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Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Sinola Paradon
Peach Pit Holding
0
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Posted - 2015.07.08 21:20:13 -
[2641] - Quote
Hi,
no Faction and DED Modules in DB.
so far... |
Malkeios
The Retired Officers Club
3
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Posted - 2015.07.09 07:59:13 -
[2642] - Quote
Mr Mac wrote:Malkeios wrote:...
S(u) = e^(-(u / 2.67)2) where u=n-1, where n=module number.
... Correct formula should be S(u) = e^-(u / 2.67) ^2
You're quite right, that was a typo on my part. In my script I'm using the formula as you stated it. Thank you.
Gripen wrote: wrote:How does EFT calculate stacking penalty? So far my results indicate that EFT doesn't penalize the modules as much as the formula states. If you think EFT is wrong somewhere you'd better to compare EFT vs ingame value. If you want to verify your calculations you need to show them obviously. ;)
I did as you suggested and EVE and EFT agree, which means it seems the formula from the eve uni wiki is the problem. The damage modifier isn't increased as much as it should be when applying the stacking penalty, unless I've misunderstood how it's supposed to be applied. I'll throw in my matlab script for good measure. This is when using 3 drone damage modifier II with a bouncer drone (at my skill level). I end up with 91 dps vs EFTs 97 dps. My damage modifier ends up at 5.760, while it should be 6.053.
dm=3.817; %base damage modifier db=64; %base damage dn=1; %number of drones dr=db*dn; %raw damage (no modifier) ddur=4; %drone duration (second)
bp=0.205; %bonus percentage S=@(u) exp(-(u/2.67)^2); %formula from eve uni, variable u
pt=bp+bp*S(1)+bp*S(2)+1; %total percentage bonus (with stacking penalty), n-1 set manually ndm=dm*pt; %new damage modifier dmg=dr*ndm; %volley damage dps=dmg/ddur; %DPS |
bigsharkbait
Dynotech INC. LEGIO ASTARTES ARCANUM
4
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Posted - 2015.07.09 13:07:12 -
[2643] - Quote
CCP should really pay you for this stuff!! Best Tool EVER |
Zhilia Mann
Tide Way Out Productions
2340
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Posted - 2015.07.09 15:26:36 -
[2644] - Quote
Sinola Paradon wrote:Hi,
no Faction and DED Modules in DB.
so far...
Check the tabs under the module list. |
Zhilia Mann
Tide Way Out Productions
2340
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Posted - 2015.07.09 15:31:14 -
[2645] - Quote
Malkeios wrote:Mr Mac wrote:Malkeios wrote:...
S(u) = e^(-(u / 2.67)2) where u=n-1, where n=module number.
... Correct formula should be S(u) = e^-(u / 2.67) ^2 You're quite right, that was a typo on my part. In my script I'm using the formula as you stated it. Thank you. Gripen wrote: wrote:How does EFT calculate stacking penalty? So far my results indicate that EFT doesn't penalize the modules as much as the formula states. If you think EFT is wrong somewhere you'd better to compare EFT vs ingame value. If you want to verify your calculations you need to show them obviously. ;) I did as you suggested and EVE and EFT agree, which means it seems the formula from the eve uni wiki is the problem. The damage modifier isn't increased as much as it should be when applying the stacking penalty, unless I've misunderstood how it's supposed to be applied. I'll throw in my matlab script for good measure. This is when using 3 drone damage modifier II with a bouncer drone (at my skill level). I end up with 91 dps vs EFTs 97 dps. My damage modifier ends up at 5.760, while it should be 6.053. dm=3.817; %base damage modifier db=64; %base damage dn=1; %number of drones dr=db*dn; %raw damage (no modifier) ddur=4; %drone duration (second) bp=0.205; %bonus percentage S=@(u) exp(-(u/2.67)^2); %formula from eve uni, variable u pt=bp+bp*S(1)+bp*S(2)+1; %total percentage bonus (with stacking penalty), n-1 set manually ndm=dm*pt; %new damage modifier dmg=dr*ndm; %volley damage dps=dmg/ddur; %DPS
Try using S(n) = 0.5^[((n-1) / 2.22292081) ^2]. I've had better luck with those numbers. |
Malkeios
The Retired Officers Club
3
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Posted - 2015.07.09 16:31:52 -
[2646] - Quote
Zhilia Mann wrote:
Try using S(n) = 0.5^[((n-1) / 2.22292081) ^2]. I've had better luck with those numbers.
