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

femminer
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Posted - 2010.08.31 05:21:00 -
[4981]
I have found the program to be highly inaccurate where the cap is concerned. In the program in will say you have an unstable cap when in game it's stable.
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Davros Fanvor
Caldari
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Posted - 2010.08.31 06:52:00 -
[4982]
Not sure if its been mentioned yet (as i'm not trawling through 166 pages)
Caldari Navy Power diagnostic system is missing. And its slightly different to the other faction PDUs so bit annoying to use one of those in its place cos the results would be different.
other than that, great program - love it
Ta
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Josorna
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Posted - 2010.08.31 10:37:00 -
[4983]
Originally by: Davros Fanvor Caldari Navy Power diagnostic system is missing.
Is it?
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ChaosCow PSA
Caldari Paktu Sjet Armada
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Posted - 2010.09.04 05:18:00 -
[4984]
is it just me or does eft not take into account implant bonuses? MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!
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Ping Fa
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Posted - 2010.09.06 00:14:00 -
[4985]
Edited by: Ping Fa on 06/09/2010 00:16:04 Edited by: Ping Fa on 06/09/2010 00:14:13 The CPU output of the Tengu is reading significantly higher for my toon than even All Level V. The max should be 635 but I'm showing 666.75 with no implants. I've re-downloaded EFT and re-imported my toon to no avail. It seems to bug when I mess with KMB implants. http://img84.imageshack.us/f/cpuerror.jpg/
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Josorna
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Posted - 2010.09.06 08:35:00 -
[4986]
Originally by: Ping Fa The CPU output of the Tengu is reading significantly higher for my toon than even All Level V. The max should be 635 but I'm showing 666.75 with no implants. I've re-downloaded EFT and re-imported my toon to no avail. It seems to bug when I mess with KMB implants. http://img84.imageshack.us/f/cpuerror.jpg/
You have KMB-75 active on the character itself in the character editor, not on the implants view of that one specific fitting.
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Ping Fa
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Posted - 2010.09.06 15:29:00 -
[4987]
Originally by: Josorna You have KMB-75 active on the character itself in the character editor, not on the implants view of that one specific fitting.
You're absolutely right. I have no idea how it got there and in fact it took me a bit to figure out that I couldn't remove the implant I had to choose "no implant" but it appears to be fine now. Thank you.
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Emrys Ap'Morgravaine
Caldari Minmatar Ship Construction Services Damu'Khonde
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Posted - 2010.09.07 14:14:00 -
[4988]
Just been tinkering with an Absolution fit.
With my skills, in game, Heavy Pulse II's cost me 26.25tf CPU.
EFT tells me they need 26.3tf CPU.
Its a petty thing I know, but any chance of getting the math checked and looked at? does it need to get carried an extra place maybe?
Em.
-=-=-=-=- Reformed Carebear. Much bear, zero care. -=-=-=-=- |

Josorna
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Posted - 2010.09.07 16:30:00 -
[4989]
Originally by: Emrys Ap'Morgravaine Just been tinkering with an Absolution fit.
With my skills, in game, Heavy Pulse II's cost me 26.25tf CPU.
EFT tells me they need 26.3tf CPU.
Its a petty thing I know, but any chance of getting the math checked and looked at? does it need to get carried an extra place maybe?
Em.
It's because EFT fitting window rounds it to one decimal, thus 26.25 becomes 26.3. If you open item info in EFT with those lasers, you'll see it using the correct 26.25. Also, if you only add 4 of those, the CPU count will be at 105 flat, not 105.2. So, it's all because of rounding, the internal math does work to full accuracy. |

Kira Metari
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Posted - 2010.09.08 21:27:00 -
[4990]
Looks like a fitted module with higher base dmg mod end up with less dmg mod fitted than the T2 version. Picture not : left windows is base eft stats not fitted , right side is the same but fitted on a naked phantasm with all 5 skill .
