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Fre'ki
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Posted - 2009.12.24 12:59:00 -
[121]
Edited by: Fre''ki on 24/12/2009 13:06:13 Edited by: Fre''ki on 24/12/2009 13:02:48 Thanks for the latest version.
However, you have still got the T2 ship build price error in there as described in my posts above.
Also the R.A.M for modules doesn't appear to be quite right - with the manufacture box checked it shows the unit price correctly but isn't multiplying it by the Total Units needed when calculating the Total Price.
Also same thing is happening for Advanced Components. Minerals are fine though. There appears to be a complete mix of whether you show the unit cost or the unit cost*total units in the Total Price column when the manufacture check box is ticked.
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TigerXtrm
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Posted - 2009.12.24 14:35:00 -
[122]
Originally by: EternalFaust Ok, if it's the T2 sell price then I'm at a loss too because unless you're putting in a negative sell price it will never increase your profit in this plugin. And I mean never, there is literally no margin for error in this regard as the field is literally used once and I'm looking at that calculation right now and it is being deducted.
I may be completely ignorant as to how this program is supposed to work or what it's for, but shouldn't the sell price of an item increase the overall profit, instead of being deducted? I'm not trying to bash you or anything but what you just said doesn't make any sense for any reason I can think of.
Screenshots to make clear what I'm talking about:
http://img.photobucket.com/albums/v202/Havoc_elite/invention1.jpg
Standard invention job of Void M ammo. Another weird thing is that there is apparently no price for datacores and stuff like that. See how the T2 sell price is now 10 isk and I'm making a 2.5 million isk profit? Logic would dictate that if I sell the ammo for 1 million a unit, I would be making mad profits, right?
http://img.photobucket.com/albums/v202/Havoc_elite/Untitled-1.jpg
Well not according to this thing. Let's just break it down:
1. The invention doesn't cost anything apparently, which shouldn't be possible. Bug.
2. The build price for a batch of Void M is calculated to be 550.000 isk per batch. Sounds reasonable I guess, but the number is not important for this example.
3. Some mysterious math is applied to the build cost and the sell price and somehow I end up with a negative profit? Hm... 1 million - 550.000 = -25 million. Nope, doesn't make sense. Sorry.
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Bel Amar
Amarr Paragons of Order
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Posted - 2009.12.24 19:49:00 -
[123]
Originally by: TigerXtrm I may be completely ignorant as to how this program is supposed to work or what it's for, but shouldn't the sell price of an item increase the overall profit, instead of being deducted? I'm not trying to bash you or anything but what you just said doesn't make any sense for any reason I can think of.
Screenshots to make clear what I'm talking about:
You're talking about the wrong program...
This thread is for the EVEHQ Invention Calculator...
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TigerXtrm
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Posted - 2009.12.24 21:52:00 -
[124]
Originally by: Bel Amar
Originally by: TigerXtrm I may be completely ignorant as to how this program is supposed to work or what it's for, but shouldn't the sell price of an item increase the overall profit, instead of being deducted? I'm not trying to bash you or anything but what you just said doesn't make any sense for any reason I can think of.
Screenshots to make clear what I'm talking about:
You're talking about the wrong program...
This thread is for the EVEHQ Invention Calculator...
Well ****...
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EternalFaust
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Posted - 2009.12.24 22:59:00 -
[125]
Lol tiger. Don't feel embarrassed man, there are a couple of these floating around at the moment, the one you are discussing is the "hacked to work with dominion" version of the original invention calc, which is as buggy as hell for me in the sense that I can't even get it to start up.
Fre'ki - I will look into what you said. I spent all my time focusing on the quantity that I totally overlooked the costs. I will check into it today for you.
And thanks for you kind comments Aeropagus. I do try, and I try to take everyone's views into account on how this should work, and it's difficult finding the common ground with so many different opinions of what is the right way to calculate this.
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EternalFaust
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Posted - 2009.12.27 08:40:00 -
[126]
I've now moved to release.
Hopefully all bugs are fixed and added a few new features, by request of Lord.
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Keffen Dane
Caldari
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Posted - 2009.12.27 11:20:00 -
[127]
Got a problem here The lower I set my sell price, the higher the profit i get
Normal sellprice
Low sellprice
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Lord Helghast
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Posted - 2009.12.27 18:19:00 -
[128]
i swear eternal's a programming ninja!
Saw a little bug, your missing some skills, like the Gallentean Starship Engineering skill is missing
And the calculation bug is still their...
i selected the veldspar mining crystal I
it says the veldspar mining crystal is 10 units at unit price 2,500, total price 25,000
if i enable manufacture the components it says
10 total units still, this is good, but it shows unit price is 30000, and total price is 30000... if each unit to produce costed 30k it would be 300k total, or maybe its 30k total and 3k cost?
i dont know is it a calculation error, or is it just an error in how its being displayed?