I did try that one as well, sadly it gives the exact same result. But thanks for the suggestion.
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Gripen
2211
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Posted - 2015.07.09 22:26:25 -
[2647] - Quote
Malkeios wrote:pt=bp+bp*S(1)+bp*S(2)+1 It should be pt=(1+bp)*(1+bp*S(1))*(1+bp*S(2)) Such modifiers are multiplied together and not added. |
Malkeios
The Retired Officers Club
3
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Posted - 2015.07.10 05:06:46 -
[2648] - Quote
Gripen wrote:Malkeios wrote:pt=bp+bp*S(1)+bp*S(2)+1 It should be pt=(1+bp)*(1+bp*S(1))*(1+bp*S(2)) Such modifiers are multiplied together and not added.
And there it was, thank you very much! |
Gnoof
BlasTech Incorporated
0
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Posted - 2015.07.10 06:20:29 -
[2649] - Quote
How do I add my standard implants (like in slot 1) in EFT 2.31 ?
I only see the specials and not my simple Ocular Filter etc. |
Malkeios
The Retired Officers Club
3
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Posted - 2015.07.10 06:32:05 -
[2650] - Quote
Gnoof wrote:How do I add my standard implants (like in slot 1) in EFT 2.31 ?
I only see the specials and not my simple Ocular Filter etc.
The standard implants doesn't affect ship or module performance, they only affect training time. So adding them to EFT wouldn't do much good. |
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Gnoof
BlasTech Incorporated
0
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Posted - 2015.07.10 06:37:46 -
[2651] - Quote
Malkeios wrote:Gnoof wrote:How do I add my standard implants (like in slot 1) in EFT 2.31 ?
I only see the specials and not my simple Ocular Filter etc. The standard implants doesn't affect ship or module performance, they only affect training time. So adding them to EFT wouldn't do much good.
Ha I'm not awake properly, thanks! |
Tyablix Dadunur
Asteroid Central Spears of Destiny
0
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Posted - 2015.07.10 06:53:21 -
[2652] - Quote
Hi, I was fitting out a Guardian for a Spider tanked fleet and I saw that the Large 'solace' remote armor repairer has an activation cost of 47.25 when in fact it has 252 like the Large Remote Armor Repairer II. I was hoping you could give it a look :)
Thanks,
Tyablix |
Zhilia Mann
Tide Way Out Productions
2341
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Posted - 2015.07.10 08:00:00 -
[2653] - Quote
Tyablix Dadunur wrote:Hi, I was fitting out a Guardian for a Spider tanked fleet and I saw that the Large 'solace' remote armor repairer has an activation cost of 47.25 when in fact it has 252 like the Large Remote Armor Repairer II. I was hoping you could give it a look :)
Thanks,
Tyablix
Try fitting both to the Guardian and showing info that way. Alternatively, try showing info on the unfitted module. They both show correctly; both are 252 unfitted to the ship and 47.25 fitted with a max skilled logi pilot. |
TheTennant
Third Attention
1
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Posted - 2015.07.10 08:37:39 -
[2654] - Quote
Why do most of the modules not have descriptions ? |
Tiberius Heth
0
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Posted - 2015.07.10 09:34:21 -
[2655] - Quote
Thanks Gripen, for your continued efforts. |
somthing Lionheart
Rep-X Hashashin Cartel
4
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Posted - 2015.07.12 15:21:26 -
[2656] - Quote
Fairly new to EFT so sorry if this is obvious, but how do I update EFT and keep my fittings and settings from a previous version, if ppossible? |
Amanda Chan
Error 404 Pod Not Found
28
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Posted - 2015.07.12 22:30:48 -
[2657] - Quote
somthing Lionheart wrote:Fairly new to EFT so sorry if this is obvious, but how do I update EFT and keep my fittings and settings from a previous version, if ppossible?
I usually download the new version and extract it/overwrite it over the previous version. Fittings and all that are stored in a file that isn't overwritten. |
somthing Lionheart
Rep-X Hashashin Cartel
4
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Posted - 2015.07.12 23:18:18 -
[2658] - Quote
Amanda Chan wrote:somthing Lionheart wrote:Fairly new to EFT so sorry if this is obvious, but how do I update EFT and keep my fittings and settings from a previous version, if ppossible? I usually download the new version and extract it/overwrite it over the previous version. Fittings and all that are stored in a file that isn't overwritten.
