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Thread Statistics | Show CCP posts - 1 post(s) |
Anarr Vinjen
Amarr Estrale Frontiers
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Posted - 2009.05.09 05:05:00 -
[3571]
Edited by: Anarr Vinjen on 09/05/2009 05:05:23 Bugreport: version 2.10.3 i can't add rigs to falcon anymore,... haven't checked other ships...
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Arcane Carnage
D00M. Triumvirate.
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Posted - 2009.05.09 11:41:00 -
[3572]
Originally by: Jumanat Edited by: Jumanat on 03/05/2009 18:14:39 since I'm on a roll ....
A) "tracking speed" would be good to display, so you know if you can hit a frig or not.
B) under "change affecting skill" it would be awesome if the sub-menus were based on "cpu", "powergrid", "damage", "rate of Fire", "capacitor usage", etc. so you could find the skill that affects a particularlar aspect of the fitting.
Currently, you have to blindly blast away at the listed skills to find the ones that affect the stat you are concerned about.
A) somthing along the lines of locking time would be good so you select a preset
B) this has annoyed me multiple times -
D00M - Triumvirate
[i like men 4 fanest <3 ****] - life lesson never logon drunk @ fanfest. |
Kismeteer
BGG
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Posted - 2009.05.09 18:11:00 -
[3573]
Bug report:
EFT did not detect a missing requirement for Veldspar Crystals II. It does not show the Veldspar Processing requirements. (Fit to a retriever, have veldspar proc I, need IV) -- Kismeteer, carebear extraordinaire
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Roland Deschaines
Minmatar Esquires Of Questionable Intention
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Posted - 2009.05.10 17:12:00 -
[3574]
The DPS graph seems to work erratically. It doesn't take into account Sig Radius / Sig Resolution. Also, sometimes there's unexplained sudden drops in DPS at certain ranges (not due to missiles, but I have no idea what's causing it). Also, when overheating, it shows only how long the modules can take it before being offlined, not how long before the rack overheats and all modules are disabled, which usually happens first.
Great app, love it, thanks so much.
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Tazuo
Caldari
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Posted - 2009.05.10 22:17:00 -
[3575]
I am not able to verify this at the moment, but while fitting a Hulk, which is an Exhumer class vessel, I noticed that only the ore yield bonus given by the Exhumers skill seems to be factored in by EFT to calculate the ore yield/minute. But, as the description text of the Hulk states, while flying a Hulk one will receive the bonus from Exhumers as well as the bonus from the Mining Barge skill. It may be that I am missing something, but it seems to me that the yield calculated by EFT is too low when using a Hulk. All you have to decide is what to do with the time that is given to you. |
Warrio
GoonSwarm
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Posted - 2009.05.10 22:32:00 -
[3576]
Originally by: Tazuo I am not able to verify this at the moment, but while fitting a Hulk, which is an Exhumer class vessel, I noticed that only the ore yield bonus given by the Exhumers skill seems to be factored in by EFT to calculate the ore yield/minute. But, as the description text of the Hulk states, while flying a Hulk one will receive the bonus from Exhumers as well as the bonus from the Mining Barge skill. It may be that I am missing something, but it seems to me that the yield calculated by EFT is too low when using a Hulk.
Since you need Mining Barge 5 to fly the ship EFT always considers you to have the skill when displaying yield. As such, if you fly a hulk and drop mining barge to 1 you will see no change. The yield is fine though. sXe |
Maire Devylin
Amarr Rule of Five The Junta
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Posted - 2009.05.13 03:59:00 -
[3577]
I am noticing a discrepancy. My Sacrilege is showing an almost 7k difference in effective hit points between the EFT and the fitting screen in game. I have all the same modules and I am using my skills from in game. The EFT is showing a lot more HP than I am showing in game. Everything else is accurate aside from the effective hit points.
