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Liang Nuren
Posted - 2008.08.01 04:25:00 - [2191]
 

Edited by: Liang Nuren on 01/08/2008 04:24:49
Originally by: Slyton Silur
Edited by: Slyton Silur on 01/08/2008 00:24:15
Could someone explain to me how to get the sisi changes working?
I don't quite fully understand the:
Quote:
Changes from SiSi server made available for testing. To test them EFT must be launched with "/DataDir Data_SpeedPatch" switch



Right click on the EFT Executable.
Create a shortcut.
Edit the shortcut.
Append /DataDir Data_SpeedPatch to the end of the "Target" line.
Run EFT through the shortcut.

-Liang

sh4rp ov3rvolt
tr0pa de elite
Triumvirate.
Posted - 2008.08.01 12:13:00 - [2192]
 

Loved the last version... I would send ISK if you weren't a daily enemy Very Happy

Lucai
Jericho Fraction
The Star Fraction
Posted - 2008.08.01 18:29:00 - [2193]
 

Edited by: Lucai on 01/08/2008 18:33:40
Originally by: Stab Wounds

To be honest I can't figure out how to overload a module in EFT.



Its written somewhere, took me a bit to find it at first, though.

Rightclicking the green checkmark/red cross = Overload

FullMetal Basilisk
Minmatar
The Naked Peas Group Plc.
Posted - 2008.08.01 20:12:00 - [2194]
 

Edited by: FullMetal Basilisk on 01/08/2008 20:12:57
heya, there seems to be a bug where if u change the base resistances (em shield compensation etc) it wont actually show on EFT.

is there a way of updating this?

thank you

FullMetal

Skraut
ElitistOps
GoonSwarm
Posted - 2008.08.02 02:27:00 - [2195]
 

Originally by: FullMetal Basilisk
Edited by: FullMetal Basilisk on 01/08/2008 20:12:57
heya, there seems to be a bug where if u change the base resistances (em shield compensation etc) it wont actually show on EFT.

is there a way of updating this?

thank you

FullMetal


If you're implying that those skills affect base ship resistances, you're simply mistaken. They only affect passive hardeners such as resistance amplifiers for shields, and membranes and platings for armor.

MorLoki
Posted - 2008.08.02 21:09:00 - [2196]
 

I read in the changes that patch 2.6 fixed the stacking speed penalty of armor rigs. However, after messing around with a few armor rigs (and even creating a ship in EVE with armor rigs based on my EFT setup), it seems that armor rig speed penalties aren't being calculated at all. I site my setup of a salavager Hurricane that, according to EFT, with a single salvage tackle (or even three) and my current skills should have a max speed of 147, but the ship I have online has a max speed of 133. The error continues to exist in the latest version of EFT as well.

Kaivaja
Posted - 2008.08.02 22:35:00 - [2197]
 

Originally by: MorLoki
it seems that armor rig speed penalties aren't being calculated at all.

My testing confirms this. EFT 2.7 doesn't give any speed penalty from one or more salvaging rigs, but the game does.

Liang Nuren
Posted - 2008.08.02 22:56:00 - [2198]
 

Anyone else having floating point errors if they add a cap booster to a near empty setup?

Duplication:
Create empty Rokh setup
Add Invuln II
Add Hvy Cap Booster II
Change to Cap Booster 800's
-- Invalid floating point operation.

I think it's related to the Stable at: XXX% operation.

-Liang

Demench
Posted - 2008.08.03 03:46:00 - [2199]
 

Originally by: Archonus
I'm getting access violations when I right click a module form the search results box.

Its happening on both Vista and XP (2 different computers).
IIRC, it wasn't doing it initially on my XP system, but started after I had a ship setup open.


Same. Vista as well. Prior version worked fine.

Zaqar
Pator Tech School
Posted - 2008.08.03 09:05:00 - [2200]
 

Edited by: Zaqar on 03/08/2008 09:09:49
Many 'bugs' being reported are actually because people don't know how the game works.
Please consider getting your facts right before crying 'bug!'
Kthx.

E: nope Liang, no error for me when I try that.

