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blankseplocked Eve Fitting Tool v2.13.4 - Incursion 1.4.1
 
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Vincent Jarjadian
Posted - 2008.08.12 11:30:00 - [2251]
 

Thank-you So Much for this little application.

Made my life so much easier.

Ademaro Imre
Caldari
Posted - 2008.08.12 13:56:00 - [2252]
 

I would like an option where each created setup has a optional field for text notes. Sometimes I see setups that I created, and wonder what the hell I was thinking.

Colonel Scott
ZERO T0LERANCE
Posted - 2008.08.12 14:23:00 - [2253]
 

Hello,

when I fit a ship often I get follow failure: " invalid floating point operation "

What can I do?

Thanks for the nice tool.

Scotty

DTson Gauur
Caldari
Blend.
Nulli Tertius
Posted - 2008.08.12 15:05:00 - [2254]
 

Originally by: Colonel Scott
Hello,

when I fit a ship often I get follow failure: " invalid floating point operation "

What can I do?

Thanks for the nice tool.

Scotty


Get the latest version (2.7.2) which fixes this bug.

Mortus Valitum
Posted - 2008.08.12 18:12:00 - [2255]
 

Edited by: Mortus Valitum on 12/08/2008 18:12:55
Please sort types and names of the ships alphabetically in the selection window. BTW Very great tool!

Gene3N
Posted - 2008.08.13 02:39:00 - [2256]
 

Edited by: Gene3N on 13/08/2008 02:40:45
I get a 'Invalid Floating Point Operation' error whenever I try to open a Freight class ship. Any of that type give me this error (and all the attributes are blank) while all other ships seem to work fine. Program does not quit, it just pops up that message.

predatorGR
Posted - 2008.08.13 09:22:00 - [2257]
 

Edited by: predatorGR on 13/08/2008 09:24:31
hi id like to update from 2.6 to 2.7.2.
can someone please tell me what to do so i dont lose the data i had in the last version?


thanks

Interscene
The Maverick Navy
Posted - 2008.08.13 14:23:00 - [2258]
 

Originally by: predatorGR
Edited by: predatorGR on 13/08/2008 09:24:31
hi id like to update from 2.6 to 2.7.2.
can someone please tell me what to do so i dont lose the data i had in the last version?
thanks


Download and extract the new version to a different location. Copy the folder marked "Setups" from the old to the new. Done.

(If you havn't created any setups yet, the folder won't have been created inside the new installation, if it has, either over-write it or just save the files into it).

Andreus Ixiris
Gallente
Mixed Metaphor
Posted - 2008.08.13 17:37:00 - [2259]
 

For God's sake, CCP, sticky this.

Rho'varo
Minmatar
Diversified Operational Services
Posted - 2008.08.13 19:12:00 - [2260]
 

Originally by: Interscene
Download and extract the new version to a different location. Copy the folder marked "Setups" from the old to the new. Done.

You might want to also copy across your own character files from the "Character" folder (not the "All Lvl V.chr" file, though).

kilteroff
Caldari
Posted - 2008.08.13 20:56:00 - [2261]
 

this program isn't accurate for me. i've loaded up my toon, i have all the right skills, but it's constantly telling me the wrong things. it says i'm cap-stable when i'm not. it says mods cost less power/cpu than they actually do... what's going on? and how come the implant list only shows pirate implants? it shows me as having no implants but i have a full set of +4 :T

Leisel Fieve
EVE University
Posted - 2008.08.13 21:22:00 - [2262]
 

Originally by: kilteroff
this program isn't accurate for me. i've loaded up my toon, i have all the right skills, but it's constantly telling me the wrong things. it says i'm cap-stable when i'm not. it says mods cost less power/cpu than they actually do... what's going on? and how come the implant list only shows pirate implants? it shows me as having no implants but i have a full set of +4 :T


Learning implants don't affect anything ship-wise, so there's no need for them to be included with this program.

Liang Nuren
Posted - 2008.08.13 21:31:00 - [2263]
 

Gripen,

What's the chances of getting the hit quality formula incorporated into your damage output and graphs?

