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

MatrixSkye Mk2
Minmatar
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Posted - 2009.09.24 19:40:00 -
[4081]
Heh, didn't know that. . Thanks.
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Wikkid One
Rifters
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Posted - 2009.09.25 07:13:00 -
[4082]
Originally by: SuiJuris
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.
Railguns are affected by Magnetic Field Stabilizers.
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BeanBagKing
Ch3mic4l Warfare Gypsy Nation
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Posted - 2009.09.25 07:52:00 -
[4083]
VERY NICE! Thanks for the update, I'm a little late finding it, but I'm glad to see new modules in place (thanks for fixing the Balmer Series) and especially thanks for the new rigs, can't wait till price data updates.
One thing I'd like to see fixed in the next version (other than the formulas ) whenever I scroll over the (?) thing for the ships, and sometimes the skill info thing to the right of the name, the menu there gets stuck and won't go away, will stay on top of other windows, etc. Very annoying.
Minor issues, just making it aware. I'm glad to see your still on top of fixing other things and updating items though. Thanks for the hard work and the wonderful program.
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Kaivaja
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Posted - 2009.09.25 10:51:00 -
[4084]
Originally by: BeanBagKing One thing I'd like to see fixed in the next version (other than the formulas ) whenever I scroll over the (?) thing for the ships, and sometimes the skill info thing to the right of the name, the menu there gets stuck and won't go away, will stay on top of other windows, etc. Very annoying.
Tooltips sometimes remain visible here as well (running Win XP32). There is an easy fix however: just hover mouse again over the same tooltip area.
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Vibramycin
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Posted - 2009.09.25 13:31:00 -
[4085]
Brilliant! Thanks for the help. For the curious, it turns out my target painter's optimal lies at almost exactly optimal plus falloff of my guns and that's what was doing it.
BUT that doesn't seem right either... The TP has a huge falloff, so shouldn't its effectiveness decrease slowly, not fall instantly to zero? I realize that it's a probability of working that is decreasing... does EFT not take such probabilities into account?
I experienced a similar thing with ECM modules. When I put them under projected effects, it does nothing to the attacking ship (ie no DPS reduction)... is there a way to see the overall expectation value (average) of the DPS when the shooter is being hit with ECM?
Originally by: Liang Nuren
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
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Azar Javedd
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Posted - 2009.09.25 22:43:00 -
[4086]
Edited by: Azar Javedd on 25/09/2009 22:43:36 Hello!
I don't know if I'm not understanding something correctly here, but it seems as if many implants don't affect the stats of my ship fittings in EFT. For instance, the Slot 9 Hardwiring called "Zainou 'Gnome' KYA-2000" should affect Defence, since it is boosting the ships shield recharge rate by 5%. I added the Hardwiring both to my character ("Character Editor/Implants") and also to the fittings themselves (in "Boosters/Implants"), with the checkboxed checked. I can switch the Implant on/off or remove it altogether from either the fitting, the character window or both - my Defence isn't changing. Same goes for Slot 8 Hardwiring "Zainou 'Deadeye' ZGM1000", which should increase dps of Medium Hybrid Turrets by 5%. I fitted my Ferox setup with medium railguns, but the Implant won't change my dps nor volley damage.
What am I doing wrong?
Thanks for the help!
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TRM Sharku
Gallente
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Posted - 2009.09.26 12:35:00 -
[4087]
Originally by: Azar Javedd Edited by: Azar Javedd on 25/09/2009 22:43:36 Hello!
I don't know if I'm not understanding something correctly here, but it seems as if many implants don't affect the stats of my ship fittings in EFT. For instance, the Slot 9 Hardwiring called "Zainou 'Gnome' KYA-2000" should affect Defence, since it is boosting the ships shield recharge rate by 5%. I added the Hardwiring both to my character ("Character Editor/Implants") and also to the fittings themselves (in "Boosters/Implants"), with the checkboxed checked. I can switch the Implant on/off or remove it altogether from either the fitting, the character window or both - my Defence isn't changing. Same goes for Slot 8 Hardwiring "Zainou 'Deadeye' ZGM1000", which should increase dps of Medium Hybrid Turrets by 5%. I fitted my Ferox setup with medium railguns, but the Implant won't change my dps nor volley damage.
