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Thread Statistics | Show CCP posts - 1 post(s) |

Ziaxi
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Posted - 2010.08.14 06:41:00 -
[1]
Originally by: Wasoda Wunce Missing from the modules list is:
Caldari Navy Ballistic Control System
CPU: 24 tf PG: 1 RoF: +12.5% Missile damage bonus: 12.5% Meta 12
I could not fit another BCS II on my Drake with its huge 40 tf CPU requirement.
What do you think is more likely: that this module is missing, or that you just can't find it?
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Ziaxi
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Posted - 2010.08.18 07:47:00 -
[2]
Edited by: Ziaxi on 18/08/2010 07:51:44
Originally by: Ember Quinne
Originally by: Ziaxi
Originally by: Wasoda Wunce Missing from the modules list is:
Caldari Navy Ballistic Control System
CPU: 24 tf PG: 1 RoF: +12.5% Missile damage bonus: 12.5% Meta 12
I could not fit another BCS II on my Drake with its huge 40 tf CPU requirement.
What do you think is more likely: that this module is missing, or that you just can't find it?
No, There are a lot of modules missing in EFT. I can find them in Evemon and EveHQ.
Name them. Edit: just to be clear, the CN BCS is not missing. It is certainly one of the most-used faction modules and there's plenty of EFT setups posted every day with 3-4 of them. Again, don't you think someone might have noticed if they were missing? Stop blaming developers for your lack of knowledge/reading ability/intelligence.
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Ziaxi
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Posted - 2010.12.03 19:07:00 -
[3]
From the FAQ.txt in your EFT folder:
Q: What is Effective hitpoints and why this value differs from effective hp shown in ingame fitting screen?
A: Effective hitpoints is an amount of damage required to break through given shield, armor and structure buffers with their respecive resistances. By default EFT uses average resistance while ingame effective hps calculated using lowest resistance.
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Ziaxi
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Posted - 2010.12.10 17:05:00 -
[4]
Originally by: Murtific Fix the tanking.. Crystals and ect are not being applied. 
fixed 4 days before your post, get latest version
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Ziaxi
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Posted - 2010.12.13 10:01:00 -
[5]
Originally by: EVETycoon Edited by: EVETycoon on 13/12/2010 03:52:56 Hey everyone. I have noticed that when I fit shield boost amplifier to any ship that the ship stats don't change. I remember it changed the shield defense efficiency in previous versions. Not sure what version it stopped working for me. Any ideas?
Have version 2.13 atm.
I just don't get it. Is it really so difficult to download the latest version?
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Ziaxi
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Posted - 2010.12.23 00:18:00 -
[6]
Originally by: 505thedude Medium auxilary nano pumps still do not change armor repair rate when fitted onto a myrm. Posted this earlier, just got a snide "works for me" response. That poster must have been trying nanobot accelerator rigs, those work properly, its the nano pumps that don't.
Works for me, really. Promise. Nothing 'snide' about it. You're using 2.13.1? Post screenshots.
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Ziaxi
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Posted - 2010.12.24 16:55:00 -
[7]
Originally by: Pero Aldasian I gotta say, the hosting service sucks. I haven't even downloaded the file yet... so much waiting!
Use the eve-files link, no waiting.
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Ziaxi
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Posted - 2010.12.29 18:55:00 -
[8]
To all folks having problems with things that increase shield/armour rep amounts: You are using the latest version, 2.13.1, yes? The defence calc bug was introduced in 2.13 but was supposed to have been fixed in the latest version, and it all works fine for me...
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Ziaxi
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Posted - 2010.12.30 09:08:00 -
[9]
Originally by: Red'Haze I'm also seeing issues with the EHP being wildly high compared to the in-game values. Tried an unfitted 'tengu' with 'supplemental screening' subsystem installed and the in-game shield regen rate is 8 hp/s while EFT shows 17 hp/s.
Skills have been synced to via the limited API key. Anyone else seeing this problem ?
You seem to be talking about recharge, which does not affect EHP. But you knew that, right? Recharge per sec is just shield HP/recharge time in sec, multiplied by ~2.4 at peak. You should be able to use that to figure out which is giving the wrong number.
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Ziaxi
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Posted - 2011.01.30 18:11:00 -
[10]
Originally by: Amalia Natendre Unless I'm missing something, the calculations for dps and volley damage don't seem to be taking into account the level of assaultships trained on the Hawk. I can adjust that up or down all I like, the damage numbers never change.
Re-examine the bonuses for the Hawk and all will become clear.
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Ziaxi
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Posted - 2011.02.04 16:10:00 -
[11]
Originally by: Ankbar
Originally by: Extractor Bill I just wanted to point out a bug/oversight I found in one series of ships. It seems that for transport ships the program doesn't account for your base industrial skill at all, so the cargo capacity of the unit doesn't change.
