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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Kitty O'Shay
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Posted - 2006.01.30 02:14:00 -
[151]
Edited by: Kitty O''Shay on 30/01/2006 02:22:54 Another thing with the cap sim, small armor reppers work on a 10 sec cycle, not the correct 6 sec cycle.
EDIT: Adding any damage mod sets RoF to zero.
Punisher resist calc gone wrong: 013 - Amarr Frigate (lvl 3) -> Punisher.armorEmDamageResonance : 60.0 % => 49.0 % 014 - Amarr Frigate (lvl 3) -> Punisher.armorExplosiveDamageResonance : 20.0 % => 83.0 % 015 - Amarr Frigate (lvl 3) -> Punisher.armorKineticDamageResonance : 25.0 % => 78.75 % 016 - Amarr Frigate (lvl 3) -> Punisher.armorThermalDamageResonance : 35.0 % => 70.25 % I wish!
I'll post more as I find them. -- Meow. |
rig0r
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Posted - 2006.01.30 16:47:00 -
[152]
Originally by: Serilla i get a bug when fitting Neutron Blaster 1's to megathron. when i goto capacitor simulation and start it, all my blasters just fire over and over till im out of cap in like 2 seconds. Its like there is a 0 second refire delay :D
Yes, refire rate is set to 0 when you check gun properties. Same with Ion II's.
Also, armor explosive resistance seems to be wrong for deimos and megathron (havent checked other gallente ships) (96% \o/). Other than that, a great tool !
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Rahzelk
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Posted - 2006.01.30 19:52:00 -
[153]
Edited by: Rahzelk on 30/01/2006 19:56:36 Please, simply forget about 0.99g it was full of bugs, and not minor ones ...
0.99h is out, and should bring you a lot more satisfaction.
Do not look where you fell, but where you slipped. |
Kitty O'Shay
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Posted - 2006.01.30 22:13:00 -
[154]
.99h broke importing of earlier formates -- Meow. |
Rahzelk
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Posted - 2006.01.30 22:27:00 -
[155]
Originally by: Kitty O'Shay .99h broke importing of earlier formates
yeah, that's why it is still 0.99 and not 1.0.... major bugs lead me to rehaul some things and couldn't assure backward compatibilty for your saved setups...
Do not look where you fell, but where you slipped. |
Tizi
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Posted - 2006.01.30 23:21:00 -
[156]
With 0.99h I'm getting some really uber resistances by adding my Damage Control II unit. Something very fishy.
092 - [ 1 | 30] Damage Control II -> Cyclone.shieldExplosiveDamageResonance : 72.0 % => 96.5 % /!\ stacked /!\ 093 - [ 1 | 30] Damage Control II -> Cyclone.armorKineticDamageResonance : 25.0 % => 88.75 % /!\ stacked /!\ 094 - [ 1 | 30] Damage Control II -> Cyclone.shieldEmDamageResonance : 30.0 % => 91.25 % /!\ stacked /!\
Great tool, glad you are continuing to work on it.
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Abu Isaha
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Posted - 2006.01.31 12:13:00 -
[157]
i guess the link to download is broken :(
can anyone, please, give me a limk
thx
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Syrex
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Posted - 2006.01.31 12:28:00 -
[158]
Ok well i have downloaded eve ship fitter and all and have also saved my skills as it says in read me, but when i load them all i get is my name, it does not take any of my skills in to account?
can any 1 help me out here?
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Rahzelk
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Posted - 2006.01.31 21:41:00 -
[159]
Version 0.99h RC2 out Only correcting Damage Control bug, and some hidden ones...
Last version for long, unless major bug discovered.
Do not look where you fell, but where you slipped. |
Rahzelk
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Posted - 2006.01.31 22:11:00 -
[160]
Originally by: Abu Isaha i guess the link to download is broken :(
Please, simply retry later. You must have tryied when I were updtaing the version.
Originally by: Syrex when i load them all i get is my name, it does not take any of my skills in to account?
Be sure to use IMPORT button instead of LOAD button.
