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Thread Statistics | Show CCP posts - 0 post(s) |
Lena Cakelicious
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Posted - 2009.10.12 22:19:00 -
[571]
Edited by: Lena Cakelicious on 12/10/2009 22:18:58 Hey zatch thanks for your great work :)
with the old (pre java) MLCalc perfect PE (PL whatever you wanna call it) for modules used to be somewhere around 239. with the new one java app it's 96 or so which is a drastic change. can you look into it if the old or new calculation is correct?
example: strip miner I, guns, kinda every module :P
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Zatch
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.10.13 00:17:00 -
[572]
JMLC has the most up-to-date formulae, including revised PL calculations. I would trust JMLC over MLC since I have done more PL testing with JMLC. That aside, keep in mind the build time reported by JMLC is more accurate than the build time reported in-game, since the build times (namely the number of seconds) are often truncated ingame for display purposes (but not when manufacturing.)
@SCORPY: Thanks for the bug report, I'll see what I can do to fix it. ----- Java Material Level Calculator - v100a7 Released Oct. 5, 2009 |
Lena Cakelicious
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Posted - 2009.10.13 00:49:00 -
[573]
Originally by: Zatch JMLC has the most up-to-date formulae, including revised PL calculations. I would trust JMLC over MLC since I have done more PL testing with JMLC. That aside, keep in mind the build time reported by JMLC is more accurate than the build time reported in-game, since the build times (namely the number of seconds) are often truncated ingame for display purposes (but not when manufacturing.)
i see.. so researching to 239 was way overdone i guess? :P aww so much wasted time ;) thanks for the quick reply
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Eulalinda
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Posted - 2009.10.14 12:01:00 -
[574]
Edited by: Eulalinda on 14/10/2009 12:03:08 Very interesting app so far! I love the "Ideal ML" indicator.
For anyone that pays for their manufacturing or BPCs, it would be nice if JMLC had text boxes for 1) the cost of manufacturing per hour, and 2) the cost of a BPC. Without such boxes, the "Cost/Unit" box is meaningless.
Is the Auto-Price button under construction? I can't seem to get it to work.
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Zatch
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.10.14 13:21:00 -
[575]
The auto-price button calculates the cost of sub-components (materials that can be built) based on the current costs of their material requirements. If the component cost calculates to zero, the materials needed to build it all cost 0 ISK (some materials are 0 ISK by default and need to be overwritten.) ----- Java Material Level Calculator - v100a7 Released Oct. 5, 2009 |
Gotrek65
Caldari Shadows.
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Posted - 2009.10.15 04:08:00 -
[576]
Edited by: Gotrek65 on 15/10/2009 04:14:26 Would it be possible for you to code in a option to set individual material prices and it open a widow that has a list of all the materials so we can set them manually?
Just curious about this cause I'd like to set the prices for all the salvage.
Edit: Are any of the small rig stats implemented into JMLC yet? cause the ML research, PL Research Time ML/PL researching doesn't seem to make a difference.
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Zatch
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.10.15 04:21:00 -
[577]
The small rig blueprints are implemented and working fine, make sure you set non-zero material prices to get the full effect. Also, I might create something like the old material list editor as a separate tab within JMLC (achieves what you suggested.) ----- Java Material Level Calculator - v100a7 Released Oct. 5, 2009 |
Gotrek65
Caldari Shadows.
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Posted - 2009.10.15 09:12:00 -
[578]
Ok I see how it is I have to press enter after inputing a number, it's not like MLC where it displays right as you type it in.
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Springun
Cross Medical Inc
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Posted - 2009.10.15 19:05:00 -
[579]
I just wanted to let you know the calculations on t2 heavy missiles and cruise missiles is off. Only item not getting properly accounted for is rocket fuel. With a -4 me it comes up with 120, but in reality it is 129. So I am going to assume this is going to be affecting all t2 missile types not specified as well. Not sure why in the case of ammo, the t2 components are not staying like a me 0 print like mods's, but it seems every part of a ammo print is effected. I have not looked at other ammo types, but those take raw advance moon mats and no component parts unlike missile types.
