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Partak Cadelanne
Center for Advanced Studies Gallente Federation
0
|
Posted - 2013.04.22 03:37:00 -
[841] - Quote
Zifrian wrote:Silitia Dais wrote:Possible idea :
When selecting SVR * IPH, potentially add a column with the actual number in the grid I'll see about adding it. Not much room left on the screen but I'll see what I can do. Partak Cadelanne wrote:An option to select a blank character would be nice, or otherwise an option to see the base build time of an item. A detailed tooltip when hovering over BP production time and total item production time explaining what they actually are (maybe add unbonused build time?) would be useful. A very useful feature would be to calculate when it actually makes sense to build components of an item. Take a jump freighter for example - would my isk/hour be better if I bought the freighter of the market, or am I better off making it myself? As it is now the program simply tells you to build components as soon as they are profitable. I'm thinking something like: http://www.eve-market-guide.com/t2item.php?id=28844 (the numbers are completely off here tough)- it would also be great if you could actually get a breakdown of the production times of the components - where is my bottleneck? Tool tip is a good idea. Adding the base build time shouldn't be hard to do. On the comparison, the data is intended to show you if it's worth buying or building as well as profiting. I tend to use it for that often. I guess if you entered the max buy price instead of the min sell price for the jump freighter, you might not get what you are looking for. But if you use min sell price for the jump freighter (or add it manually), and it shows a positive profit (based on the market cost minus the total build), then you should build it. If not, buy it. Of course, no guarantee on if the price will drop or go up when you are done building it in a month or so. As far as the production times of the components, this is something on my list to fix but it's a bit more complicated than I would like it to be. I'm trying to work through the logic now and figure something out but it'll be a bit before I finish it.
Maybe I wasn't completely clear, I don't think you got my point entirely. Let us for the sake of argument continue the Rhea example (but it could be anything), but let's consider the R.A.M. instead (since it's a less complicated component). I'm assuming a (-1,-1) BPC. As it is now, IPH tells you to build the R.A.M. The 38 R.A.M takes 17 hours to build and saves you 1.9 million instead of buying it from the market (70k isk/hour profit). I'm pretty sure, however, that your overall isk/hour on the jump freighter is better if you just buy the R.A.M. from the market, as a Rhea yields roughly 600k isk/hour profit, and so spending 17 hours extra for the 2 million saving is not really worth it.
Feel free to Eve-mail me if you need help working out the logic, I thought about a way of doing this in my spreadsheet a while back (but I never implemented it).
EDIT: And by the way, you're doing a great job with IPH |

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
3245
|
Posted - 2013.04.22 04:13:00 -
[842] - Quote
Zifrian wrote:As far as the production times of the components, this is something on my list to fix but it's a bit more complicated than I would like it to be. I'm trying to work through the logic now and figure something out but it'll be a bit before I finish it.
How about allowing the user to dictate which items will be built vs bought?
So instead of just having "Raw Mats for everything" "Purchased componants for everything" and "Use the program's logic to decide"
You add "Decide on your own which components to build, I'll just tell you what they earn/unit or per hour"
That might be easier than adding a whole bunch of optimization problems if you want to implement something like this. This is EVE - Everybody Versus Everybody.
"the risk of having your day ruined by other people is the cornerstone with which EVE was built and we want to keep that (infact, this is much more representative of the consensus opinion within CCP)." -CCP Solomon |

Subzero1977A
Pelican. Cult of War
0
|
Posted - 2013.04.22 15:46:00 -
[843] - Quote
RubyPorto wrote:Zifrian wrote:As far as the production times of the components, this is something on my list to fix but it's a bit more complicated than I would like it to be. I'm trying to work through the logic now and figure something out but it'll be a bit before I finish it. How about allowing the user to dictate which items will be built vs bought? So instead of just having "Raw Mats for everything" "Purchased componants for everything" and "Use the program's logic to decide (i.e. Build/Buy)" You add "Decide on your own which components to build, I'll just tell you what they earn/unit or per hour" That might be easier than adding a whole bunch of optimization problems if you want to implement something like this.
+1 for this idea.
Also another nice added feature would be to make the shopping list editable in game. Even just adding or removing material from the list would be good. I stockpile mins, but not so much for components, so it would be nice to just remove the mins from the list. |