Do not look where you fell, but where you slipped. |
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Theron Gyrow
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Posted - 2006.02.03 11:02:00 -
[161]
Excellent program, thank you!
However, a couple of minor bugs I happened to notice:
011 - Spaceship Command (lvl 5) -> Helios.agility : 3.1 x => 3.41 x
A ship's effective agility is its mass multiplied by its agility multiplier, so the smaller the multiplier is, the better. Thus SC modifiers and modifiers from other skills and modules affecting agility should change sign.
012 - Advanced Spaceship Command (lvl 3) -> Helios.agility : 3.41 x => 3.922 x
ASC should only affect ships that require it, i.e. freighters and up.
Hardly critical, but I figured I'd let you know.
-- Gradient's forum |
Cyuke
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Posted - 2006.02.05 19:21:00 -
[162]
How do you remove a module after it's fitted to replace it with something else. The only thing I can find that works is to strip the entire fitting which is a major pain.
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Kitakami
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Posted - 2006.02.06 05:07:00 -
[163]
still getting the "stacked" msg and a 0.0 fire rate when i fit a dmg mod to any ship :(
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Theron Gyrow
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Posted - 2006.02.06 08:20:00 -
[164]
Originally by: Cyuke How do you remove a module after it's fitted to replace it with something else. The only thing I can find that works is to strip the entire fitting which is a major pain.
Double-click the slot.
-- Gradient's forum |
Kyozoku
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Posted - 2006.02.07 18:46:00 -
[165]
Are any of the old versions available?
I replaced my install with the newest version and it stopped working. I tried reinstalling quickfit and .net framework but nothing works.
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Rahzelk
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Posted - 2006.02.09 19:28:00 -
[166]
0.99k out.
Lot of improvements :
- You can now add directories to favorites. Simply do a Right click on any of favorites list, and then create a directory, move item to a directory or remove an empty directory. Really cool to have favorites less confused. BTW, there is only one level of depth for directories.
- Charge panel, drone panel and EW panel are somehow re-arranged. Actually, EW Panel has been replaced by a more generic "Stats" panel, where you'll be able to have various stats. At the moment, it is only Damage output and EW information, but probably will enhance it with some mining stats.
- Drone panel mostly reworked. You can now put various drone in your drone bay, and then select or unselect active drone. BTW here's a little tips : you can select or unselect drone by right-clicking on checkboxes. Same goes with the CAP Simulation panel...
- Some drones module have been corrected or implemented. - Compiled with the latest JRE. So basically, you must have the latest JRE installed to have QuickFit working. This change is due to some security issue that has been resolved in the last Java JRE SDK. Update available at java.sun.com (search for latest JRE)
- What's not YET in : Titan bonuses, Carriers bonuses, many mining bonuses...
Some notes relative to previous poster :
Quote: A ship's effective agility is its mass multiplied by its agility multiplier, so the smaller the multiplier is, the better. Thus SC modifiers and modifiers from other skills and modules affecting agility should change sign.
In the database, the higher is the multiplier, the better is the agility. You can compare a virgin stilletto with a virgin dreadnought to confirm this.
Quote: still getting the "stacked" msg and a 0.0 fire rate when i fit a dmg mod to any ship :(
People having this bug simply didn't upgrade OR didn't start from a brand new & fresh directory.
Quote: Are any of the old versions available? I replaced my install with the newest version and it stopped working. I tried reinstalling quickfit and .net framework but nothing works.
Do not install ".Net". It is Java, so install the Java JRE available at java.sun.com.
Please, reinstall from a brand new directory if you want avoiding bugs. If it is 0.99, it is because it requires still much tuning and version after version, there might have some incompatibilities.
BTW : ships saved previously won't work in 0.99k. (due to dronebay rehaul).
