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Thread Statistics | Show CCP posts - 3 post(s) |

Leandro Salazar
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Posted - 2006.02.10 03:06:00 -
[1]
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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Leandro Salazar
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Posted - 2006.02.10 17:40:00 -
[2]
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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Leandro Salazar
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Posted - 2006.03.05 18:29:00 -
[3]
Edited by: Leandro Salazar on 05/03/2006 18:29:45 Things awry I noticed in the latest build:
It seems to ignore velocity and signature modifications to missile damage (e.g. shows full torp damage on targets with cruiser sig). And the total damage tacking into account tracking seems to only show the damage from turrets but forgets to add that of missiles.
Also drones seem to have much too high hit percentages.
And mining upgrades got wrong stats (CPU) and dont affect the yield from Mining Lasers.
Still, great work on this program, it is invaluable! Just needs some more kinks worked out.
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Evacuate? In our moment of triumph? |

Leandro Salazar
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Posted - 2006.03.10 11:20:00 -
[4]
Started playing with other weapons than projectiles/missiles for the first time and noticed that weapon cap use is not affected by ammo type.
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Evacuate? In our moment of triumph? |

Leandro Salazar
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Posted - 2006.03.20 13:00:00 -
[5]
RTFT!
If you had read on page 6 of this thread, you would know that you need the latest JRE and restart your computer after installing it. At least that is what did it for me when I got that error...
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Evacuate? In our moment of triumph? |

Leandro Salazar
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Posted - 2006.03.21 12:09:00 -
[6]
Edited by: Leandro Salazar on 21/03/2006 12:09:39 Hmm, seems it still ignores missile damage in the 'taking accuracy into account' damage calculation :(
like:
[1250 | 40] XT-9000 Cruise Launcher [22xCataclysm Cruise Missile] Cataclysm Cruise Missile Explosion Radius : 255.0 Explosion Velocity : 600.0 Missile Velocity : 4875.0 Flight Time : 26.0 sec Range (meters) : 126750.0 Chance to hit : 100% Velocity Penalty : 100.0% Signature Penalty : 100.0% Shield One Shot Damage (EM+TH+KI+EX) : 0.0 + 179.2 + 0.0 + 0.0 = 179.2 Damage / sec (EM+TH+KI+EX) : 0.0 + 11.7 + 0.0 + 0.0 = 11.7
but: Global Damage output Damage per second on Shield : 11.7 (0.0 taking accuracy into account)
Also a cosmetic thing: the velocity and signature PENALTIES are 0.0%, not 100%. 100% is the Missile efficiency taking sig and speed into account.
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Evacuate? In our moment of triumph? |

Leandro Salazar
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Posted - 2006.03.25 14:20:00 -
[7]
Seems now the nomenclature is right on the Velocity and Sig Penalty for missiles, but the effects are reversed. More Speed and lower sig increase the penalties, which is correct. But at the same time, this INcreases the damage which is the wrong way round...
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Evacuate? In our moment of triumph? |

Leandro Salazar
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Posted - 2006.03.31 14:19:00 -
[8]
Try the options tab :P
___________________________________
Evacuate? In our moment of triumph? |

Leandro Salazar
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Posted - 2006.04.13 16:21:00 -
[9]
Another bug:
Ballistic Control Systems damage modifier is not subject to stacking penalties in Quickfit. I get things like:
Ballistic Control System II (lvl 0) -> Mjolnir Torpedo.emDamage : 663.75 => 730.12 HP
No stacking for every one I add. From that lvl0 thing it seems like it is handled like a skill, not like a module. The RoF modifier does stack properly though.
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Evacuate? In our moment of triumph? |

Leandro Salazar
Aeon Industries
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Posted - 2006.10.11 17:59:00 -
[10]
Yes, you can customize those things. How to do it is described in the Quickfit FAQ under 8).
Rule of the day: RTFFAQ  --------- ZOMG my sig was concordokkened! Link removed due to bad language on remote site. -wystler
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Leandro Salazar
Aeon Industries
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Posted - 2006.10.11 18:12:00 -
[11]
It is borked. I always manually calc the painter effect and adjust the target sig accordingly. --------- ZOMG my sig was concordokkened! Link removed due to bad language on remote site. -wystler
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Leandro Salazar
Aeon Industries
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Posted - 2006.10.12 22:06:00 -
[12]
Drones and painters stack together with biggest effect going first, like most other things affectng the same attribute. Standard stacking rules apply. So say you have 2 30% painters and 5 heavy painter drones:
1st painter: +30% sig (no penalty) 2nd painter: +26.1% sig (1st stacking penalty, ~87% efficiency) 1st drone: +11.4% sig (2nd stacking penalty, ~57% efficiency) 2nd Drone: +5.6% sig (3rd stacking penalty, ~28% efficiency) 3rd Drone: +2% sig (4th stacking penalty, ~10% efficiency) 4th and 5th Drone: Totally negligible effect
(this has been verified by testing on TQ)
Basically using more than 3 total (painters + drones) is a waste as with anything else that stacks with penalty. --------- ZOMG my sig was concordokkened! Link removed due to bad language on remote site. -wystler
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Leandro Salazar
Aeon Industries Confederation of Independent Corporations
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Posted - 2006.12.12 13:35:00 -
[13]
Gimme gimme! I am suffering from quickfit withdrawal!  --------- ZOMG my sig was concordokkened! Link removed due to bad language on remote site. -wystler
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Leandro Salazar
The Blackguard Wolves
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Posted - 2007.07.26 10:50:00 -
[14]
Problem with 1.4c:
Whenever I start quickfit, all the skills are reset to 0. When I try to select a character in that new pulldown thing, the whole program freezes and can only be killed by the taskmanager. So everytime I start quickfit I have to import my character again, which is very inconvenient to say the least. Is this just me or a common problem? I have the lastest Java too...
WTB quickfit 1.4c without the MikoLi crap I guess :(
There is no 'n' in turret There is no 'r' in faction There is no 'a' in Scorpion There is no 'e' in Caldari There is no makeup in rogue drones |

