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

Aimel
|
Posted - 2008.07.29 00:39:00 -
[2161]
is there a way to add faction items easily? I saw it once in eft but I'm not able to find the option anymore :/
|

Ash Naseen
Caldari Caldari Provisions
|
Posted - 2008.07.29 00:40:00 -
[2162]
Awesome job mate :)
keep up the good work
|

Meiyang Lee
Gallente Azteca Transportation Unlimited Gunboat Diplomacy
|
Posted - 2008.07.29 07:21:00 -
[2163]
Originally by: Aimel is there a way to add faction items easily? I saw it once in eft but I'm not able to find the option anymore :/
Select any item category, at the bottom of the item screen is a set of 4 buttons labelled "market", "faction", "Deadspace" and "Commander" click the faction one to get to the faction items. 
|

Sapphrine
Neh'bu Kau Beh'Hude Ushra'Khan
|
Posted - 2008.07.29 11:13:00 -
[2164]
Originally by: Ol' Delsai I can confirm that EFT.exe v1.7 downloaded via gripen mirrors is scanned positive for virus W32.Trojan.Infostealer.A by F-Prot and Authentium via VirusTotal.com
However : - this virus detection used the !Maximus heuristic algorithm which may lead to false detection as explained there - W32.Trojan.Infostealer.A is an old virus from 2006. That confirms it is a false detection by f-prot since, the 30 other updated antivirus at virustotal should have detected it given its old age - W32.Trojan.Infostealer.A details can be found here. You can see that after having run EFT, the files and registry entries were not created. Thus, this confirms that there is no viruses in EFT
nice useful post clearly explaining the false positive. Whats the betting the original complainant doesn't apologise? :P
|

Regsamjor
|
Posted - 2008.07.29 16:57:00 -
[2165]
Edited by: Regsamjor on 29/07/2008 16:57:54 My problem with EFT is this; I can import characters all day long and their skills are present. I can build fittings & I can import (via clipboard) fittings as well. But when a skill finishes for any of my characters, I attempt to update the character in EFT by selecting the Quick Update button however the skill level is not updating in the character editor. I have tried deleting & re-adding as well. When I re-add the character, it has the initial skills & levels that were present the very FIRST time I added the character. IÆve manipulated every local firewall setting available (IÆm a network engineer so pls don't go down this path; years of frustration lies in wait.). I tried to review a page or 5 from the EFT posting, but the posts are now into the 70s and after a while I get tired of searching. Is there a comprehensive EFT document / help FAQ that anyone knows of by chance or a known-work around for this issue? Thank you.
|

Anita Lazarin
|
Posted - 2008.07.29 17:20:00 -
[2166]
I seem to have an issue where I can't add Drone Control units to a Thanatos build, it could be because my pilot doesn't have advanced drone interfacing skill trained, but I can't click on the module and change the affected skill either to give it to my pilot.
|

Tolas
Aerthyrian Sovereignty
|
Posted - 2008.07.29 18:14:00 -
[2167]
Originally by: Regsamjor Edited by: Regsamjor on 29/07/2008 16:57:54 My problem with EFT is this; I can import characters all day long and their skills are present. I can build fittings & I can import (via clipboard) fittings as well. But when a skill finishes for any of my characters, I attempt to update the character in EFT by selecting the Quick Update button however the skill level is not updating in the character editor. I have tried deleting & re-adding as well. When I re-add the character, it has the initial skills & levels that were present the very FIRST time I added the character. IÆve manipulated every local firewall setting available (IÆm a network engineer so pls don't go down this path; years of frustration lies in wait.). I tried to review a page or 5 from the EFT posting, but the posts are now into the 70s and after a while I get tired of searching. Is there a comprehensive EFT document / help FAQ that anyone knows of by chance or a known-work around for this issue? Thank you.
Happens to me as well. I have found that sometimes you just have to wait a little bit for it to update or change that skill manually for the time being until it does. A slight nuisance but otherwise not a big deal. ___________________________________________________
"In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move." |

