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EFT v2.35 - Citadel

Author
Roxxo I'doCocaine
Doomheim
#1501 - 2013-07-26 19:35:05 UTC
Ramdar Chinken wrote:
It appears that 2.19.1 still doesn't know about the new destroyer/BC skills.

Any plans to update this?

Thanks!


Did you do an API skill import after updating?
Valegar Salt
Hedion University
Amarr Empire
#1502 - 2013-07-27 11:02:46 UTC
Feature request:

When you do an XML export of a fit, could you add a way to make the exported file include ammo and scripts in the cargo hold?

It could automatically add the appropriate scripts for each fitted scriptable module, then pop up a window asking how much ammo of each type you want included in the export. It could even filter that list based on what guns are fitted.
Moxon82
Kings-Guard
Sigma Grindset
#1503 - 2013-07-28 17:13:45 UTC
Hey guys,

I got the following problem. When I fit something my character doesnt have the skill for I dont get the skills missing display anymore. Dunno what changed at my System. It looks like this:

http://freche-frettchen.lima-city.de/EVEFITERROR.png

Can someone help me with this?

Best regards,

Mox

Barzhad
Hoplite Brigade
Ushra'Khan
#1504 - 2013-07-29 10:39:20 UTC
Hello Gripen,
Is there any chance to add window cascading?
it's really useful when there are tons of fits open and I need to have them organized for easier selection.

thanks! you're doing a good job with this program!
Gospadin
Bastard Children of Poinen
#1505 - 2013-07-30 04:44:04 UTC
I think I found an EFT bug.

I have a navy raven with 3x caldari navy BCS and 1 BCS II
I also wear a 3% ROF implant (RL-1003)

In-game the DPS shows as higher than in EFT
If I take out the BCS II, such that I am using only the 3 caldari navy BCS and my implant, then both match

It would appear to not be able to calculate ROF bonuses from 5 sources, even though they're supposed to stack.

The missile dps difference is 893.3 (in-game) versus 842.9 (EFT 2.19.1).

This is a 6% difference, which is roughly equal to what the 4th module's dps increase would have been (10.5% * .28 + 10% * .28)

--gos
Nicioli Kashuken
Deep Core Mining Inc.
Caldari State
#1506 - 2013-07-30 05:31:56 UTC
I would have to say my only complaint is that junocloud blows chunks.....
Celadra
Federal Navy Academy
Gallente Federation
#1507 - 2013-07-31 19:05:31 UTC
Shameless bumb, cause EFT rocks...
Liafcipe9000
Critically Preposterous
#1508 - 2013-08-02 11:17:43 UTC
Can anyone do a mod for EFT that shows ship stats n stuff for Odyssey 1.1 with the current changes plan? I so want to experiment with them in EFT before they hit TQ.
Shereza
Center for Advanced Studies
Gallente Federation
#1509 - 2013-08-02 17:37:42 UTC
Another issue I've noticed. If you create a damage profile with 0 in all damage slots EFT will generate an "Invalid floating point operation." error message box just about any time you try to do something from turning a module on or off to changing ship setup, and it does so despite the profile not being selectable as it's greyed out.

Only thing I can suggest on this one is make zeroed out damage profiles work like Uniform Damage Distribution as a default, not let people close the window without inputting at least one non-zero value, or bump all the values up to one on closing if they're all zero.
Namamai
Pator Tech School
Minmatar Republic
#1510 - 2013-08-04 03:01:29 UTC
Liafcipe9000 wrote:
Can anyone do a mod for EFT that shows ship stats n stuff for Odyssey 1.1 with the current changes plan? I so want to experiment with them in EFT before they hit TQ.


FHC has those. http://failheap-challenge.com/showthread.php?11380-Odyssey-Changes-Rebalanced-Navy-Cruisers-T1-Cruisers-%28and-EFT-files%29&p=748288&viewfull=1#post748288
Ashe Agofonova
Caldari Provisions
Caldari State
#1511 - 2013-08-05 19:49:14 UTC
ive noticed the exhumers and mining barges seem to have flaws in their coding in EFT. the program thinks they have zero turret hardpoints, making it impossible for me to put mining lasers on it.

