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

Zaqar
Pator Tech School
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Posted - 2008.08.03 09:05:00 -
[2191]
Edited by: Zaqar on 03/08/2008 09:09:49 Many 'bugs' being reported are actually because people don't know how the game works. Please consider getting your facts right before crying 'bug!' Kthx.
E: nope Liang, no error for me when I try that.
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Jim McGregor
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Posted - 2008.08.03 11:12:00 -
[2192]
Edited by: Jim McGregor on 03/08/2008 11:15:44
Thanks for the update. :)
By the way, adding rigs with a power grid penalty doesn't alter the remaining power amount on ships correctly. Thats the only bug I have found.
---
Originally by: Roguehalo Can you nano Titans?
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Drago Wolfson
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Posted - 2008.08.03 16:47:00 -
[2193]
I don't want to ask a stupid question here, can you point me to the FAQ for EFT....I don't seem to be able to find it
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Sweetiekin
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Posted - 2008.08.04 00:06:00 -
[2194]
Is there a way to include the Meta level in the item info? Also instead of moving faction items to a separate submenu, I personally would like an option to have everything in one place (all Market, Faction, Complex and Commander in one list). EFT still is a fantastic tool, thanks for creating and sharing it with the community.
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Death Stryke
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Posted - 2008.08.04 02:01:00 -
[2195]
I don't know if this is a bug, or if its supposed to be this way but when you mount both turrets AND missile launchers, the volley damage doesn't calculate the damage from the missiles. The dps on the other hand, seems to rise accordingly.
When the ship consists of ONLY missile launchers, the volley damage seems to add up accordingly.
Is this a bug? or is there an option for me to enable both turret and missile damage when calculating volley damage?
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Sigras
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Posted - 2008.08.04 02:01:00 -
[2196]
please dont think im just complaining because i really love this program and i use it almost every day.
But in that use i did find one bug . . . if you use a guardian/basilisk to cap transfer a ship way above what's necessary the game returns a floating point operation bug.
A related bug is that you can similarly make the system say it will be cap stable at over 100%
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neosquad
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Posted - 2008.08.04 04:21:00 -
[2197]
PLEASE!!!!
add hull repairers to defense efficiency. i want to get an accurate comparison of armor and hull tanking and cant do it with the current version.
thank you!!!
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VicturusTeSaluto
Metafarmers
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Posted - 2008.08.04 11:25:00 -
[2198]
gang skills don't seem to be applying a speed bonus in this new version
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Fredou
Gallente Hidden Agenda Deep Space Engineering
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Posted - 2008.08.04 15:55:00 -
[2199]
is it possible to add a filter like:
"show me the module I can still fit on my ship without going over my cpu/pg"
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Rhaegor Stormborn
Pestilent Industries Amalgamated
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Posted - 2008.08.04 16:05:00 -
[2200]
Originally by: Liang Nuren 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 was getting Floating Point Errors as well, but for a bunch of different things, not cap boosters. Not sure what was causing it on a couple of my setups, but I deleted them and remade them, and the error didn't come back.
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Alvin Exe
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Posted - 2008.08.05 09:31:00 -
[2201]
GREAT JOB =) I just find out how I could put some modules offline or overheat them ... I know I suck.
Anyway if I could make a suggestion about it ? That the fitt remember the modules that you want to keep offline (only there to cool the overheated modules on the same rack).
Thanks a lot (again), keep it up 
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Taron Lymas
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Posted - 2008.08.05 10:59:00 -
[2202]
I'm a noob with this program, but what's the point in importing your char if when you build a ship your skills can't be applied to the build. Or why not just import the out fitting of your current ship to see how to make them better or change your outfitting. Beyond that I can't even get to my char info because when I minimized the program my char window stayed where it was originally when I brought the program back up. So now I can't see 2/3 of that window. In my opinion this program needs major work. I don't have the time to try to fix this kind of thing.
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Ignatious Mei
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Posted - 2008.08.05 14:43:00 -
[2203]
Ok, This is going to make me sound really dumb but...how do you run it with the /DataDir Data_SpeedPatch switch thing?
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Threv Echandari
Caldari K Directorate
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Posted - 2008.08.05 17:18:00 -
[2204]
Edited by: Threv Echandari on 05/08/2008 17:23:54 Nice Tool But I would ask that you put the ability to import XML back in. I know that CCP Stopped Supporting it, (I export from Evemon) but the Firewall where I work prevents me form getting API Data from the Eve site, so Pretty please.....help me avoid doing doing work!!
Post Edit: is there a way to show your top speed when Cloaked (E.G. in a Stealth Bomber) or the Targetting delay while cloaked. (there are rigs to speed this up) ---------------------------------------- Happiness is a Wet Pod
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Shereza
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Posted - 2008.08.05 17:30:00 -
[2205]
I'd like to see hull tanking get included in the tank options. Most people agree that hull tanking is usually pretty stupid but it's annoying to throw together a ship with tons of effective HP, several hull reps, and to have the tank based off of its passive shield regen.
In addition I'd like to see, but am not setting any hopes on it, composite tanking displayed. IOW, if you are running active shield and/or armor and/or hull modules I'd like to see what the combined tank is.
I'm quite well aware that neither is much more than a niche or a "stupid user" option, for the most part, but opening EFT up a little more to "outside of the box" thinking, even if it's just to help prove how bad the idea is, would be nice. ____________________
Minmatar in Fantasy or Duct Tape Goes Medieval. |

