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

Tau Cabalander
Caldari
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Posted - 2009.09.20 00:35:00 -
[4051]
Originally by: Jeremaiah Has any one been having connection problems with EFT and any eveonline related websites? The first time I try to import my character, I get a connection failed. The 2nd time an Authentication failure. Is there some type of windows service that needs to be enabled? The other thing that is strange is that I can connect to Evemon just fine. Also any eveonline related websites timeout a lot and I have to refresh several times to get them up.
CCP announced the EVE API is down for the weekend. It was in the login message, and on the front page news.
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Tau Cabalander
Caldari
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Posted - 2009.09.20 00:40:00 -
[4052]
Edited by: Tau Cabalander on 20/09/2009 00:42:51
Version: 2.11.1
Seems EFT has wrong agility for freighters. They are all the same now according to in-game info, once again making the Charon the slowest to warp and the Fenrir the fastest.
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Sigras
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Posted - 2009.09.20 19:10:00 -
[4053]
One thing i noticed, the explosion radius on the stealth bomber's siege missiles do not seem to be effected by the explosion velocity bonus of the ship.
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Maktor
The Fighting Mongooses
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Posted - 2009.09.21 09:28:00 -
[4054]
I been running eft in windows 7 just fine :)
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Aina O'Sinnor
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Posted - 2009.09.21 12:53:00 -
[4055]
Hi Gripen, it seems that armor resistances for the Malediction are not calculated correctly. The ingame description says:
"Amarr Frigate Skill Bonus: 5% bonus to rocket damage and 5% bonus to armor resistances per level."
EFT Version 2.11.1 OS: WindowsXP/SP2
I changed Amarr Frigate skill from 0 to 5 but no change to the resistances can be noticed.
Keep up the great work. Without this tool eve wouldn't be that much fun!
Aina
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Josorna
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Posted - 2009.09.21 13:11:00 -
[4056]
Originally by: Aina O'Sinnor Hi Gripen, it seems that armor resistances for the Malediction are not calculated correctly. The ingame description says:
"Amarr Frigate Skill Bonus: 5% bonus to rocket damage and 5% bonus to armor resistances per level."
EFT Version 2.11.1 OS: WindowsXP/SP2
I changed Amarr Frigate skill from 0 to 5 but no change to the resistances can be noticed.
Keep up the great work. Without this tool eve wouldn't be that much fun!
Aina
You should read the FAQ.
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Gripen
Rage and Terror Against ALL Authorities
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Posted - 2009.09.21 20:55:00 -
[4057]
Originally by: Plastician I'm using EFT on a Japanese version of Windows Vista Home and there seems to be a bug when importing from the EVE API. After I input the key and id and click Connect I get an error say "8888; is not a valid integer value". Can you provide a fix for this or is there another I can import a character?
Now, when API is working again after the weekend do you still have this issue? After the rechecking the import code I really can't think of how such error could occur unless you're using some extremely outdated version of EFT.
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Gavin Darklighter
THE FINAL STAND The Final Stand.
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Posted - 2009.09.22 00:12:00 -
[4058]
Edited by: Gavin Darklighter on 22/09/2009 00:13:31
I would still like to see a graph that plots time against DPS and shows how long the ship survives against different levels of incomming damage. A simple forumla of "Time = eHP / (Incomming DPS - Tankable DPS)"
signature picture exceeds the size limit.~WeatherMan |

Sigras
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Posted - 2009.09.22 00:22:00 -
[4059]
Originally by: Sigras One thing i noticed, the explosion radius on the stealth bomber's siege missiles do not seem to be effected by the explosion velocity bonus of the ship.
now that i look at it, i seem to have read the bonus wrong.
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NeumanEagle
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Posted - 2009.09.22 00:37:00 -
[4060]
Originally by: Dracthera Edited by: Dracthera on 18/09/2009 16:10:01 *** BUG REPORT ***
Version 2.11 Win XP Pro SP3
Bomb launchers for Stealth Bombers no longer show any damage output. Tried it with several different types of SB's - same effect on all of them.
Will upload v2.11.1 to check.
I see the same problem. V2.11.1, XP SP3. |

Gizan
Gods Killing Machines Blackguard Coalition
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Posted - 2009.09.22 07:00:00 -
[4061]
been lookin and looking and looking through this thread and saw a few pople with same problem as me, but no real way to fix it.
I have a mackinaw and im trying to see the effective bonus of my alt using his orca. I have a setup for both and both have the gang links in their heads, and the orca has the links on the ship, but i DONT see anywhere to add the bonus for the ship. i see u said to a few people make the ship and its under projected effects, but when i right click i get the 2 regular options that are greyed out. Can you explain how to show the effects?
Also i tried using a command ship and a drake and dont see anywhere to add the effects. i liked the old eft where there was an option to show bonus for character xxx
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Mona X
Caldari Polish Task Forces C0VEN
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Posted - 2009.09.22 07:16:00 -
[4062]
When you have both ships ready and fitted, in mack's window click right mouse button on "Squad Commander - right click to set" and set Bonusses from ship.
-- This "Time Flux Detected" crap is ****ing annoying. |