Zifrian
Licentia Ex Vereor Black Core Alliance
902
|
Posted - 2013.04.22 20:01:00 -
[844] - Quote
Partak Cadelanne wrote:Maybe I wasn't completely clear, I don't think you got my point entirely. Let us for the sake of argument continue the Rhea example (but it could be anything), but let's consider the R.A.M. instead (since it's a less complicated component). I'm assuming a (-1,-1) BPC. As it is now, IPH tells you to build the R.A.M. The 38 R.A.M takes 17 hours to build and saves you 1.9 million instead of buying it from the market (70k isk/hour profit). I'm pretty sure, however, that your overall isk/hour on the jump freighter is better if you just buy the R.A.M. from the market, as a Rhea yields roughly 600k isk/hour profit, and so spending 17 hours extra for the 2 million saving is not really worth it. Ah ok, I get what you are saying. When I heard bottleneck, I thought something different, which is an issue I'm working on.
The build/buy is really just a simple comparison because to do what you are saying I would have to run all possible build/buy options and then choose the highest IPH. That's really not simple nor user friendly.
I'll implement RubyPorto's suggestion and add a check box to the component lists and you can choose which one you want to build/buy for each BP based on your preferences.
Subzero1977A wrote:Also another nice added feature would be to make the shopping list editable in game. Even just adding or removing material from the list would be good. I stockpile mins, but not so much for components, so it would be nice to just remove the mins from the list. Plan is to include asset scanning as well as the ability to remove an item from the list. In the middle of the asset feature now. Maximze your Industry Potential! - Get EVE Isk per Hour! |

Ardanon
Royal Amarr Institute Amarr Empire
0
|
Posted - 2013.04.22 21:43:00 -
[845] - Quote
Any chance an option to add "courier costs / m3" or "courier cost / value of materials" could be added, it can sort of be done with the additional costs field but it gets annoying since the courier cost will differ greatly between different items. |

wallenbergaren
Garoun Investment Bank Gallente Federation
73
|
Posted - 2013.04.24 14:44:00 -
[846] - Quote
Zifrian wrote:I agree. I have some ideas jotted down to rebuild this tab but it's going to be a bit before I get to it considering what I'm working on now. Originally I planned it just as a way to see what profit I could make from reactions in a C1 I had then I added a few other options. I'd be happy to hear any other ideas you have and work them in to the change.
Well I have a few so I don't expect you to add all of them, but I'll throw them out and see what sticks:
- Entering fuel block cost instead of fuel IPH cost, just for convenience. IPH could still be displayed. Perhaps option to fetch fuel block cost from price database.
- The ability to customize complex reactions fully, that is react some of the intermediaries instead of all or nothing. So for example react Plat-Tech and Neo-Merc but buy Sulfurid Acid from the market for the Nanotransistors reaction, or what have you.
- For unprofitable reactions, colour them differently if they're unprofitable even disregarding fuel costs. You can check this right now by just setting number of POSes to 0 so it's not a big deal.
- Data regarding material volume, per hour and per day, both input and output. Perhaps ability to specify how many sets of reactions you want?
- For new users I think it should be more clear that complex reactions are assumed to be in sets of two.
- SVR data could also be useful.
- Non-integer POS counts (to account for POS size) as well as per-reaction POS counts to more easily compare profitability (some reactions require more POSes than others).
[*]
|

Elena Thiesant
Sun Micro Systems
297
|
Posted - 2013.04.25 18:35:00 -
[847] - Quote
Small bug with the latest version
The build volume on the shopping list appears to be wrong in some cases http://imgur.com/SBKz5w2
200 runs of fuel blocks produce 8000 blocks. At 5m3 each, that's 40 000m3, not 1000. Noticed the same thing with ammo.
Also, previously if you double-clicked an item on the Manufacturing screen you were taken to the blueprints screen and the focus was on the Runs text box. Now it's on the "Selected Blueprint" dropdown. Can that be changed back? |