Spring
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Zatch
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.10.15 19:48:00 -
[580]
Use this updated bpdata file: bpdata.zip. It may or may not break other blueprints, another issue with the activityID-based parsing it seems. ----- Java Material Level Calculator - v100a7 Released Oct. 5, 2009 |
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Dominic Jacara
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Posted - 2009.10.17 11:11:00 -
[581]
Fantastic. You're back! I've checked from time to time hoping you would be, especially with the advent of the new rigs.
Your program has proved it's worth time and time again and I've sent you some ISK today as a thank you. I've not even run the new program yet (that's how confident I am that it is going to be a continued asset to my Indy efforts), and I'll send more as I continue to use it.
I'll happily feed back any info on bugs or improvements I can suggest to make this the best resource there is for EVE Industry.
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Zatch
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.10.17 16:19:00 -
[582]
Thanks for the donation, hope you like the new version. :)
As a side note, I'm still trying to tackle the waste vs. no waste issue programmatically (without flagging every material by hand) but I haven't found a solution yet. The reprocessing results can't be used because, in the case of t2 ships (for example), many of the input materials that do waste are not present in the reprocessing results (and thus, although they are not present, they should not be flagged as no-waste.) Also it seems when the reprocess amount of a particular material is lower than the manufacturing use of that material (activityID 6 vs 1) the material amount used is still the activityID 1 amount (that's what was wrong with the t2 missile blueprints.) ----- Java Material Level Calculator - v100a7 Released Oct. 5, 2009 |
Lena Cakelicious
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Posted - 2009.10.17 23:10:00 -
[583]
Hey i just found a couple of error and i thought i'd let you know.
T2 component parts got 2 issues:
#1: waste isn't caluclated properly they do have a 0.1 wastage modifier but even with ME 0 they yield 100% efficiency (e.g. antimatter reactor or tungesten carbide armor plate)
#2 their production time is 4 minutes with industry 5 and PE 0 tho it is 2:30 minutes ingame
also bombs have a completly wrong material list (e.g. concussion bomb)
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Petsoukos
Gallente IDEON ANDRON Manifest Destiny.
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Posted - 2009.10.18 12:27:00 -
[584]
How do you calculate the wastage? (Not the materials wasted) I've found some formulas but I'm doing something wrong.... Take care now, bye bye then... |
Zatch
Gallente Blue Republic
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Posted - 2009.10.18 17:35:00 -
[585]
if(ML>=0) { return BaseWastageFactor / (ML + 1); } // Normal ML else { return BaseWastageFactor * (1 - ML); } // Negative ML from invention ----- Java Material Level Calculator - v100a7 Released Oct. 5, 2009 |
Gotrek65
Caldari Shadows.
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Posted - 2009.10.20 04:17:00 -
[586]
Edited by: Gotrek65 on 20/10/2009 04:19:59 I think the Prototype Cloaking Device I is off in JMLC
My Prototype Cloaking Device I has 50 ML and it requires: 5 graviton pulse generator 415 isogen 15 megacyte 781 mexallon 5 miniature electronics 10 morphite 154 nocxium 5 photon microprocessor 5729 pyerite 1 ram - electronics 5 transmitter 14,657 tritanium 60 zydrine
JMLC 0-9999999 ML 5 Graviton Pulse Generator 414 isogen 15 megacyte 700 mexallon 5 miniature electronics 10 morphite 154 nocxium 5 photon microprocessor 5718 pyerite 1 ram - eletronics 5 transmitter 14628 tritanium 60 zydrine
Looking up the BPO with 0 ML in eve: 5 graviton pulse generator 455 isogen 17 megacyte 770 mexallon 5 miniature electronics 11 morphite 169 nocxium 5 photon microprocessor 6290 pyerite 1 ram - eletronics 5 transmitter 16091 tritanium 66 zydrine
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Zatch
Gallente Blue Republic
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Posted - 2009.10.20 13:55:00 -
[587]
Thanks, I'll add it to the list of things to fix. ----- Java Material Level Calculator - v100a7 Released Oct. 5, 2009 |
Springun
Cross Medical Inc
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Posted - 2009.10.21 19:20:00 -
[588]
I just wanted to let you know, it seems the t2 component parts are not showing a ideal ML or Improved At. Just wanted to let you know.