Alright, thanks
|
Nicholas Kirk
GFL Gentlemen's.Parlor
5
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Posted - 2015.07.14 14:57:36 -
[2659] - Quote
I just loaded a Dual prop ship and it says the following
Quote:you cant activate this module because of limitation on mac active modules of the same type at same time
this is trying to use 50MN Cols-Gas MWD 10MN Afterburner
so I know the speed wont calculate since they are both on there but this effects the power/CPU as they can be both onlined. |
Zhilia Mann
Tide Way Out Productions
2346
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Posted - 2015.07.14 16:52:10 -
[2660] - Quote
Nicholas Kirk wrote:I just loaded a Dual prop ship and it says the following Quote:you cant activate this module because of limitation on mac active modules of the same type at same time
this is trying to use 50MN Cols-Gas MWD 10MN Afterburner so I know the speed wont calculate since they are both on there but this effects the power/CPU as they can be both onlined.
As long as they both have either a green check or a red x (or flames for overheating) they are both online. A blue lightning bolt would indicate offline. CPU and grid should be calculated properly. |
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Professor Academiac
EVE University Ivy League
0
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Posted - 2015.07.14 22:58:15 -
[2661] - Quote
Is it possible to make the application check for updates and auto update instead of downloading and installing separate instances? This would be extremely useful especially with CCP's 6 week development cycle. |
Nicholas Kirk
GFL Gentlemen's.Parlor
5
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Posted - 2015.07.15 15:10:14 -
[2662] - Quote
Zhilia Mann wrote:Nicholas Kirk wrote:I just loaded a Dual prop ship and it says the following Quote:you cant activate this module because of limitation on mac active modules of the same type at same time
this is trying to use 50MN Cols-Gas MWD 10MN Afterburner so I know the speed wont calculate since they are both on there but this effects the power/CPU as they can be both onlined. As long as they both have either a green check or a red x (or flames for overheating) they are both online. A blue lightning bolt would indicate offline. CPU and grid should be calculated properly.
awesome thanks
|
Bobaa Fett
THE BOARD OF EDUCATION
5
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Posted - 2015.07.16 05:45:33 -
[2663] - Quote
odd. this version of EFT was working just 10 mins ago and for the past week. Suddenly my computer changes the file type to exe.manifest.
wtf. |
Spcius Patrouette
Mara's Hounds The Volition Cult
5
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Posted - 2015.07.16 11:30:35 -
[2664] - Quote
can i suggest making the faction/officer/dedspace tabs a bit more prominent? ive been using it for 2 months and was really irritated that there were no faction mods until someone finally pointed it out. It was my mistake but to save others perhaps you could make the tabs bigger or something. |
FireFrenzy
SUPREME MATHEMATICS A Band Apart.
531
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Posted - 2015.07.16 15:54:47 -
[2665] - Quote
Gripen, how hard would coding an updater for EFT be? Nothing against the current system but an updater would be HELLA sweet... |
Bobaa Fett
THE BOARD OF EDUCATION
5
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Posted - 2015.07.16 17:09:55 -
[2666] - Quote
Does anyone know why the EFT.exe file would disappear entirely every time I try extract it. It will be visible, then disappear within seconds as if deleted. This is the first time this has ever happened over the last few years |
HKO2006
Federal Defense Union Gallente Federation
0
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Posted - 2015.07.19 21:13:14 -
[2667] - Quote
Bobaa Fett wrote:Does anyone know why the EFT.exe file would disappear entirely every time I try extract it. It will be visible, then disappear within seconds as if deleted. This is the first time this has ever happened over the last few years Maybe your antivirus deleted it? |
Hrett
Justified Chaos Spaceship Bebop
403
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Posted - 2015.07.21 00:00:44 -
[2668] - Quote
Im quite sure I am doing something insanely stupid, but I cant get my api to work. It wont let me cut and paste the 900 character verification code. What am I doing wrong? I dont mind typing the Key ID, but the verification code... I swear it used to let me cut and paste.
Again - Im sure it is something bone-headed, and I apologize in advance.
spaceship, Spaceship, SPACESHIP!