What am I doing wrong?
Thanks for the help!
I don't think you're doing anything wrong, I just tried both those implants in both EFT 2.11 and 2.11.1. They worked just as expected. Try redownloading EFT perhaps?
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Gripen
Rage and Terror Against ALL Authorities
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Posted - 2009.09.26 17:16:00 -
[4088]
Originally by: DeputyFruitfly 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
Recon Operation link increases range of ECM, Tracking Disruptors, Painters and Sensor Dampeners. Link which increases range of warp disruptors and webs called "Skirmish Warfare Link - Interdiction Maneuvers".
Originally by: Jeremaiah 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.
You can check activation cost and cycle duration for every active module on your fit as well as capacitor capacity and capacitor recharge time of the ship ingame and compare them to EFT values to find where the error is. Also this mismatch may came from the limitation of calculation algorithm in EFT which becames noticable if when you have barely stable setup. In this case it is recommended to not activate all your modules in EVE at once so your capacitor wouldn't be drained in big chunks and will last longer.
Originally by: JordanParey 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.
I thought what every pirate knows how much damage gate guns do =). And those who don't can find this out on any site with EVE database. IIRC they do not have any tracking problems so there is no point of adding them into EFT as you can simply compare your defence to their DPS.
Originally by: Liang Nuren 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.
Strictly speaking those are not a bugs. There is just no reliable way to display probability-based falloff mechanics on the graphs. Only way I can think of would involve the separating graph into two "branches" but this poses slight technical difficulties which will greatly increase if there will be more than one such module. And drone behavior is much more complex than just tracking and needs to account for a lot of different cases in relation of drone mwd speed, drone orbit speed and target speed which makes their actual DPS almost impossible to calculate.
Originally by: Vibramycin I experienced a similar thing with ECM modules. When I put them under projected effects, it does nothing to the attacking ship (ie no DPS reduction)... is there a way to see the overall expectation value (average) of the DPS when the shooter is being hit with ECM?
Jam probability is shown in the caption of "Targeting" groupbox of the setup once you have jamming modules or drones projected.
Originally by: Azar Javedd I don't know if I'm not understanding something correctly here, but it seems as if many implants don't affect the stats of my ship fittings in EFT...
If you have same implant set in Character Editor and listed in setup implants clicking on the checkbox should yield no result as setup implant overrides character implant and if you disable it character implant starts to work giving the same effect. Defence value may haven't changed because of difference shield recharging implant gives is a quite small and may be unnoticable if your fit haven't been geared towards passive tank.
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Liang Nuren
The Hull Miners Union Gentlemen's Club
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Posted - 2009.09.26 17:21:00 -
[4089]
Originally by: Gripen
Originally by: Liang Nuren 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.
Strictly speaking those are not a bugs. There is just no reliable way to display probability-based falloff mechanics on the graphs. Only way I can think of would involve the separating graph into two "branches" but this poses slight technical difficulties which will greatly increase if there will be more than one such module. And drone behavior is much more complex than just tracking and needs to account for a lot of different cases in relation of drone mwd speed, drone orbit speed and target speed which makes their actual DPS almost impossible to calculate.
Hmmmm.. it seems like you could scale the DPS from TP at optimal to TP not working at all using the hit quality formula. As for the drones - yeah, but you won't see Ogre IIs dealing 475 DPS to an AF. ;-)
But, you're right - it's tricky.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Gripen
Rage and Terror Against ALL Authorities
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Posted - 2009.09.26 19:42:00 -
[4090]
That would be even more wrong than the current results as it may make people to believe what EW in falloff works in the same way as with turrets.
And as the person whose favorite ship class is assault frigates I can say what heavy drones and fighters can literally shred you in no time when you use afterburner because they won't orbit but chase after you enjoying almost zero transversal. At least they used to... Recently saw completly different behavior from the light drones shooting interceptor.