Spring
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Gotrek65
Caldari Shadows.
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Posted - 2009.10.21 21:40:00 -
[589]
Theres is an extra 0 added onto every mineral requirement for Bane Torpedo, Inferno Torpedo, Juggernaut Torpedo, and Mjolnir Torpedo
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Jess Ica
Gallente
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Posted - 2009.10.24 09:46:00 -
[590]
Edited by: Jess Ica on 24/10/2009 09:47:13 On several T2 BPO's the numbers using an adv. array to build them (ships) does not add the waste properly on the total material needs!
For example: Viator BPO ME10
In adv. med. array should need per: (enlisting just the T2 Components)
Ion Thrusters: 83 (prog says 76) Magnetometric Sensor Clusters: 55 (prog says 51) Photon Microprocessors: 55 (prog says 51) Crystalline Carbonide Armor Plates: 166 (prog says 152) Fusion Reactor: 83 (prog says 76) Oscillator Capacitor Unit: 83 (prog says 76) Pulse Shield Emitter: 166 (prog says 152)
Maybe u can find out where the problem lies?
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Eulalinda
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Posted - 2009.10.24 13:33:00 -
[591]
Edited by: Eulalinda on 24/10/2009 13:35:27 I'm lovin' this app! A little concerned about the accuracy.
I've noticed that the "Build Time" is rarely exactly accurate when I do more than 100 runs. I presume that many others have reported this issue in the 20 pages of before my post, but I can provide specifics upon request.
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Dominic Jacara
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Posted - 2009.10.24 15:51:00 -
[592]
Zatch, when you've nailed the accuracy issues that have been reported which are an obvious priority, I hope you will be able to turn your attention to adding the "ML to ML" calculator from the previous version, and maybe even add the same feature for PL?
At the moment the only option is to note the time taken for the current ML, change it, note the value and find the difference. Of course, you then have to revert the ML to the original current value to be able to correctly calculate the costs until such time as you research the BP to the new target value.
In fact, I have a suggestion. Tt would be more functional to have the calculator as part of the main screen instead of a separate dialog as previously. with some layout changes you could add two more input fields next to the existing ML and PL values to hold a 'target' value, and display fields to show the time and cost savings you'd achieve. The functionality would be much more visible than previously where it was placed on a menu option.
That way your bp would retain the correct values for the current level, you could add a button to easily copy the target value to the current value and zero the target (for when the research was complete), and a search feature to list only the bps which had a non-zero target value (which would help researchers to quickly find bps which they had planned to research next).
Does that sound feasible?
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Zatch
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.10.25 18:14:00 -
[593]
Okay here are the updated known issues for JMLC 1.0.0a7:
1) POS material multipliers are not being applied correctly (fixed in dev version, 1.0.0a8) 2) On some BPs (T2 components, a few T1 BPs), the correct materials are not wasting. The ActivityID-based parsing is clearly flawed, so I'm going to try parsing the DB by market category (since, from what I've seen, materials in certain market groups always do/don't waste.) 3) Build times inaccurate? Please provide some examples. 4) Missing features: ML-to-ML, right-click menu for materials (load BP is the main feature there)
@Gotrek65: I just checked ingame and the t2 missile material requirements are accurate. Perhaps you entered 10 in the "Runs" textbox? That would multiply everything by 10.
@Dominic Jacara: Yes that sounds feasible.
Sorry for the slow replies over the last couple weeks. I've been extremely busy with schoolwork and simply cannot take the time to work on JMLC some days. Still, I'm making progress wherever I can, and the next version includes at least one new major feature (multiple profiles.) ----- Java Material Level Calculator - v100a7 Released Oct. 5, 2009 |
Envy Draconus
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Posted - 2009.10.26 17:50:00 -
[594]
Nice work you did there. Though I have a useful feature request and I would be happy if you add it to JMLC.
Here the request: A shopping list which adds the needed materials until I clear the list.