Leandro Salazar
The Blackguard Wolves Knights Of the Southerncross
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Posted - 2007.08.16 12:27:00 -
[15]
So has Quickfit been discontinued? Critical bugs, outdated DB, yet no patch in ages :(
Would be a shame since the oh so hyped EFT is actually very lacking in crucial features which quickfit offers...
There is no 'n' in turret There is no 'r' in faction There is no 'a' in Scorpion There is no 'e' in Caldari There is no makeup in rogue drones |

Leandro Salazar
The Blackguard Wolves Knights Of the Southerncross
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Posted - 2007.08.29 09:04:00 -
[16]
Yeah right now I would kill for a working and up to date Quickfit. EFT might be superior in code, but it lacks way too much of quickfits functionality to be adequate. 
Fix speedtanks, base hit chance on agility! |

Leandro Salazar
The Blackguard Wolves Knights Of the Southerncross
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Posted - 2007.09.18 09:19:00 -
[17]
Originally by: Elmicker
Originally by: Jonas Vinthyn EFT is nice ans pretty for fitting but I really liked the DPS and cap sim in QuickFit more then anything.
-Jonas
EFT features both of these, but as opposed to QF, they're actually accurate, and don't involve running a resource-*****tastic simulation.
EFTs DPS 'Sim' is crude at best compared to what quickfit offers. And until EFT has favorites, Quickfit will be preferable for me for most fittings even in its currently bugged and outdated state... Not to mention how I hate EFT displaying vital data in tooltips...
There is no 'n' in turret There is no 'r' in faction There is no 'a' in Scorpion There is no 'e' in Caldari There is no makeup in rogue drones |

Leandro Salazar
The Blackguard Wolves Knights Of the Southerncross
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Posted - 2007.12.06 10:05:00 -
[18]
Especially for the more PvE oriented player, EFT is sorely lacking in features while quickfit was close to perfect. A shame there is no bug-free quickfit with a remotely up-to-date db... :( I guess it is kinda like Quickfit being the equivalent to a turn-based strategy game among the ship fitters, while EFT is the equivalent of a FPS. Also explains the popularity of EFT. It gives you a lot less, but it is a lot faster to get into. And most pew pew uber elite PvPers are not interested in too deep numbers anyway...
There is no 'n' in turret There is no 'r' in faction There is no 'a' in Scorpion There is no 'e' in Caldari There is no makeup in rogue drones |

Leandro Salazar
The Blackguard Wolves Knights Of the Southerncross
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Posted - 2007.12.07 16:54:00 -
[19]
Originally by: Dreadpilot Roberts
Originally by: Inspiration
Originally by: Gal'tashec Seriously though, is anyone actually still using QuickFit over EFT? The version of QuickFit i last used was far from what EFT offers.
EFT goes way wrong on even the most simple fittings. Things like amount of armor, resists...projected damage output and tank strengths. Basicly everything one would like to use a fitting tool for.
It's deceptive and I seen setups posted by people backed by EFT that are just so far of the mark, it is to laugh and cry at. But hey the program says its true, so everyone believes it. It's a toy for people not knowing what they do IMO.
While Quickfit ain't perfect, especially the UI took a long time getting used to. But once used to it its actually less restrictive then the windows 3.11 style EFT application with extra toy colors. The older quickfit I use still contains bugs and sure misses some things. But I rather have it miss something then give me misleading information and I can do those tank strength calculations much better myself then EFT currently can.
Seems strange that I have to post in a quickfit thread about EFT ... But tbfh quickfit sucks. Have been using both and I have to say I find EFT quite accurate in it's calculations except when it comes down to calculate speed, which is a problem when I'm trying to see nano-setups on paper. But it surpasses quickfit even in this department also.
Bottom line is. Eft is for all players and quickfit is a carebear-machine fitting tool, for farmers and mission runners and such. cheers
It is really funny how the oh so great PvPers have this attitude that everyone must play the game the same way they do to be a worthy player... I mean, how exactly can EFT be for ALL players if you yourself mention that Quickfit is for carebears (which implies that EFT is sorely lacking in the carebear support department which it indeed does) unless you consider carebears not to be players? 
Just like a PvPer can say quickfit sucks because its complexity and Javaness surpass his limited intellect, I could say that EFT sucks because it lacks many core features. And we both would be wrong.
There is no 'n' in turret There is no 'r' in faction There is no 'a' in Scorpion There is no 'e' in Caldari There is no makeup in rogue drones |
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