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EviI Monkey
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Posted - 2010.09.10 01:49:00 -
[4991]
Edited by: EviI Monkey on 10/09/2010 01:51:15 I didn't see this reported - posting here:
According to EFT, my inflicting damage should be 460/3858 (DPS/Volley). According to the DPS graph (with rigs and painter), I should be getting max. damage against a Gurista BS.
However, each Volley is only producing a strike of 2045 when hitting both Shield and Armor as shown in the log:
[ 2010.09.10 00:32:57 ] (combat) <color=0xff99bb00>Group of Wrath Fury Cruise Missile hit Pith Conquistador for <b>2045</b> damage [ 2010.09.10 00:33:05 ] (combat) <color=0xff99bb00>Group of Wrath Fury Cruise Missile hit Pith Conquistador for <b>2045</b> damage [ 2010.09.10 00:33:13 ] (combat) <color=0xff99bb00>Group of Wrath Fury Cruise Missile hit Pith Conquistador for <b>1704</b> damage [ 2010.09.10 00:33:21 ] (combat) <color=0xff99bb00>Group of Wrath Fury Cruise Missile hit Pith Conquistador for <b>2045</b> damage [ 2010.09.10 00:33:29 ] (combat) <color=0xff99bb00>Group of Wrath Fury Cruise Missile hit Pith Conquistador for <b>2045</b> damage [ 2010.09.10 00:33:37 ] (combat) <color=0xff99bb00>Group of Wrath Fury Cruise Missile hit Pith Conquistador for <b>2904</b> damage [ 2010.09.10 00:33:45 ] (combat) <color=0xff99bb00>Group of Wrath Fury Cruise Missile hit Pith Conquistador for <b>3857</b> damage
As you can see, the damage is consistent minus the one Volley where a defender missile picked off one of my Cruise missiles. But notice when I hit structure. The second to last volley took out the Armor, and dented the structure (higher Volley damage). The final volley hit almost at the exact amount of damage predicted by EFT (1 point off). As I look through the logs, every ship is the same.
So I did a quick search, and found an entry that shows the resistances for this particular ship:
http://eveinfo.com/npcship/24148/eve-online-pith-conquistador.html
As you'll notice, it has a 47% resistance to Kinetic damage on both Shields and Armor. Doing the math (3858 - 47%), you get a value of 2044.74 (which rounds to 2045). So I played with the resistances on the target ship in EFT, and the DPS charts don't change, no matter how high the resists.
Basically, all it's doing is providing the raw DPS/Volley when no resistances are in place. When you graph it, it simply prints out the raw values, never factoring in the resists on the target.
So you're probably hitting for full damage in-game folks, but just never knew it because of this bug.
Thought I'd report this.
-EviI
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kupermobileshell
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Posted - 2010.09.10 03:17:00 -
[4992]
cant see column with info about overload time.
http://img834.imageshack.us/img834/2861/20100910070946001.png
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Captain Alcatraz
Sebiestor tribe
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Posted - 2010.09.10 20:18:00 -
[4993]
EFT is missing the Succubus, Phantasm and Nightmare. they dont show up in ship browser
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Sri T
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Posted - 2010.09.11 11:04:00 -
[4994]
Edited by: Sri T on 11/09/2010 11:05:12 Edited by: Sri T on 11/09/2010 11:04:58
Originally by: Captain Alcatraz EFT is missing the Succubus, Phantasm and Nightmare. they dont show up in ship browser
show up fine with me,.. look in frigates, cruisers and battleships, scroll down... (?)
On the other hand: interdiction sphere launchers should use 1 cpu on interdictors,.. not the base 100 cpu.
''Interdiction Sphere Launchers require 99% less CPU when fitted on this ship''
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Josorna
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Posted - 2010.09.12 13:44:00 -
[4995]
Originally by: Sri T On the other hand: interdiction sphere launchers should use 1 cpu on interdictors,.. not the base 100 cpu.
