| Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 .. 188 :: one page |
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Thread Statistics | Show CCP posts - 1 post(s) |

Darth Marmite
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Posted - 2007.08.02 14:55:00 -
[361]
Dude - a few suggestion for this almighty, awsome, rediculously useful, incredibly handy and LIFE DESTROYING tool. I can't seem to get anything else done anymore... one more Rokh....
1) start putting version numbers on your release ZIPs. I'm up to EFT(4).zip and it's getting confusing :)
2) You've altered the double click functionality of the module window so it fits not brings up the info window. Can you add a Ctrl-DClick so I can still rapidly display all the modules? Or code a comparison window for looking at different modules stats. Stickin em in a Datagrid would do it. (I'd wanna be able to drag/dclick the module from the grid too... you'll work it out)
3) The Character Browser should keep the last character you edited selected.
4) You really need to work out some way to auto-update your client. Not important, just neat ;)
5) Ability to restrict modules by slot (this would effect the tree view, I think) And filter by ability (effecting the module list).
6) When you double click on a ship in the browser it says "You have no fittings for this ship, do you want to create one?". If you click no it just closes... I'd take the option out and go straight to naming the new plan. If they clicked on the wrong one, just cancel naming the new fit.
7) You need to talk to the EVEMon people and work on some kind of interoperation. So I can make an EVEMon plan to use the kit I've fit in EFT. Even if I could click a button in your tool to get a list of required skills. The skills would also have to take into account powergrid and CPU - and possibly suggest an implant to fit. Your target should be to get the character to the correct skills for fitting in the least time. Good luck :)
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Leandro Salazar
The Blackguard Wolves
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Posted - 2007.08.02 16:35:00 -
[362]
What I now miss most compared to Quickfit is Favorites for modules and a detailed damage stat sheet against a specific target.
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 |

Hyllekjeks
hirr Morsus Mihi
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Posted - 2007.08.02 17:43:00 -
[363]
really nice program.
I found two bugs though a megat and vindi with same fit, the mega outdmg the vindi :D should be equal. Allso eanm t2 is 6 cpu less then what it is on tq atm
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Igus
Green Gecko Inc. Freelancer Alliance
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Posted - 2007.08.02 19:04:00 -
[364]
woot, more updates!
Covert-ops cpu calculations was fixed with 2.2 :) -- Uhg, I think I need a flux capacitor
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Cosy
Porandor
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Posted - 2007.08.02 19:52:00 -
[365]
if is not to much can u add a option to "copy" selected item stats
-thx use h.264 code for your video and like that help eve-files
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Seleia O'Sinnor
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Posted - 2007.08.02 20:13:00 -
[366]
Hello there,
a fine tool you've written there.
Is there an upcoming feature which will allow the user to save a setting?
Thanks alot!
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Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2007.08.02 21:38:00 -
[367]
Originally by: Gripen
Originally by: Kazuo Ishiguro 'Time to warp' calculation would be very useful; the formula is
TTW = -ln(0.2) * agility * mass / 1000000
I am thinking about implementing some way to display agility and mass but this formula is quite wrong for heavy ships. For example Damnation with four 1600mm tech 2 plates aligns in 23.5 - 24 seconds and not 27.25, while for the Jaguar your formula is perfectly accurate.
First, thank you for implementing this feature. I'm surprised at this discrepancy; the formula was originally worked out using a plated battleship. I'd have been inclined to suggest that something was wrong with your data, but I've duplicated this result myself using a prophecy (same hull, fewer sp needed ).
I've noticed that the speedometer doesn't move at all until about two seconds after clicking 'warp to', so the formula is still returning an approximate 'time to warp' figure, but I'm not too happy with this. The information reported by the client is one or two seconds out of date, since it is only mirroring what happens on the server; perhaps the client corrects itself once the server confirms the warp/change in speed, causing a small amount of time to be cut off from the acceleration sequence as displayed in the client?
Even so, this wouldn't explain why the formula works in more typical cases. Perhaps this is a bug, or maybe it takes a bit longer for the server to work out what's happening if a ship has them fitted?
------ Spreadsheets: Top speed calculation - Halo Implant tanking |

Camilo Cienfuegos
EP0CH
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Posted - 2007.08.03 10:23:00 -
[368]
Gripen, you are a as a god amongst men. -- Don't take the carebears out of empire - take the empire out of carebears! |