Malek Deneith
Caldari Mission Runners United Overtime Alliance
|
Posted - 2008.07.29 18:48:00 -
[2168]
Originally by: Tolas
Originally by: Regsamjor Edited by: Regsamjor on 29/07/2008 16:57:54 My problem with EFT is this; I can import characters all day long and their skills are present. I can build fittings & I can import (via clipboard) fittings as well. But when a skill finishes for any of my characters, I attempt to update the character in EFT by selecting the Quick Update button however the skill level is not updating in the character editor. I have tried deleting & re-adding as well. When I re-add the character, it has the initial skills & levels that were present the very FIRST time I added the character. I’ve manipulated every local firewall setting available (I’m a network engineer so pls don't go down this path; years of frustration lies in wait.). I tried to review a page or 5 from the EFT posting, but the posts are now into the 70s and after a while I get tired of searching. Is there a comprehensive EFT document / help FAQ that anyone knows of by chance or a known-work around for this issue? Thank you.
Happens to me as well. I have found that sometimes you just have to wait a little bit for it to update or change that skill manually for the time being until it does. A slight nuisance but otherwise not a big deal.
That's an API issue - it seems that character sheet in API gets updated every hour or so (I searched for info about it a few days a go)
|

King Leo'nidas
|
Posted - 2008.07.30 03:11:00 -
[2169]
Edited by: King Leo''nidas on 30/07/2008 03:11:46 I realize that EFT isn't an exact tool, and if this was asked before I couldn't find it; however, the capacitor balance seems to be WAY off.
Example: (All of this done with imported, updated skills for my character) While simulating my Caracal fit it tells me that my capacitor consumption is 3.3, while my peak recharge is 11.2, and the "Capacitor lasts: " warning doesn't appear. Yet when I fit my Caracal in-game (exactly how I simulated it in EFT, down to which modules I activated to get the 3.3/11.2) my capacitor starts to drain. What the heck is going on?
As I said, I realize that EFT is just projection, and frequently very accurate, but this seemed a bit too far off to me. All my other experiences with EFT had returned accurate in-game results.
|

Seth Ruin
Minmatar Ominous Corp Ethereal Dawn
|
Posted - 2008.07.30 11:34:00 -
[2170]
Originally by: King Leo'nidas Edited by: King Leo''nidas on 30/07/2008 03:11:46 I realize that EFT isn't an exact tool, and if this was asked before I couldn't find it; however, the capacitor balance seems to be WAY off.
Example: (All of this done with imported, updated skills for my character) While simulating my Caracal fit it tells me that my capacitor consumption is 3.3, while my peak recharge is 11.2, and the "Capacitor lasts: " warning doesn't appear. Yet when I fit my Caracal in-game (exactly how I simulated it in EFT, down to which modules I activated to get the 3.3/11.2) my capacitor starts to drain. What the heck is going on?
As I said, I realize that EFT is just projection, and frequently very accurate, but this seemed a bit too far off to me. All my other experiences with EFT had returned accurate in-game results.
Did your cap ever empty? A stable cap doesn't necessarily mean it will be at 99% indefinitely. Due to the way capacitors work, the peak recharge is when the capacitor is down to (if I recall correctly) somewhere around 27% -- there are posts explaining that, with math included , and should you be curious, you can find them through EVE Search.
|

King Leo'nidas
|
Posted - 2008.07.30 11:44:00 -
[2171]
Originally by: Seth Ruin
Did your cap ever empty? A stable cap doesn't necessarily mean it will be at 99% indefinitely. Due to the way capacitors work, the peak recharge is when the capacitor is down to (if I recall correctly) somewhere around 27% -- there are posts explaining that, with math included , and should you be curious, you can find them through EVE Search.
I didn't realize that! Thank you for the help.
|

John Shirley
|
Posted - 2008.07.31 00:13:00 -
[2172]
I just started to play around with EFT and there's something i don't quite get: EFT shows the effective hp and the numbers for defence. I know from the faq that defence shows how much dps i can tank with the setup, but somehow i often seem to manage to create setups in which i have high effective hp and low defence. Can someone explain to me what the difference is exactly and which one is really more important. Sorry if this has already been discussed i couldn't bring myself to go through the whole thread.
|

Lorna Loot
Caldari Nox Eternus
|
Posted - 2008.07.31 00:39:00 -
[2173]
Originally by: John Shirley I just started to play around with EFT and there's something i don't quite get: EFT shows the effective hp and the numbers for defence. I know from the faq that defence shows how much dps i can tank with the setup, but somehow i often seem to manage to create setups in which i have high effective hp and low defence. Can someone explain to me what the difference is exactly and which one is really more important. Sorry if this has already been discussed i couldn't bring myself to go through the whole thread.
EHP just shows the number of estimated hitpoints you have. (an example of a standard High HP ship would be the Neutron Megathron with armour plates).
Defence is the estimated DPS you can tank. Sustained shows how much you can tank whilst managing your cap to continue tanking whilst reinforced shows your tank whilst running none stop.
The standard plated mega will have a relatively high EHP but whereas it has no way to repair locally it will have an extremely low defence. The standard mission running raven will have a much lower EHP but whereas it will have a strong active tank you will see a higher defence rating.
Resistance modules (invulnerability fields/EANM) will add to both defence and EHP. Whereas repair modules will only add to defence numbers.
|