For example: I want to build 20 Ravens. I lookup the BP, set the ME level, set 20 runs and then click "Add to Shopping list". The materials needed to build 20 Ravens are now in the shopping list. After that I want to build some Zealots. I enter the numbers and click "Add to shopping list".
After that I have a list with the materials needed for these two jobs. In case of the Zealot there are Omens and T2 components in the shopping list. Next to the Omen and T2 components should be a text field where I can enter the ME level of the BPO and a button "I build it myself" which calculates the materials needed and adds them to the shopping list.
With this feature it will be very easy to get the numbers. I hope you like this idea. |
Dominic Jacara
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Posted - 2009.10.26 18:33:00 -
[595]
I agree with Envy's posting. I have to resort to adding the amounts together on paper or in Excel as I work through the bps I want to build from. Having MLCalc keep a total 'shopping list' would be very cool.
Although I might want to reduce it by the amounts I had 'in stock' I'd hate to have to add that into MLCalc as well and keep it up to date! I'll happily do those adjustments myself, as sometimes I still buy the required amount so as not to use up my 'stock'.
Add whilst we are furiously adding requests that make it even harder for you to get on with RL and school can you consider a tickbox that quickly takes out the price of a material from the total costing? I often discount teh cost of making something for our corp by taking out common minerals that we mine in group ops. Having to zero the amounts and then add them back in is a way of doing this, but a very tedious one. Alternatively, maybe a percentage field that would give us even more flexibility in discounting the materials used? defaults to zero of course, but you could put in any figure to reduce the amounts being charged for.
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Zatch
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.10.26 23:53:00 -
[596]
I like the idea of a percentage discount field. It would be easy to implement if I tied it to the materials, slightly more complicated if it's tied to the individual blueprints. The question is whether you want the discounts to apply universally (to all blueprints containing Tritanium, for example) or only to particular blueprints (so only the Tritanium on a Vexor, for example.)
Also the shopping list has been a long-requested feature. I'll try to finally add it in, but I'm not going to commit to a release schedule any time soon. Had a midterm and project due today, another project due tomorrow, another project which I work on every day (a very involved iPhone group project,) a presentation in a couple weeks, take-home tests twice-a-week, etc... ----- Java Material Level Calculator - v100a7 Released Oct. 5, 2009 |
Gotrek65
Caldari Shadows.
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Posted - 2009.10.27 06:45:00 -
[597]
Originally by: Zatch
@Gotrek65: I just checked ingame and the t2 missile material requirements are accurate. Perhaps you entered 10 in the "Runs" textbox? That would multiply everything by 10. (multiple profiles.)
doh now i feel sheepish
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sunc0
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Posted - 2009.10.27 08:43:00 -
[598]
Hi!
You're program is a great tool! Thank you!
I think I found a possible bug. In my country we are using commas in the numbers (like 2,57) instead of periods. The prices in the tool are shown with commas (i bet the regional settings couses that). If I enter a material price with comma and hit the enter, nothing happens. The manufacturing prices still remain the same and after exit, the price also will remain the price it was set before. If i try to modify the last few digits of an existing price it does the same. I have to fully clear fields and enter the full prices with periods. Then if i hit the enter the price actualizes everything and also being stored but it will be displayed with commas again instead of periods.
Is there any way to solve this?
Thanks!
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Zatch
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2009.10.27 13:59:00 -
[599]
I'll work on the regional settings issue as well. ----- Java Material Level Calculator - v100a7 Released Oct. 5, 2009 |
Weelin
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Posted - 2009.11.02 06:41:00 -
[600]
First and foremost, AWESOME tool. it has saved me a ton of time and money for sure and certain.
my issue is im not installing it right or something, i click the jmljar but it doesnt come up. so i must have installed it wrong. the old mlcalc ran and does run like a champ. any chance of doing an idiot proof self extractor? not like you are busy or anything... lol .. if you are busy i completely understand. maybe a line by line task breakdown?
as an asside one feature me and a friend would love to see is a reverse build/profit to show when it is more profitable to scrap an existing ship for mats.
example would be going to market put in a ship name and it would show the list of mats needed to produce the ship and we could put in our skill level and rep at that station and it would show a profit or loss
many thanks!
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