-Liang

kilteroff
Caldari
Posted - 2008.08.13 22:15:00 - [2264]
 

Originally by: Leisel Fieve
Originally by: kilteroff
this program isn't accurate for me. i've loaded up my toon, i have all the right skills, but it's constantly telling me the wrong things. it says i'm cap-stable when i'm not. it says mods cost less power/cpu than they actually do... what's going on? and how come the implant list only shows pirate implants? it shows me as having no implants but i have a full set of +4 :T


Learning implants don't affect anything ship-wise, so there's no need for them to be included with this program.


i figured as much, i'd still like to know why i get inaccurate numbers on cap usage and mod fittings though. it works perfectly for everyone else in my corp :/

predatorGR
Posted - 2008.08.13 22:50:00 - [2265]
 

Originally by: Interscene
Originally by: predatorGR
Edited by: predatorGR on 13/08/2008 09:24:31
hi id like to update from 2.6 to 2.7.2.
can someone please tell me what to do so i dont lose the data i had in the last version?
thanks


Download and extract the new version to a different location. Copy the folder marked "Setups" from the old to the new. Done.

(If you havn't created any setups yet, the folder won't have been created inside the new installation, if it has, either over-write it or just save the files into it).


thanks man, worked like a charm!Wink

Kaivaja
Posted - 2008.08.14 12:15:00 - [2266]
 

Originally by: Interscene

Download and extract the new version to a different location. Copy the folder marked "Setups" from the old to the new. Done.

There is much easier way: unzip the new version on top of the old version making sure you overwrite old files. All setups, settings and character data is unaffected.

Gripen
Posted - 2008.08.14 13:38:00 - [2267]
 

Originally by: kilteroff
this program isn't accurate for me. i've loaded up my toon, i have all the right skills, but it's constantly telling me the wrong things. it says i'm cap-stable when i'm not. it says mods cost less power/cpu than they actually do... what's going on? and how come the implant list only shows pirate implants? it shows me as having no implants but i have a full set of +4 :T

Make sure your skills got imported propertly and you didn't imported them into wrong character. Also check if your implants are set according to ingame state (implants don't imported with API import).
Originally by: Liang Nuren
Gripen,

What's the chances of getting the hit quality formula incorporated into your damage output and graphs?

Last time I studied into subject I came up with a conclusion that there is no such thing as hit quality and it's just an attemp to compensate lack of statistical data. Official tracking guide also says nothing about hit quality theory.

LX926
House of Pancakes
Posted - 2008.08.17 18:01:00 - [2268]
 

I can't get this to work. I download the zip, drag all the files in to a folder, replace the the duplicates, open the application and all I get is a pop up that says "invalid filename" then a window with nothing in it. What did I do?

DeadRow
Caldari
Damnation Angels
Posted - 2008.08.17 19:39:00 - [2269]
 

Originally by: Andreus Ixiris
For God's sake, CCP, sticky this.


It is stickied.

Ships and Modules Resource Thread

Sanzorz
Amarr
Mark Of Chaos
Posted - 2008.08.17 20:53:00 - [2270]
 

I may be missing something, but I'm getting wrong speed measures.

I currently made a Cyclone fitting for salvaging and threw in 4 t2 cargo expanders and 3 salvage tackles. However, it says I'll go around 1k m/s with Acc Control 4, a T2 10MN MWD and Armor Rigging 1. This ain't the case as I only go about 800 m/s ingame.

Am I really blind here?

Fright01
Posted - 2008.08.18 19:06:00 - [2271]
 

Great program! Thanks :D

Fastercart
Gallente
Ornery Cantankerous Curmudgeons
Posted - 2008.08.19 07:11:00 - [2272]
 

Originally by: Gene3N
Edited by: Gene3N on 13/08/2008 02:40:45
I get a 'Invalid Floating Point Operation' error whenever I try to open a Freight class ship. Any of that type give me this error (and all the attributes are blank) while all other ships seem to work fine. Program does not quit, it just pops up that message.
Confirmed for 2.7.2. Happens for both Freighters and Jump Freighters. Same thing happened with 2.7.1.

Julius costpeters
Posted - 2008.08.19 16:11:00 - [2273]
 

I updated the EFT to lastest version and now allways I try to update my skills. the EFT stops to respond. I tryed delete and the problem persists. Now I can't take my char info

Katana Seiko
Gallente
Posted - 2008.08.19 17:09:00 - [2274]
 

Why don't you use EVE-Files for the upload?

Spawinte
Aliastra
Posted - 2008.08.19 18:27:00 - [2275]
 

Mirror 1 is eve-files

nutbar
Caldari
DYNAMIC INTERVENTION
ORPHANS OF EVE
Posted - 2008.08.20 14:40:00 - [2276]
 

Originally by: Sanzorz
I may be missing something, but I'm getting wrong speed measures.