Zifrian
Licentia Ex Vereor Black Core Alliance
903
|
Posted - 2013.04.26 15:17:00 -
[848] - Quote
Ardanon wrote:Any chance an option to add "courier costs / m3" or "courier cost / value of materials" could be added, it can sort of be done with the additional costs field but it gets annoying since the courier cost will differ greatly between different items. I'll add it to the list but it'll be a bit before I can get to something like this.
Elena Thiesant wrote:Small bug with the latest version The build volume on the shopping list appears to be wrong in some cases http://imgur.com/SBKz5w2200 runs of fuel blocks produce 8000 blocks. At 5m3 each, that's 40 000m3, not 1000. Noticed the same thing with ammo. Also, previously if you double-clicked an item on the Manufacturing screen you were taken to the blueprints screen and the focus was on the Runs text box. Now it's on the "Selected Blueprint" dropdown. Can that be changed back? Done and done.
Thanks for finding this. The ammo and blocks has a different portion size, which I obviously wasn't using. Maximze your Industry Potential! - Get EVE Isk per Hour! |

Elena Thiesant
Sun Micro Systems
300
|
Posted - 2013.04.26 18:03:00 -
[849] - Quote
You're awesome  |

Afgahn Kush
Hedion University Amarr Empire
0
|
Posted - 2013.04.28 04:51:00 -
[850] - Quote
I dont know if you covered this or not as I didnt browse through all 40+ pages
Quote:An Unhandled Exception has occured and EVE Isk per Hour will now close. Please copy the data below for sending to developer.
Source: EVE Isk per Hour Message: Object reference not set to an instance of an object.
Also, please fill out the following information as appropriate:
Operating System: Screen or Tab where Error Occurred: Steps to reproduce the Error:
Windows 7 In the manufacturing tab Double click any item in the list to edit the me/pe etc
Basically it crashes and gets the message. I have reinstalled the program twice and still getting the same issue. Is there any work around to it? |

Zifrian
Licentia Ex Vereor Black Core Alliance
911
|
Posted - 2013.04.28 11:50:00 -
[851] - Quote
Afgahn Kush wrote:I dont know if you covered this or not as I didnt browse through all 40+ pages Quote:An Unhandled Exception has occured and EVE Isk per Hour will now close. Please copy the data below for sending to developer.
Source: EVE Isk per Hour Message: Object reference not set to an instance of an object.
Also, please fill out the following information as appropriate:
Operating System: Screen or Tab where Error Occurred: Steps to reproduce the Error: Windows 7 In the manufacturing tab Double click any item in the list to edit the me/pe etc Basically it crashes and gets the message. I have reinstalled the program twice and still getting the same issue. Is there any work around to it? I've tried a few different attempts to get this error and can't. I might not be sure what you are trying to do. Can you give more detail or a screenshot? What items does it error on?
Thanks Maximze your Industry Potential! - Get EVE Isk per Hour! |

Afgahn Kush
Hedion University Amarr Empire
0
|
Posted - 2013.04.29 02:08:00 -
[852] - Quote
It pretty much does it for any item in the manufacturing tab. More or less double clicking any item in it causes me to have this issue. I can manually adjust the ME/PE for all of the items and get the same results but I just cant get into the window where I can add additional costs, change between buy/build and etc so it isn't that terrible of a problem. All a screenshot would just show the manufacturing tab with the error window |

Zifrian
Licentia Ex Vereor Black Core Alliance
916
|
Posted - 2013.04.29 11:00:00 -
[853] - Quote
Afgahn Kush wrote:It pretty much does it for any item in the manufacturing tab. More or less double clicking any item in it causes me to have this issue. I can manually adjust the ME/PE for all of the items and get the same results but I just cant get into the window where I can add additional costs, change between buy/build and etc so it isn't that terrible of a problem. All a screenshot would just show the manufacturing tab with the error window I keep trying to get this error and can't reproduce it. Double clicking works fine.
A screenshot also shows me what options you have selected. So it is helpful. If you can evemail me one or perhaps the EVEIPH.log file in your install directory, that would help me find the issue and fix it.
Thanks Maximze your Industry Potential! - Get EVE Isk per Hour! |