Have Fun :)
Do not look where you fell, but where you slipped. |
Leandro Salazar
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Posted - 2006.02.10 03:06:00 -
[167]
Edited by: Leandro Salazar on 10/02/2006 03:07:47 This new version does not work at all for me. I can't import my xml nor can I access the skills manually, everything I do generates an infinite sandglass icon. And I get a very long error.log starting with:
java.lang.NoSuchMethodError: java.lang.StringBuffer.insert(IC)Ljava/lang/AbstractStringBuilder; at eleg.tools.common.Tools.padStringZeroes(Tools.java:100) at eleg.tools.data.ConnexionODBC.retrieveAttributes(ConnexionODBC.java:446) at eleg.tools.app.QuickFit.valueChanged(QuickFit.java:2989) . . .
An older version to download would be really nice, 99d worked like a charm. (Yes I did put it into a different directory)
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Reatu Krentor
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Posted - 2006.02.10 03:41:00 -
[168]
Originally by: Leandro Salazar Edited by: Leandro Salazar on 10/02/2006 03:07:47 This new version does not work at all for me. I can't import my xml nor can I access the skills manually, everything I do generates an infinite sandglass icon. And I get a very long error.log starting with:
java.lang.NoSuchMethodError: java.lang.StringBuffer.insert(IC)Ljava/lang/AbstractStringBuilder; at eleg.tools.common.Tools.padStringZeroes(Tools.java:100) at eleg.tools.data.ConnexionODBC.retrieveAttributes(ConnexionODBC.java:446) at eleg.tools.app.QuickFit.valueChanged(QuickFit.java:2989) . . .
An older version to download would be really nice, 99d worked like a charm. (Yes I did put it into a different directory)
Same problem for me ------------------------------------------ The ammatar are not the enemy, they are the smoke and mirrors of the amarr. |
Serilla
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Posted - 2006.02.10 09:06:00 -
[169]
Love the new changes. Thanks for the work!
I love the new EW/Stats page. Layout is cool and how you can now put in multiple drones.
Another suggestion i would have is on the 'stats' page. When you double click a ship to set it as active. Would it be possible to automaticly put in the hp/shield/resists into the boxes on the right? No big deal tho at all tho. works ok the way it is.
Also like how you can include/not include drone damage in the 'stats'.
Will check it out once i get more time. doh the wife is coming run!
combatYour 250mm Railgun II perfectly strikes Sansha's Enslaver, wrecking for 411.4 damage. |
Rahzelk
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Posted - 2006.02.10 09:50:00 -
[170]
Edited by: Rahzelk on 10/02/2006 09:54:30
Originally by: Leandro Salazar This new version does not work at all for me.
Upgrade your JRE with the latest version.
For Windows, choose "Windows Online Installation" for the quickest download and installation on a machine connected to the Internet. The default download size is 40.9MB, which is the maximum download. The size may decrease if features are deselected, to a minimum of 18.2MB.
Do not look where you fell, but where you slipped. |
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Leandro Salazar
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Posted - 2006.02.10 17:40:00 -
[171]
Edited by: Leandro Salazar on 10/02/2006 17:40:25 Ahh yes now it works with the new JRE. So I could confirm that a little bug I found is still in there.
I noticed that when I fit a Dark Blood Armor EM Hardener and a Dark Blood Energized Reflective Plating onto my Machariel, I get a resulting EM resistance of 92.71 in the ship fitter. Which is exactly what I should be getting WITHOUT stacking penalty.
The actual resistance I get in game, as well as the result of my own calculations, is 91.9 though. So somewhere the combination of Hardener and Energized plating loses the stacking penalty.
The same happens for combinations of standard hardner and energized platings, for other resistances and on other ships. If a third hardner/plating is added, that one is then subject to the stacking penalty that is normally applied to the second module (about 87% efficiency). Hope this is enough info to nail it down.
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Aloysius Knight
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Posted - 2006.02.11 07:33:00 -
[172]
wow im not touching this with a 40 foot pole, got quickfix and the new java and my god
my computer has a blue screen of death if i close it and all u see is a greay screen Haha can't touch this! |
Rahzelk
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Posted - 2006.02.12 09:55:00 -
[173]
Originally by: Aloysius Knight my computer has a blue screen of death if i close it and all u see is a greay screen
Unfortunately, I cannot correct this. It is probably an incompatibility with your hardware and the Kava Runtime. I heard deactivating Graphic Card AntiAliasing resolved most of these BSOD and freeze...