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40 Cent
Evoke. Ev0ke
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Posted - 2009.09.28 00:25:00 -
[4091]
thats not a bug its a feature :-) ...and quite a large one :-)
you would basicly have to build a eve-combat simulation for that, witch is in pretty much singularity anyway, aslong as you have friends to try out things with you
eft is good for checking if your setup would basicly fit and maybe imagine a bit its possibillities - but if you wanna pvp you will still have to fly the ships for ages to know what you really can do and what you cant
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Damiro
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Posted - 2009.09.29 18:24:00 -
[4092]
Erm ... is it THAT hard to sort the ship types alphabetically? It's a pain in the neck everytime when looking into that chaotic list ...
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Cyzin Jita
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Posted - 2009.09.29 18:30:00 -
[4093]
Where can I go to get the latest version of EFT?
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Sajeera
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Posted - 2009.09.29 18:44:00 -
[4094]
Originally by: Damiro Erm ... is it THAT hard to sort the ship types alphabetically? It's a pain in the neck everytime when looking into that chaotic list ...
I agree here, always hated to search for the ship class i want to look at.
Probably its been asked before but I'll do it too - will there be some release with the new changes to pirate and faction ships? May be some test version or something.....
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Sajeera
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Posted - 2009.09.29 18:50:00 -
[4095]
Originally by: Cyzin Jita Where can I go to get the latest version of EFT?
Cyzin, its on the first page but don't use eve-search because it will show you the cached page.
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Cenna Ravenholt
Anonymous Alcoholics Wrath.
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Posted - 2009.09.29 21:33:00 -
[4096]
Is anyone else receiving the problem that the fitts dont save when you exit EFT ?
Constantly happening, extreamly frustrating.
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Dasmind
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Posted - 2009.09.30 08:21:00 -
[4097]
I think i've found a small bug. When fitting transport ship, setting skill levels does not affects the cargo capacity, but the description says, that it shpuld gain 5% of cargo per level. The same as with industrial, where it looks working.
Anybody can confirm this issue ?
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Josorna
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Posted - 2009.09.30 08:28:00 -
[4098]
Originally by: Cenna Ravenholt Is anyone else receiving the problem that the fitts dont save when you exit EFT ?
Constantly happening, extreamly frustrating.
For me, this happens only if I use shutdown from Windows, which means Windows will close EFT if it's running. Manually closing EFT before shutting down causes fits to be saved ok.
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King Dave
D00M. Triumvirate.
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Posted - 2009.09.30 11:19:00 -
[4099]
Originally by: Dasmind I think i've found a small bug. When fitting transport ship, setting skill levels does not affects the cargo capacity, but the description says, that it shpuld gain 5% of cargo per level. The same as with industrial, where it looks working.
Anybody can confirm this issue ?
Thats because you can't fly transport ships without the racial industrial skill to 5. The racial industrial skill is the one that always effects cargo capacity.
Where can i find an update so i can test the new sisi ships? I can't logon to eve due to my halls not allowing online games.
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Cenna Ravenholt
Anonymous Alcoholics Wrath.
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Posted - 2009.09.30 12:21:00 -
[4100]
Originally by: Josorna
Originally by: Cenna Ravenholt Is anyone else receiving the problem that the fitts dont save when you exit EFT ?
Constantly happening, extreamly frustrating.
For me, this happens only if I use shutdown from Windows, which means Windows will close EFT if it's running. Manually closing EFT before shutting down causes fits to be saved ok.
Hmmm... your right. Anyone knows why this keeps happening ?
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Psychosis Chaos
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Posted - 2009.09.30 13:34:00 -
[4101]
Edited by: Psychosis Chaos on 30/09/2009 13:35:09
Originally by: Dasmind I think i've found a small bug. When fitting transport ship, setting skill levels does not affects the cargo capacity, but the description says, that it shpuld gain 5% of cargo per level. The same as with industrial, where it looks working.
Anybody can confirm this issue ?
Lets take a look at the Caldari Bustard and Crane.
Crane
Caldari Industrial Skill Bonus: <----- NOTE: Caldari Industrial Skill - +5% cargo capacity per level
- +5% velocity per level
Transport Ships Skill Bonus: <----- NOTE: Transport Ship Skill - +5% shield booster boost amount
- -98.5% to -99.25% bonus to cpu need of covert ops cloaks
Bustard
Caldari Industrial Skill Bonus: <----- NOTE: Caldari Industrial Skill - +5% cargo capacity per level
- +5% velocity per level
Transport Ships Skill Bonus: <----- NOTE: Transport Ship Skill - +5% shield booster boost amount
- +5% bonus shield HP per level
Role Bonus:
You will note the Cargo Capacity increase of a 25% bonus is applied from the "Racial Industrial Skill ONLY. Nothing gained from the Transport Ship skill except the bonuses listed by ship type.