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EternalFaust
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Posted - 2009.12.27 22:05:00 -
[129]
Ok, I probably am not missing any skills... I probably just named them wrong or accidentally hid them.
This price bug is going to be the death of me.
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EternalFaust
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Posted - 2009.12.28 00:29:00 -
[130]
Latest build is up. This one has been double checked by a third party to make sure I didn't stuff it up again. Thank you to that player for assisting me with this. (Don't want to use names in case you don't want to be named).
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EternalFaust
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Posted - 2009.12.28 01:49:00 -
[131]
Ok, I've put up the 1.7 final build. This will be the last update for some time.
My corp mates are happy with how it works now, and the time I'm spending building this I'm losing out on quite a bit of income from lost missioning time, so I need to go do some grinding for a while.
Thanks for the support guys. Fly safe.
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Quivering Palm
Caldari SI Radio
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Posted - 2009.12.28 11:38:00 -
[132]
Just discovered version 1.7 - have played a bit with it and it looks great!!! It's a bit more slow to respond compared to BP Manager but the information it displays is valuable!! I will be looking into it more closely in the upcoming weeks to figure out what T2 stuff I would be building :-)
Thanks for a great plug-in!!
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Lord Helghast
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Posted - 2009.12.28 12:10:00 -
[133]
1.7 is a beautiful build, i tried to find all the bugs i could with eternal, and he was a great sport and a great programmer, he managed to fixed all those big and lil bugs.
I really wish their were more people like EF, hes a great guy and just wanted to say thanks for all his hard work, and not going nuts after 4 final releases and me continually saying "its perfect..... wait wait... crap" lol
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EternalFaust
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Posted - 2009.12.28 12:47:00 -
[134]
Thanks Quivering Palm, I appreciate it.
Thank you too Lord, it was a fun, interesting and somewhat aggravating process but it made for a better release :)
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Eschola Moltis
Minmatar Bionesis Technologies Electus Matari
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Posted - 2009.12.28 18:27:00 -
[135]
Edited by: Eschola Moltis on 28/12/2009 18:28:32 My EveHq refuses to load the new version.
At the eveHQ loading procedure, I have a pop-up saying that "end of flux reached before the end of analysis" (i translate as it was in french). If i try to load the module via the plugins menu, two popups, saying "error loading installation data for invention calculator plugin : entry with same key already exists" ("une entrTe avec la mOme clT existe dTja" in french)
I tried to clear the EveHQ cache, but it changed nothing. I was trying your plugin since 0.2, with the workaround with decimals, so I was having the same issue Lord Elghast was having with multiple items counting as 1 when manufacturing was ticked. Unfortunately, I'm unable to load the new 1.7 ! :/
Thanks for your plugin, it was really unstable at the beginning, but it's now a great tool (when it works ! )
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Keffen Dane
Caldari
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Posted - 2009.12.28 22:38:00 -
[136]
Hi
Is it possible to add a function to set a default pilot, or use the default pilot set by EveHQ ? And could you make it remember, if i tick the "Owned blueprints only" button ?
Anyway, love your plug-in, thanks for your great work
Fly Safe Keffen Dane
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EternalFaust
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Posted - 2009.12.28 23:48:00 -
[137]
The default pilot and remembering of owned bp checkbox may come at a later time, maybe. For the time being I was not going to work on it but I will fix the bug just posted first. Does it give any more information than that or is that all that is said?
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Eschola Moltis
Minmatar Bionesis Technologies Electus Matari
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Posted - 2009.12.29 08:40:00 -
[138]
No more information I'm afraid.
I tried to delete your plugin, reload eveHQ (perfectly fine), re-install (move it back) the plugin in the eveHQ directory, and same error.
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Vessper
SI Radio
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Posted - 2009.12.29 11:21:00 -
[139]
Originally by: Eschola Moltis Edited by: Eschola Moltis on 28/12/2009 18:28:32 My EveHq refuses to load the new version.
At the eveHQ loading procedure, I have a pop-up saying that "end of flux reached before the end of analysis" (i translate as it was in french).
I'm going to take a guess and say that the English translation is more "end of stream". In which case, take a look for the OwnerBlueprints.bin file in the InventionCalc AppData folder and delete it. Once deleted, try restarting both EveHQ and the InventionCalc plug-in.
Not sure which OS you are using but the location of the folder can be found at C:\Users\User\AppData\Roaming\EveHQ\InventionCalc for Vista/Win7 or C:\Documents and Settings\User\Application Data\EveHQ\InventionCalc for XP.
EveHQ Character App |
EternalFaust
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Posted - 2009.12.29 15:51:00 -
[140]
Thanks Vessper. That's a good point. I have modified the structure of the blueprint typedef in this release so that could be it. Thanks man.
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Eschola Moltis
Minmatar Bionesis Technologies Electus Matari
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Posted - 2009.12.29 18:00:00 -
[141]
Indeed, that was the case... problem solved, thanks Vessper.