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Staysin Jita
A funny thing happened on the way to the Forum
8
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Posted - 2015.07.21 13:48:29 -
[2669] - Quote
Having a really odd issue with a fit for the Hecate: I am using version 2.31 released 8th July
If I run it using my main character, it fits fine. If I switch to the built in 'All Level V' character, the CPU usage is increased from 287.21/287.5 to 290.25/287.5 which is 1% over Ship CPU. The powergrid is even odder - the PG changes from 76/76.48 to 75/74.25.... this time instead of EFT mistakenly increasing PG usage on a level 5 char, it DECREASED the PG of the ship. I manually created my own all level 5 character and the issue is still the same with that one. I also manually changes all my ship 'Affecting skills' to level 5, and the issue does not occur,
It would appear that one of the skills not used for the ship is decreasing Powergrid for the ship and increasing the CPU usage of some items.
Here is the fit:
[Hecate, Sniper] Damage Control II Magnetic Field Stabilizer II Magnetic Field Stabilizer II 200mm Rolled Tungsten Compact Plates
5MN Quad LiF Restrained Microwarpdrive Faint Warp Disruptor I X5 Prototype Engine Enervator Sensor Booster II, Scan Resolution Script
150mm Railgun II, Spike S 150mm Railgun II, Spike S 150mm Railgun II, Spike S 150mm Railgun II, Spike S 150mm Railgun II, Spike S [empty high slot]
Small Ancillary Current Router I Small Trimark Armor Pump II Small Anti-Thermic Pump II
Caldari Navy Antimatter Charge S x5000 Void S x4600 Antimatter Charge S x4600
EDIT:: Seems than no matter what ship I use, if I swap to a level 5 character, then the ship PG decreases by a few % and my CPU usage increases. I dont know whether I am totally unaware of some skills that reduce powergrid and / or increase CPU usage, or if this is a serious bug. |
Zhilia Mann
Tide Way Out Productions
2353
|
Posted - 2015.07.21 18:34:57 -
[2670] - Quote
Staysin Jita wrote:Having a really odd issue with a fit for the Hecate: I am using version 2.31 released 8th July
If I run it using my main character, it fits fine. If I switch to the built in 'All Level V' character, the CPU usage is increased from 287.21/287.5 to 290.25/287.5 which is 1% over Ship CPU. The powergrid is even odder - the PG changes from 76/76.48 to 75/74.25.... this time instead of EFT mistakenly increasing PG usage on a level 5 char, it DECREASED the PG of the ship. I manually created my own all level 5 character and the issue is still the same with that one. I also manually changes all my ship 'Affecting skills' to level 5, and the issue does not occur,
It would appear that one of the skills not used for the ship is decreasing Powergrid for the ship and increasing the CPU usage of some items.
Here is the fit:
[Hecate, Sniper] Damage Control II Magnetic Field Stabilizer II Magnetic Field Stabilizer II 200mm Rolled Tungsten Compact Plates
5MN Quad LiF Restrained Microwarpdrive Faint Warp Disruptor I X5 Prototype Engine Enervator Sensor Booster II, Scan Resolution Script
150mm Railgun II, Spike S 150mm Railgun II, Spike S 150mm Railgun II, Spike S 150mm Railgun II, Spike S 150mm Railgun II, Spike S [empty high slot]
Small Ancillary Current Router I Small Trimark Armor Pump II Small Anti-Thermic Pump II
Caldari Navy Antimatter Charge S x5000 Void S x4600 Antimatter Charge S x4600
Tried this with a Harpy fit, and the issue is also occurring there...
[Harpy, Sniper] Magnetic Field Stabilizer II Magnetic Field Stabilizer II Pseudoelectron Containment Field I
1MN Afterburner II Adaptive Invulnerability Field II Upgraded EM Ward Amplifier I F-90 Positional Sensor Subroutines, Targeting Range Script
150mm Railgun II, Javelin S 150mm Railgun II, Javelin S 150mm Railgun II, Javelin S 150mm Railgun II, Javelin S [empty high slot]
Small Core Defense Field Extender I Small Processor Overclocking Unit I
I dont know whether I am totally unaware of some skills that reduce powergrid and / or increase CPU usage, or if this is a serious bug.
Open up your character (ctrl-c, select your character) and click over to the implants tab. My first instinct was that you had Genolutions on the character but I now think it's something else. What do you have in slots 1-4 and 6-10? Slot 5, to my knowledge, has nothing that would cause said behaviour.
(Edit: by the by, the Hecate should work if you swap out for a Y-T8. Fits for my character and all 5 no implants then.) |
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