Is this a known issue? |
Tekani Sorinari
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Posted - 2009.05.13 06:50:00 -
[3578]
I was wondering if anyone can confirm if the bonuses for the Harbinger are being applied as per how they work in the game. I don't have access to a Harbinger in game so cannot confirm myself.
The listed bonuses are: Battlecruiser Skill Bonus: 10% reduction in laser capacitor need and 5% bonus to laser damage per level.
I came across the situation where I was playing with gattling pulse laser IIs on the Harbinger. I was flicking between the "All Level V" character and my own character that has no laser or battlecruiser skills, and I noticed that the capacitor usage was not changing. I replaced the gattlings with Heavy Pulse Laser IIs and performed the same test, the cap usage was lowered as expected for max skills. I did the same for Mega Pulse Laser IIs and again the cap usage was not changed.
I just wanted to confirm that the Harbinger bonuses do actually apply to all lasers and EFT has a defect, or that it is a known issue and the description is incorrect and the bonus only applies to Medium class lasers.
Thanks for your time.
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Zaqar
Pator Tech School
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Posted - 2009.05.13 10:46:00 -
[3579]
Originally by: Maire Devylin I am noticing a discrepancy. My Sacrilege is showing an almost 7k difference in effective hit points between the EFT and the fitting screen in game. I have all the same modules and I am using my skills from in game. The EFT is showing a lot more HP than I am showing in game. Everything else is accurate aside from the effective hit points.
Is this a known issue?
EFT calculates EHP differently to Eve. EFT uses an average resist whereas Eve uses the lowest. Skip back a couple of pages in this thread for details.
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Kaivaja
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Posted - 2009.05.13 11:05:00 -
[3580]
If you want the same ehp numbers, create and use new damage profile in EFT: 100% against your weakest resistance and 0% against the other three damage types.
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Maire Devylin
Amarr Rule of Five The Junta
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Posted - 2009.05.13 11:09:00 -
[3581]
Thanks for the info. I tried looking through the thread for the answer, but it was last and I was half asleep. :)
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Nuts Nougat
Sniggerdly Pandemic Legion
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Posted - 2009.05.13 14:18:00 -
[3582]
Dunno if anyone suggested this yet (lol 120 pages) but could we get a "time to jump out from <number> cap" timer in the cap tooltip for jump capables? ---
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Nova Satar
Annihilate.
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Posted - 2009.05.13 16:02:00 -
[3583]
Looking forward to seeing the new nag changes on here!!!!!
gripen have my babies
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TimMc
Gallente Brutal Deliverance Blackguard Coalition
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Posted - 2009.05.13 16:26:00 -
[3584]
Originally by: Nuts Nougat Dunno if anyone suggested this yet (lol 120 pages) but could we get a "time to jump out from <number> cap" timer in the cap tooltip for jump capables?
Thats an awesome idea. Something like a counter how long it takes to make a second jump would be great.
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Methicone
Amarr Annihilate.
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Posted - 2009.05.14 13:55:00 -
[3585]
Yo,
Just an idea here, any chance you could add a small input box that we can type in how much dps is hitting the fitted ship. And then EFT can tell us how long the buffer/tank will last. (You all ready have to ability to change the proportion of dmg type)
I have put together a spreadsheet that works for buffer tanks only, but would be cool to have it within EFT.
- Meth
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Laarz
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Posted - 2009.05.14 21:42:00 -
[3586]
Yeah I was just wondering if there will be a new version with the apocrypha 1.2 patch to include the Naglefar changes?
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SickSeven
The Undead Righteous Knights
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Posted - 2009.05.15 03:56:00 -
[3587]
Yes, when do we get the Nag changes??
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Zaqar
Pator Tech School
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Posted - 2009.05.15 07:00:00 -
[3588]
Ah, this again.
Shut up, and be patient.
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Tassill
Minmatar Divine Retribution Sons of Tangra
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Posted - 2009.05.15 10:56:00 -
[3589]
Interdiction sphere launchers are not effected by the interdictor skill at the moment. No mater what level interdictor you have "show info" on the launcher shows a reactivation delay of 118 seconds. This should be reduced by 10% per level of interdictor.
