These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Science & Industry

 
  • Topic is locked indefinitely.
 

EVE IPH Industry Calculator Version 3.3 - Now with Live Market data!

First post
Author
Nalha Saldana
Aliastra
Gallente Federation
#541 - 2012-11-13 19:15:36 UTC  |  Edited by: Nalha Saldana
I just realized a error in some ways, for example it says that i will make more IPH if i produce tech 2 items using a meta 4 in the invention. However the cost of inventing goes up more, the only thing i would save is time and I can invent way more then i can produce so it actually lowers my IPH.

What you should have is this:
If
(invention time * (1 + 1 * invention fail chance) ) / BPC runs < production time

then
total time = production time

else
total time = invention time

And i highly doubt that invention will ever take more time then production.
Knowing how long time it takes to do one thing at a time is useless, people run all these jobs parallel so only the bottleneck needs to be calculated.

Another thing is additional Lines for copying, for example the IPH on Arkonor Mining Crystal II is horrible but thats with doing all copying on a single lane even if you produce on 10. Advanced labs have 3 copy slots and i would love to be able to use all of them in the calculations.
Nalha Saldana
Aliastra
Gallente Federation
#542 - 2012-11-17 23:19:09 UTC  |  Edited by: Nalha Saldana
I just found a weird thing, invention time isnt affected by invention success chance as it should be, something is off with it.

http://i.imgur.com/XXR8F.jpg

See how a meta item makes the invention time shorter when you do lots of runs but not when you do a single run, thats just wrong.

It seems like you took the chance of failure into the math at the wrong point, you should extend the time it takes to invent because of failure instead of increasing how many blueprints will be needed.

Right now it does the math this way: number of t2 blueprints needed = runs wanted / (end runs*invention chance)
So for example to make 5 runs of a 10 end run bp with 46.14% chance you need 1.0837 blueprints which gets rounded up to 2.
If you instead allow this number to have decimals instead of rounding up, the math becomes correct in all cases.
This also means letting this number be below 1 (for example a single run 1/(10*0.4614) = 0.22)

You can also base the invention cost off this same number.

EDIT: If you on the other hand want 1 run to use the time for an entire 10 run bpc then change the math entirely to
t2 blueprints needed = ROUNDUP(runs wanted / t2 end runs) / invention chance
Elena Thiesant
The Scope
Gallente Federation
#543 - 2012-11-18 22:27:36 UTC
Regarding the crashes around importing prices, I seem to have a completely reproducible crash (at least on my machine)

Start IPH, go to the manufacturing list tab, select 'all blueprints', 'T1' and 'ships' and Calculate. Doubleclick any ship that appears (I used the Apoc), that takes you to the blueprints screen. Click 'add to shopping list'
Now go to update prices, select only ships and import (I was importing Dodixie prices), part way through the app crashes with:

Quote:
An Unhandled Exception has occured and EVE Isk per Hour will now close.
Please copy the data below for sending to developer.

Source: System.Core
Message: Value cannot be null.
Parameter name: source

Also, please fill out the following information as appropriate:

Operating System:
Screen or Tab where Error Occurred:
Steps to reproduce the Error:


Just having something in the manufacturing list or just having something in the shopping list appears to work fine, it;s only when I have both that I get the crash

Anything I can do to get additional information to help you locate this?
Zifrian
Federal Defense Union
Gallente Federation
#544 - 2012-11-19 01:51:42 UTC  |  Edited by: Zifrian
Elena Thiesant wrote:
Regarding the crashes around importing prices, I seem to have a completely reproducible crash (at least on my machine)

Start IPH, go to the manufacturing list tab, select 'all blueprints', 'T1' and 'ships' and Calculate. Doubleclick any ship that appears (I used the Apoc), that takes you to the blueprints screen. Click 'add to shopping list'
Now go to update prices, select only ships and import (I was importing Dodixie prices), part way through the app crashes with:

Quote:
An Unhandled Exception has occured and EVE Isk per Hour will now close.
Please copy the data below for sending to developer.

Source: System.Core
Message: Value cannot be null.
Parameter name: source

Also, please fill out the following information as appropriate:

Operating System:
Screen or Tab where Error Occurred:
Steps to reproduce the Error:


Just having something in the manufacturing list or just having something in the shopping list appears to work fine, it;s only when I have both that I get the crash

Anything I can do to get additional information to help you locate this?

