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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Solid Trust
Minmatar Haven Front
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Posted - 2007.09.03 15:05:00 -
[541]
I have been using Quickfit (which has been very accurate), but was looking at trying EFT however I believe I found a discrepency between the two.
For the Capacitor Peak Recharge I get a slightly lower recharge then I do with Quickfit, yet all other numbers (concerning capacitor) are identical. It seems the forumula to determine peak recharge is slightly different.
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Marqui De'Xentura
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Posted - 2007.09.03 17:14:00 -
[542]
Faction Heavy Assault Missile Launchers are missing
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Kendrix Arathan
Minmatar N00bs With Guns
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Posted - 2007.09.03 18:28:00 -
[543]
exelent exelent program
only problem i've had so far is that i don't get the mouse-over tooltips on my gaming computer... This I assume is caused by the fact that it is running windows XP 64bit (which is largly based on server 2003 and tends to have compadability issues)
it does however work beuatifuly on my laptop which runs xp
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Ulviirala Vauryndar
Gallente Cohortes Stellaris Spear 0f Destiny
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Posted - 2007.09.03 22:56:00 -
[544]
Edited by: Ulviirala Vauryndar on 03/09/2007 22:56:28
Is it possible that EFT calculates a stacking penalty for mining laser upgrades? If so, then this may not be in line with the ingame mechanics.
As of late my Hulk setup was as follows: Modulated Strip Miner II (360m¦ base) Tech II Crystals (1.75x Modifier) Mining V (1.25x Modifier) Astrogeology V (1.25x Modifier) Mining Barge V (1.15x Modifier) Exhumers IX (1.12x Modifier) Mining Laser Upgrade I (1.05x Modifier) Mining Laser Upgrade I (1.05x Modifier) Mining Foreman IV (1.08x Modifier)
Show Info said its 1509m¦ per cycle but EFT says it would be 1389m¦ without the 8% Foreman (which would end up as 1500m¦ per cycle. The values differ when I add the second Uprade, so my bet is EFT uses a stacking penalty.
PS: I like it. Lightweight, funcionality, fast and clear arranged GUI imho.
Oke Cortes, I "gif" up. You won. 400x80 @ 22239 bytes ^_^ |
jefferton alive
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Posted - 2007.09.04 05:04:00 -
[545]
Great tool, very useful.
Also, consider migrating to an xml dataset. Evemon loads all it's ship/module/skill data straight from xml, easily edited by the user. It would allow us to update our own files without having to wait for an update.
Also I think I've found a bug. The Thrasher gets a -25% rof penalty, and the Sabre does not. But according to EFT the Sabre only has 27% more dps per second when fitting the same small projectile. I believe this should be a 33% difference, not 27%.
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Kerdrak
3B Legio IX Atlas Alliance
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Posted - 2007.09.04 08:45:00 -
[546]
BUG: Chimera have 400 calibration points, not 350 ________________________________________
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Blazde
4S Corporation Morsus Mihi
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Posted - 2007.09.04 08:50:00 -
[547]
EFT 2.3 bug:
- The "-50% power need for Energy Transfer Arrays" role bonus of Guardians and Basilisks should affect Nosferatu and Neutralizers as well as actual Energy Transfer Arrays. Eg. Med Nos II only uses 100pg. _
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Ryan Ewans
Caldari EVEfan.dk
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Posted - 2007.09.04 19:28:00 -
[548]
May we host the tool at EVEfan.dk ??
Webmaster & Founder EVEfan.dk |
Awateru
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Posted - 2007.09.04 21:40:00 -
[549]
Originally by: Vhero'ushr Could some please upload it to a different place than eve-files.com, because for some reason i'm having problems from time to time to enter eve-files.
temporarily hosted at Bahamut's Lair
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nakKEDK
Gallente North Face Force
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Posted - 2007.09.04 22:25:00 -
[550]
Originally by: Ryan Ewans May we host the tool at EVEfan.dk ??
hey ryan.. how you doing? :)
btw, this thread needs to be sticky
dont bother arguing with me, cause im allways right. Well at least sometimes. |
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Zilverpine
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Posted - 2007.09.05 12:00:00 -
[551]
Request: Add mouseover info on the ships CPU and PG showing remaining resources.
Why? Right now i have to use a calculator quite often to see what "1137,78 minus 1048" is. There's lots of space left on the right side of the setup window, so maybe not even a need for a mouseover. It would be a good thing if "shield peak self-recharge" would be in that unused area too!
