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Arimai
hirr
Morsus Mihi
Posted - 2008.06.23 13:03:00 - [2041]
 

Another (untrusted) mirror by me, at http://alias.student.utwente.nl/eft/EFT2.6.zip .
download & compare md5sum to the one from the topic start.

Dmian
Gallente
Gallenterrorisme
Posted - 2008.06.23 21:46:00 - [2042]
 

I just downloaded the last version. So far, so good. Very Happy

BlueTest2
Posted - 2008.06.24 10:17:00 - [2043]
 

Edited by: BlueTest2 on 24/06/2008 10:18:11
Originally by: Jung Hi
Edited by: Jung Hi on 22/06/2008 12:02:50
Originally by: BlueTest2
I can't seem to use the API import function.

I keep getting connection failed while trying to import.
Any way to solve this?


AFAIK the API server is also down during daily maintance, and by the timestamp of your post, that's when you were trying to access it.

It's working fine for me here at the moment, so try again now.

---

Gripen - EFT is a great tool that I use on a regular basis, thanks for making it!


Unforunately, i still can't get it to work even while the servers are running. Evemon is able to gather my api data right now and the servers are up.

Any tips to get it to work?

Presidente Gallente
Dark-Rising
Executive Outcomes
Posted - 2008.06.24 11:44:00 - [2044]
 

Edited by: Presidente Gallente on 24/06/2008 11:46:07
DELETE THIS POST!

SSRAT
Posted - 2008.06.24 16:49:00 - [2045]
 

Something I noticed, and may have been mentioned before, I just didn't feel like wading through 69 pages of posts... ^^

The Archon does not seem to reflect resistance increase per lvl of Amarr Carrier.
It does not allow 10 Fighters (Drones)
Drone Control Unit I seems to be broken.
Aux Nano Pump doesn't seem to effect armor rep ##'s.

Otherwise, thankyou for such an awsome isk saving tool.Cool

SSRAT
Posted - 2008.06.24 17:04:00 - [2046]
 

NM, my 'All lvl 5' Character got messed up. ^^
Everything works, and I'm an idiot.

FlameGlow
Gypsy Band
Posted - 2008.06.25 08:53:00 - [2047]
 

Can you add a simple option to set target's shield resistances, speed(plain and transversal), distance and signature radius and recalculate setups's DPS with those?

Aaspa
Echolalia.
Shangri-La.
Posted - 2008.06.25 09:43:00 - [2048]
 

Hello,

Some skills are still missing in the new version : Nanite Inferfacing and Nanite Operations Very Happy

Thanks again for your good work Very Happy Keep going !

Cavik
Posted - 2008.06.25 10:48:00 - [2049]
 

Would definately like to see HEAT upgraded a it more in EFT. Time/Heat Qt/Heat Produced.. blah blah.. Would be nice to know these things as well =]

VheroKai
Vhero' Multipurpose Corp
Posted - 2008.06.25 11:06:00 - [2050]
 

Originally by: Aaspa
Hello,

Some skills are still missing in the new version : Nanite Inferfacing and Nanite Operations Very Happy

Thanks again for your good work Very Happy Keep going !

How do they affect your ship stats?

Laughlyn Vaughns
Gallente
Lagos-Vaughn Industries
Posted - 2008.06.25 21:13:00 - [2051]
 

I;m havign trouble importing the Api details, i have my ID number but where do i get the Api Key?

KrabKley
Russian Mafia Team
Posted - 2008.06.25 22:16:00 - [2052]
 

Question about ECM
Excuse for my English but I will try to tell. It is possible to answer in Russian :)

I use version 2.6 in it there is a section "Projected effects"
We take "Condor" from it Target sensor strength = 8 and I wish to count probability jamm.
I move in section "Projected effects" from section Multi Spectrum Jammers - ECM - Multispectral Jammer II (in EFT at it force 2.4) and the probability jamm = 30 %, but in game at me by ship ROOK force ECM - Multispectral Jammer II = 8.4, that about the formula [Jammer Strength] / [Target sensor strength] * [100 %] = 8 so that I jamming from 100 % result turns out.

Help to understand!
Even if I in EFT will drag in section "Projected effects" - 4 Multispectral Jammer II that the probability will be only 76 %.

Where an error???


PS. Well to make so that it was possible to expose the force jamm in section "Projected effects"

Zithon
Gallente
Lyonesse.
KIA Alliance
Posted - 2008.06.26 00:16:00 - [2053]
 

Edited by: Zithon on 26/06/2008 00:19:14
Ok, I have now re-downloaded EFT 2.6, imported my character and re-made my setup. EFT shows it as cap stable. In EVE the cap lasts for about 1 minute. It is just barely stable if I switch off either my reps or my neuts.