Bah, why did you have to report this *right* before I was going to patch! P

That worked perfectly...well for me to get it to error...so that's actually perfect lol. I'll see if I can get it fixed up and have the patch up tonight. Thanks!

Edit: Found the bug, super thanks for being this detailed. It happens that this is a long time bug that I could never fully fix and find again. It'll be up tomorrow - too late to put up the patch now since I have a little tinkering left and patching takes like an hour or more oddly enough.

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Nalha Saldana
Aliastra
Gallente Federation
#545 - 2012-11-19 02:26:48 UTC
Another thing that would be awesome is if you could add the option to import the prices as Percentile instead of median or average, I know its available on eve-central and should be easy enough to implement =)
Zifrian
Federal Defense Union
Gallente Federation
#546 - 2012-11-19 03:44:56 UTC  |  Edited by: Zifrian
Nalha Saldana wrote:
I would love to see a new feature in the manufacturing list, a check box that allows you to sort out blueprints that you cant buy BPOs or invent to get.
Because these items have generally really high profitability when you're not counting the blueprint cost but barely any when you count it.

Looked into this, but these should all be Faction, Storyline, or Pirate BP's, none of which you can buy. There are a few (target breaker amplifier) that are drops but for the most part you can already remove them. I do want to add an ignore bp function at some point though so you can ignore whatever you want, rare or not. That's probably the best solution.

Nalha Saldana wrote:
Another thing you probably want to do in the Manufacturing tab is color coding the settings to make it a lot easier for new users. For example you could make a colored background for all the invention settings and another for t3.

Also if you unclick "Tech 2" the "Ignore in calculations: Invention/RE" setting goes gray and it doesn't reappear when you click Tech 3.

I have the colors on the list. The fix for the T2 check you mention will be next patch.

Nalha Saldana wrote:
I just found a weird thing, invention time isnt affected by invention success chance as it should be, something is off with it.

http://i.imgur.com/XXR8F.jpg

See how a meta item makes the invention time shorter when you do lots of runs but not when you do a single run, thats just wrong.

It seems like you took the chance of failure into the math at the wrong point, you should extend the time it takes to invent because of failure instead of increasing how many blueprints will be needed.

Right now it does the math this way: number of t2 blueprints needed = runs wanted / (end runs*invention chance)
So for example to make 5 runs of a 10 end run bp with 46.14% chance you need 1.0837 blueprints which gets rounded up to 2.
If you instead allow this number to have decimals instead of rounding up, the math becomes correct in all cases.
This also means letting this number be below 1 (for example a single run 1/(10*0.4614) = 0.22)

You can also base the invention cost off this same number.

EDIT: If you on the other hand want 1 run to use the time for an entire 10 run bpc then change the math entirely to
t2 blueprints needed = ROUNDUP(runs wanted / t2 end runs) / invention chance

I looked at this and I did find some issues with the times that I corrected. Part of this deals with the fact you can't set how many invention lines you have. So the time to invent one run will always be the same unless the invention chance was below the number of invention lines you had. If you had 10, then it would need to be below 10%.

Anywho, I fixed this and added a box for invention lines. All my spot checks on T2 and T3 seemed to look right. But there are several variables involved...I really wanted to make this simple but apparently I can't lol. But check this tomorrow and see what you find.

Nalha Saldana wrote:
Another thing that would be awesome is if you could add the option to import the prices as Percentile instead of median or average, I know its available on eve-central and should be easy enough to implement =)

I want to remake that price selection section. The options there are literally the first ones I created when I was only planning on using this for myself. Lot of space there that I can use to add percentage of the prices. Someone asked for 10% above or below before. This will be something I want to do soon.

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Elena Thiesant
The Scope
Gallente Federation
#547 - 2012-11-19 09:40:53 UTC
Zifrian wrote:
That worked perfectly...well for me to get it to error...so that's actually perfect lol. I'll see if I can get it fixed up and have the patch up tonight. Thanks!


\o/ Big smile
Zifrian
Federal Defense Union
Gallente Federation
#548 - 2012-11-20 00:49:52 UTC  |  Edited by: Zifrian
New Build - Mostly bug fixes but a few new features. I'm going on vacation tomorrow so let me know of serious errors asap. Few issues that I still have to finish, like invention items in the shopping list, but just ran out of time. I'll try to get them in with the Retribution database update patch on the 4th.