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MinerJimmy
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Posted - 2009.09.30 14:23:00 -
[4102]
probably been talked about but Heavy Interdictors cannot fit sphere launchers.
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Cyberus
Caldari Macabre Votum Morsus Mihi
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Posted - 2009.09.30 17:52:00 -
[4103]
is it bug or?
I found some difrence between EFT ( last version) and fitting window in game ( while in space and mods active)
there is 2 difrences i have found and that is effective hp
EFT: shows me 120 413 EVE: 103 866
------------
Cap stability difrence
EFT: 34% EVE: 50% +
Anyone know answere? ===== * Your signature file is broken. Please use one that will display - Fallout |

Josorna
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Posted - 2009.09.30 19:51:00 -
[4104]
Edited by: Josorna on 30/09/2009 19:51:40 The EHP problem is because EFT calculates it by all resistances, EVE uses weakest.
The Cap calculations have always been a few % off, but that large can only be explained by a bug I've noticed in EVE. When swapping mods around slots in the rack without taking them in hangar first messes the cap display.
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Dasmind
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Posted - 2009.10.01 07:08:00 -
[4105]
Edited by: Dasmind on 01/10/2009 07:07:56
Originally by: Psychosis Chaos You will note the Cargo Capacity increase of a 25% bonus is applied from the "Racial Industrial Skill ONLY.
You mean SPACESHIP COMMAND \ GALLENTE INDUSTRIAL skill ? Choosing "All level V" changes that skill in character window to lvl V.. I don't understand what and where should i change manually, to see the cargo capacity increase.
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Zaqar
Pator Tech School
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Posted - 2009.10.01 08:22:00 -
[4106]
Originally by: Dasmind I don't understand
faq.txt
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King Dave
D00M. Triumvirate.
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Posted - 2009.10.01 08:42:00 -
[4107]
Originally by: Dasmind Edited by: Dasmind on 01/10/2009 07:07:56
Originally by: Psychosis Chaos You will note the Cargo Capacity increase of a 25% bonus is applied from the "Racial Industrial Skill ONLY.
You mean SPACESHIP COMMAND \ GALLENTE INDUSTRIAL skill ? Choosing "All level V" changes that skill in character window to lvl V.. I don't understand what and where should i change manually, to see the cargo capacity increase.
Once you can fly the transport ship with basic skills (minimum needed to fly to it). No other skill can effect it's cargo capacity.
If you don't understand that. Give up quickly.
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TheMillenia
Minmatar Monsters
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Posted - 2009.10.01 23:26:00 -
[4108]
No idea if it's been pointed out, but in my EFT the max speed of the Wolf assault frigate with all level five character(LATEST EFT BUILD) is 247m/s, while the wolf in game's base max velocity is 329m/s. Basically it's what made me not buy a Wolf, I thought they were too slow.
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Zaqar
Pator Tech School
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Posted - 2009.10.02 07:38:00 -
[4109]
Originally by: TheMillenia No idea if it's been pointed out, but in my EFT the max speed of the Wolf assault frigate with all level five character(LATEST EFT BUILD) is 247m/s, while the wolf in game's base max velocity is 329m/s. Basically it's what made me not buy a Wolf, I thought they were too slow.
No. You have something fitted that is slowing you down.
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Kaivaja
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Posted - 2009.10.02 08:00:00 -
[4110]
Originally by: TheMillenia No idea if it's been pointed out, but in my EFT the max speed of the Wolf assault frigate with all level five character(LATEST EFT BUILD) is 247m/s, while the wolf in game's base max velocity is 329m/s. Basically it's what made me not buy a Wolf, I thought they were too slow.
EFT 2.11.1: Wolf speed without modules and [Without skills] character: 329 m/s Wolf speed without modules and [All level V] character: 411 m/s
Ingame: Wolf speed without modules and character skills: 329 m/s
Good try Millenia, but do try again :-).
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