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

Audrea
Momentum.
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Posted - 2006.10.11 13:49:00 -
[391]
Is it possible to customize the ship's pg and cpu base in QuickFit? lol I think you can guess which ship!  ------------------ Save Deimos! |

Wiggy69
5punkorp Interstellar Starbase Syndicate
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Posted - 2006.10.11 13:55:00 -
[392]
Originally by: Audrea Is it possible to customize the ship's pg and cpu base in QuickFit? lol I think you can guess which ship! 
Pfffft, you read my mind. I was just coming here to ask the exact same question  ---------
[20:55:49] Feafalas > i've broken the internet, brb |

Audrea
Momentum.
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Posted - 2006.10.11 14:15:00 -
[393]
Originally by: Wiggy69
Originally by: Audrea Is it possible to customize the ship's pg and cpu base in QuickFit? lol I think you can guess which ship! 
Pfffft, you read my mind. I was just coming here to ask the exact same question 
hmm I found a temporary solution: go to options, and untick the box which doesnt allow to fit beyond pg/cpu needs, then just calculate the real extra, and you can start playing then :) ------------------ Save Deimos! |

Wiggy69
5punkorp Interstellar Starbase Syndicate
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Posted - 2006.10.11 14:19:00 -
[394]
Originally by: Audrea
Originally by: Wiggy69
Originally by: Audrea Is it possible to customize the ship's pg and cpu base in QuickFit? lol I think you can guess which ship! 
Pfffft, you read my mind. I was just coming here to ask the exact same question 
hmm I found a temporary solution: go to options, and untick the box which doesnt allow to fit beyond pg/cpu needs, then just calculate the real extra, and you can start playing then :)
Ah, lovely! Thank you! ---------
[20:55:49] Feafalas > i've broken the internet, brb |