Something is wrong. Wether at your end or in EVE itself I have no idea. But perhaps you ought to check how cap is calculated.

Or if there is a problem with that ship itself, it is an uncommon one. An Ashimmu.

EDIT: Did the last one. Checked basic cap recharge. According to EVE i should have a cpa recharge rate of +9, in EFT it shows as +11.5. So something is wrong in EFT. If some bonus is wrongfully applied somewhere or something. And no, NO implants in my character.

Hanneshannes
Posted - 2008.06.26 16:00:00 - [2054]
 

Edited by: Hanneshannes on 26/06/2008 16:10:15
Is it just me or are caldari BS missing?

-E- Nvm, I just didn't see what icons I had selected because my uber PC didn't display the picture.

Chris Vattic
Paxton Industries
Gentlemen's Agreement
Posted - 2008.06.26 21:17:00 - [2055]
 

Edited by: Chris Vattic on 26/06/2008 22:22:06
You seriously need to upload your files to a better site man. After trying to download it 3 times without the page wanting me to write the russian F or 'sch' I went looking for other places to get it. If you recommend people to use your page and that only then maybe try to provide them the ability to do so, not everybody have russian keyboards you know Rolling Eyes

Garr Anders
Minmatar
The Red Circle Inc.
Posted - 2008.06.27 08:37:00 - [2056]
 

Great tool and love it!

Any changes tracking get's incorporated into the tools as well ?

Tekumze Wolf
Minmatar
Jericho Fraction
The Star Fraction
Posted - 2008.06.27 10:13:00 - [2057]
 

Edited by: Tekumze Wolf on 27/06/2008 10:13:40
Very nice tool... but it has a bug that not many people notice :)

Try structure tanking and you will notice that structure reppers have no effect on defensive efficiency. They should. How else can I make a structure tanking LOLZ fit ;)

Lupus Lupus
Nosferatu Security Foundation
Posted - 2008.06.27 14:23:00 - [2058]
 

Zithon, I'm guessing that both you and EFT assume that nosferatus bring you max energy all the time when they are active. In game their benefit is conditional; they will bring you energy only if you have less cap than the enemy. Their functionality was changed in one of the patches last year (the hotly discussed nosf nerf).

I don't see any way how EFT could automatically factor in the conditional aspect of nosferatus. You can do it manually in EFT by toggling nosferatus, thus testing the effects of both getting and not getting energy from enemy.

Trpos
Posted - 2008.06.27 14:53:00 - [2059]
 

Its possible to add Armor / Shield Maintenance Bots to defence ?

Btw good job so far.

Karando
Random Goods
Posted - 2008.06.27 21:19:00 - [2060]
 

my EFT won't save created setups 90% of the time after i close it. any idea?

Aaspa
Echolalia.
Shangri-La.
Posted - 2008.06.28 00:19:00 - [2061]
 

Originally by: VheroKai
Originally by: Aaspa
Hello,

Some skills are still missing in the new version : Nanite Inferfacing and Nanite Operations Very Happy

Thanks again for your good work Very Happy Keep going !

How do they affect your ship stats?


One of the skill reduce repair cycle time and the other one improve armor HP repair amount.....

Terianna Eri
Red Federation
RvB - RED Federation
Posted - 2008.06.28 03:36:00 - [2062]
 

Originally by: Aaspa
Originally by: VheroKai
Originally by: Aaspa
Hello,

Some skills are still missing in the new version : Nanite Inferfacing and Nanite Operations Very Happy

Thanks again for your good work Very Happy Keep going !

How do they affect your ship stats?


One of the skill reduce repair cycle time and the other one improve armor HP repair amount.....


Only when using Nanite Repair Paste. The skills don't affect armor repairers that you fit to your own ship.

(No, you cannot double your tanking efficiency by training nanite interfacing V, that would be broken)

Aaspa
Echolalia.
Shangri-La.
Posted - 2008.06.28 07:16:00 - [2063]
 

Originally by: Terianna Eri
Originally by: Aaspa
Originally by: VheroKai
Originally by: Aaspa
Hello,

Some skills are still missing in the new version : Nanite Inferfacing and Nanite Operations Very Happy

Thanks again for your good work Very Happy Keep going !

How do they affect your ship stats?


One of the skill reduce repair cycle time and the other one improve armor HP repair amount.....


Only when using Nanite Repair Paste. The skills don't affect armor repairers that you fit to your own ship.

