| Pages: 1 2 3 4 5 6 [7] 8 9 :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Lord FunkyMunky
|
Posted - 2010.01.11 14:07:00 -
[181]
got another request for when u get time :) as i saw you already awesomely implemented the other requests :D Profit Per Day, can you add this below the overall profit per success, basically just (buildtime * number of builds per success) + (invention time * number of inventions for a success) + (copy time * number of copies per success) / avg profit per success, if its + make it green if its not make it red :) *or atleast i think thats the format, convert build time to seconds i guess, and then divide it out into days then divide that by the avg profit per success, to show the earnings per day that the job is worth
This would be really nice to have added, and dont think it shud be too much of a biggie as i think all the necessary labels are already filled in.
|

EternalFaust
Children of Anarchy
|
Posted - 2010.01.12 10:51:00 -
[182]
To be honest, this feature was in once before and I took it out because too many people had too many different ideas on how it should be calculated and different scenarios to take into account.
|

Ruark1982
|
Posted - 2010.01.12 12:32:00 -
[183]
Apologies if this has been mentioned already.
When ticking manufacture components the perfect number is used to calculate the build costs and unit prices rather than the total units.
In the example of a Paladin the total cost is around 723000000 (by adding up the totals in the required materials box) yet the build cost is stated as 638773687 when ticking manufacture components. (Uses perfect units)
Also when you change the decryptor you can see that only the cost of the decryptor effects the build cost and not the ME level the decryptor produces.
Is it possible to correct this, I am looking at building the components and am interested in the profit increase by doing so.
Thanks
|

GFRoSTY
Minmatar
|
Posted - 2010.01.12 13:07:00 -
[184]
This is a fantastic addition to the equally brilliant Eve HQ app however I have a suggestion to make it more usable.
Under the settings option from the Invention Calculator drop down there is a section called 'Skills', however this is not allocated to any specific char only a general setting. Can you make it that it either pulls this information from a specific chars API or include a drop down selection to select a specific char.
I have several chars that can do research but they all have different skills and it would be easier to have this automatically calculated per invention job, thanks.
|

Lord FunkyMunky
|
Posted - 2010.01.12 18:13:00 -
[185]
Originally by: EternalFaust To be honest, this feature was in once before and I took it out because too many people had too many different ideas on how it should be calculated and different scenarios to take into account.
well screw them lol, just include full time to build and invent 1 successful invention and its results. thats about all its supposed to do and leave it that, basically the average profit per success divided by how long it took to get that success (at best) so divided by copy time*copies needed to succeed at best + build time*resulting t2 copies from 1 success.
you could make it adjustable like the invention one but screw that man a avg success / day calc wud be wicked :)
Originally by: Ruark1982 Apologies if this has been mentioned already.
When ticking manufacture components the perfect number is used to calculate the build costs and unit prices rather than the total units.
In the example of a Paladin the total cost is around 723000000 (by adding up the totals in the required materials box) yet the build cost is stated as 638773687 when ticking manufacture components. (Uses perfect units)
Also when you change the decryptor you can see that only the cost of the decryptor effects the build cost and not the ME level the decryptor produces.
Is it possible to correct this, I am looking at building the components and am interested in the profit increase by doing so.
Thanks
what? the ME used is 10 for the T2 components, this is something eternal was looking into changing, as for the decrypter, it already effects the amount of components needed via ME (look below the drop down it shows the resulting ME), the decrypters that change ME do change the materials in the required list....
Manufacture components will lower the cost in some cases, because your not buying them off market, its 72300000 because it costs more to buy the finished t2 components than to build them yourself with a ME10 BPO for the components (i think its 10 u'd have to read back a page or 2 to confirm, build costs changes depending on the decrypter, invention costs change based on the decrypter price... total profit for each "success" including losses from failures is the highlighted green/red number on the right.
Originally by: GFRoSTY This is a fantastic addition to the equally brilliant Eve HQ app however I have a suggestion to make it more usable.
Under the settings option from the Invention Calculator drop down there is a section called 'Skills', however this is not allocated to any specific char only a general setting. Can you make it that it either pulls this information from a specific chars API or include a drop down selection to select a specific char.
I have several chars that can do research but they all have different skills and it would be easier to have this automatically calculated per invention job, thanks.
LOL you realize u dont have to set the skills right?
Those are OVERRIDES, the drop down to select the character is on the main windows of the calculator... the OVERRIDES is incase u want to see your chances/profit etc, based on theoretical skills your training towards or thinking about, if u want to see actual character skills, set them all to 0 and just use the character drop down in the main window :)
|

