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Thread Statistics | Show CCP posts - 0 post(s) |
F RIK
Other Universe Group Solar Citizens
0
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Posted - 2016.03.11 21:24:47 -
[2851] - Quote
Gripen wrote:EFT version 2.34 (Released: 11 March 2016) Alternative mirrorArchive file md5 sum is: e211d758362d4c959f3fc69a141ee365 Archive file sha256 sum is: 2996767f120954e3fde779e6283859c5eb59c8165a9ca0a8fdb33a816bf7acae If you are new to EFT or have a question check FAQ.txt included to EFT archive before asking here. This little document covers few questions which have been asked multiple times already. Officially supported platforms: Windows XP, Windows 7. There is no plans for non-Windows versions. Known issues: - Mining Laser Crystals do not list all their skill requirements due to ore reprocessing skills are not included in EFT database
- Industrial Core I will display incorrect Heavy Water consumption quantity when fitted to Rorqual.
Possible technical issues and workarounds: - Issue: Tooltips for missing skills indicator or ship bonuses appear empty without any text.
Solution: Create a shortcut for EFT.exe and add /OldHints switch to the Target box. Launch EFT with this shortcut.
- Issue: Item icons display incorrectly, usually with black background.
Solution: If you are using 16-bit screen color depth try switching to 32-bit. Also try "Force high-color icons" option in EFT Preferences.
- Issue: Some text, most noticeable groupbox captions in Setups window appear bolded and truncated.
Solution: This is caused by incompatibility between EFT and your Windows theme. Try a different one or disable use of themes for EFT only (Open Properties dialog for EFT.exe, click "Compatibility" tab and check "Disable visual themes").
- Issue: On the first start or after an update EFT gives errors on startup like "File not found" or "Read beyond end of file" or "Access violation".
Solution: If this happens after an update refer to FAQ.txt for recommended update procedure. If this happens on the first start make sure you've instructed software you are using to extract archive to keep directory structure when extracting files.
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Toddle
Center for Advanced Studies Gallente Federation
0
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Posted - 2016.03.11 21:54:37 -
[2852] - Quote
\o\ /o/ \o/ Thanks again! |
Sable Blitzmann
Dirt 'n' Glitter Local Is Primary
170
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Posted - 2016.03.11 22:40:08 -
[2853] - Quote
Daemun Khanid wrote:Sable Blitzmann wrote:Daemun Khanid wrote:If I didn't have to manage implants for every single fit then I'd be more likely to use PYFA. I'm using it for now out of necessity but I'll be back in EFT for that reason alone once it's updated. No offense ofc. PYFA does have a lot of features I like and it is more visually appealing, the implant issue is just way too much hassle. No offense taken. Character implants have been on the back burner for way too long. It was never prioritized. I did make some progress with it a while back, the first progress in years, see https://github.com/pyfa-org/Pyfa/issues/422 The issue at the moment is how to tackle toggling character implants or fit-specific implants, both for the user and the best way to do it on the backend. Unlike EFT, I want character implants to show up in the fitting window so that Users are aware exactly what is being applied. I don't believe EFT does this. I ran out of energy at about this time, and haven't touched it since. But it's high on my list of things to do in the next few months. Also, pyfa is open source, so I always welcome help in areas that people think are lacking. =D Until such a day as implants can be unplugged or jump clone timers are changed I can't see there being that many ppl who actually swap out implants for specific fits. I'm certainly not throwing away entire sets of high grades or geno's just for a single ship. I might fly 4-5 different fits in any given afternoon. For implants in EFT I just have characters created using all possible implant sets I might swap into i.e. Daemun Geno, Daemun Slaves, Daemun Snakes etc. Then I make whatever fit I want and click the character drop down to see it's stats with any given set. Maybe if you could make it so that you're able to save implant sets much the same way you can save ship fits. That way a person can just drag the full presaved set into the implant tab or select the saved set from a drop down instead of having to add each and every implant every time. As for open source I'd love to be able to get into that kinda stuff but my programming knowledge is limited mostly to batch files and qbasic :)
You make good points. Implant sets are also a requested feature and on the todo list, but as for the implants themselves I think I was focused on how to mingle fit-specific implants (useful if you're wanting to figure out what the stats show with certain implants) with character-specific implants, without realizing that there isn't really a need to mix them. Thanks for the input! |
Xedinski
Brave Newbies Inc. Brave Collective
0
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Posted - 2016.03.12 00:00:44 -
[2854] - Quote
I seem to have incorrect optimal and falloff ranges for both ECM and Sensor Dampening modules in EFT versus in game right now. Can anyone else verify this bug? |
Ciba Lexlulu
Stay Frosty. A Band Apart.