Manina Boat
Republic Military School
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Posted - 2007.08.04 00:26:00 -
[369]
I'm pretty sure it's already been mentioned but, having a favourites or recently used modules list would be excellent for when you are juggling 2 or 3 modules trying to squeeze the last bit of available CPU or grid.
Oh, a minor point... could you make the "Market Faction Complex Commander" bar slighty taller? I have my Windows taskbar on auto hide and I keep overshooting the buttons, popping up the taskbar over the top. (My lack of mouse control explains my crap kdr too )
Fantastic tool - the double-click feature (rather than drag n drop) has totally converted me from Quickfit! 
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Kazaam
Black Reign FATAL Alliance
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Posted - 2007.08.04 06:23:00 -
[370]
Thank you for an EXCELLENT Utility! Quickfit Deleted  Regards
Kazaam
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DTson Gauur
Glauxian Brothers Ground Zeero
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Posted - 2007.08.04 10:40:00 -
[371]
Gripen is gonna get a small donation next time I log in.
Small request: Would it be possible to make the DEFENSE show the defense value of the highest resists (shields OR armor) when no active repair/boost modules are in use? I mean:
When you don't have armor repairers running but have hardeners on the darn display defaults to _shields_ and that is pretty annoying if you want to know what's your passive armor "tank".
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WillisCorto
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Posted - 2007.08.04 14:10:00 -
[372]
re saving settings - I just copy over the Characters and Setups directories and it seems to work.
Just realised I am probably teaching you all to suck eggs. Apologies. 
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Sentinel Eeex
Caldari Lords Of Amber
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Posted - 2007.08.04 19:31:00 -
[373]
Absolutelly FANTASTIC tool.
/me bows
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Pan Crastus
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Posted - 2007.08.04 22:56:00 -
[374]
The Cerberus' max. flight time bonus to heavy missiles does not seem to work in version 2.1.0 ...
this is a free post provided to you by a member of the EVE community.
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Elle D
Caldari Ars ex Discordia
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Posted - 2007.08.04 23:13:00 -
[375]
<3 EFT Forever.
Suggestion: Implement a feature to assign costs to each ship and module. That way you can get a cost estimate for every ship setup(of which I have _many_). I'm not thinking of any "import market" feature (which would require significat coding), just a user-specified static value for module/ship costs. THANKS!
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Cordella Crystalis
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Posted - 2007.08.06 02:47:00 -
[376]
First of I want to say awesome program, second, may I suggest something.
Like let's say when you swap from a T1 shield hardener to t2, you'd see an increase right? May i suggest something to see the difference, like an additional column?
Like (Before) -> (After)
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Esk Bedwyr
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Posted - 2007.08.06 07:57:00 -
[377]
Every time i try to start the program the first thing that pops up is something that resembles an error box with the character □ and it makes an error noise when I click ok. Nothing loads in EFT All options are empty and if I try to close EFT I get the following error message: " Access violation at address 004B430B in module 'EFT.exe'. Read of address 00000040. " Program was working fine then just started doing this. I have reinstalled it three times so far. same thing every time.
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Etharpos
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Posted - 2007.08.06 09:49:00 -
[378]
'Favorite modules' option would be very nice. Great program, keep up the good work :)
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Gripen
Rage and Terror Against ALL Authorities
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Posted - 2007.08.06 11:17:00 -
[379]
Originally by: Esk Bedwyr Every time i try to start the program the first thing that pops up is something that resembles an error box with the character □ and it makes an error noise when I click ok. Nothing loads in EFT All options are empty and if I try to close EFT I get the following error message: " Access violation at address 004B430B in module 'EFT.exe'. Read of address 00000040. " Program was working fine then just started doing this. I have reinstalled it three times so far. same thing every time.
EFT doesn't save anything besides config.ini in it's directory and setup\character files so if it was working in the first time it should work when you unzip it into the new folder. Just don't reuse config.ini or setup\character files which might be corrupted for some reason and preventing it from starting up propertly. That's the only explanation I can think of in situation you described.
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Tzrailasa
Destructive Influence Band of Brothers
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Posted - 2007.08.06 19:32:00 -
[380]
Just one word..... AWESOME!!!!!
My views are my own. They do not represent the views of my corporation or alliance. |