I currently made a Cyclone fitting for salvaging and threw in 4 t2 cargo expanders and 3 salvage tackles. However, it says I'll go around 1k m/s with Acc Control 4, a T2 10MN MWD and Armor Rigging 1. This ain't the case as I only go about 800 m/s ingame.

Am I really blind here?


Don't think so - I've got the same problem. I am finding that speeds are being reported as faster than they end up being in EVE. I have a few frigate class ships which report they should be going in the ranges of 200-400m/s faster than they actually end up going. I've made sure all relevant skills are correct and the %'s of the modules do appear to be correct as well.

I'm guessing there's some stacking penalty or something that's applying in EVE but isn't being applied in EFT. It would be nice to get these speed values correct (even if they're different on SiSi - does it affect that data too? Could be a base calculation issue).

nutbar
Caldari
DYNAMIC INTERVENTION
ORPHANS OF EVE
Posted - 2008.08.20 14:47:00 - [2277]
 

Originally by: nutbar
Originally by: Sanzorz
I may be missing something, but I'm getting wrong speed measures.

I currently made a Cyclone fitting for salvaging and threw in 4 t2 cargo expanders and 3 salvage tackles. However, it says I'll go around 1k m/s with Acc Control 4, a T2 10MN MWD and Armor Rigging 1. This ain't the case as I only go about 800 m/s ingame.

Am I really blind here?


Don't think so - I've got the same problem. I am finding that speeds are being reported as faster than they end up being in EVE. I have a few frigate class ships which report they should be going in the ranges of 200-400m/s faster than they actually end up going. I've made sure all relevant skills are correct and the %'s of the modules do appear to be correct as well.

I'm guessing there's some stacking penalty or something that's applying in EVE but isn't being applied in EFT. It would be nice to get these speed values correct (even if they're different on SiSi - does it affect that data too? Could be a base calculation issue).


Ah, upon further investigation, I think I've found the problem - it's with the user skill calculations. Take the Retribution for example - base speed of 240m/s which is both correct in EVE and EFT. However, applying all level 5 skills to the ship, EFT reports it should go 330m/s, but in reality it only goes 300m/s. So, somewhere in the calculation of speed with regards to character skills, there's an error which is causing speeds higher than they really should be.

ysamitis
Posted - 2008.08.20 23:39:00 - [2278]
 

Edited by: ysamitis on 20/08/2008 23:43:13
Edited by: ysamitis on 20/08/2008 23:41:22
Does anybody else gets an Invalid floating point operation error when selecting any of the freighters?

At least I do.. :( and after that all 0s in every parameter.

2.7.2 Version. and the same when using the SiSi switch.

Edit. Just saw the past posts. Same problem here with 2.7.2

Gripen
Posted - 2008.08.23 10:16:00 - [2279]
 

Originally by: Sanzorz
I currently made a Cyclone fitting for salvaging and threw in 4 t2 cargo expanders and 3 salvage tackles. However, it says I'll go around 1k m/s with Acc Control 4, a T2 10MN MWD and Armor Rigging 1. This ain't the case as I only go about 800 m/s ingame.

I was able to reproduce this and will try to fix that later.
Originally by: nutbar
Ah, upon further investigation, I think I've found the problem - it's with the user skill calculations. Take the Retribution for example - base speed of 240m/s which is both correct in EVE and EFT. However, applying all level 5 skills to the ship, EFT reports it should go 330m/s, but in reality it only goes 300m/s. So, somewhere in the calculation of speed with regards to character skills, there's an error which is causing speeds higher than they really should be.

10% speed difference looks like to come from Skirmish Warfare skill. Don't you have "Always apply leadership skills" option enabled?

nutbar
Caldari
DYNAMIC INTERVENTION
ORPHANS OF EVE
Posted - 2008.08.24 00:44:00 - [2280]
 

Originally by: Gripen

10% speed difference looks like to come from Skirmish Warfare skill. Don't you have "Always apply leadership skills" option enabled?


Son of a... Thanks - boy do I feel like a tool :P I thought that option was something that referred to if I had gone to the leadership tab or something. I didn't think it meant it was applying the leadership skill to my stats. Hmm... now this means all my setups are a bit skewed for dps and such too :P

Thanks for the info though!


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