68
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Posted - 2016.03.12 00:30:56 -
[2855] - Quote
Hallelujah!! praise the bob all mighty... thank you Gripen for the update!! |
Granny Grandpa
Royal Amarr Institute Amarr Empire
0
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Posted - 2016.03.12 00:47:53 -
[2856] - Quote
Xedinski wrote:I seem to have incorrect optimal and falloff ranges for both ECM and Sensor Dampening modules in EFT versus in game right now. Can anyone else verify this bug?
EVE-Client: First number is Optimal + Falloff Second number is Optimal Falloff = First - Second
EFT: First number is Optimal Second number is Falloff
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Abisius Xarvenius
District-10
0
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Posted - 2016.03.12 00:59:53 -
[2857] - Quote
have updatet to new versioon of eft and have foudn a smal problem: multiple dcu are equipable in eft, but not ingame different ehp with identical setup and tried with every possible (em, therm, kin, exp, uniform) damage between ingame and eft, max that i have foudn was with my bustardsetup with complete only an dcu quipped was there a 10kehp difference
make the great work of eft go to forward ;)
sry for my brainkilling english |
X Mayce
Manson Family Advent of Fate
4
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Posted - 2016.03.12 09:40:20 -
[2858] - Quote
Thanks for doing this project good sir, highly appreciated. \o/
Manson Family
Advent of Fate
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Karamba PL
Rave Technologies Inc. C0VEN
1
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Posted - 2016.03.12 09:42:10 -
[2859] - Quote
http://dl3.junocloud.me/7d8pqd8amthc/EFT2.34.zip.html - dont work |
Oraac Ensor
684
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Posted - 2016.03.12 10:21:52 -
[2860] - Quote
Karamba PL wrote:http://dl3.junocloud.me/7d8pqd8amthc/EFT2.34.zip.html - dont work Worked for me. |
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Erik Kalkoken
VOLTAGE REGULATORS Separatists
30
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Posted - 2016.03.12 10:59:28 -
[2861] - Quote
Thanks for the prompt update. much appreciated!!! I could not play Eve without EFT :)
Get your Eve PVP Trophies - Check out my blog - Find me on zKillboard
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Crystalline Entity
Outdated Host Productions Darwinism.
33
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Posted - 2016.03.12 13:42:07 -
[2862] - Quote
Much love, thanks! |
Bibosikus
Damaged Gods
206
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Posted - 2016.03.12 14:58:21 -
[2863] - Quote
Daemun Khanid wrote:Aetatis wrote: maybe you guys should learn to use the little button on the bottom of the fitting-window in eft that says "booster/implants". there you can easily change implants without creating a mess in character-sheets? !!
Tell me again why I'd want implants assigned to individual fits when I have hundreds of fits to manage instead of 4-5 different character selections complete with implant sets? If assigning implants to ship fits is what I DON't like about PYFA then why would I do it that way in EFT? If I have 8 different possible character/implant combinations and I have 4-5 fits for each ship thats 40 different fits for every ship. It means that every time I make a fit I need to save 8 different versions of each fit. One for each of the different character/implant combinations I may be using when I undock that ship. That or I have to modify the fit every time I want to see the effects of different implants swapping out 10 different implants/hardwires every time. OR I can have saved character/implant combos that never have to be changed or remade and I can apply their effects to any ship fit I want using a simple drop down menu... hmmm I'm not sure you really comprehended the posts you quoted.
/Edit nvm. Props to Grifffen for this update - you must have worked hard mate. Thank you!
Eagles may soar, but weasels don't get sucked into jet engines.
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The Intern
Intern's Drunk Tank Together We Solo
0
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Posted - 2016.03.12 15:44:51 -
[2864] - Quote
Aetatis wrote:not sure if someone noticed already, but the capacitor batteries arent working as they should? when i fit one, the actual capacitor consumption decreases (only the numbers, the calculation on how long the capacitor lasts still seems to be correct).
confirming I've had this issue as well |
Xedinski
Brave Newbies Inc. Brave Collective
0
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Posted - 2016.03.12 15:52:49 -
[2865] - Quote
Granny Grandpa wrote: EVE-Client: First number is Optimal + Falloff Second number is Optimal Falloff = First - Second
EFT: First number is Optimal Second number is Falloff
After doing some triple checking and making sure my character is up to date inside the app, it seemed to have boiled down to a one rig difference in fits, as well as EFT rounding the optimal and falloff differently from Eve.