Small bug but...
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Nova Satar
Annihilate.
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Posted - 2009.05.15 12:43:00 -
[3590]
Originally by: Zaqar Ah, this again.
Shut up, and be patient.
*RUNS ROUND ROOM SCREAMING "UPDATE UPDATE UPDATE UPDATE UPDATE UPDATE UPDATE" COMPLETELY NAKED!!*
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Marietta Longbow
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Posted - 2009.05.15 22:36:00 -
[3591]
a carrier displays 60km drone control range, not 180km drone control range. The ishtar and drone link augmentor work.
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Barakkus
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Posted - 2009.05.15 23:03:00 -
[3592]
I would love to see the cap simulation from quickfit in eft. I stopped using quickfit when I discovered eft b/c how sucky java is for desktop apps. If that were added it would be the perfect fitting tool, and the only thing I miss from quickfit.
I love eft btw, been using it for couple years now...and I'm glad to see that Delphi is still used for something LOL. (I program in delphi for a living).
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Rollthor
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Posted - 2009.05.16 11:20:00 -
[3593]
Hi there, i may have found an error in EFT. not sure though so that's why i post this:
I made a testfit for a CONDOR (cald.frig.) EFT says that i insufficient Power (+1%), which is wrong. Actually within game everything is fine. the fitting of which EFT says it's not possible, works in game just fine. Note that on my clone i have no Imps, so it shud work within EFT. Plus the Speed with the MWD turned on is shown at 3.2k wihtin EFT. the real ingame Speed is only a bit more than 1.2k.
To make sure i deleted the whole Folder, and reinstalled (b4 i made a copy of /characters/ so i wud not have to set it up again).
CONDOR Fit:
[Condor, PVP] LOWS: Inertia Stabilizers II
MIDS: Catalyzed Cold-Gas I Arcjet Thrusters J5b Phased Prototype Warp Scrambler I
HIGHS: 'Malkuth' Rocket Launcher I, Thorn Rocket 'Malkuth' Rocket Launcher I, Thorn Rocket Small 'Knave' I Energy Drain
RIGS: Anti-EM Screen Reinforcer I Anti-EM Screen Reinforcer I Anti-Thermal Screen Reinforcer I
So what is wrong here? Is this an Issue with EFT or was it my fault (howsoever)?
TX anyways. After all if this can be fixed i may start using EFT coz i think it is some great Code u've written there!
regards
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Topain Ndeath
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Posted - 2009.05.16 14:39:00 -
[3594]
Edited by: Topain Ndeath on 16/05/2009 14:41:20 Got an issue where I cannot import my Char info. I enter the userID and API and hit connect and it tells me I need to enter the userID parameter for auth..yea ..um...I did LOL
Is there something I am missing?
<EDIT> NVM I am an idiot! I found what it was looking for.
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Don Lassini
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Posted - 2009.05.16 15:21:00 -
[3595]
Possible bug in EFT....
While making damage tables for Projectile weapons, I ran into something which I believe is a bug in EFT (I use EFT to verify the numbers I've calculated, and ran into differences).
To see this error, do the following: 1) Create a ship fitting with a ship which does NOT give any turret bonuses at all (no RoF, DAM etc.) - e.g. a Bestower. 2) Fit that ship with one "Dual 650mm Repeating Artillery I". 3) Fit that weapon with an EMP crystal (which is default). 4) Select the character "[Without skills]".
The volley damage is reported by EFT as being 108, and the total DPS is reported as being 14.1. If I divide the volley damage with the DPS, I should get the RoF.
But 108/14.1 is ~7,5696, and not 7.5 as expected. The DPS listed should have been 108/7.5 or 14.4.
This is deviation of about 2 per cent.