Leandro Salazar
Aeon Industries
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Posted - 2006.10.11 17:59:00 -
[395]
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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Jet Collins
Dynamic Endeavors
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Posted - 2006.10.11 18:10:00 -
[396]
I was testing the valkyrie tp-600 drones with a phoon set up and rage torps. Anyway according to quick fit if I use these drones along with a target painter for each additional drone I use the targets signature gets smaller not bigger, because of the stacking penalty? So pretty much using more than one of these drones on a target it is useless. or is the penalty on quick fit borked?
My results: TP only: 400 --> 544 TP and 1 D: 400 --> 428 TP and 2 D: 400 --> 412 TP and 3 D: 400 --> 412 TP and 4 D: 400 --> 408 TP and 5 D: 400 --> 408
Any ideas though I would post here before the main forum on it.
I was hoping to get a large sign with the drones maybe be get a little closer to that 1000 sig to get full damage 
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Leandro Salazar
Aeon Industries
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Posted - 2006.10.11 18:12:00 -
[397]
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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Jet Collins
Dynamic Endeavors
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Posted - 2006.10.11 18:24:00 -
[398]
Edited by: Jet Collins on 11/10/2006 18:24:06
Originally by: Leandro Salazar It is borked. I always manually calc the painter effect and adjust the target sig accordingly.
Thanks so how is that done with the penalty or is there no penalty on the drones?
each drone 8% times 5 drones = 40% - penalty?
By the way thanks 
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Leandro Salazar
Aeon Industries
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Posted - 2006.10.12 22:06:00 -
[399]
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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Villium Ezeart
Gallente Out Siders
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Posted - 2006.10.13 05:56:00 -
[400]
Edited by: Villium Ezeart on 13/10/2006 05:57:03
Originally by: Lady Ombre
Originally by: Villium Ezeart Edited by: Villium Ezeart on 05/10/2006 06:21:15 Ive got this to run once, since then i just get a white box on my screen. Im running xp pro with the latest JRE. Ive even got so far as to completely remove the java from my machine and re install it. What I saw of the program I liked. Any tips for making this work on my machine?
White box often means antialising turned on. Try to turn it off as QF and/or java do not like it.
Yes I found that in the FAQ thank you. It would also seem I was way back on my video drivers as well and the new ATI interface is spiffy! Great application by the way. You've done a great service for the EVE community.
Want CCP to make a Skills Queue, Call them up and ask them. If 30,000 people light up their switchboard all day long they'll cave 
--- Once in a while you can get shown the light in the strangest of places if you look at it right. |
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Max Kolonko
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Posted - 2006.10.14 14:07:00 -
[401]
i think i found an anoying ... not a bug... but error - Large shield extenders II say they need : shield upgrades lvl 4 - it is wrong they need: shield operation lvl 4. generaly skills for extenders are badly seted.
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Elrinarie
Gallente
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Posted - 2006.10.17 15:38:00 -
[402]
Edited by: Elrinarie on 17/10/2006 15:38:24 just out of curiosity. Are there any plans to make it so that you can full screen this app?
I mean it is a great tool to help build a ship out but I find it limited because there is too much to fit on the screen in its current size :(
nm.. I see you can adjust the size in the options :p
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Pan Crastus
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Posted - 2006.10.19 21:03:00 -
[403]
- missile velocity on faction ships with 50% missile velocity bonus is wrong (Gila, Worm, possibly others), they get more than 100% bonus so max. velocity for Heavy Missiles on the Gila is something like 20000m/s (I wish ...)
- the very important (for total DPS) reloading times for ammo-based turrets aren't taken into account. This would be very useful, since the more damagemods one fits, the larger the effect of reloading times is. For example:
Tempest with 1400mm Howitzer I, no damagemods, EMP ammo: * Quickfit says 213.799 dps on structure * In reality it's 198.255 when firing continuously
Tempest with 1400mm Howitzer I, 3 x Gyro T2, EMP ammo: * Quickfit says 353.422 dps on structure * In reality it's 320.587 dps when firing continuously
Tempest with 1400mm Howitzer I, 3 x Gyro T2, Depleted Uranium ammo: * Quickfit says 257.035 on structure * In reality it's 244.528 when firing continuously
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Ephemeral Waves
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Posted - 2006.10.20 18:21:00 -
[404]
The Guardian-Vexor appears to be missing it's ship-based bonuses.
With Drone 2 and Gallantee Cruiser 2 I should be able to toss 4 drones into space but QuickFit only allows 2. If I up Drone to 3 I can toss 3 drones but am still missing the 2 bonus drones from Cruiser dkill.
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Chronus26
Gallente Dark Blood Contracts
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Posted - 2006.10.22 23:36:00 -
[405]
Originally by: Ephemeral Waves The Guardian-Vexor appears to be missing it's ship-based bonuses.
With Drone 2 and Gallantee Cruiser 2 I should be able to toss 4 drones into space but QuickFit only allows 2. If I up Drone to 3 I can toss 3 drones but am still missing the 2 bonus drones from Cruiser dkill.
This is because the drone system was changed a while ago, perhapse the Vexor's borus was not updated accordingly.
The old system:
The 'Drones' skill allowed 1 extra drone per level, much as it does today.
'drone Interfacing' allowed another extra drone per level making the maximum number of drones you cloudl release 10.
The Vexor, Ishtar and Dominix had the bonus of beign allowed to release 1 extra drone per level of there skill (Gallente Cruiser, Heavy Assault Ships, and Gallente Battleship) allowing these ships to release upto 15 drones.
CCP decided that having 10-15 drones in space caused an unacceptable amount of lag in combat so changed the system to what it is today.
'Drones' still allows 1 extra drone per level.
'Drone Interfacing' now gives your drones a 20% Damage bonus per level, this means that you still do teh same amount of damage with your drones as before.
The vexor/ishtar/domi had there bonus' changed to add damage and hitpoints to drones, meaning that they still have superior damage using drones over other ships, as they did by utilizing there 5 extra drones.
In short, the Gaurdian-vexor's bonus ingam/quickfit must eb wrong, it shoudl infact be a damage bonus and thats why you cant releast 4 drones with your skills. ----- Move along, nothing to see here... |