EternalFaust
Children of Anarchy
|
Posted - 2010.01.13 00:17:00 -
[186]
Lord is correct about the skills settings.
As for the perfect units calculation issue, this was the bug in 2.0 that I fixed in 2.1, I also have forgotten to add the decryptor to the shopping list when adding datacores if it is used. This will be part of 2.2, however, I am waiting a little to release that until I have more than just 1 little thing to release at the same time.
|

Alex Deiters
|
Posted - 2010.01.13 14:45:00 -
[187]
Wow was just looking at the forum and found this post, getting EveHQ, never heard about it before, uses Evemon for my skill planing. But was looking at the invention calculator and found it very interesting. Looking forward to testing it and get a better understanding about this hole invention stuff. Is there some guide to how it works and maybe a FAQ?
|

Lord Helghast
|
Posted - 2010.01.13 15:00:00 -
[188]
awesome :) i think as long as you put in the settings window or something a disclaimer of how things are calculated most ppl wont ***** too much, and if they dont like it they can ignore the field. :)
|

EternalFaust
Children of Anarchy
|
Posted - 2010.01.13 22:40:00 -
[189]
Originally by: Alex Deiters Wow was just looking at the forum and found this post, getting EveHQ, never heard about it before, uses Evemon for my skill planing. But was looking at the invention calculator and found it very interesting. Looking forward to testing it and get a better understanding about this hole invention stuff. Is there some guide to how it works and maybe a FAQ?
Hi, try here:
http://wiki.eveonline.com/wiki/Invention
|

EternalFaust
Children of Anarchy
|
Posted - 2010.01.17 22:24:00 -
[190]
I'm going to need to put a hold on feature requests, etc for a little while. I am currently rewriting the majority of the code in a more structured, tidy fashion. This recode will make the underlying calculations etc more easily accessible and more dynamic which should make certain things possible, such as the profitability list.
|

Kire Moshiko
Re-Awakened Technologies Inc Electus Matari
|
Posted - 2010.01.19 05:44:00 -
[191]
Just tried the new version for the first time and it's giving me this warm tingly feeling somewhere below the waist.
Trit... it's as essential as blood, but far less messy. |

Dharken Rhaal
Amarr
|
Posted - 2010.01.19 16:51:00 -
[192]
Here is another small feature request which will probably help you to recode better and make your testing as non-industrial character easier. It will be handy to override not only industrial skills but invention ones too. Like Datacore 1: <0-5> Datacore 2: <0-5> Racial Encription Method: <0-5>
Probably you could replace the labels with the skills needed for choosen BP.
And... Great tool, thanks for your efforts!
|

Bel Amar
Amarr Children of Anarchy
|
Posted - 2010.01.19 21:08:00 -
[193]
Originally by: Dharken Rhaal It will be handy to override not only industrial skills but invention ones too. Like Datacore 1: <0-5> Datacore 2: <0-5> Racial Encription Method: <0-5>
Invention Calculator Menu > Settings > Skills tab
|

EternalFaust
Children of Anarchy
|
Posted - 2010.01.19 23:01:00 -
[194]
Originally by: Kire Moshiko Just tried the new version for the first time and it's giving me this warm tingly feeling somewhere below the waist.
Lol.
Recode is going well, though it's going to take some time. I wish I had a bigger monitor :(
|

EternalFaust
Children of Anarchy
|
Posted - 2010.01.20 12:58:00 -
[195]
Hi guys,
I have just release beta 3.0 - this is the version based on the recode of the underlying calculation code. Also added some much requested features :)
|