Build 2.2.4706.33710

Shopping List

  • Estimated Invention and RE Mats will now be included in the shopping list materials when copied to text output. The data interface used and T1 BPCs are also included. Users can turn on or off the output in the program settings. Note: These mats will not be included in the shopping list yet and have no effect on total prices in the shopping list but will be added to the main shopping list in a future patch.
  • ME Data won't show on shopping list output for buy items that can be built.
  • Adding items to the shopping list with different ME values (-2 and -4 Cap rechargers) will now add to the shopping list correctly.
  • The item name list will now include information such as the ME and Build Type (Raw, Components, Build/Buy) to the name to better distinguish between the types of materials added to the shopping list. Note: Adding items with that use a Meta item in invention are not included in the name update yet. While the meta item may show up in the copy output list (invention mats) it may not show in all cases. This will be corrected in a future patch.
  • Adding a second BPO of the same item (by clicking add to shopping list twice) will now update the material list correctly.
  • IPH and Profit updates on shopping list when you update prices however, these are only estimated.

Blueprint Tab

  • A Price Per Unit (PPU) check box has been added to see prices and costs for one unit of the blueprint. This is helpful for finding the price of one unit of Ammo, Bombs, or other items with batch numbers greater than the BP runs.
  • T3 Subsystem Profitability wasn't including all variables to calculate the most accurate costs. This has been corrected.
  • A "Lines" box has been added to Invention/RE window. Users can enter a line number or double click for maximum laboratory lines to use for Invention, Copying, or RE. This number will be used in calculating the Invention, Copy, and RE times more accurately.
  • Production lines will now update correctly when a new character is selected.
  • Invention, Copy and RE Times were being calculated incorrectly adding slightly more time than needed for items requiring several runs. This has been fixed.
  • If a user doesn’t own an item BP, then the calculations will not suggest they build it when build/buy is checked.
  • Whenever the item selected doesn’t have components to build, clicking on skills will now correctly display required build skills.
  • BP Production will now include Invention/Copy/RE time if checked or copy time if checked. Previously this time was only the production time of the blueprint.
  • When Modules is selected, the blueprint combo will no longer show rigs as well.
  • Calculations will now use Lines/Runs entered for doing calculations on how many components are made. Previously, the lines used was based on the selected character's skills.

Update Prices

  • Updating prices now refreshes the prices on the BP tab if a Blueprint is selected.
  • Checkboxes for Faction and Navy will now be enabled correctly depending on selections.
  • Selecting all raw mats or manufactured mats in update prices will not uncheck or check all items if there are single checks selected.
  • Outpost platform price updates was throwing an error. This has been fixed.
  • Users can now update prices for Customs office gantry. This item now shows up under structures on the BP tab and Manufacturing tab.
  • Update prices will now correctly show all structures when selected, i.e. the Customs office gantry and outpost improvement platforms.
  • Prices will no longer be queried for items that do not have a Market ID (meaning not on the market and not part of the updates). This may reported fix errors that happened sporadically during price updates.

Manufacturing Tab

  • Added check boxes to include Invention, Copy, and RE times to the calculations.
  • Toggling between different combinations of Tech 2 and Tech 3 will now enable and disable the 'Ignore in Calculations: Invention/RE' checkbox.
  • Users can now enter the word 'Not' in the Item Text Filter box to filter out items they do not want to see. For example, Selecting T2 Ammo/Charges and entering "not mining crystal" will show all ammo/charges except for mining crystals. Currently only one item can be entered but support for multiple items will be added in a future patch.
  • SVR updates will no longer query items that do not have a Market ID. This may reported fix errors that happened sporadically during price updates.

General

  • Selecting the same character or canceling out of the 'Set Default Character' window will no longer refresh the tabs.
  • Clicking 'Time to Complete' will now sort correctly in the Industry Jobs window.
  • If the shopping list is visible, clicking the main form "Items in Shopping List" label will re-focus the shopping list.

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Zifrian
Federal Defense Union
Gallente Federation
#549 - 2012-11-20 00:51:06 UTC
This is my current list of bugs I can't reproduce. If you can get them to error every time, let me know so I can try and reproduce. If there are any missing, of course let me know. If I can reproduce them, I'll fix them!