Twilight Moon
Minmatar Malicious Intentions
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Posted - 2006.10.23 12:37:00 -
[406]
Originally by: Chronus26 In short, the Gaurdian-vexor's bonus ingam/quickfit must eb wrong, it shoudl infact be a damage bonus and thats why you cant releast 4 drones with your skills.
Its not wrong. Guardian-Vexors can still launch 10 drones with Drones 5 and Gal. Cruiser 5.
Good luck getting your hands on one though. 
...on the other hand using a banana might be a viable alternative.
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Jebe
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Posted - 2006.10.30 01:59:00 -
[407]
Some problems with QuickFit and figuring out bonus's to hulk based on skills.
001 - Navigation (lvl 5) -> Hulk.maxVelocity : 70.0 m/sec => 87.5 m/sec 002 - Spaceship Command (lvl 5) -> Hulk.agility : 0.446 x => 0.49 x 003 - Signature Analysis (lvl 2) -> Hulk.scanResolution : 660.0 mm => 726.0 mm 004 - Long Range Targeting (lvl 3) -> Hulk.maxTargetRange : 22500.0 m => 25875.0 m 005 - Electronics (lvl 5) -> Hulk.cpuOutput : 300.0 tf => 375.0 tf 006 - Shield Management (lvl 3) -> Hulk.shieldCapacity : 1350.0 => 1552.5 007 - Energy Management (lvl 4) -> Hulk.capacitorCapacity : 500.0 Energy => 600.0 Energy 008 - Energy Systems Operation (lvl 4) -> Hulk.rechargeRate : 150.0 => 120.0 009 - Shield Operation (lvl 2) -> Hulk.shieldRechargeRate : 500.0 => 450.0 010 - Engineering (lvl 5) -> Hulk.powerOutput : 35.0 MW => 43.75 MW 011 - Hull Upgrades (lvl 4) -> Hulk.armorHP : 900.0 => 1080.0 012 - Mechanic (lvl 4) -> Hulk.hp : 2250.0 => 2700.0 013 - Evasive Maneuvering (lvl 1) -> Hulk.agility : 0.49 x => 0.515 x 014 - Mining Barge (lvl 5) -> Hulk.shieldEmDamageResonance : 35.0 % => 26.87 % 015 - Mining Barge (lvl 5) -> Hulk.shieldExplosiveDamageResonance : 70.0 % => 66.25 % 016 - Mining Barge (lvl 5) -> Hulk.shieldKineticDamageResonance : 55.0 % => 49.38 % 017 - Mining Barge (lvl 5) -> Hulk.shieldThermalDamageResonance : 40.0 % => 32.5 %
As you can see its reducing the resists based on skill, rather then raising them. Or am i reading this wrong?
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Bhal'rog
Minmatar Clockwork Orange
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Posted - 2006.11.08 20:29:00 -
[408]
great tool, thanks
Typhoon bonus description is incorrect.
"Special Ability: 5% bonus to Large Projectile Turret firing speed and 10% to Launcher rate of fire per level." <--- I wish :)
Launcher rate of fire per level should be 5%, it is applied properly, just the description is incorrect.
Thanks Again.
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Zen Takore
Gallente Adult Entertainment Enterprises
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Posted - 2006.11.16 02:51:00 -
[409]
Hey Rahzelk, great app!
I wonder is it possible to add some graphs to the log analyzer, something like this:
http://oldforums.eveonline.com/?a=topic&threadID=426711 ----- Boyakasha! |

