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Th3 Accursed
Posted - 2010.12.01 17:30:00 - [5101]
 

Hi,
There seems to be a problem with the calculations using ship sensor strength mods. Not saying its EFT but im getting different results to what im seeing in game.
Im flying a legion with a set of Low Grade Grail implants slots 1-6, 2x Conjunctive Radar ECCM's and 3x Warded Radar Backup Clusters in lows. EFT shows this to have 131 sensor strength with everything turned on but in game i only get a total of 42!
As you probabaly guessed the idea was to be near unscannable as possible but the ingame results are nowhere near this.....wonder if CCP have nerfed it?

Ive checked and double checked mods skills etc but i cant see what the difference is, the base is pretty much the same with just the grail implants but when mods are used ingame they dont seem to be adding anywhere near what they should so im going to file a petition and see what CCP say.

Any help would be useful

Accursed

Kadesh Priestess
Scalding Chill
Posted - 2010.12.01 17:35:00 - [5102]
 

lg eccm mods are bugged, they're using some crazy formula which cannot be understood by average human.

Just consider fact that full lg eccm gives +7 on malediction and +6 on sentinel. Bug is open in ccp's tracker for a long time (year? Or two?), but no avail.

Pharos Pharos
Posted - 2010.12.01 18:30:00 - [5103]
 

I'm pretty sure there's a known bug where sensor-strength implants don't work with the t3 sensor strength subsystems. :ccp:

Zilabeth Vomarr
Posted - 2010.12.01 18:53:00 - [5104]
 

Edited by: Zilabeth Vomarr on 01/12/2010 18:54:48
Gripen,

With the release of the new configuration files for Incursion 1.0 is there any chance we could get the ship types in the Ship Browser to be listed alphabetically rather that how ever it is they are now? The ships themselves are already listed that way within type.

Otherwise, EFT is both super and duper! Please keep up the good work!

Ji'txi Mu'rah
Amarr
4S Corporation
Morsus Mihi
Posted - 2010.12.01 19:09:00 - [5105]
 

Originally by: Vilhelm Murderface
Originally by: De'Vadder
Originally by: Ji'txi Mu'rah
When calculating dps, the bonus from the pilgrim, curse and arbitrator (maybe other ships) to drone damage does not carry across in the calculations, and is not a skill that affects the drones if you right click on them in the setup for one of these ships. Is it possible to get this added in?

Thanks!


It clearly works for me, both.
Guarantee you he's changing cruiser level and not seeing it change DPS without realising that any prerequisite skills are hard coded as base stats for the ship.


Ah, I see, but with the arbitrator you don't need amarr cruiser 5, just 2, so going 2 -> 5 should increase drone damage, no?

Th3 Accursed
Posted - 2010.12.01 19:43:00 - [5106]
 

Originally by: Pharos Pharos
I'm pretty sure there's a known bug where sensor-strength implants don't work with the t3 sensor strength subsystems. :ccp:


Im not using the sensor strength subsystem, just implants and ship mods. Seems a very long way off what it should be in game, ive filed a petition so we'll see if ccp has an explaination

steave435
Caldari
Sniggerdly
Pandemic Legion
Posted - 2010.12.01 21:17:00 - [5107]
 

Originally by: Th3 Accursed
Originally by: Pharos Pharos
I'm pretty sure there's a known bug where sensor-strength implants don't work with the t3 sensor strength subsystems. :ccp:


Im not using the sensor strength subsystem, just implants and ship mods. Seems a very long way off what it should be in game, ive filed a petition so we'll see if ccp has an explaination

Yeah, it's bugged with T3s and low grades no matter what subs it uses. I had the same problem with my Loki. Try petitioning it if the Legions was the reason you bought the implants.

Avzool
Posted - 2010.12.02 01:52:00 - [5108]
 

There was a problem with he LG grail set and the way eccm was working with the implants. The eccm was applying the percentages to the 7 sensor strength of the implants instead of the overall sensor strength of the ship. They fixed it and should be working now, unless they broke it again with the incursion patch.

Also noticed that EFT says the ship skill plays into the sensor strength instead of the subsystem skill.

VIP Ares
Minmatar
BALKAN EXPRESS
HUN Reloaded
Posted - 2010.12.02 09:28:00 - [5109]
 

Is version with Noctis coming any time soon?

Kadesh Priestess
Scalding Chill
Posted - 2010.12.02 09:31:00 - [5110]
 

Edited by: Kadesh Priestess on 02/12/2010 09:31:29
At least they didn't fix it properly. Here's dump of bug which is still open in their tracker: link

Marshok
Posted - 2010.12.02 11:28:00 - [5111]
 

Any chance the modifications from the latest patch are implemented in EFT any time soon?

Cheers

Doddy
Excidium.
Executive Outcomes
Posted - 2010.12.02 17:35:00 - [5112]
 

Originally by: Marshok
Any chance the modifications from the latest patch are implemented in EFT any time soon?