Greegor
Gallente Shadow Company Souls of Vengeance
|
Posted - 2008.07.31 02:38:00 -
[2174]
Originally by: Malek Deneith Edited by: Malek Deneith on 28/07/2008 23:53:20 Hi there. First of all thanks for very usefull program there. I have two questions/problems though:
1)Where's the fabled "heat" column that should come in 2.7? Can't see it nowhere.
2)The "frames" holding all the info in the fitting panel have their title text cut off (picture below) - this is especially annoying with capacitor as sometimes I just cant view how long it will hold. Is there a way to fix that? http://img140.imageshack.us/my.php?image=efmrm4.png
I have installed this 3 times now and cant seem to get the heat column either, if anyone could shed some light on this issue i'd be grateful. Does it require you to completely uninstall and install the new 2.7 to get it to show up or have i just messed up somewhere? 
|

Aaspa
Echolalia.
|
Posted - 2008.07.31 16:04:00 -
[2175]
Originally by: Nethras
Originally by: Aaspa Hello,
I'm about to buy a MacBookPro and i was wondering if EFT can be used on Mac? If not, i'll be deep in the shit i can't live with EFT 
Not in OS X natively, sorta worked in Wine based solutions when I tried them, works perfectly booted into Windows XP... speaking of which, if you're planning on playing EVE on that MacBook Pro, you may want to install Windows sadly... Trinity graphics in Windows XP runs faster/smoother than the OS X client does on mine. OS X client is nice for changing skill training without having to reboot though, and it is more or less playable *shrug*.
Ok thanks for the info but what is Wine? Something like Parallels or Fusion ?
|

Archonus
Amarr Imperial Shipment
|
Posted - 2008.07.31 17:53:00 -
[2176]
I'm getting access violations when I right click a module form the search results box.
Its happening on both Vista and XP (2 different computers). IIRC, it wasn't doing it initially on my XP system, but started after I had a ship setup open. [url=http://www.simshaun.com/kb/?a=pilot_detail&plt_id=39011][/url] |

Gripen
Rage and Terror Against ALL Authorities
|
Posted - 2008.07.31 19:58:00 -
[2177]
Originally by: Malek Deneith 1)Where's the fabled "heat" column that should come in 2.7? Can't see it nowhere.
2)The "frames" holding all the info in the fitting panel have their title text cut off (picture below) - this is especially annoying with capacitor as sometimes I just cant view how long it will hold. Is there a way to fix that? http://img140.imageshack.us/my.php?image=efmrm4.png
Heat simulation column designed to hide when there is no overloaded modules. In your case it may stay hidden all the time because of some malfunction. Try to close EFT and remove "Setups_ColumnSizes=..." line from config.ini to reset column settings.
Cut off text could be a result of error in windows theme you are using. Try another one.
|

Malek Deneith
Caldari Mission Runners United Overtime Alliance
|
Posted - 2008.07.31 23:00:00 -
[2178]
Originally by: Gripen Heat simulation column designed to hide when there is no overloaded modules. In your case it may stay hidden all the time because of some malfunction. Try to close EFT and remove "Setups_ColumnSizes=..." line from config.ini to reset column settings.
To be honest I can't figure out how to overload a module in EFT.
Originally by: Gripen Cut off text could be a result of error in windows theme you are using. Try another one.
This actually proved to be some kind of problem with the theme I was using. (Shame I liked it Oh well...)
|

Stab Wounds
Caldari State Protectorate
|
Posted - 2008.07.31 23:48:00 -
[2179]
Originally by: Malek Deneith
Originally by: Gripen Heat simulation column designed to hide when there is no overloaded modules. In your case it may stay hidden all the time because of some malfunction. Try to close EFT and remove "Setups_ColumnSizes=..." line from config.ini to reset column settings.
To be honest I can't figure out how to overload a module in EFT.
Originally by: Gripen Cut off text could be a result of error in windows theme you are using. Try another one.
This actually proved to be some kind of problem with the theme I was using. (Shame I liked it Oh well...)
really?
|