OneTruePurpose
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Posted - 2007.08.06 21:29:00 -
[381]
Wow. Found out about this thing browsing my alliance forums. QF just got deleted.
The only thing about this that annoys me is the sheer lack of faction/officer modules.
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Rod Pliskin
ORIGIN SYSTEMS Atlas Alliance
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Posted - 2007.08.07 01:01:00 -
[382]
Yes, I'd like to see True Sansha laser Crystals added soon. Thanks!
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CardboardSword42
Applied Eugenics
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Posted - 2007.08.07 03:02:00 -
[383]
Originally by: OneTruePurpose Wow. Found out about this thing browsing my alliance forums. QF just got deleted.
The only thing about this that annoys me is the sheer lack of faction/officer modules.
You're not doing it right. Check out the tabs on bottom: Market, Faction, Complex, Officer
And to the poster above: The equivalent of all faction ammos are in but there aren't duplicates. Dark Blood and True Sansha crystals have the same stats therefore there is only one of them.
I'm Ex-Biomass, that makes me cool But now I'm KOS and that makes me cooler 8)
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Soeniss Delazur
Gallente Spack Lords
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Posted - 2007.08.07 10:50:00 -
[384]
Edited by: Soeniss Delazur on 07/08/2007 10:54:38 Very useful tool indeed, well done Gripen!
I have a small problem though: EFT says I will gain cap with my setup but the tests prove the opposite 
Drained cap (activated modules):
2 LAR II -> 2* 400 cap /12 sec = 66,6 cap/s 3 N-type hardeners -> 3* 24 cap /20 sec = 3,6 cap/s Total consumption: 70,2 cap/s, which is what EFT reports.
Cap regain (I need help for the calculation there):
2 CCC I -> 2* 15% cap regain 5 Cap rechargers II -> 5 * 20% cap regain 1 Cap power relay II -> 1 * 24% cap regain Energy management IV -> 4 * 5% more cap Energy system operation IV -> 4 * 5% bonus to cap recharge rate
EFT reports: 92,0 cap/s Recharge time 1087,5 sec for a Dominix to get 5000 cap
Can we retrieve these 92,0 by calculation? If this number is right, how come that I lose cap when only these modules are switched on ingame??
Thanks
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Power's Urge
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Posted - 2007.08.07 12:42:00 -
[385]
Originally by: Soeniss Delazur I have a small problem though: EFT says I will gain cap with my setup but the tests prove the opposite
Cap recharge (as well as shield recharge) is not linear. The recharge rate is highest at around 30% cap (iirc) and decreases as your cap fills up. When you get very close to 100%, it might take minutes to recharge even one more unit of cap. As I perceive it, the recharge rate reported by EFT is the peak recharge rate, which you don't have all the time. Assuming EFT is correct there, it could (and usually would) still be perfectly normal that your cap starts draining when you activate all your modules with full cap. As long as there's a point (which might well be significantly below 50%) at which your cap recharge rate exceeds the cap drain from your modules, your cap is balanced and you won't run out of energy.
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Soeniss Delazur
Gallente Spack Lords
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Posted - 2007.08.07 13:33:00 -
[386]
Edited by: Soeniss Delazur on 07/08/2007 13:33:24 Thanks for the reply, I will test this tonight and see if I can get the peak recharge rate at around 30% capacity.
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AntonioBanderas
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Posted - 2007.08.08 08:11:00 -
[387]
oh, thank you, thank you, thank you. i love this program.
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Omega Man
The Geddy Foundation
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Posted - 2007.08.08 10:24:00 -
[388]
unsticked? well thats a sin.
Let me say how useful this program is.
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Eiskalt
Solstice Systems Development Concourse
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Posted - 2007.08.08 18:33:00 -
[389]
Restick please...
No amount of balancing can fix playing like a moron! |

Mush Morton
Caldari Debiloff's Vanguard
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Posted - 2007.08.08 19:27:00 -
[390]
**I also vote to re-sticky this thread**
I'm very impressed with EFT thus far. Coming from QuickFit, I can say that it offers a more user-friendly and appealing user interface, as well an infinitely useful battle summary sheet for each ship load out. I plan on sticking with EFT for a while, in the hopes that it will continue to develop as a fitting tool.
A couple of suggestions:
1) Firepower Data:
a) It would be handy to be able to select the target ship's characteristics (e.g. signature radius, speed, resistances, etc.) for use in determining a ship's DPS and volley damage. Similar to the Defense Efficiency editor, wherein the user may specify damage ratios for use in computing the ship's overall defensive capabilities, I'm imagining an ability to designate the target ship's vital charactersitics and then save it as a profile for future use.
b) I would like the ability to edit the Defense Efficiency calculation to consider the tank's ability to withstand different damages from different sized weapons: (E.g. a module that may increase SE may also increase signature radius, thus reducing the SE against large weapon types).
2) Possible Errors:
a) I've noticed that the ship specific bonuses to range for the Cerberus (Caldari HAC) don't seem to be working properly. My in game data allows for a range of approx. 170km while the EFT calculation predicts 127km.
Again, EFT is a great program. Thanks for your efforts.
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