Dark Kavar
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Posted - 2006.11.16 05:57:00 -
[410]
Is there a new download for the Kali patch?
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Pairadocs
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Posted - 2006.11.23 17:03:00 -
[411]
Is there a way to show the amount a strip miner will yield with crystals versus a regular strip I? I can seem to find anymore that it gives me an accurate number of the increase when I load the crystals into the strip II's.
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Viktor Rasmussen
Gallente
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Posted - 2006.11.24 10:00:00 -
[412]
Hey, really nice program!! Just a though: Please use another theme for this. The standard java-theme drives me crazy :-) How about tinylaf? really nice theme! What I do with my java apps: Try to use WindowsLookAndFeel and if this won't work (maybe because Linux is used) load TinyLAF :-)
However, great work!
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OldPueblo
Gallente Defenders of Order
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Posted - 2006.11.25 23:11:00 -
[413]
Originally by: Dark Kavar Is there a new download for the Kali patch?
Yes, please tell me this will be coming soon. Will send isk, you deserve it.
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Rahzelk
Elegance Tau Ceti Federation
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Posted - 2006.11.25 23:53:00 -
[414]
Edited by: Rahzelk on 25/11/2006 23:54:13
Regarding Revelation major update : It will be really a nastry task to report all mods on the actual database.
I will work on it and hopefully will have a new updated version some weeks after Revelation is out. I can assure I will release it, but I cannot tell you if it will be the day after the patch or 3 weeks later.
I think the best way for me to make it fast is to grab a new extraction given by CCP (t20 gives us nice extraction last times : http://myeve.eve-online.com/devblog.asp?a=blog&bid=246 )
Anyway, easy or hard, I'll make it
Keep having fun and Enjoy Revelation Chapter 1 !
Do not look where you fell, but where you slipped. |

flaming phantom
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Posted - 2006.11.26 23:26:00 -
[415]
Edited by: flaming phantom on 26/11/2006 23:31:02 i am running across something in this program. i have a rifter selcted, and in the cap tester i have a 1mn mwd and a stasis webifier, and i start the test, and then it slowly goes down to about 70%, but thats fine. thing is that it stops going lower, it just keeps goin from about 68-71% and dosnt keep going down. so i took 10% cap away, and guess what it started going back up untill it kept wavering in that 70% range. is something wrong, or do i have a skill activated which causes my cap to do this?
also talking about skills, how could i reset my skiils to 0, i think i may have activated a few skills which i dont have and i beleive its messing with how much pg/cpu i need, i tried deleting them all in the equipment thing, but they r still activated if i go to skills, and going through every skill could take a while
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king jks
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Posted - 2006.11.27 04:22:00 -
[416]
The skills that affect MWD and web cap usage are high speed maneuvering and propulsion jamming respectively, also check energy systems op and energy management in engineering, of course it could be that it really doesn't take that much cap, but who knows.
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Sir Bart
Vendetta Underground Rule of Three
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Posted - 2006.11.27 04:33:00 -
[417]
BUG: v1.0b3
When calculating stats, the sensor damps are not calculating properly. I think they are not taking into account stacking penalties.
My test: with my arazu in game I use the muon damps and 3 of them reduce my opponents lock range to ~10% of original. In the quickfit stats screen they reduce them to more like 2% of original.
-Bart
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Tadis
Gallente 0utbreak
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Posted - 2006.11.29 20:23:00 -
[418]
Great program.
Any ETA on Revelations version? ___________________________________
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Tehyarec
Erasers inc. Interstellar Alcohol Conglomerate
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Posted - 2006.11.30 07:05:00 -
[419]
Originally by: Tadis Great program. Any ETA on Revelations version?
Yeah, can't wait :D
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vanBuskirk
Caldari
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Posted - 2006.11.30 13:54:00 -
[420]
Originally by: Tehyarec
Originally by: Tadis Great program. Any ETA on Revelations version?
Yeah, can't wait :D
Yes, same here.  ---------------------------------------------- "Violence is the last refuge of the incompetent." ---------------------------------------------- |
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