Afgahn Kush
Hedion University Amarr Empire
0
|
Posted - 2013.04.29 18:56:00 -
[854] - Quote
Sent you an evemail with the following requested above. |

Jane Trades
Intergalactic Isk Reserve Skull Squadron.
4
|
Posted - 2013.05.02 08:13:00 -
[855] - Quote
Love the app.
1 little think I found I think.
I am no expert for sure but I believe a 1 run bpc of a ship when used with a decryptor that adds bonus runs will give 0 + the bonus. A max run bpc is the only thing that will give 1 + the bonus.
On the Blueprints screen, I have an Onyx pulled up, for example, with User Manual (+2 run decryptor) and copies are set to 1 run. The End Runs: shows as 3. It should show 2.
Invention Output Runs = MIN(MAX(ROUND_DOWN( (Input_T1_BPC_Runs / T1_Max_Runs_Per_Blueprint_Copy) * (T2_Max_Runs_Per_Blueprint_Copy / 10) + Decryptor_Runs_Bonus), 1), T2_Max_Runs_Per_Blueprint_Copy)
Input_T1_BPC_Runs: 1 T1_Max_Runs_Per_Blueprint_Copy: 15 T2_Max_Runs_Per_Blueprint_Copy: 10 Decryptor_Runs_Bonus: 2
Invention Output Runs = MIN(MAX(ROUND_DOWN( ( 1 / 15 ) * ( 10 / 10 ) + 2), 1), 10) = MIN(MAX(ROUND_DOWN( 2.06666666), 1), 10) = MIN(MAX(2, 1), 10) = MIN(2, 10) = 2
Phew I hope that is correct and will help contribute to your heroic project. People like you make Eve awesome. Thanks. |

Elena Thiesant
Sun Micro Systems
305
|
Posted - 2013.05.02 08:17:00 -
[856] - Quote
Jane Trades wrote:I am no expert for sure but I believe a 1 run bpc of a ship when used with a decryptor that adds bonus runs will give 0 + the bonus. A max run bpc is the only thing that will give 1 + the bonus.
That was changed sometime (I can't recall when)
I invent ships using the +2 run decryptor using a 1-run BPC and get 3-run T2 BPCs out
Specifically this decryptor
Quote:Probability Multiplier: N/A Max. Run Modifier: +2 Mineral Efficiency Modifier: +1 Production Efficiency Modifier: +4
|

Zifrian
Licentia Ex Vereor Black Core Alliance
923
|
Posted - 2013.05.02 11:13:00 -
[857] - Quote
Elena Thiesant wrote:Jane Trades wrote:I am no expert for sure but I believe a 1 run bpc of a ship when used with a decryptor that adds bonus runs will give 0 + the bonus. A max run bpc is the only thing that will give 1 + the bonus. That was changed sometime (I can't recall when) I invent ships using the +2 run decryptor using a 1-run BPC and get 3-run T2 BPCs out Specifically this decryptor Quote:Probability Multiplier: N/A Max. Run Modifier: +2 Mineral Efficiency Modifier: +1 Production Efficiency Modifier: +4 This is correct. If you use a 1 run bpc without a decryptor, you get a 1 run T2 bpc. The decryptor just adds the modifier and you don't need to use a max run bpc to get it anymore. The only bps you need to have max run bpcs for are items like modules. Maximze your Industry Potential! - Get EVE Isk per Hour! |

Jane Trades
Intergalactic Isk Reserve Skull Squadron.
4
|
Posted - 2013.05.03 00:23:00 -
[858] - Quote
Why does the eve wiki hate me :-). Someone needs to edit that little change in there haha. Thanks for straightening that up for me it will help me tremendously. |

Janoun
Hedion University Amarr Empire
13
|
Posted - 2013.05.03 07:53:00 -
[859] - Quote
Is there a way to save the skills as overridden? I have to fix them every time I launch the program even if I press 'save settings' or w/e it's called. On the same topic, overriding the skills is really finicky, just pressing 'set all to V' and save rarely works. I just have to try random **** a few times to get it to read the skills correctly. |