(No, you cannot double your tanking efficiency by training nanite interfacing V, that would be broken)


Ohhhhhhhhhhh.............thanks! I didn't know.........yeah, that would have been too easy lol....

Mousy
Space Spuds
STR8NGE BREW
Posted - 2008.06.28 15:47:00 - [2064]
 

Edited by: Mousy on 28/06/2008 17:03:59
I just uploaded and upgraded from eft v2.41 to eft v2.6. Now when I try to import my skills, it does not import. Anyone have any idea what might be the problem?
The import still works fine with v2.41 but with v2.6 no skills are updated.
Thanks

HalfWolf
Posted - 2008.06.28 20:01:00 - [2065]
 

I read the FAQ that came with the EFT. About the Import and no names apearing on the list when tryin to import. I cant seem to save to import to any names. Well I cant because no name apeer to be saved with? I tried making new guy. Then selected that guy I made. But he dose not apeer on the import skills list. No names show up at all. Help?

AlienHand
Posted - 2008.06.28 20:42:00 - [2066]
 

Hey Gripen! Used you tool for some time now and it is simply a "must have" application. Just upgraded to v2.6 ;)

I do have one question (didn't read the whole thread as it is 2000+ posts!)
Will EFT ever feature Named modules or likewise?

Cheers!

AlienHand
Posted - 2008.06.28 21:02:00 - [2067]
 

Originally by: Mousy
Edited by: Mousy on 28/06/2008 17:03:59
I just uploaded and upgraded from eft v2.41 to eft v2.6. Now when I try to import my skills, it does not import. Anyone have any idea what might be the problem?
The import still works fine with v2.41 but with v2.6 no skills are updated.
Thanks
I just copied over the old files .. still works ;)

Ishina Fel
Caldari
Terra Incognita
Intrepid Crossing
Posted - 2008.06.28 22:55:00 - [2068]
 

Originally by: AlienHand
I do have one question (didn't read the whole thread as it is 2000+ posts!)

Will EFT ever feature Named modules or likewise?



Define "named modules".

Going by the definition as the community uses it, "named" items are the tech 1 low meta variants. I.e. for a missile launcher, the malkuth, limos, SV-xxxx and arbalest variants. These are available in EFT and have been for a long time.

What you mean are probably the high meta variants, which should be called "faction" items (dread guristas, dark blood, etc), "deadspace" items (Gist, Pith, etc), and "officer" items (so-and-so's modified stuff).

These are also available in EFT. Look at the very bottom of the window where you can choose modules. There are four tabs for "market", "faction", "deadspace", and "officer" modules.

Ishina Fel
Caldari
Terra Incognita
Intrepid Crossing
Posted - 2008.06.28 23:02:00 - [2069]
 

Edited by: Ishina Fel on 28/06/2008 23:03:20
Originally by: Trpos
Its possible to add Armor / Shield Maintenance Bots to defence ?

Btw good job so far.


When editing a setup, click on the "projected effects" tab at the bottom. Now find the item you want to have affect the ship in the module listing, and drag it to this area. This works for rep drones just as well as for remote sensor boosters, target painters, or anything that a friendly or enemy ship might point at you.

However, that will give only the base effect before skills. To have the final effect, design a second ship, set appropriate skills for it, load the drones into its drone bay (or fit the remote modules onto the ship) and then drag them from there into the projected effects area of your own ship.

Extra hint: if you want gang assist modules to affect your ship, you must design a second ship that uses them (like a BC or command ship), set skills for it, then find the "gang bonuses" tab at the bottom of your first ship and set "squad commander -> bonuses from ship -> [the ship with gang mods]".

Ishina Fel
Caldari
Terra Incognita
Intrepid Crossing
Posted - 2008.06.28 23:11:00 - [2070]
 

Originally by: FlameGlow
Can you add a simple option to set target's shield resistances, speed(plain and transversal), distance and signature radius and recalculate setups's DPS with those?


You can do that with the DPS graph.

Design your ship. Design a second ship to be the target. Make sure both are opened in separate design windows.

Click "File -> New DPS graph".

Right-click on the window to the right, above the speed throttles, and select "add attacker -> [your ship]" and "add target -> [second ship]". Now you can set yours and the targets speed with the throttles. Also, the graph updates in real time with changes to make to either of your ships in their design windows (for example, if you turn the target's MWD on or its shield hardeners off).

Right-click at any point in the DPS graph to receive and exact measure of how much DPS is being done at that exact range. Also, if you have multiple attackers and/or multiple targets, you can click on the various graphs to bolden them.

Extra hint: make the DPS graph window much larger for better detail!


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