Fortunately I have not had issues with how the actual ranges are displayed in both programs |
Jalon Kaladreel
Stimulus Rote Kapelle
12
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Posted - 2016.03.12 18:42:38 -
[2866] - Quote
Feature request: Would it be possible to make the main fitting UI show weapon tracking #'s instead of having to right click into a sub-UI every time I want to view it? Pretty common number need to view. |
Ruby Stonefist
Strivix
0
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Posted - 2016.03.14 18:31:19 -
[2867] - Quote
So off I go to create some bastard new fit that should never be made, cause I want to test out the new cap battery changes and WTF is this? Moa that can't decide if it's cap stable or not.
So we start at the beginning with only an armor repairer and everything's good: Rep Only
But if we add a battery we see the problem: With cap battery
The cap battery causes the fit to show a lower total power consumption then the modules are listed as using. It appears that the modules are individually listing the correct amount, the fits incoming capacitor appears to be correct, and these correct amounts are being used to calculate the cap-stability but the amount shown for the fits total capacitor loss is reduced.
I assume this is related to the cap warfare resistance, where the fits listed cap-loss shown is what it would be if module activation costs were being resisted like a neut might be. |
The Bigpuns
Touring New Eden Haven.
125
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Posted - 2016.03.15 13:44:44 -
[2868] - Quote
Ruby Stonefist wrote:So off I go to create some bastard new fit that should never be made, cause I want to test out the new cap battery changes and WTF is this? Moa that can't decide if it's cap stable or not.So we start at the beginning with only an armor repairer and everything's good: Rep OnlyBut if we add a battery we see the problem: With cap batteryThe cap battery causes the fit to show a lower total power consumption then the modules are listed as using. It appears that the modules are individually listing the correct amount, the fits incoming capacitor appears to be correct, and these correct amounts are being used to calculate the cap-stability but the amount shown for the fits total capacitor loss is reduced. I assume this is related to the cap warfare resistance, where the fits listed cap-loss shown is what it would be if module activation costs were being resisted like a neut might be.
Well spotted.
Does the neut/nos resistance even need to be a feature in EFT? Does anyone actually create a fit with projected effects of various neuts/nos on them, just to see? |
gr33nCO
Hard Knocks Inc. Hard Knocks Citizens
7
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Posted - 2016.03.15 15:39:19 -
[2869] - Quote
Quote: Does anyone actually create a fit with projected effects of various neuts/nos on them, just to see?
yes. and all that need to be done is change cap warfare resistance to apply only to projected effects, and not to local cap consumption. |
Shariad
The Real OC ROC.
0
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Posted - 2016.03.15 17:31:19 -
[2870] - Quote
I have noticed what I believe is a possible glitch in Version 2.34. I fit a Nemesis with t2 torps x 3 (polarized torp launchers), 2 target painters (phased scooped), a warp disruptor II, 2X Caldari Navy Ballistic Controls, a 1MN Y-S8 AB, a covert ops II cloak, A small Bay Loading Accelerator II, a Small Warhead Calefaction Catalyst II and a sisters probe launcher....fit requires an EE-601. Then in the cargohold I put 4 torp types (180 ea) CN Inferno, Inferno Rage, Inferno Javelin, Sisters Core Scanner Probes x8...ALL good to here.
Tried to add 8 Sisters Combat Scanner Probes, quantity window does not open, Error Message reads "Floating Point Division by zero." For grins, I tried other charges and they will load, but not the Sister's Combat scanners.
Love EFT!!! Thanks. |
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Sable Blitzmann
Dirt 'n' Glitter Local Is Primary
172
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Posted - 2016.03.16 04:03:31 -
[2871] - Quote
Shariad wrote:I have noticed what I believe is a possible glitch in Version 2.34. I fit a Nemesis with t2 torps x 3 (polarized torp launchers), 2 target painters (phased scooped), a warp disruptor II, 2X Caldari Navy Ballistic Controls, a 1MN Y-S8 AB, a covert ops II cloak, A small Bay Loading Accelerator II, a Small Warhead Calefaction Catalyst II and a sisters probe launcher....fit requires an EE-601. Then in the cargohold I put 4 torp types (180 ea) CN Inferno, Inferno Rage, Inferno Javelin, Sisters Core Scanner Probes x8...ALL good to here.