I'm pretty sure he has said that when an earlier ship must be known perfectly (to V), that the bonuses of a V are already figured in to the baseline. That's why changing it doesn't matter, you are seeing what is possible with an Industrial V and nothing less. I'm not sure I made any sense...
Yeah that one's in the FAQ: --- Q: I found that sometimes when I change the skill responsible for the ship bonus nothing changes. A: Some ships require certain skills at level 5 and give bonuses based on such skills. In that case bonuses in EFT will always be like you have this skill at level 5 even if you don't have it at all. For example you can't fly any Heavy Assault Ship without having it's race cruiser skill at level 5 so the bonuses those ships get from their cruiser skills will be always like you have this skill at level 5.
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Ziaxi
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Posted - 2011.02.25 17:31:00 -
[12]
Originally by: Richard Aiel I input my implants, made the fit I have in game, imported my skills, And EFT is telling me the fit im currently using in game doesnt work. In game I have 1149.9 pg, in EFT I have 115.63 PG something isnt right here
Guessing you typo'd one of those numbers.
Also, why not post the fit so Gripen or others can try to reproduce it? Or a screenshot? (Comment not just aimed at the guy I quoted)
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Ziaxi
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Posted - 2011.02.25 23:40:00 -
[13]
in EFT, all level 5 skills plus a +3% PG implant gets me to your ingame figure of 1149.09. Are you sure you're not sporting a 'Squire' PG4 ingame? You must set implants manually in EFT...
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Ziaxi
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Posted - 2011.04.03 09:48:00 -
[14]
Originally by: Xoetrope Question re: EFT and implants (sorry if it's been answered before, but this thread is 181 pages long and I can't find the answer with EVE search)
I have a full LG Slave set and a Noble ZET500(the 3% one) plugged in. According to EFT the armour HP on my punisher should be 3981, but in game it's only 3554. I saw a similar 11%ish difference in my Mega. The resists are all as expected as are the shield HP.
Is this a known bug, or am I missing something?
Guessing you're fitting 400mm RT and 3 x trimarks? Max skills with the implants you mentioned indeed gives me 3981. I can't test it ingame and I can't figure what might cause an 11% drop. It almost seems like eve is stack-nerfing the trimarks :S Can't be right. Can you post ingame screenshots?
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Ziaxi
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Posted - 2011.04.03 14:45:00 -
[15]
Originally by: Xoetrope Screen shots of the problem Ingame and EFT.
You are correct 400mm RT plate and 3x trimarks. Do you think the Trimarks are stacking nerfed with the slaves?
Got me on this one. Can you sit in an unrigged punisher and see what HP it gives? Might give a clue as to what is being calculated wrongly.
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Ziaxi
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Posted - 2011.05.21 08:22:00 -
[16]
Originally by: Jaw Braker
Originally by: AbdullahAhmed This program just cost me a fully fit rigged raven :(
I warped to a belt, and then saw that my download was finished for EFT so I started checking it out and completely forgot that I was sitting in a 0.0 belt.
When I came back I was in a pod next to my wreck :(
Good program though :)
and?
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Ziaxi
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Posted - 2011.05.27 13:18:00 -
[17]
Originally by: Shayden Am i going crazy here or why does EFT not calculate in the Caldari Battleship skill on the Golem in terms of the Velocity bonus to torps?
With ZML1100, Javelins, T2 rocket fuel, T2 thrusters, all skills V i get 69.5km range.
With my own characters skills which has same but only is Caldari battleship 4 i get the same range?
From Golem bonuses:
Caldari Battleship Skill Bonus: 10% bonus to cruise missile and torpedo velocity and 5% bonus to cruise missile and torpedo explosion velocity per level
Shouldnt EFT show extra range with different levels of the Caldari battleship skill??
Pls correct me if i am wrong, this is driving me crazy (using EFT2.13.4)
Originally by: FAQ.TXT Q: I found that sometimes when I change the skill responsible for the ship bonus nothing changes. A: Some ships require certain skills at level 5 and give bonuses based on such skills. In that case bonuses in EFT will always be like you have this skill at level 5 even if you don't have it at all. For example you can't fly any Heavy Assault Ship without having it's race cruiser skill at level 5 so the bonuses those ships get from their cruiser skills will be always like you have this skill at level 5.
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Ziaxi
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Posted - 2011.06.15 08:57:00 -
[18]
If you can't find an eve-files link in the OP, you shouldn't be using a computer.
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Ziaxi
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Posted - 2011.06.23 09:41:00 -
[19]
Originally by: Bobthe Troll Is there a more complete database for this program? I.e. with the faction mods, deadspace etc and perhaps more ships like the concord ships/polaris inspector frigate.
Failing that, is there some way to import that via the API into a database and then load this into the program?
Originally by: FAQ.TXT Q: Where can I find faction\deadspace\officer modules? A: Look at the bottom of fitting panel located on the left side of main window. There are a four buttons allowing you to see any module category. You can select multiple categories at once by holding <CTRL> when clicking them.
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