Zifrian
Licentia Ex Vereor Black Core Alliance
923
|
Posted - 2013.05.03 11:34:00 -
[860] - Quote
Janoun wrote:Is there a way to save the skills as overridden? I have to fix them every time I launch the program even if I press 'save settings' or w/e it's called. On the same topic, overriding the skills is really finicky, just pressing 'set all to V' and save rarely works. I just have to try random **** a few times to get it to read the skills correctly. I'm not seeing any issues. It does seem to uncheck the 'Set all skills to Level 5' though even after it's saved. This is kind of confusing and I'll change it to a toggle button, since that's all it does. But even if it's not checked, the skills are all saved as level 5. Saving single skills seems to work fine for me as well.
If you can show some screenshots or more details on specific skills, that might help me track down the issue. Maximze your Industry Potential! - Get EVE Isk per Hour! |

EliteProspector
Death Squad REVENGE
2
|
Posted - 2013.05.03 12:03:00 -
[861] - Quote
Awesome program - thank you for making this open source! I'm excited that you've used visual basic and I hope I'll be able to contribute in some way. I didn't see any project documentation on source forge - is there a place I can look for this?
I have just downloaded a snapshot of the code from sourceforge and loaded it into visual studio express 2012. When I try to run the project I'm getting errors from SQLite (I haven't worked with SQLite before) saying that various tables don't exist. I get this error with the "EVE IPH Updater" project and the "EVE Isk per hour" project. The main project gives me "no such table: API" error.
I'm assuming I must first generate the tables by running the "EVEDataDumpUpdater" project, however when I run it in debug mode it hangs at this line of code in Private Sub frmMain_Shown :
SQLExpressConnection = New SqlConnection("Server=MAIN\MAIN;Database=" & DatabaseName & ";Trusted_Connection=True; Connection Timeout=300;") SQLExpressConnection.Open()
Its trying to connect to a database in "C:\Users\Brian\EVE Stuff\EVE VB Project\DataDump Working\", which doesn't exist.
The "EVEDataDumpUpdater" project has a lot of references to that directory and .mdb files in it.
I notice that the "EVE ISK per hour" project generated "EVEIPH DB.s3db" but didn't fill it up with any content (only 1kb).
I'd greatly appreciate it if you could point me in the right direction to getting this working - there are a lot of features I want to add =)
|

Zifrian
Licentia Ex Vereor Black Core Alliance
923
|
Posted - 2013.05.03 14:16:00 -
[862] - Quote
Thanks for the interest. I really only release the source because I can use sourceforge's nice website for free. Plus in the future I can easily pass it on to someone. But right now I'm not looking for any other devs just because I tinker with it so often and the code is a bit messy. I use about 10 other programs to work on it and it's been a project I've worked on for several years now, which is clearly evident by my code being all inconsistent. So it gets complicated quickly.
If you want to use the source to tinker, feel free. I'm always open to suggestions. The IPH DB is SQLite and is created by the DataDumpUpdater project, which I build by querying from the EVE Datadump in msSQL (which is the MAIN\MAIN database I have locally) and my own Access.mdb tables I create for special stuff that I use.
If and when I stop playing eve I'll be sure to pass it all down to someone. :) Maximze your Industry Potential! - Get EVE Isk per Hour! |

Jesterspet
POS Consultants Group LLC
0
|
Posted - 2013.05.03 16:08:00 -
[863] - Quote
Loving the app, very similar to one I wrote a few years ago though I included POS fueling, maintenance and a few other things. One of the things I would like to see added would be a place to enter my current stock of materials and have the app pull from that stock (toggleable option) and then reduce my current stock levels by the required amounts when I "add to shopping list" |

Jesterspet
POS Consultants Group LLC
0
|
Posted - 2013.05.03 16:35:00 -
[864] - Quote
found an issue:
When entering more than 1 Num BPs with an equal amount of Num Lines and a full 10 runs, it calculates the production time incorrectly for Barrage M. In this case, to run 7 BPs on 7 lines doing 10 runs each should still be 7 days, 9:46:40. Instead, it is showing 1 Days 17:06:40.
Additionally, it still shows the profit as the 1 production of 10 runs when it should be multiplied by the number of BPs used. I this case, the profit should be around 77 mil rather than 11 mil.
Screenshot: http://tinypic.com/r/jh7i2d/5 |