Thanks for a great program! Brilliant :)
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Raeza
Amarr
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Posted - 2007.09.05 15:38:00 -
[552]
Boosters?
with option to show the effect of a 'bad trip'
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Seleia O'Sinnor
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Posted - 2007.09.05 17:47:00 -
[553]
Hello there,
I appreciate this tool very much! It helped me alot learning a great deal about the vast range of equipment in eve.
I think opening the source could improve this tool even more. Best example is evemon. I hope, like many other eve players, you will share your nice program with us.
I'm a professional application developer. I have many features in mind and so much spare to time to spend on it...
Any way you're planning a list of setups already created for a quick access?
Thanks and regards
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Cardnyl Sin
Gallente Agony Unleashed Agony Empire
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Posted - 2007.09.05 22:14:00 -
[554]
Originally by: Ulviirala Vauryndar Edited by: Ulviirala Vauryndar on 03/09/2007 22:56:28
Is it possible that EFT calculates a stacking penalty for mining laser upgrades? If so, then this may not be in line with the ingame mechanics.
As of late my Hulk setup was as follows: Modulated Strip Miner II (360m¦ base) Tech II Crystals (1.75x Modifier) Mining V (1.25x Modifier) Astrogeology V (1.25x Modifier) Mining Barge V (1.15x Modifier) Exhumers IX (1.12x Modifier) Mining Laser Upgrade I (1.05x Modifier) Mining Laser Upgrade I (1.05x Modifier) Mining Foreman IV (1.08x Modifier)
Show Info said its 1509m¦ per cycle but EFT says it would be 1389m¦ without the 8% Foreman (which would end up as 1500m¦ per cycle. The values differ when I add the second Uprade, so my bet is EFT uses a stacking penalty.
PS: I like it. Lightweight, funcionality, fast and clear arranged GUI imho.
There might be a number of issues at play. The MLU2 module has the correct bonus but the incorrect CPU penalty listed for 2.3. I suspect an update is on the horizon. -So newbie its not even funny.- |
Mistole Melodius
Gallente Intercommercial Aerospace Retail United Stations
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Posted - 2007.09.06 15:02:00 -
[555]
The Modulated Strip Miner II mining crystals do not perform a skill check in order to use them.
Other then that... I love the tool and its a good bit of work you have done!
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Dalyn Arathon
Jericho Fraction The Star Fraction
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Posted - 2007.09.06 18:32:00 -
[556]
MODS:
Can you sticky this, please?
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Lain Asahina
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Posted - 2007.09.06 19:02:00 -
[557]
Edited by: Lain Asahina on 06/09/2007 19:03:34 BUG:
The Medium Energy Neutralizer I is incorrect. It should be 20 tf CPU and 175 MW Powergrid.
I didn't check the other named neutralizer types but you should assume they have changed with the recent rev patch.
EDIT: Please put in a 'Save to File' feature. I hate re-doing my ship set-ups.
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Benny Hill
Caldari Deceased Inc
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Posted - 2007.09.07 05:19:00 -
[558]
what specifically is the Defense efficiency? Sustained and Reinforced?
I would like to see a window or favorite modules
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Qual'uraq
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Posted - 2007.09.07 11:02:00 -
[559]
I'm missing the "Khanid Navy" stuff
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AntonioBanderas
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Posted - 2007.09.07 12:13:00 -
[560]
When i create setup, eft tells me i can permarun it. When i do exact same thing in eve, it certanly doesn't permarun. So, there must be a bug somewhere
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Zilverpine
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Posted - 2007.09.07 12:23:00 -
[561]
Originally by: AntonioBanderas When i create setup, eft tells me i can permarun it. When i do exact same thing in eve, it certanly doesn't permarun. So, there must be a bug somewhere
Are you sure you have the same level of skills in EvE? Maybe you're using the "All skills lvl5"? The cap and shieldduration is based on the 30% mark, where you get: 2.5 x (max / regentime). It's impossible to know how new you are to the game, so please dont be offended if you already know this, but, even if your cap/shield drops fast from 100% down to 40%, it will even out at around 35% as you regen more at that % (if EFT claims you can permarun it, that is)
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Hugh Ruka
Caldari Free Traders
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Posted - 2007.09.07 14:52:00 -
[562]
tested 2.3:
1. still only showing last skill needed. f.e. for Cerberus it only shows HAS 1 skill. Not the complete tree (assault ships 4 etc that are missing).