If you try another ship with no projectile bonuses, e.g. an Apocalypse with 8x "Dual 650mm Repeating Artillery I", you get volley damage 860 and DPS 112.8 - which gives a RoF of ~7,6241 which is about 1,5 per cent off.
This has been tested with EFT 2.9.1.
Note that I've only verified this for Projectile weapons; as far as I can see, laser weapons calculate just fine. I have not yet looked into missile or hybrid weapons.
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Zaqar
Pator Tech School
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Posted - 2009.05.16 17:54:00 -
[3596]
Originally by: Don Lassini stuff
EFT rounds the DPS to the nearest whole number, and you are working backwards from there.
Volley: 44 x 2.4442 = 107.5448 - EFT rounds up to 108
DPS: 107.5448 / 7.5 = 14.339306 - EFT rounds down to 14.3, which is what my EFT shows when I mouseover the DPS figure. (dunno why you are seeing 14.1)
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Myestra Popovich
Caldari
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Posted - 2009.05.17 04:50:00 -
[3597]
i had a suggestion that would make EFT extremely helpful for wormhole explorers/pvpers. what im think is a specific option that allows to apply all the specific wormhole system effects to your EFT ship (found at: http://dl.eve-files.com/media/0903/WHThingie_0.52.zip)... so when entering a new WH system u could quickly put the Locus signature into EFT, and see what sort of results are going to happen to your ship. I know its relatively simple math to do -50% targeting range in your head and everything, but some systems have quite a few affects on your ship which can be annoying to look up, especially when it comes to resists.
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Josorna
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Posted - 2009.05.17 19:10:00 -
[3598]
Originally by: Don Lassini Text
As said before, it rounds to nearest, which gives that 14.3. And why you're seeing only 14.1, is because you have Include reload time in DPS calculations checked in options.
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Don Lassini
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Posted - 2009.05.17 21:55:00 -
[3599]
Originally by: Josorna
Originally by: Don Lassini Text
As said before, it rounds to nearest, which gives that 14.3. And why you're seeing only 14.1, is because you have Include reload time in DPS calculations checked in options.
Thank you thank you thank you thank you! That was it.... damn, I've spent a long time trying to figure out if I'd missed something. And that explains why my formulas worked for lasers.... no reload time.... :-)
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Gripen
Rage and Terror Against ALL Authorities
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Posted - 2009.05.17 23:35:00 -
[3600]
Apocrypha 1.2 version available.
Originally by: Anarr Vinjen i can't add rigs to falcon anymore,... haven't checked other ships...
Install a new copy of EFT. Such issues may arise when mixing *.dat files from different versions (you need to replace every file even if their size didn't changed from previous version).
Originally by: Roland Deschaines The DPS graph seems to work erratically. It doesn't take into account Sig Radius / Sig Resolution. Also, sometimes there's unexplained sudden drops in DPS at certain ranges (not due to missiles, but I have no idea what's causing it). Also, when overheating, it shows only how long the modules can take it before being offlined, not how long before the rack overheats and all modules are disabled, which usually happens first.
DPS graph do take into account signature radius and resolution. Drops in DPS can came from drone range or web\painter optimal ranges. When rack heat reaches maximum level modules are taking damage at every cycle - not disabled all together.
Originally by: Barakkus I would love to see the cap simulation from quickfit in eft.
Implementing capacitor simulation in the way it was done in Quickfit would require a very clumsy interface. Also it is a very inconvenient to use while I can't see any advantages such simulation could give.
Originally by: Rollthor Plus the Speed with the MWD turned on is shown at 3.2k wihtin EFT. the real ingame Speed is only a bit more than 1.2k.
Looking at this huge speed difference may I suggest that ingame you have Cold-Gas I Arcjet Thrusters fitted which are afterburners and not an MWD.
Originally by: Myestra Popovich i had a suggestion that would make EFT extremely helpful for wormhole explorers/pvpers. what im think is a specific option that allows to apply all the specific wormhole system effects to your EFT ship
This is planned.
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