I'm really sorry, but only Sun can resolve the problem as it is their graphic library that is bugged.
About resistance stacking : I have difficulties for stacking two hardeners when one is active and the other is passive. That is explain the results given when adding a active and a passive on the same resist. Will try to wprk it out, but I'm on it since the 0.98 and didn't find yet how to manage this..
Do not look where you fell, but where you slipped. |
Dirlewanger
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Posted - 2006.02.12 12:20:00 -
[174]
I don't know how you are working it, but could it be that you need more variables to store mods: 1 - basic ship resist 2-mod - modifier added from active resists 2-numb - how many of these mods 3-mod - modifier added from passive resists 3-numb - how many of these mods THEN you can do this math. Or you have a "recalc all" that'll go again from basics, starting with ships, skills and so forth, recalculating the whole shebang.
Again this is totally guessing as no idea how you're working it.
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Famine Aligher'ri
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Posted - 2006.02.14 06:22:00 -
[175]
Has the problem of saving ship setups and using them for updated versions been corrected yet? Like ill design something and save it then update the program a week later and every time I try to load a ship setup from the previous design it gives an error?
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Eamz
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Posted - 2006.02.15 00:01:00 -
[176]
Edited by: Eamz on 15/02/2006 00:01:43 Armor Hardener Stacking penalty is obviously recognised but the penalty doesnt seem to have any effect on the actual increase to resistance ( ie. there is no actual penalty despite the program saying there is)
edit- read through the entire thread up until your last post, woops. ok read you and understand
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Mr Popov
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Posted - 2006.02.16 15:13:00 -
[177]
Excellent program.
Just a small request. I would like to see the leadership skills affect the gang modules when you fit them on a battlecruiser, additionally, would also like to see the command ships bonuses (as pitifully small as they are) added for them as well.
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DaBagboy Rizster
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Posted - 2006.02.16 21:28:00 -
[178]
Learning the program so far I like what I see.....If you use the import XML to import the skills (XML file) from my eve character manager directory does that allow the skill thingy to work?
The My Character thing here is usually NOT working......
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Rahzelk
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Posted - 2006.02.17 23:32:00 -
[179]
0.99k RC2 out.
Only correcting favorites. So you can now use favorites again. Also, don't hesitate to play with the mouse right click on favorites lists, to create, remove or move items to custom directories...
I'm very busy atm so cannot do a big improvment, but seeing the low number of bugs reported, I admit there mustn't have big troubles with latest QF version (except JRE upgrade)
Originally by: DaBagboy Rizster If you use the import XML to import the skills (XML file) from my eve character manager directory does that allow the skill thingy to work?
I Think it should.
Have fun.
Do not look where you fell, but where you slipped. |
Rahzelk
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Posted - 2006.02.24 19:08:00 -
[180]
Another version out !
WHAT'S NEW in the 0.99p ----------------------- - You can now play with a new tab : "Filter". As the name said, it enable you to filter modules giving somme criteria : * hi / med / low slot * having strict CPU and Grid compliance * Beig buyable on market
Note that it will automatically filter modules that match your left cpu and powergrid. (the +20% cpu/pgrid is here to relax a bit this constraint).
I use this filter mainly when I have 1 or 2 slots left and without an idea of what I could fit in there... Feed back welcome on this new feature.... :)
- Hi/ Med / Low slots are now given a color on the 'Browse' tab. You will find the high slots in Blue, med slots in Green and low slots in Yellowish... It is purely graphical tips to help people that are not yet used with common modules. Also, note that even if it seems a 'quick' improvment, it took me a lot of time to implement. But it also open up for some graphical extension if I decide to... :)
- Some bugs (missing capital shield booster, staking on shield amplifiers..) are resolved. Didn't have much bug reports however, so either the program isn't too much bugged, either people do not report bugs ;)
- What's (still) not YET in : Titan bonuses, Carriers bonuses, many mining bonuses, gang warfare's module bonuses, command ships bonuses relative to warfare links...
Have Fun !
Do not look where you fell, but where you slipped. |
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