''Interdiction Sphere Launchers require 99% less CPU when fitted on this ship''
And where in any of the 4 interdictor's description does it say that? |

Voi Ta
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Posted - 2010.09.12 14:56:00 -
[4996]
The skills requirements for mining crystals are missing.
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SanZo Fengi
Tri-Mice Ltd
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Posted - 2010.09.12 22:21:00 -
[4997]
Expanded scan probe launcher is missing, instead in its place is recon probe launcher. Also the probes themselves are the old variety eg. snoop, fathom etc... just a FYI
Originally by: Kage Toshimado
Monkeys can make "chains" but not ladders. I think eventually, flinging monkey ***** will play a role in this experiment. That, or they'll all starve to monkey death.
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Zaqar
Pator Tech School
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Posted - 2010.09.13 12:28:00 -
[4998]
Originally by: SanZo Fengi Expanded scan probe launcher is missing, instead in its place is recon probe launcher. Also the probes themselves are the old variety eg. snoop, fathom etc... just a FYI
lol. how old is your EFT install? Gotta be about 3 years out of date. Protip: dl latest version 
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Jack Bickle
Minmatar
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Posted - 2010.09.13 15:28:00 -
[4999]
For mining yield, I'd like to override ore processing skills but they are not visible under character, nor are they listed under the right click menu/change effecting skill.
How do I make them visible or otherwise edit their level?
Thanks.
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Josorna
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Posted - 2010.09.13 16:24:00 -
[5000]
Originally by: Jack Bickle For mining yield, I'd like to override ore processing skills but they are not visible under character, nor are they listed under the right click menu/change effecting skill.
How do I make them visible or otherwise edit their level?
Thanks.
Ore processing skills have no effect on mining yield besides being the deciding factor if you can use t1 / t2 crystals or not. The actual level affects nothing in yield besides the crystal
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Jack Bickle
Minmatar
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Posted - 2010.09.13 18:37:00 -
[5001]
Originally by: Josorna Ore processing skills have no effect on mining yield besides being the deciding factor if you can use t1 / t2 crystals or not. The actual level affects nothing in yield besides the crystal
It's the only thing I can think of. I have all the other skills at 5 except exhumers which I can override. Still, when I switch to all L5 ore yield increases (I have not set a fleet/squad booster).
I read somewhere on the Eve forums that Ore processing skills do increase yield on T2 stripminers but I can't find the link right now.
Anyways, if I override all the skills that are available to L5 that affect mining yield, it's still lower than the All L5 one. I can't explain it otherwise. What else would it be?
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Josorna
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Posted - 2010.09.13 18:43:00 -
[5002]
Edited by: Josorna on 13/09/2010 18:43:34
Originally by: Jack Bickle
Originally by: Josorna Ore processing skills have no effect on mining yield besides being the deciding factor if you can use t1 / t2 crystals or not. The actual level affects nothing in yield besides the crystal
It's the only thing I can think of. I have all the other skills at 5 except exhumers which I can override. Still, when I switch to all L5 ore yield increases (I have not set a fleet/squad booster).
I read somewhere on the Eve forums that Ore processing skills do increase yield on T2 stripminers but I can't find the link right now.
Anyways, if I override all the skills that are available to L5 that affect mining yield, it's still lower than the All L5 one. I can't explain it otherwise. What else would it be?
Seeing as I do get same results on all lvl 5 and overridden lvl 5 skills to my mining character on hulk (3x t2 strips, t2 veldspar, no mining upgrades) which is yield of 1302 on EFT, only thing I can think of is that you have either fleet / squad /whatever commander assasigned to the setup you're viewing, or that your all lvl 5 char has mining implants. |

Temporal Saint
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Posted - 2010.09.13 18:57:00 -
[5003]
Originally by: Josorna Seeing as I do get same results on all lvl 5 and overridden lvl 5 skills to my mining character on hulk (3x t2 strips, t2 veldspar, no mining upgrades) which is yield of 1302 on EFT, only thing I can think of is that you have either fleet / squad /whatever commander assasigned to the setup you're viewing, or that your all lvl 5 char has mining implants.
