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Ships & Modules

 
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EFT v2.35 - Citadel

Author
Alyna Stormwind
Caldari Provisions
Caldari State
#581 - 2012-05-26 07:13:04 UTC
Love this tool <3
Xhiucoatl Montezuma
Devils Diciples
#582 - 2012-05-26 08:11:57 UTC
Elect Gripen for president!

Thanks for the essential tool!

Dimielle
Rostock Iron Works Co.
#583 - 2012-05-26 08:47:03 UTC
Great Job Gripen!
Thank you!
Narzis
Sons of Bendeguz
Phoenix Cartel.
#584 - 2012-05-26 11:25:58 UTC
Maybe im just dumb but i cant understand how can i change the resist types of the Reactive Armor Hardener. I see there is a list of resists 0-60, but i dont know how to use them.
Can somebody help me? :)

How I look like when I win a fight? https://dl.dropbox.com/u/32571986/out-2.gif

VLAD VIRONS
Evolve Xcellence
#585 - 2012-05-26 13:07:22 UTC
thanks for update.
Fillingkillboards
State War Academy
Caldari State
#586 - 2012-05-26 13:51:06 UTC
Narzis wrote:
Maybe im just dumb but i cant understand how can i change the resist types of the Reactive Armor Hardener. I see there is a list of resists 0-60, but i dont know how to use them.
Can somebody help me? :)


You put them in the projected effects tab.
Neon Razor
Caldari Provisions
Caldari State
#587 - 2012-05-26 15:41:04 UTC
thanks for the update!! i think i might love you.
a donation will be in the post from one of my alts

:)

HybridOnslaught
New Eden Outcasts
#588 - 2012-05-26 16:03:03 UTC
this is bugging the crap outa me,

Curse Cpu/Powergrid in EFT

475
1181.25

in Game

475
1125.0

ive even imported my api again used all V and im getting the same results can anyone explain whats wrong?

And no i dont have an implant for grid
homopate Jouhinen
Doomheim
#589 - 2012-05-26 20:16:33 UTC
http://i.imgur.com/OIXFl.png
ive been haveing a problem with the "heat" tab not showing anything no matter what mods i use or what ship i use.
this has never worked for me.
i actualy noticed it when reading this forum.

i want the OLD inventory. make a buttomn to take it back just like the walk in station feature.

Luba Cibre
Global Song Setup
#590 - 2012-05-26 21:03:53 UTC
HybridOnslaught wrote:
this is bugging the crap outa me,

Curse Cpu/Powergrid in EFT

475
1181.25

in Game

475
1125.0

ive even imported my api again used all V and im getting the same results can anyone explain whats wrong?

And no i dont have an implant for grid

Hint: A PDS II gives you 5% Powergrid (56.25 on a Curse).

"Nothing essential happens in the absence of noise." 

HybridOnslaught
New Eden Outcasts
#591 - 2012-05-26 21:53:18 UTC
ok odd i made a new setup and it showed teh propper grid. and im short 1% pwg but the other setup is the exact same and has more grid.

did the curse have more grid at some stage?

Serenety Steel
Amok.
Goonswarm Federation
#592 - 2012-05-26 23:12:51 UTC
Gripen , you Sir are a Legend!!!

.

Marcus Gideon
Triglavian Assembly
#593 - 2012-05-27 05:55:50 UTC
Not to complain about having too much functionality...

But all the extra stuff for the new Reactive hardener, seems a bit much.

So far, from playing with it in game, the only states will be 15 across, 20 to 3, 30 to 2, or 60 to 1. All the extra percentages are rather useless.

We tested with a variety of ammo, and found that even if you're getting hit with 99% Therm and 1% EM, the mod shifts to 30/30. Hence why I said only those 4 states above.

While I'm not entirely sure how the underlying code works in EFT, couldn't the hardeners emphasis be determined by the damage profile you're using at the time? For those of us who pasted all the racial profiles into the Config... we could pick Blood Raiders, and the mod automatically switches to 20 EM/Therm/Kin.

It would save a lot of clicking, I think.
Hannibal Ord
Fer-De-Lance
#594 - 2012-05-27 09:36:44 UTC
Well done. Why is this below that abomination pyfa? Bump P
Zorok
The Guardian Knights
#595 - 2012-05-27 10:37:24 UTC
Marcus Gideon wrote:

...all the extra stuff for the new Reactive hardener, seems a bit much....

While I'm not entirely sure how the underlying code works in EFT, couldn't the hardeners emphasis be determined by the damage profile you're using at the time? For those of us who pasted all the racial profiles into the Config... we could pick Blood Raiders, and the mod automatically switches to 20 EM/Therm/Kin.

It would save a lot of clicking, I think.


I agree.... I would think it would be better for the adaptive hardener to get its resists from the current damage profile to help simplify the process. Also, logically it doesn't make sense to give yourself a 90% explosive bonus when you have the damage profile set to omni. One other suggestion is to allow Capacitor batteries to be dropped into "Projected Effects" in order to calculate the amount of reflection neuts/nos will now have on your ship. Just some constructive advice. Thanks for the quick update by the way!

Liam Mirren
#596 - 2012-05-27 10:55:45 UTC
Gripen, I have an age old issue with EFT in the way that sometimes if you mouse over the question mark to show the ship bonuses, that popup window won't disappear and will stay there till you minimise the specific ship window or EFT itself.

Any cure for that?

Excellence is not a skill, it's an attitude.

Rhianna Ghost
Ghost Industries Inc.
#597 - 2012-05-27 13:02:33 UTC
Grippen, you are the MAN, thanks for the update, loving it!
Karl Timonen
#598 - 2012-05-27 13:24:41 UTC
Thanks for this software and for keeping it updated. Smile

...

Swifty Blowback
Doomheim
#599 - 2012-05-27 13:33:33 UTC  |  Edited by: Swifty Blowback
Is the new Reactive Armor Hardener module applying resistances correctly?

Lets say I want all incoming damage to be explosive. I add the new module to the my fit. I add 60% projected effect for explosive damage. When the module is disabled, no resistances are applied, so all good. When enabled, 15% resists to all damage types and then 60% to explosive. Is this correct behaviour? I was under the impression that the other 3 damage types would decrease to 0% and explosive increase to 60%.

Anyone confirm if I've got bad info?

Edit: Thanks for the eft inferno version!
Marcus Gideon
Triglavian Assembly
#600 - 2012-05-27 15:41:05 UTC
That's what I was getting at... confusion in how to make the resists apply.

The trick is, you have to add the 60 Exp, and then add three 0's for the others.

That tells EFT to zero out those default 15s.