Key Za
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Posted - 2009.09.22 20:50:00 -
[4063]
Is this new version 2.11.1 working or im doing something wrong ? ..... i was download the new EFT from "Gripen" link and all time when i try to import any caracter and hit the connect button a small window popup and tell me " Error: EVE backend database temporarily disabled. "
thx for help
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QuarlSWE
Minmatar Novus Ordo Mundi
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Posted - 2009.09.22 21:24:00 -
[4064]
Edited by: QuarlSWE on 22/09/2009 21:25:13 found a bug or feature as ccp says..
Capital modules can be fitted to non-capital ships in eft, this is not posible to do in-game.
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Zaqar
Pator Tech School
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Posted - 2009.09.22 21:27:00 -
[4065]
Originally by: Key Za Is this new version 2.11.1 working or im doing something wrong ? ..... i was download the new EFT from "Gripen" link and all time when i try to import any caracter and hit the connect button a small window popup and tell me " Error: EVE backend database temporarily disabled. "
thx for help
Just a hunch, but I reckon the Eve backend database is possibly disabled... hmmm
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Liang Nuren
The Hull Miners Union Gentlemen's Club
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Posted - 2009.09.22 21:31:00 -
[4066]
Originally by: QuarlSWE Edited by: QuarlSWE on 22/09/2009 21:25:13 found a bug or feature as ccp says..
Capital modules can be fitted to non-capital ships in eft, this is not posible to do in-game.
I would argue that some sense is required when using an external fitting application. It is a useful feature, IMO.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Davinel Lulinvega
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Posted - 2009.09.22 21:47:00 -
[4067]
Originally by: NeumanEagle
Originally by: Dracthera Edited by: Dracthera on 18/09/2009 16:10:01 *** BUG REPORT ***
Version 2.11 Win XP Pro SP3
Bomb launchers for Stealth Bombers no longer show any damage output. Tried it with several different types of SB's - same effect on all of them.
Will upload v2.11.1 to check.
I see the same problem. V2.11.1, XP SP3.
Originally by: Changes.txt
Version 2.11 (released 31.08.2009) changes: - Loki Defensive - Warfare Processor gives a med slot instead of low slot now - Loki Offensive - Covert Reconfiguration rate of fire bonus has been reduced from 7.5% to 5% per level - Particle Dispersion Projector rigs are working with Target Painters now - Ionic Field Projector and Targeting System Subcontroller rigs now work correctly with Sensor Boosters and Signal Amplifiers - Tech I rare Tracking Disruptors were renamed according to new ingame names - Motherships and Titans sensor strength values were corrected - Omnidirectional Tracking Links do not affect tracking disrupting drones anymore - ECCMs are now recieving overheat-related bonuses from skills and T3 subsystems - Siege Modules, Doomsday Devices, Clone Vat Bays, Jump Portal Generators and Remote ECM Bursts are practically invincible to overheat damage as they are in game - Capital Shield Transporters are recieving bonuses from Siege Warfare gang assist modules now - Items from new "Environmental Effects" category can be added to setup projected effects to simulate wormhole space environments
- Changes were made according to Apocrypha 1.3 and Apocrypha 1.5 patch notes
- "Export to XML" command now creates "fittings" directory if it does not exists what allows correct placement of XML fitting files - XML files and fits in them can be renamed by clicking and editing item labels in the XML file tree - "All level V" character is now automaticly created at startup and any changes to it don't persist between the sessions - Ability to create a copy of character by checking "Duplicate character" checkbox in the "Rename character" dialog has been added - Favorite module folders show all modules regardless of their meta-groups - Doomsday Devices and Bomb Launchers no longer accounted in DPS calculations - Tracking formula used for DPS graphs was adjusted to reflect reduced damage in falloff what is a result of changes in EVE done to prevent turrets from hitting further than Optimal +Falloff*2 range.
Originally by: CCP Tuxford Now the op looks like a weirdo that can't read kekekeke!
inb4 stealth edit |