Tried to add 8 Sisters Combat Scanner Probes, quantity window does not open, Error Message reads "Floating Point Division by zero." For grins, I tried other charges and they will load, but not the Sister's Combat scanners.
Love EFT!!! Thanks.
Protip, posting the EFT format makes it easier for folks to check it. ;) |
Jeal Tersen
Sonic Jihad Hejaz State
1
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Posted - 2016.03.16 11:44:08 -
[2872] - Quote
I love you, Gripen! |
Shiloh Templeton
Center for Advanced Studies Gallente Federation
505
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Posted - 2016.03.16 23:57:20 -
[2873] - Quote
When I fit a cap battery to a Stratios in EFT 2.34 it applies a different CPU amount than is listed for the battery:
.. ex: Medium Cap Battery II in the item list is 42 CPU, but is only using 31.5 CPU in the EFT fit. I tested this in game and it uses 42 CPU.
I'm not seeing the same problem with a Machariel in EFT -- is there something unique about the stratios? |
Uppsy Daisy
Perkone Caldari State
649
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Posted - 2016.03.17 20:07:49 -
[2874] - Quote
Shiloh Templeton wrote:When I fit a cap battery to a Stratios in EFT 2.34 it applies a different CPU amount than is listed for the battery:
.. ex: Medium Cap Battery II in the item list is 42 CPU, but is only using 31.5 CPU in the EFT fit. I tested this in game and it uses 42 CPU.
I'm not seeing the same problem with a Machariel in EFT -- is there something unique about the stratios?
The Energy Grid Upgrades skill lowers the CPU requirement of Cap Batteries.
Skill level V lower the CPU of a Medium Cap Battery from 42 t o 31.5
Work as designed.
I agree with others here though, the cap recharge rate is bugged in this release when you add a battery. |
GothicNightmare
Stealth Tactics and Reconnaissance Service Sock Puppet Federation
8
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Posted - 2016.03.18 23:04:33 -
[2875] - Quote
Anyone else getting a 'Bad Gateway' when they click the link? Unable to download EFT because of it :( |
Dani Gallar
University of Caille Gallente Federation
0
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Posted - 2016.03.19 13:48:59 -
[2876] - Quote
GothicNightmare wrote:Anyone else getting a 'Bad Gateway' when they click the link? Unable to download EFT because of it :(
The mirror link should work ... I just downloaded EFT version 2.34 with it.
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Leutetant Ripley
GhostWaffe Southern Sitizens
0
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Posted - 2016.03.21 01:53:47 -
[2877] - Quote
junocloud.me = 'Bad Gateway' h68383.srv7.test-hf.ru = blocked by Dr.Web as a common source of viruses |
Nerve Grallok
Ministry of War Amarr Empire
2
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Posted - 2016.03.21 13:43:43 -
[2878] - Quote
I got the "bad gateway" error on the first link. The second link got me the following message:
"This request is blocked by the Firewall Gateway Anti-Virus Service. Name: (Cloud Id: 6528564) MalUAgent.MIP (Trojan)"
I hope this info helps! |
Dani Gallar
University of Caille Gallente Federation
6
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Posted - 2016.03.21 17:24:56 -
[2879] - Quote
Nerve Grallok wrote:I got the "bad gateway" error on the first link. The second link got me the following message:
"This request is blocked by the Firewall Gateway Anti-Virus Service. Name: (Cloud Id: 6528564) MalUAgent.MIP (Trojan)"
I hope this info helps!
Since I'm not the OP I won-Št make guarantees but a quick google search makes me think this particular Trojan Name seems to be a quite common false-positive. My Firewall (Panda Antivirus 2016) which is usually quite restrictive when it comes to downloading stuff did not make prevent the download.
Again I won-Št make any guarantees but I would be quite surprised if a long time trusted service suddenly turned out to be bogus.
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Daniel Kemal
Turk Maden Ocagi Ney
1
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Posted - 2016.03.21 17:56:14 -
[2880] - Quote
Hello i got problem but couldnt understand anything , i can fit drones to rattlesnake , did anyone know something about this issue ?
Edit : Okay i fixed it :D didnt see bay button to click lel . |
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