Lord Helghast
|
Posted - 2010.01.20 14:57:00 -
[196]
Edited by: Lord Helghast on 20/01/2010 15:00:42 Somethings super wrong with 3.0
Quake S shows in profitability table as a 3b profit yet shows in main window as a 26m loss per invention.... success....
somethings majorly wrong here
take a look at XRAY M
take 400k each sale price, that would net 10 runs at 4 units each = 40 * 400 = 16,000,000ISK per success, cost is 3.5m and its showing a loss of 1.5m? when it should be showing a profit of nearly 13m for each success.
OH AND THE PROFIT GRID, while awesome is well, WTF... shows QUAKE M as 10 BILLION profit, yet the invent calc shows a -241m loss each success.....
WAIT its even worse lol, the profitability table is changing depending on what item is selected in the main invention calc
|

EternalFaust
Children of Anarchy
|
Posted - 2010.01.20 20:28:00 -
[197]
Edited by: EternalFaust on 20/01/2010 20:32:11 Hey man, don't sugar coat it or anything hey, tell me what you really think :P
Ok, apparently I have issues, hence the reason I said it is BETA. Before I released it I thought it all looked correct, apparently not. I'll see what I can see.
Edit: Looking at it now, I feel like an idiot. I was reading these billion dollar profits as million dollar profits.
|

EternalFaust
Children of Anarchy
|
Posted - 2010.01.20 23:30:00 -
[198]
3.1 bug fix release is out. Have put this sucker through the ringer to verify accuracy of the profitability table now.
|

Lord FunkyMunky
|
Posted - 2010.01.21 19:07:00 -
[199]
LMFAO, well you said you like straight forwardness :D i'll check 3.1
|

Lordess Trader
|
Posted - 2010.01.21 19:16:00 -
[200]
Edited by: Lordess Trader on 21/01/2010 19:16:08 EDIT: this is still funky lol its my alt i forgot to change it LOL
/me crys a little :P
You missed the main problem, the calc is wrong somewhere
Xray M
Invention Output Sell Price 400k Build cost 3.5m output runs 10 revenue -1.9m
(10 runs * 4 units = 40 units * 400k = 16m = revenue of +12.5m NOT -1.9m
on top of that it shows a AVG COST until success of 769k so that + the 3.5m is still not more than 16m profit from a full production batch... yet it shows invention profit of -19m instead of + 11.9m somethings wrong here
it sort of looks like your doing sell price * output quantity and your build cost looks like output runs * build price...
so it shud be sell price * (output quantity * output amount) is the revenue (well add to that the tax or whatever but the basic calc looks wrong for how many units your getting from the invention output.
|

EternalFaust
Children of Anarchy
|
Posted - 2010.01.21 19:53:00 -
[201]
Right, so the actual calc in the invention calc window was wrong as well. See, I thought you meant just the profitability table... Yes I know about the resizing but haven't been able to fix it yet.
I'll take a look but it baffles me why this hasn't been brought up before. None of those calcs have been modified.
|

Lord FunkyMunky
|
Posted - 2010.01.21 20:41:00 -
[202]
Edited by: Lord FunkyMunky on 21/01/2010 20:41:10 it worked fine pre 3.0 :D i literally saw items go from +14m to -16m just by updating from 2.x to 3.1
|

Donec Turpis
Gallente
|
Posted - 2010.01.21 22:08:00 -
[203]
Love it!
Although the profit should be multiplied by the number of runs of the T2 bpc, all the costs seems to be.
I would love to see some functions in the profit list too; add to shopping-list the ability to choose some more columns like number of BPCs owned and profit per hour.
Cheers
|

JitaEspion
|
Posted - 2010.01.21 22:15:00 -
[204]
You have no idea what a god-send the shopping list feature is. Awesome! |

EternalFaust
Children of Anarchy
|
Posted - 2010.01.22 05:33:00 -
[205]
Holy crap man. You were so right about that bug... HUGE miscalculation in revenue.
This is fixed in 3.2 everyone update if you haven't already. Otherwise what you believe to be millions in profit may be millions in losses. |