Cheers


I am sure he hadn't noticed it, but now that you posted he will get on it straight away.

Valgarth VanGraaf
Posted - 2010.12.03 10:00:00 - [5113]
 

Hi there.

I just downloaded the latest version of EFT in order to try it out, but i got some major problems with it.

Mostly all the values shown in EFT differ from what is shown in EVE. I bought a GRIFFIN and compared the EFT-shown values ingame.

Without my char imported via API, EFT tells me the Griffin has got 1.160 effective HP. EVE says: 1.056 effective HP.

With char imported EFT says: effective HP = 1.334

Yesterday i fitted my Harbinger with EFT and got some 45.000 effective HP. After fitting the modules ingame it was just around 31.000 HP.

Now i deleted all EFT files twice, downloaded EFT twice, imported my Skills several times and finally set up my skills manually, but the problem still exists.

Any ideas what my mistake is ??

THX so far,

Val

Keitaro Baka
Babylon Scientific and Industrial Enterprises
Babylon Project
Posted - 2010.12.03 10:16:00 - [5114]
 

Originally by: Valgarth VanGraaf
Hi there.

I just downloaded the latest version of EFT in order to try it out, but i got some major problems with it.

Mostly all the values shown in EFT differ from what is shown in EVE. I bought a GRIFFIN and compared the EFT-shown values ingame.

Without my char imported via API, EFT tells me the Griffin has got 1.160 effective HP. EVE says: 1.056 effective HP.

With char imported EFT says: effective HP = 1.334

Yesterday i fitted my Harbinger with EFT and got some 45.000 effective HP. After fitting the modules ingame it was just around 31.000 HP.

Now i deleted all EFT files twice, downloaded EFT twice, imported my Skills several times and finally set up my skills manually, but the problem still exists.

Any ideas what my mistake is ??

THX so far,

Val


I know noone ever uses searches on the interwebs, but I reckon you could find something like:

EvE calculates EHP solely based on the lowest resistance, while
EFT calculates EHP based on the damage profile you put in,

which by default is omni (25% each damage type) which will always lead to higher EHP in EFT until you put in damage profiles that are 100% your weakest resistance.

Xentara Vispari
Posted - 2010.12.03 10:18:00 - [5115]
 

Quote:
Now i deleted all EFT files twice, downloaded EFT twice, imported my Skills several times and finally set up my skills manually, but the problem still exists. Any ideas what my mistake is ??


EFT and the in-game fitting window use different ways to calculate EHP. Afaik the in-game fitting window uses the weakest resist while EFT uses an omni damge profile.

Alex Kichinidze
Posted - 2010.12.03 14:00:00 - [5116]
 

Edited by: Alex Kichinidze on 03/12/2010 14:00:39
I would like to invite to sign loaded at startup ships, bonus ships, for example.

ps thanks for the program - very helpful

Riffman
Posted - 2010.12.03 14:16:00 - [5117]
 

Originally by: Doddy
Originally by: Marshok
Any chance the modifications from the latest patch are implemented in EFT any time soon?

Cheers


I am sure he hadn't noticed it, but now that you posted he will get on it straight away.


Ha Ha Ha Doddy you made me spit my tea all over the keyboard laughingLaughing

Kaivaja
Posted - 2010.12.03 14:45:00 - [5118]
 

Originally by: Th3 Accursed
Im flying a legion with a set of Low Grade Grail implants slots 1-6, 2x Conjunctive Radar ECCM's and 3x Warded Radar Backup Clusters in lows. EFT shows this to have 131 sensor strength with everything turned on but in game i only get a total of 42!

Err.. mid slot ECCM modules are activated modules, just like MWD's or shield boosters. Those numbers sure sound like you didn't activate the modules ingame.

Gabrielle d'Elis
EVE University
Ivy League
Posted - 2010.12.03 15:49:00 - [5119]
 

For anyone wanting an up-to-date EFT-like application, try the Python Fighting Assistant here, it has Noctis and the new ammo changes in:

http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1424096

Doddy
Excidium.
Executive Outcomes
Posted - 2010.12.03 18:40:00 - [5120]
 

Originally by: Keitaro Baka
Originally by: Valgarth VanGraaf
Hi there.

I just downloaded the latest version of EFT in order to try it out, but i got some major problems with it.

Mostly all the values shown in EFT differ from what is shown in EVE. I bought a GRIFFIN and compared the EFT-shown values ingame.

Without my char imported via API, EFT tells me the Griffin has got 1.160 effective HP. EVE says: 1.056 effective HP.

With char imported EFT says: effective HP = 1.334

Yesterday i fitted my Harbinger with EFT and got some 45.000 effective HP. After fitting the modules ingame it was just around 31.000 HP.