Weird. I got 3 modulated strip miners with t2 crystals. 2 mining upgrade II's. 5 mining drone II's. No implants on either character (I checked nothings listed).
I got: Drones 5 Mining Drone Op 5 Ice Harvest 5 Industry 5 Mining 5 Mining upgrades 5 Leadership 5 mining director 5 mining foreman 5 Astro 5 Science 5 Exhumers 5 Mining barge 5
I get 1703 yield. When I switch to all L5 its 1859.
What am I missing? 
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Josorna
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Posted - 2010.09.13 19:04:00 -
[5004]
Originally by: Temporal Saint What am I missing? 
Drone Interfacing.
At 0, your listing gives me the same 1703, at 5, it is 1859.
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Jack Bickle
Minmatar THE-GOLDEN-PATH
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Posted - 2010.09.13 19:08:00 -
[5005]
Originally by: Temporal Saint Weird. I got 3 modulated strip miners with t2 crystals. 2 mining upgrade II's. 5 mining drone II's. No implants on either character (I checked nothings listed).
I got: Drones 5 Mining Drone Op 5 Ice Harvest 5 Industry 5 Mining 5 Mining upgrades 5 Leadership 5 mining director 5 mining foreman 5 Astro 5 Science 5 Exhumers 5 Mining barge 5
I get 1703 yield. When I switch to all L5 its 1859.
What am I missing? 
That was me too ... and its solved. Restarted EFT and All L5 is now the same as my Char. I Guess it bugged out on me 
Tx.
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Jack Bickle
Minmatar THE-GOLDEN-PATH
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Posted - 2010.09.13 19:11:00 -
[5006]
Edited by: Jack Bickle on 13/09/2010 19:13:46
Originally by: Josorna Drone Interfacing.
At 0, your listing gives me the same 1703, at 5, it is 1859.
Yield is not changing when I override DI to L5.
Edit: Not without drones - my bad So that was the problem before, good spot, Tx!
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Sieges
Gallente
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Posted - 2010.09.13 20:23:00 -
[5007]
Wow! This is a great tool. Thank you!
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Gigglios
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Posted - 2010.09.15 01:13:00 -
[5008]
My first suggestion for the neatest tool on Eve:
I would like to:
Hover over a module and R-Click+hold (For a number of seconds) to see what the loadout would be like without that module fitted (Temporarily I mean - let go of that right mouse button and it immediately goes right back to what it was before).
Idk if anyone else has felt the need to remove a module for a few seconds w/o actually removing it but it'd make my fitting experiments run faster :)
Wubs to Gripen :)
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Creat Posudol
Gallente Destined for Greatness Inc.
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Posted - 2010.09.15 14:02:00 -
[5009]
Originally by: Gigglios My first suggestion for the neatest tool on Eve:
I would like to:
Hover over a module and R-Click+hold (For a number of seconds) to see what the loadout would be like without that module fitted (Temporarily I mean - let go of that right mouse button and it immediately goes right back to what it was before).
Idk if anyone else has felt the need to remove a module for a few seconds w/o actually removing it but it'd make my fitting experiments run faster :)
Wubs to Gripen :)
That is actually an excellent idea! I'd suggest using something a little more common and intuitive like holding the middle mouse button for that, but otherwise it's a great idea. It could also work both ways, not just for modules installed but also for modules in the fitting panel to be temporarily installed (insted of just temporarily removed). This would be so much help for the probably most essential eve tool ever already :D
Keep up the great work, and thank you for creating it in the first place!
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Gigglios
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Posted - 2010.09.16 00:10:00 -
[5010]
Quote: It could also work both ways
That is a far better idea.
I thought about some sort of swapping arrangement where a fitted module is highlighted then, alternatives can quickly be temp-swapped from the fitting panel by holding whatever button (Middle is good), just to see which is really better once it's on the ship.
I think that's redundant tho if you could temp-fit, rather than temp-unfit
Nice :)
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