Lord FunkyMunky
|
Posted - 2010.01.22 15:51:00 -
[206]
Edited by: Lord FunkyMunky on 22/01/2010 15:53:17 WOW MASSIVE IMPROVEMENT!
I love this! Finally i can get back to feature begging :)
Can we get the profit per day field added to the main window, and as a column on the table :)
And you still forgot to set the anchors on the table :D
Also, is it possible to use the filters set on the main window, in the profitability table :)
Also it looks like the profitability table is ignoring the default-decrypters that are set in the settings, not a huge issue, but this would really help to show the true PL in the table :D
And ummm thats it so far lol the plugins looking PHENOMINAL, will bug test it more today and over the weekend.
|

EternalFaust
Children of Anarchy
|
Posted - 2010.01.23 00:24:00 -
[207]
Originally by: Lord FunkyMunky
WOW MASSIVE IMPROVEMENT!
And you still forgot to set the anchors on the table :D
Also, is it possible to use the filters set on the main window, in the profitability table :)
Also it looks like the profitability table is ignoring the default-decrypters that are set in the settings, not a huge issue, but this would really help to show the true PL in the table :D
And ummm thats it so far lol the plugins looking PHENOMINAL, will bug test it more today and over the weekend.
EDIT: BUG in 3.2 found with profitability table, remember when i said i was hoping that you were going to have it load the optimal decrypters from the settings... well looks in that same vane theirs a bug thats really icky.
If you have say the fenrir with its decrypter set and you go to profit table, it shows all of the table using that decrypter which really makes the table out of wack.
I recommend a setting to "use optimal decrypter in profitability table" via the settings window for decrypters, and if thats disabled all the calc in the profit table show with no decrypter used.
Also i see that the pilot selected passes on to the profit table, wud be nice if you could make the filters pass on as well, but i think i mentioned that already above :D
EDIT2: can you also add a column to the t1 item name to the profitability table as some of them i can imagine a few of us dont actually know what the t1 item is or atleast i dont :D
Mostly "yes" to all of the above.
What I may not have explained properly is that the settings used on the main invention calc page are the ones used for the profitability. If you change the decryptor on the main page it changes the decryptor used in the profitability table. That being said... from what you are asking am I to believe I am supposed to run the calcs with each individual decryptor and then show the highest profit and which decryptor got that profit per item?
Also, I didn't forget to set the table anchors.... Just for some reason the program is being disobedient and refuses to do the resizing correctly. I'm still working on it.
|

Fre'ki
|
Posted - 2010.01.23 10:31:00 -
[208]
I still don't think its quite right for ship invention. Taking a curse example again:
You get a build cost of 972mil when using circular logic decrypters. Now I'm going to assume that is the build cost for all 9 runs which means a unit cost of 108mil. Sell price is showing 105mil so therefore a loss of 3mil per unit is being made. Your plugin shows a revenue of 91mil - is that revenue or profit? If profit then its wrong and if revenue then its out by several hundered mil.
I'm not sure anymore how you are coming up with your numbers? Sometimes it seems to be unit costs/revenues/profit and other times it's done by total runs. However you are doing it something isn't right as the profit per invention job for Curse using circular logic is showing 142mil which would be great if that was really true but it so obviously isn't if build cost is 108mil and sell price is 105mil.
Don't know if this is the same for modules as I haven't looked yet but ships are obviously not right again and I think you do need to go back and look at your calculations.
|

EternalFaust
Children of Anarchy
|
Posted - 2010.01.23 11:31:00 -
[209]
To be honest I just found a bug in the way the calculations are done that seems that some variables are not being cleared correctly etc, which is causing massive issues with the output values. I have just compiled 3.3 and will be updating the first post in the next couple of minutes.
I am sorry that things have gone from being so close to so out of control lately but hopefully this release will bring everything back into alignment.
|

EternalFaust
Children of Anarchy
|
Posted - 2010.01.23 13:12:00 -
[210]
Ok Fre'ki,
I've just had a look at the curse example on my latest build with the circular logic decryptor... and you are correct. Something is majorly f***ed up..
I would like to apologize to everyone for the obvious inaccuracy of this plugin at this moment. I will look at the calculations and try to figure out why the whole thing seems back to front.
|
| |
|
| Pages: 1 2 3 4 5 6 [7] 8 9 :: one page |
| First page | Previous page | Next page | Last page |