Jim McGregor
Posted - 2008.08.03 11:12:00 - [2201]
 

Edited by: Jim McGregor on 03/08/2008 11:15:44

Thanks for the update. :)

By the way, adding rigs with a power grid penalty doesn't alter the remaining power amount on ships correctly. Thats the only bug I have found.

Drago Wolfson
Caldari
Serenity Engineering and Transport Company
Fatal Ascension
Posted - 2008.08.03 16:47:00 - [2202]
 

I don't want to ask a stupid question here, can you point me to the FAQ for EFT....I don't seem to be able to find it

Sweetiekin
Genesis Group
Posted - 2008.08.04 00:06:00 - [2203]
 

Is there a way to include the Meta level in the item info?
Also instead of moving faction items to a separate submenu, I personally would like an option to have everything in one place (all Market, Faction, Complex and Commander in one list).
EFT still is a fantastic tool, thanks for creating and sharing it with the community.

Death Stryke
Posted - 2008.08.04 02:01:00 - [2204]
 

I don't know if this is a bug, or if its supposed to be this way but when you mount both turrets AND missile launchers, the volley damage doesn't calculate the damage from the missiles. The dps on the other hand, seems to rise accordingly.

When the ship consists of ONLY missile launchers, the volley damage seems to add up accordingly.

Is this a bug? or is there an option for me to enable both turret and missile damage when calculating volley damage?

Sigras
Gallente
Conglomo
Posted - 2008.08.04 02:01:00 - [2205]
 

please dont think im just complaining because i really love this program and i use it almost every day.

But in that use i did find one bug . . . if you use a guardian/basilisk to cap transfer a ship way above what's necessary the game returns a floating point operation bug.

A related bug is that you can similarly make the system say it will be cap stable at over 100%

neosquad
Posted - 2008.08.04 04:21:00 - [2206]
 

PLEASE!!!!


add hull repairers to defense efficiency. i want to get an accurate comparison of armor and hull tanking and cant do it with the current version.

thank you!!!

VicturusTeSaluto
Gallente
Metafarmers
MeatSausage EXPRESS
Posted - 2008.08.04 11:25:00 - [2207]
 

gang skills don't seem to be applying a speed bonus in this new version

Fredou
Gallente
Hidden Agenda
Deep Space Engineering
Posted - 2008.08.04 15:55:00 - [2208]
 

is it possible to add a filter like:

"show me the module I can still fit on my ship without going over my cpu/pg"


Rhaegor Stormborn
BURN EDEN
Northern Coalition.
Posted - 2008.08.04 16:05:00 - [2209]
 

Originally by: Liang Nuren
Anyone else having floating point errors if they add a cap booster to a near empty setup?

Duplication:
Create empty Rokh setup
Add Invuln II
Add Hvy Cap Booster II
Change to Cap Booster 800's
-- Invalid floating point operation.

I think it's related to the Stable at: XXX% operation.

-Liang


I was getting Floating Point Errors as well, but for a bunch of different things, not cap boosters. Not sure what was causing it on a couple of my setups, but I deleted them and remade them, and the error didn't come back.

Alvin Exe
Corporation.exe
Posted - 2008.08.05 09:31:00 - [2210]
 

GREAT JOB =)
I just find out how I could put some modules offline or overheat them ... I know I suck.

Anyway if I could make a suggestion about it ? That the fitt remember the modules that you want to keep offline (only there to cool the overheated modules on the same rack).

Thanks a lot (again), keep it up Exclamation

Taron Lymas
Posted - 2008.08.05 10:59:00 - [2211]
 

I'm a noob with this program, but what's the point in importing your char if when you build a ship your skills can't be applied to the build. Or why not just import the out fitting of your current ship to see how to make them better or change your outfitting. Beyond that I can't even get to my char info because when I minimized the program my char window stayed where it was originally when I brought the program back up. So now I can't see 2/3 of that window. In my opinion this program needs major work. I don't have the time to try to fix this kind of thing.

Ignatious Mei
Posted - 2008.08.05 14:43:00 - [2212]
 

Ok, This is going to make me sound really dumb but...how do you run it with the /DataDir Data_SpeedPatch switch thing?

