the derivate is positive, I'm fairly certain you would keep gaining cap until you hit what you call the second cap stability point - where the derivate is negative. Even if possible to stay cap stable at two points, they wouldn't be corresponding on a graph like that(assuming that it show the cap recharge at any given point).

That said, it doesn't really matter, to find the exact result you'd have to simulate the cap use step by step(like quickfit did) and it's timeconsuming without really producing any better results than the estimates EFT does.


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