Now i deleted all EFT files twice, downloaded EFT twice, imported my Skills several times and finally set up my skills manually, but the problem still exists.

Any ideas what my mistake is ??

THX so far,

Val


I know noone ever uses searches on the interwebs, but I reckon you could find something like:

EvE calculates EHP solely based on the lowest resistance, while
EFT calculates EHP based on the damage profile you put in,

which by default is omni (25% each damage type) which will always lead to higher EHP in EFT until you put in damage profiles that are 100% your weakest resistance.


More likely is the fact that the fitter in game doesn't apply stats for mods that are not active (i.e. hardners and damage control).

William Cooly
Sol Enterprises
Posted - 2010.12.03 18:46:00 - [5121]
 

Originally by: Doddy
Originally by: Keitaro Baka


I know noone ever uses searches on the interwebs, but I reckon you could find something like:

EvE calculates EHP solely based on the lowest resistance, while
EFT calculates EHP based on the damage profile you put in,

which by default is omni (25% each damage type) which will always lead to higher EHP in EFT until you put in damage profiles that are 100% your weakest resistance.


More likely is the fact that the fitter in game doesn't apply stats for mods that are not active (i.e. hardners and damage control).


No, actually it's the damage profiles. But thinking you're smarter than others is cool too.

Ziaxi
Posted - 2010.12.03 19:07:00 - [5122]
 

From the FAQ.txt in your EFT folder:

Q: What is Effective hitpoints and why this value differs from effective hp shown in ingame fitting screen?

A: Effective hitpoints is an amount of damage required to break through given shield, armor and structure buffers with their respecive resistances. By default EFT uses average resistance while ingame effective hps calculated using lowest resistance.

steave435
Caldari
Sniggerdly
Pandemic Legion
Posted - 2010.12.03 22:22:00 - [5123]
 

Originally by: William Cooly
Originally by: Doddy
Originally by: Keitaro Baka


I know noone ever uses searches on the interwebs, but I reckon you could find something like:

EvE calculates EHP solely based on the lowest resistance, while
EFT calculates EHP based on the damage profile you put in,

which by default is omni (25% each damage type) which will always lead to higher EHP in EFT until you put in damage profiles that are 100% your weakest resistance.


More likely is the fact that the fitter in game doesn't apply stats for mods that are not active (i.e. hardners and damage control).


No, actually it's the damage profiles. But thinking you're smarter than others is cool too.

Actually, it's both. In game fitting won't include resists from mods that are currently not running, which further increase the difference between EFT and in game fitting.

William Cooly
Sol Enterprises
Posted - 2010.12.03 22:42:00 - [5124]
 

Originally by: steave435

Actually, it's both. In game fitting won't include resists from mods that are currently not running, which further increase the difference between EFT and in game fitting.


But hey, at least you've found a way to say we're all wrong and you're right eh?
We're assuming all active mods are on, as that would have been the first things someone would have tried.

steave435
Caldari
Sniggerdly
Pandemic Legion
Posted - 2010.12.03 23:31:00 - [5125]
 

Originally by: William Cooly
Originally by: steave435

Actually, it's both. In game fitting won't include resists from mods that are currently not running, which further increase the difference between EFT and in game fitting.


But hey, at least you've found a way to say we're all wrong and you're right eh?
We're assuming all active mods are on, as that would have been the first things someone would have tried.

No, both of you are right.

Croem
Posted - 2010.12.04 03:00:00 - [5126]
 

A quick thank you for keeping the program going for so long. It really does help play with ideas.

Turrican
Mercurialis Inc.
RAZOR Alliance
Posted - 2010.12.04 11:47:00 - [5127]
 

<Insert several dozen Incursion update requests here>

PS: Nice App, keep up the good work :)

Sp1iff
Minmatar
4 wing
Dara Cothrom
Posted - 2010.12.04 12:02:00 - [5128]
 

is the new version for incursion out yet? where can i get it (original post says its not been edited since August?

thanks Twisted Evil

Drebble
Gallente
North Star Networks
The Kadeshi
Posted - 2010.12.04 13:45:00 - [5129]
 

Edited by: Drebble on 04/12/2010 13:46:31
Nvm.

steave435
Caldari
Sniggerdly
Pandemic Legion
Posted - 2010.12.04 15:32:00 - [5130]
 

Originally by: Sp1iff
is the new version for incursion out yet? where can i get it (original post says its not been edited since August?

thanks Twisted Evil

It hasn't.

Is there any way to make some kind of custom ship feature though? Like open the tool, input how many slots of each type you want, how much cpu and grid it should have, calibration and rig slots plus base resists and hp amounts, and then get a fitting window for that. Possibly include bonuses, but considering the amount of bonuses that exist in eve and having to tie them in with ship skills, that may be too complicated.
Would be nice if a ship like that also got saved so you can quickly open it again later, but would be very useful even if it was only saved until you closed the client.


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