Tiny bug found : if I choose to manufacturate my components, one strange oddity : for 100mn afterburner, the components needed to manufacture the plasma thruster are with a perfect bpo. If I choose 10mn AB, the same virtual plasma thruster bpo shows a waste in components.
But overall, thanks a lot for this useful tool.
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EternalFaust
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Posted - 2009.12.30 01:27:00 -
[142]
Edited by: EternalFaust on 30/12/2009 01:28:08 Ok, I will see if I can fix it.
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SigmaPi
Vitharr's Vengeance
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Posted - 2010.01.01 06:14:00 -
[143]
Hey EF,
First off, great plug in. It's just missing one thing: shopping list for multiple runs/multiple types.
I'm sending you 50m isk for the effort so far, with another 50m if you can get that feature in. I know its not much, but it's a little "thank you" for taking the time out to help the community. --------------------- SigmaPi
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EternalFaust
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Posted - 2010.01.01 11:06:00 -
[144]
Thanks SigmaPi for your donation. I had been planning on building in the shopping list feature since the beginning but never got around to it due to too many other issues. Since, with the exception of the last issue, most things are fixed I think I can finally get around to this now. Plus your donation has saved me something close to 10 hours of missioning, so that's kinda freed me up some time as well.
I'll get it implemented.
EternalFaust
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Eschola Moltis
Minmatar Bionesis Technologies Electus Matari
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Posted - 2010.01.01 11:14:00 -
[145]
It's not only the manufacturing thing : some material requirements are false : look at the gyrostabilizer for instance (owned bpo not ticked, manufacturing neither, out of the box) : it says ME -4 if I don't use any decryptor, and 50 morphite for 10 gyro II ... in game, I need 8 per unit, 80 for 10.
You can check that by trying to use a decryptor on it : the decryptors where you gain efficiency don't lower the morphite requirement (calibration data results in ME -1, morphite requirement should be less). Whereas the other raise it (circuitry schematics, assembly instructions : 95 morphite, 70 morphite).
I was also planning a donation, it will be done !
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Sgt Blade
Caldari Veto. Veto Corp
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Posted - 2010.01.02 01:15:00 -
[146]
I am getting a high chance of success with the hulk at 49.09% with no decryptors, I thought that the base percentage chance was 20% or has this been changed?
Hypnotic Pelvic Thrusting Level 5 |
EternalFaust
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Posted - 2010.01.02 07:32:00 -
[147]
No it hasn't been changed. I will look into it again. Ok, I am just going to go back and rewrite the entire manufacturing of components. I am tired of trying to fix it so I will rewrite it and see if I can do my job properly or whether I fail hard again. :)
Give me a day or so.
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EternalFaust
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Posted - 2010.01.02 23:42:00 -
[148]
The quantity of morphite needed on the gyrostab is actually bad data. The db that evehq uses is built off dominion 1.0 database. This shows the ME 0 amount of morphite for a gyrostab II as 3 which is wrong. It's actually 6 in game for an ME 0. So, unfortunately I can't do much about that one.
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Vessper
SI Radio
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Posted - 2010.01.03 03:19:00 -
[149]
Originally by: EternalFaust The quantity of morphite needed on the gyrostab is actually bad data. The db that evehq uses is built off dominion 1.0 database. This shows the ME 0 amount of morphite for a gyrostab II as 3 which is wrong. It's actually 6 in game for an ME 0. So, unfortunately I can't do much about that one.
You might want to double-check this information because from where I'm sat, there is nothing wrong with the database (the BPCalc works perfectly fine for a ME0 and ME-4 BPC).
Originally by: Eschola Moltis It's not only the manufacturing thing : some material requirements are false : look at the gyrostabilizer for instance (owned bpo not ticked, manufacturing neither, out of the box) : it says ME -4 if I don't use any decryptor, and 50 morphite for 10 gyro II ... in game, I need 8 per unit, 80 for 10.
Again, double-check this information. If you're looking at the blueprint "Show Info" in game, this will be wrong. The only true values are given in the manufacturing quote screen. If I'm right, this will be 60 units and not 80.
EveHQ Character App |
knfuldt grebnox
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Posted - 2010.01.03 09:56:00 -
[150]
I think I am doing something terribly wrong guys so I could appreciate some help.
I am trying to invent 425mm Railguns using the invention plugin. I select the "Manufacture the components" check box but I cannot get the t2 component bpos and t1 item's bpo ME to register. All calculations are done assuming ME0 bpos so my costs are off.
I have in Filters the "owned blueprints only" check selected. The Blueprint reads as "425mm Railgun I Blueprint (Owner: <My Char Name>). And in Prism I have gone in and manually added for this char the superconductor rails bpo with ME50 and the 425mm I bpo again with ME50.
Any thoughts on what I am doing wrong ?? |
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