Slyton Silur
|
Posted - 2008.08.01 00:24:00 -
[2180]
Edited by: Slyton Silur on 01/08/2008 00:24:15 Could someone explain to me how to get the sisi changes working? I don't quite fully understand the:
Quote: Changes from SiSi server made available for testing. To test them EFT must be launched with "/DataDir Data_SpeedPatch" switch
|

sdchew
Gallente Jazz Associates Cosmic Anomalies
|
Posted - 2008.08.01 04:22:00 -
[2181]
Originally by: Slyton Silur Edited by: Slyton Silur on 01/08/2008 00:24:15 Could someone explain to me how to get the sisi changes working? I don't quite fully understand the:
Quote: Changes from SiSi server made available for testing. To test them EFT must be launched with "/DataDir Data_SpeedPatch" switch
Click Start->Run, then locate your EFT.EXE file. After which, append /DataDir Data_SpeedPatch behind the EFT.EXE
The day that EVE is truly bug-free, the EVE Gate will probably go super nova and kill us all. |

Liang Nuren
Perkone
|
Posted - 2008.08.01 04:25:00 -
[2182]
Edited by: Liang Nuren on 01/08/2008 04:24:49
Originally by: Slyton Silur Edited by: Slyton Silur on 01/08/2008 00:24:15 Could someone explain to me how to get the sisi changes working? I don't quite fully understand the:
Quote: Changes from SiSi server made available for testing. To test them EFT must be launched with "/DataDir Data_SpeedPatch" switch
Right click on the EFT Executable. Create a shortcut. Edit the shortcut. Append /DataDir Data_SpeedPatch to the end of the "Target" line. Run EFT through the shortcut.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

sh4rp ov3rvolt
Hikage Corporation Paxton Federation
|
Posted - 2008.08.01 12:13:00 -
[2183]
Loved the last version... I would send ISK if you weren't a daily enemy 
|

Lucai
Jericho Fraction The Star Fraction
|
Posted - 2008.08.01 18:29:00 -
[2184]
Edited by: Lucai on 01/08/2008 18:33:40
Originally by: Stab Wounds
To be honest I can't figure out how to overload a module in EFT.
Its written somewhere, took me a bit to find it at first, though.
Rightclicking the green checkmark/red cross = Overload
|

FullMetal Basilisk
Minmatar Freeform Industries
|
Posted - 2008.08.01 20:12:00 -
[2185]
Edited by: FullMetal Basilisk on 01/08/2008 20:12:57 heya, there seems to be a bug where if u change the base resistances (em shield compensation etc) it wont actually show on EFT.
is there a way of updating this?
thank you
FullMetal
|

Skraut
ElitistOps GoonSwarm
|
Posted - 2008.08.02 02:27:00 -
[2186]
Originally by: FullMetal Basilisk Edited by: FullMetal Basilisk on 01/08/2008 20:12:57 heya, there seems to be a bug where if u change the base resistances (em shield compensation etc) it wont actually show on EFT.
is there a way of updating this?
thank you
FullMetal
If you're implying that those skills affect base ship resistances, you're simply mistaken. They only affect passive hardeners such as resistance amplifiers for shields, and membranes and platings for armor.
|

MorLoki
|
Posted - 2008.08.02 21:09:00 -
[2187]
I read in the changes that patch 2.6 fixed the stacking speed penalty of armor rigs. However, after messing around with a few armor rigs (and even creating a ship in EVE with armor rigs based on my EFT setup), it seems that armor rig speed penalties aren't being calculated at all. I site my setup of a salavager Hurricane that, according to EFT, with a single salvage tackle (or even three) and my current skills should have a max speed of 147, but the ship I have online has a max speed of 133. The error continues to exist in the latest version of EFT as well.
|

Kaivaja
State War Academy
|
Posted - 2008.08.02 22:35:00 -
[2188]
Originally by: MorLoki it seems that armor rig speed penalties aren't being calculated at all.
My testing confirms this. EFT 2.7 doesn't give any speed penalty from one or more salvaging rigs, but the game does. |

Liang Nuren
Perkone
|
Posted - 2008.08.02 22:56:00 -
[2189]
Anyone else having floating point errors if they add a cap booster to a near empty setup?
Duplication: Create empty Rokh setup Add Invuln II Add Hvy Cap Booster II Change to Cap Booster 800's -- Invalid floating point operation.
I think it's related to the Stable at: XXX% operation.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Demench
|
Posted - 2008.08.03 03:46:00 -
[2190]
Originally by: Archonus I'm getting access violations when I right click a module form the search results box.
Its happening on both Vista and XP (2 different computers). IIRC, it wasn't doing it initially on my XP system, but started after I had a ship setup open.
Same. Vista as well. Prior version worked fine.
|
| |
|
| Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 .. 188 :: one page |
| First page | Previous page | Next page | Last page |