Id be willing to correct these problems my self as i come across them but there doesnt seem to be an easy way to access the information the program draws on in order to correct it.

Help? since I train my characters based on the ship builds i want them to fly rather than certificate chains, eft is the best tool i could hope for, and as it is it is totally useless to me as a miner. @_@
Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#1512 - 2013-08-05 21:14:11 UTC
Ashe Agofonova wrote:
ive noticed the exhumers and mining barges seem to have flaws in their coding in EFT. the program thinks they have zero turret hardpoints, making it impossible for me to put mining lasers on it.

Id be willing to correct these problems my self as i come across them but there doesnt seem to be an easy way to access the information the program draws on in order to correct it.

Help? since I train my characters based on the ship builds i want them to fly rather than certificate chains, eft is the best tool i could hope for, and as it is it is totally useless to me as a miner. @_@

These aren't flaws, this is correct. Barges and exhumers don't have turret hardpoints. You need to equip them with strip miners, not mining lasers.
Wingmate
Perkone
Caldari State
#1513 - 2013-08-06 21:38:39 UTC
anyone have a custom ship/mod editor for eft? i want to make a drag-and-drop fitter for POSes and figured i could use the interface to do what i want relatively easily...but i don't want to hex edit the entire thing =3

i make spreadsheets for pretty cheap. contact me for more info.

https://forums.eveonline.com/default.aspx?g=posts&t=197433

Ordin Clawe
Ministry of War
Amarr Empire
#1514 - 2013-08-06 22:37:05 UTC
I keep getting an "Invalid Floating Point Error" Whenever I do anything (and I mean anything). Surprisingly, the program still more or less works, it just fails to display a number of stats, though it still seems like it's calculating them (For instance, shows zeroes for capacitor, but the "defense" amount changes based on whether or not the build is cap stable).

Tried removing/re-adding characters and replacing the EFT install with a new one. It is not linked to any specific ships, modules, etc.

And yes, I am running on the latest version.

Only started doing this recently.
Ginger Barbarella
#1515 - 2013-08-08 20:41:18 UTC
Any chance of adding a "Virus Coherence"/"Virus Strength" field to let us know the stats of a hull/toon when fit?

"Blow it all on Quafe and strippers." --- Sorlac

daredevil x
Caldari Provisions
Caldari State
#1516 - 2013-08-09 16:43:22 UTC
Big smile Good job.... thanks for the safe side
Kery Nysell
#1517 - 2013-08-09 16:59:50 UTC
Had to erase my files (except the characters folder) and re-install, had some "unkown file type errors" since I updated to the latest version ...

And I'll add another vote to make the "secondary" download link the main one ... that first site is riddle with malware and nefarious adds !

...

AMG Tawate
Perkone
Caldari State
#1518 - 2013-08-10 11:21:54 UTC
A feature i have been looking for is viewing required skills, like minimum required skills for the fit to work.

I know this feature isnt really handy for people that have been playing for years, but for us not so experianced that will be a nice feature.

Im not thinking about skills that increase cap/cap recharge or pg so that the ship is crapstable or what not. That would prolly be hell to code and would prolly require some shady algorythms.

Im just thinking about the required skills for being able to fit all the modules and use the hull.


Thanks in advance :)
doviant
The Scope
Gallente Federation
#1519 - 2013-08-10 13:40:22 UTC
Please add menu Copy to clipboard to quickly look for a thing in the market EVE.
Korvus Falek
Depraved Corruption
#1520 - 2013-08-10 14:03:50 UTC  |  Edited by: Korvus Falek
Wingmate wrote:
anyone have a custom ship/mod editor for eft? i want to make a drag-and-drop fitter for POSes and figured i could use the interface to do what i want relatively easily...but i don't want to hex edit the entire thing =3


may have been answered already by someone, but this is what I use for POS planning. Not drag n drop, but it works well.

http://eve.1019.net/pos/index.php