Threv Echandari
Caldari
Moira.
Rote Kapelle
Posted - 2008.08.05 17:18:00 - [2213]
 

Edited by: Threv Echandari on 05/08/2008 17:27:29
Nice Tool But I would ask that you put the ability to import XML back in.
I know that CCP Stopped Supporting it, (I export from Evemon) but the Firewall where I work prevents me form getting API Data from the Eve site, so Pretty please.....help me avoid doing doing work!!

Post Edit: is there a way to show your top speed when Cloaked (E.G. in a Stealth Bomber) or the Targetting delay while cloaked. (there are rigs to speed this up)

Shereza
Posted - 2008.08.05 17:30:00 - [2214]
 

I'd like to see hull tanking get included in the tank options. Most people agree that hull tanking is usually pretty stupid but it's annoying to throw together a ship with tons of effective HP, several hull reps, and to have the tank based off of its passive shield regen.

In addition I'd like to see, but am not setting any hopes on it, composite tanking displayed. IOW, if you are running active shield and/or armor and/or hull modules I'd like to see what the combined tank is.

I'm quite well aware that neither is much more than a niche or a "stupid user" option, for the most part, but opening EFT up a little more to "outside of the box" thinking, even if it's just to help prove how bad the idea is, would be nice.

VicturusTeSaluto
Gallente
Metafarmers
MeatSausage EXPRESS
Posted - 2008.08.05 21:04:00 - [2215]
 

Hull reps are too slow, it doesn't matter whether you have them fit or how many.

The only way to hull tank is to use a suitcase and a bunch of t2 reinforced bulkheads. This fitting was sadly nerfed like a year ago, but it is still viable sometimes. After you have used a ship with such a hull tank, the hull repairs are so damn slow that you might as well self-destruct it for insurance or pay more than the cost of the ship for station repairs.

neosquad
Posted - 2008.08.05 21:48:00 - [2216]
 

Originally by: VicturusTeSaluto
Hull reps are too slow, it doesn't matter whether you have them fit or how many.

The only way to hull tank is to use a suitcase and a bunch of t2 reinforced bulkheads. This fitting was sadly nerfed like a year ago, but it is still viable sometimes. After you have used a ship with such a hull tank, the hull repairs are so damn slow that you might as well self-destruct it for insurance or pay more than the cost of the ship for station repairs.


PLEASE read posts before you send. even IF its a bad idea, whats the worst that could happen? noobs see numbers confirming its a bad idea? and if it is viable, we can figure out on what ships its viable. I agree with the post 2 above that it should be added, and combined tanking values sounds like a great idea, i'd love to see that, especially if i'm fitting a cap ship ;), where every bit counts

Alton Jin
Gallente
Night Warder
Posted - 2008.08.05 21:55:00 - [2217]
 

Keres bugged

10m for the drones
more velocity
and bug in capacitor

VicturusTeSaluto
Gallente
Metafarmers
MeatSausage EXPRESS
Posted - 2008.08.05 22:40:00 - [2218]
 

Originally by: neosquad
Originally by: VicturusTeSaluto
Hull reps are too slow, it doesn't matter whether you have them fit or how many.

The only way to hull tank is to use a suitcase and a bunch of t2 reinforced bulkheads. This fitting was sadly nerfed like a year ago, but it is still viable sometimes. After you have used a ship with such a hull tank, the hull repairs are so damn slow that you might as well self-destruct it for insurance or pay more than the cost of the ship for station repairs.


PLEASE read posts before you send. even IF its a bad idea, whats the worst that could happen? noobs see numbers confirming its a bad idea? and if it is viable, we can figure out on what ships its viable. I agree with the post 2 above that it should be added, and combined tanking values sounds like a great idea, i'd love to see that, especially if i'm fitting a cap ship ;), where every bit counts


Trying to active hull tank is idiotic. It would be a waste of time to implement. EFT has other shortcomings/bugs to be addressed.

neosquad
Posted - 2008.08.06 04:12:00 - [2219]
 

how hard would it be to impliment? use the armor or shield code as a template. there's far less repairers to put in, and calculating effective defense should be easier since all resistances are always the same.

Zaqar
Pator Tech School
Posted - 2008.08.06 06:09:00 - [2220]
 

Originally by: Taron Lymas
I'm a noob with this program, but what's the point in importing your char if when you build a ship your skills can't be applied to the build.
What the hell are you bleating about?


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