2. selecting a char, changing affecting skills on modules, then reimporting skills does not change the skills back while there is a ship setup window open. you need to quit and restart EFT for skill import to work again.
Originally by: Aravel Thon
Originally by: Nith Batoxxx Hi my alt just leanred to fly the ferox...............
I am so so terribly sorry...
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Kumiko Demontang
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Posted - 2007.09.07 18:20:00 -
[563]
Great program, keep up the good work!
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Digital Anarchist
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Posted - 2007.09.07 21:27:00 -
[564]
Edited by: Digital Anarchist on 07/09/2007 21:27:48 Great tool and a worthy bump.
BUG The "liquid cooled electronics" rig does not update CPU capacity stats.
Get your fix today |
Ocspa Enamel
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Posted - 2007.09.08 13:00:00 -
[565]
I've been using EFT for a bit now and very nicely done
I've skimmed through the majority of this thread and did see snyone else mention it, but are the module descriptions anywhere? Show Info on a module gives u the CCP attribs, but not what the module does exactly. Ya, for many modules it's self explanatory, but when u get into the command modules the items are not so explanatory. |
Josiah Caledon
The Coalition Of Buccaneers Mercenary Services
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Posted - 2007.09.09 16:55:00 -
[566]
One thing I've seen commented on and just want to bring up is faction gear. Tried finding a TS RCU and there was no TS mods at all. Otherwise great program and if ya can add faction woot, if not, oh well still awesome. :)
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Ryryk Achor
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Posted - 2007.09.09 17:04:00 -
[567]
Would it be possible to add something that would give you an idea how agile the ship is?
ie, how small a circle it can pull at which speed?
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Cyno Dragon
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Posted - 2007.09.10 04:46:00 -
[568]
Great tool and I must say Well Done to the author! I do spend a considerable amount of time using it to try out various settings.
I have two feature suggestions which I hope Gripen would consider:
1) Add an option in which we can user input add pricing information for the ships/modules/rigs/implants. A small stats display can then display the total cost of the loadout (Right click on ship/module/rig/implant and have an 'Add Price' option?) 2) Have another drawer window similar to the Active Drones, Gang Bonuses and Project Effects tab for Ship Cargohold. This will allow us to add ammo, cap boosters, etc. Stats should then calculate how long the capacitor can last based on the Cap booster charges in the bay instead of the current setup of considering it as an infinite reloads.
Thanks again Gripen for this great tool! |
angel rogue
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Posted - 2007.09.10 09:47:00 -
[569]
Originally by: AntonioBanderas When i create setup, eft tells me i can permarun it. When i do exact same thing in eve, it certanly doesn't permarun. So, there must be a bug somewhere
same here
I shows definatly too much recharge.
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Salpad
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Posted - 2007.09.10 11:59:00 -
[570]
Originally by: Gripen Edited by: Gripen on 29/08/2007 10:44:18 Edited by: Gripen on 31/07/2007 22:56:57 Screenshot EFT version 2.3
Version 2.3.0 changes: - Missing skill indicator now checks drone skills too - Remote Sensor Booster II cpu requirements corrected - Low Friction Nozzle Joints rigs agility bonus and Shield Rigs signature penalty are now stacking penalized - Removed stacking penalty from Discharge Elutriation and Algid Administration rigs - Fixed situation when some skills appear in "Change Affecting Skill" menu while they shouldn't - Fixed Cerberus bonus on missile flight time - Fixed Siege Module damage bonus - Errors in Velocity and Explosion Velocity attributes of light missiles have been fixed - Added mothership bonus to Projected ECM CPU usage - Fixed bug with gang skills affecting ammunition penalties - Shield Upgrades skills affects Shield Resistance Amplifiers now - Error with Interdictors having same ROF penalty as destroyers fixed - Exequror bonuses are now working correctly - Faction XL ammo have been added - Database updated to Revelations 2.2
P.S.: Thanks to RAT corporation for beta testing.
Hi
I've started using your EVE Fitting tool, and it is a neat piece of software, but I'd really like to have some kind of repository for modules that I use frequently. Like if I'm unsure whether to fit one module or the other, I fit one module, then I delete it, then I fit the other. Then if I delete this other module, I have to click my way through the module tree all over again.
Instead of deleting a module, I'd much prefer to be able to drag it to a "frequently used modules" repository, even if this repository only lasts for as long as the program is open.
Please look into adding a feature like that.
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