Zifrian
Licentia Ex Vereor Black Core Alliance
923
|
Posted - 2013.05.03 16:49:00 -
[865] - Quote
Jesterspet wrote:found an issue: When entering more than 1 Num BPs with an equal amount of Num Lines and a full 10 runs, it calculates the production time incorrectly for Barrage M. In this case, to run 7 BPs on 7 lines doing 10 runs each should still be 7 days, 9:46:40. Instead, it is showing 1 Days 17:06:40. Additionally, it still shows the profit as the 1 production of 10 runs when it should be multiplied by the number of BPs used. I this case, the profit should be around 77 mil rather than 11 mil. Screenshot: http://tinypic.com/r/jh7i2d/5 It's calculating 10 runs over 7 lines not 10 runs on each line. If you put in 70 runs, it calculates the 5 ish days as expected.
On the assets, I'm working on that now actually. It'll should be available in the Odyssey release. Maximze your Industry Potential! - Get EVE Isk per Hour! |

Jesterspet
POS Consultants Group LLC
0
|
Posted - 2013.05.03 16:56:00 -
[866] - Quote
Yeah, thanks, it came to me while I was walking to the corner store and I realized just how moronic my brain can be sometimes. How about an option, check box to recalculate it as 10 x 7 sometime in the future? |

Zifrian
Licentia Ex Vereor Black Core Alliance
923
|
Posted - 2013.05.03 17:14:00 -
[867] - Quote
Jesterspet wrote:Yeah, thanks, it came to me while I was walking to the corner store and I realized just how moronic my brain can be sometimes. How about an option, check box to recalculate it as 10 x 7 sometime in the future? Heh...yeah I'll add it to the list to look at. Maximze your Industry Potential! - Get EVE Isk per Hour! |

EliteProspector
Death Squad REVENGE
2
|
Posted - 2013.05.03 23:47:00 -
[868] - Quote
I compared the blueprint materials for many items in the game and in this program. In many cases the bill of materials is significantly different. I suspect there are many more discrepancies.
Component Material List for 1 Units of 'Ogre I Blueprint' (ME: 999)
Material - Quantity Pyerite - 5,585 Tritanium - 290 Megacyte - 5 Nocxium - 3
Total Volume of Materials: 58.83 m3 Total Cost of Materials: 91,257.50 ISK
Whereas in the game perfect production is:
Megacyte400 Nocxium200 Pyerite4,46800 Tritanium23200
*********************************** Component Material List for 1 Units of 'Oblivion Blueprint' (ME: 999)
Material - Quantity Tritanium - 1,512,262 Pyerite - 1,319,826 Mexallon - 736,544 Nocxium - 449,967 Isogen - 208,129 Megacyte - 24,149 Zydrine - 20,728
Total Volume of Materials: 42,716.05 m3 Total Cost of Materials: 516,544,579.64 ISK
In game perfect production Isogen 166490 Megacyte 19318 Mexallon 589188 Nocxium 359945 Pyerite 1055776 Tritanium 1209713 Zydrine 16581
Any ideas on how to update this?
|

EliteProspector
Death Squad REVENGE
2
|
Posted - 2013.05.04 00:08:00 -
[869] - Quote
Miner I, 150mm railgun I, Large Warhead Flare Catalyst I are all inaccurate as well. |

Kor'el Izia
35
|
Posted - 2013.05.05 08:15:00 -
[870] - Quote
Found a bug! Location: Window titled "Set Pos Settings" found by clicking "Settings->Select Application Settings->Edit Pos"
Desc: The faction towers use the same amount of fuel as the standard, contradictory to the game. For example the Caldari Control Tower Small uses 10 Caldari Fuel blocks per hour, whilst the Dread Guristas Control Tower Small uses 8 Caldari Fuel blocks per hour(can be seen ingame by "show info->fuel requirements"). I suspect our precious EVEIPH doesn't account for that, because when changing the tower the (pretty) cost row doesn't change. It does work for different sizes though, small<->large. |
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