Mamba Lev
The Legion of Spoon Curatores Veritatis Alliance
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Posted - 2009.09.23 01:53:00 -
[4068]
Caldari Navy LSE has a signature radius penalty of 25m, EFT 2.11.1 says 20m.
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Dervol
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Posted - 2009.09.23 11:20:00 -
[4069]
In EFT the respective Industrial skills don't effect the cargo capacities of the transport ships, which is a specified bonus to every transport ship
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DeputyFruitfly
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Posted - 2009.09.23 11:25:00 -
[4070]
v2.11.1 doesn't appear to re-calculate point distance correctly with gang link in wing command from another ship setup.
Maybe imdoinitwrong, but I set up in eft:
1) a ship with all level5, and a recon operation ganglink 2) an all level5 arazu with warp disruptor2 fit
On the arazu setup, I put the ship in 1) into the wing cmd spot. I expected the optimal on the arazu point to increase, but it didn't. What gives?
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Josorna
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Posted - 2009.09.23 11:49:00 -
[4071]
Originally by: Dervol In EFT the respective Industrial skills don't effect the cargo capacities of the transport ships, which is a specified bonus to every transport ship
You, too, should read the FAQ.
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Jessica Bains
Silicon Moon
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Posted - 2009.09.23 17:32:00 -
[4072]
Edited by: Jessica Bains on 23/09/2009 17:35:43 Small bug in 2.11.1:
Mining Foreman Mindlink:
"Replaces mining foreman skill bonus with fixed 15% mining yield bonus."
This part of the description was not taken into account when forming a fleet, having the char with the mindlink plugged in as a booster sitting in a Hulk. Checked in game, it actually does work.
Worked in 2.10.4!
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Jeremaiah
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Posted - 2009.09.24 09:25:00 -
[4073]
Originally by: Tau Cabalander
Originally by: Jeremaiah Has any one been having connection problems with EFT and any eveonline related websites? The first time I try to import my character, I get a connection failed. The 2nd time an Authentication failure. Is there some type of windows service that needs to be enabled? The other thing that is strange is that I can connect to Evemon just fine. Also any eveonline related websites timeout a lot and I have to refresh several times to get them up.
CCP announced the EVE API is down for the weekend. It was in the login message, and on the front page news.
Thanks but I had the problem days before hand; however I found the problem and I was using the wrong API key lol.
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Jeremaiah
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Posted - 2009.09.24 09:59:00 -
[4074]
Hello. I like EFT it's a very handy tool. However today I was upgrading my mining Osprey to use T2 mining lasers. I fit 3 t2 mining lasers, and 3 civilian shield boosters and other mods as needed. I disabled the modules in EFT that would not continuously run, and I selected my imported character. It says the cap is stable at 36%. However in the game, the cap runs out. I'm only running the boosters and mining lasers. I want to provide more info but other than sharing xml files i don't know how.
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JordanParey
Minmatar Suddenly Ninjas
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Posted - 2009.09.24 11:55:00 -
[4075]
Just out of curiosity, is there any way you could find out how much DPS a single gate gun does and then add it to projected effects?
This may help for people who are piratey and trying to tank gate guns.
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Vibramycin
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Posted - 2009.09.24 18:12:00 -
[4076]
Sorry if this is noted elsewhere, but this thread is hard to sift and I'm not finding anything searching the forums.
In the DPS calculator, with many (but not all) combinations of transverse velocities, I get some strange discontinuities that don't seem to make sense from what I know of the damage formulas.
For instance, missiles have a flat damage profile with range out to their max (not surprising), but with a sudden drop of like 30% at exactly 10km (nothing has a max or optimal or anything of 10km). This is independent of transverse velocity.
Guns have a complex behavior with transverse, but their discontinuities when present are at 10 km and at the optimal+falloff.
let me know if you want me to upload some screens.
cheers
ps- also, the damage is not affected by my target's resists...is there a way to turn this on?
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Kzintee
Caldari
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Posted - 2009.09.24 18:56:00 -
[4077]
Feature request: Ability to setup target resistance profiles and select DPS output against "unresisted" (like it's now) or profiled target. This would help with seeing actual effective DPS when figuring out for example which ships to use for NPCs.
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Liang Nuren
The Hull Miners Union Gentlemen's Club
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Posted - 2009.09.24 19:08:00 -
[4078]
Originally by: Vibramycin For instance, missiles have a flat damage profile with range out to their max (not surprising), but with a sudden drop of like 30% at exactly 10km (nothing has a max or optimal or anything of 10km). This is independent of transverse velocity.
There is a web active on the attacking fit.
Quote: Guns have a complex behavior with transverse, but their discontinuities when present are at 10 km and at the optimal+falloff.
See above with the web. I haven't seen the discontinuity at optimal+falloff. It's generally a pretty decently sloped curve. Maybe you're seeing when drone control range runs out?
Quote: ps- also, the damage is not affected by my target's resists...is there a way to turn this on?
No. Another interesting bug is that drone damage doesn't include tracking/sig res (always assumes full damage), and target painters are simply assumed stop working entirely at optimal.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

MatrixSkye Mk2
Minmatar
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Posted - 2009.09.24 19:33:00 -
[4079]
Heat Sink mods do not work with hybrid guns. So I fit 425MM T2 Railguns and fit Heat Sink II's it doesn't show change on DPS.
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SuiJuris
24th Imperial Crusade
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Posted - 2009.09.24 19:35:00 -
[4080]
Originally by: MatrixSkye Mk2 Heat Sink mods do not work with hybrid guns. So I fit 425MM T2 Railguns and fit Heat Sink II's it doesn't show change on DPS.
Thats because Heatsink II's are for Lasers, Projectile Turrets are affected by Gyrostabilizers. --- I am taking pre orders for Navy Armageddons |
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