VicturusTeSaluto
Metafarmers
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Posted - 2008.08.05 21:04:00 -
[2206]
Hull reps are too slow, it doesn't matter whether you have them fit or how many.
The only way to hull tank is to use a suitcase and a bunch of t2 reinforced bulkheads. This fitting was sadly nerfed like a year ago, but it is still viable sometimes. After you have used a ship with such a hull tank, the hull repairs are so damn slow that you might as well self-destruct it for insurance or pay more than the cost of the ship for station repairs.
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neosquad
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Posted - 2008.08.05 21:48:00 -
[2207]
Originally by: VicturusTeSaluto Hull reps are too slow, it doesn't matter whether you have them fit or how many.
The only way to hull tank is to use a suitcase and a bunch of t2 reinforced bulkheads. This fitting was sadly nerfed like a year ago, but it is still viable sometimes. After you have used a ship with such a hull tank, the hull repairs are so damn slow that you might as well self-destruct it for insurance or pay more than the cost of the ship for station repairs.
PLEASE read posts before you send. even IF its a bad idea, whats the worst that could happen? noobs see numbers confirming its a bad idea? and if it is viable, we can figure out on what ships its viable. I agree with the post 2 above that it should be added, and combined tanking values sounds like a great idea, i'd love to see that, especially if i'm fitting a cap ship ;), where every bit counts
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Alton Jin
Gallente Astromechanica Maxima Astromechanica Federatis
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Posted - 2008.08.05 21:55:00 -
[2208]
Keres bugged
10m¦ for the drones more velocity and bug in capacitor
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VicturusTeSaluto
Metafarmers
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Posted - 2008.08.05 22:40:00 -
[2209]
Originally by: neosquad
Originally by: VicturusTeSaluto Hull reps are too slow, it doesn't matter whether you have them fit or how many.
The only way to hull tank is to use a suitcase and a bunch of t2 reinforced bulkheads. This fitting was sadly nerfed like a year ago, but it is still viable sometimes. After you have used a ship with such a hull tank, the hull repairs are so damn slow that you might as well self-destruct it for insurance or pay more than the cost of the ship for station repairs.
PLEASE read posts before you send. even IF its a bad idea, whats the worst that could happen? noobs see numbers confirming its a bad idea? and if it is viable, we can figure out on what ships its viable. I agree with the post 2 above that it should be added, and combined tanking values sounds like a great idea, i'd love to see that, especially if i'm fitting a cap ship ;), where every bit counts
Trying to active hull tank is idiotic. It would be a waste of time to implement. EFT has other shortcomings/bugs to be addressed.
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neosquad
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Posted - 2008.08.06 04:12:00 -
[2210]
how hard would it be to impliment? use the armor or shield code as a template. there's far less repairers to put in, and calculating effective defense should be easier since all resistances are always the same.
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Zaqar
Pator Tech School
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Posted - 2008.08.06 06:09:00 -
[2211]
Originally by: Taron Lymas I'm a noob with this program, but what's the point in importing your char if when you build a ship your skills can't be applied to the build.
What the hell are you bleating about?
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Shaina Marru
Gallente
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Posted - 2008.08.06 09:51:00 -
[2212]
Yeah after several days i still can't get my user id/api key, everytime i click the link on the site it gets api key generation fail try again, so this problem is useless without the functionally of eve's site.
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Zaqar
Pator Tech School
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Posted - 2008.08.06 17:02:00 -
[2213]
Originally by: Shaina Marru Yeah after several days i still can't get my user id/api key, everytime i click the link on the site it gets api key generation fail try again, so this problem is useless without the functionally of eve's site.
Try clearing your cookies for eve-online.com, or try another browser. Might need a bugreport if you still have no luck.
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Ferocious FeAr
THE FINAL STAND
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Posted - 2008.08.06 20:01:00 -
[2214]
Edited by: Ferocious FeAr on 06/08/2008 20:01:51 I get "invalid floating point operation" when I try to offline and turn modules off. Werid. 
Don't hate me, learn to love me |

shinzat
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Posted - 2008.08.07 00:27:00 -
[2215]
when i try to right click a piece of equipment in the bottom left (where the results appear when you search for something) it gives me an access violation. looked a little bit and couldnt find anything on it, wondering if anybody else is getting this problem?
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dojocan81
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Posted - 2008.08.07 08:32:00 -
[2216]
Edited by: dojocan81 on 07/08/2008 08:33:48 hi there
really damn F***** great job with this tool, love it and using it mostly every day
keep up the good work
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Mevadem
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Posted - 2008.08.07 16:33:00 -
[2217]
I too get the floating point error.
However, the error occurs 7 out of 10 tries when I add or remove modules.
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Ydyp Ieva
Caldari Amarrian Retribution
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Posted - 2008.08.07 20:09:00 -
[2218]
Program works find, but I'm thinking of going back to version 2.4, as the 2.7 calculates the capacitor fully wrong.
In game with my nighthawk I run out of cap eventualy (around 1 hour). If I put it in version 2.4 it gives that ammount of time, but in 2.7 I can run it forever with stab around 50%. So please can you check your formula again and fix it.
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Strill
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Posted - 2008.08.08 08:12:00 -
[2219]
Edited by: Strill on 08/08/2008 08:23:14 I was getting the floating point error whenever I offlined or onlined my armor repper.
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Druadan
Aristotle Enterprises
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Posted - 2008.08.08 08:49:00 -
[2220]
Edited by: Druadan on 08/08/2008 08:51:56
So I downloaded 2.7.1 and had a play around, subbing in the Data_SpeedPatch folder as the source data folder so that I could see how certain ships would perform. I noticed on the DPS graphs that any target of a ship that is using a Warp Scrambler (i.e. the 2pt one that kills MWDs in the speed patch) seemed to get no transversal at all. So I took a look at the mod and it has a -100% to Speed effect. As far as I understand it, that's not what the Warp Scrambler will do in the speed patch; it will just shut down MWDs, so the target can still move and can still use afterburners. Sig removed, inappropriate content. If you would like further details please mail [email protected] ~Saint |
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