Known Issues/Hard to Reproduce Bugs

  • Error with import prices: SQLite error cannot start a transaction within a transaction. Note: Checking if the update to only query items with market id will fix this issue. Other code changes made as well.
  • Proxy Error: There was an error in the Key data. Error text=The remote server returned an error: (407) Proxy Authentication Required. Note: Added to use default server but this might be a local issue, not code
  • Random error on startup: Invoke or BeginInvoke cannot be called on a control until the window handle has been created. Tried to fix the splash screen where this comes up. Note: Code changes made to update window that may have caused this error.

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Nalha Saldana
Aliastra
Gallente Federation
#550 - 2012-11-20 12:06:39 UTC
Zifrian wrote:

  • If a user doesn't own an item BP, then the calculations will not suggest they build it when build/buy is checked.


  • This needs to an option, I do calculations then buy whatever blueprints i need and i doubt I'm the only one.

    Invention time is still not as it should, it adds double its amount to total item production time, even if i have lanes enough to make all the inventions i need (and failures) at the same time.

    Invention lines should be either moved to application settings (where you also can save your amount, blueprint tab resets it all the time which is annoying) or be added to manufacturing list.

    In the manufacturing tab the new include: copy/invention/re time should gray out when you deselect tech 2/3 etc.

    Also all the things that can gray out isnt grayed out as they should when you launch the client. This is if you for example have settings saved without Tech 3 then the Tech 3 stuff will not be grayed when you launch.

    But great work tho, keep it up =)
    Elena Thiesant
    The Scope
    Gallente Federation
    #551 - 2012-11-20 12:38:40 UTC
    Zifrian wrote:


    • A Price Per Unit (PPU) check box has been added to see prices and costs for one unit of the blueprint. This is helpful for finding the price of one unit of Ammo, Bombs, or other items with batch numbers greater than the BP runs.



    My calculator loves you for that. Thank you

    Nalha Saldana wrote:
    Zifrian wrote:

  • If a user doesn't own an item BP, then the calculations will not suggest they build it when build/buy is checked.


  • This needs to an option, I do calculations then buy whatever blueprints i need and i doubt I'm the only one.


    Agreed.

    Something that would be very nice (next version maybe), a toggle for individual items in the Buy/Build Materials list to switch individual items between the two options. It's not hard to do with a calculator and checking/unchecking the 'calculate buy/build' checkbox, but would be nice to have done by the app
    Nalha Saldana
    Aliastra
    Gallente Federation
    #552 - 2012-11-20 12:52:36 UTC
    This is just odd, why is the production time shorter for 31 then 30 units when the settings are all the same?

    http://i.imgur.com/hDwNm.jpg
    Zifrian
    Federal Defense Union
    Gallente Federation
    #553 - 2012-11-20 15:40:18 UTC
    Nalha Saldana wrote:
    This is just odd, why is the production time shorter for 31 then 30 units when the settings are all the same?

    http://i.imgur.com/hDwNm.jpg

    It's all the num bps and num lines. If you run 30 runs, you need 3 bps...if you set it to 31...then it updates it to 4 bps...but over 10 lines, that means instead of running 3 lines of 10 + 1 = 31, you do 4 lines of 8 = 32, which is the most optimal.

    It's just the complexity of all this getting in the way. Trying to anticipate and make assumptions on human behavior is always going to be problematic. I could turn off the automatic updating of the number of BPs but people said they wanted that in the past and it does look at the most optimal way of producing (assuming everyone wants less time since it means more isk). However, less confusion = better so I'll look at it but I don't think it's a simple issue.

    I'm working on the other stuff above. Fixed the issue with the incorrect times, I'll see if i can get the others done as well and update as one.

    Maximze your Industry Potential! - Download EVE Isk per Hour!

    Import CCP's SDE - EVE SDE Database Builder

    Dei
    Cosmic Core Industries
    #554 - 2012-11-20 16:37:12 UTC
    Zifrian wrote:
    • Error with import prices: SQLite error cannot start a transaction within a transaction. Note: Checking if the update to only query items with market id will fix this issue. Other code changes made as well.


    This is now fixed for me. Thanks!
    Zifrian
    Federal Defense Union
    Gallente Federation
    #555 - 2012-11-20 17:29:21 UTC
    OK new build based on the above feedback.

    Build 2.2.4707.18027

    • Added an option in settings to determine when calculations will suggest building or buying a BP when the user doesn't own the item BP when build/buy is checked.
    • BP and Total Item Production Times will now be calculated correctly when Invention, Copy and RE times are included.
    • Added a "Labs" box on the Manufacturing screen to allow users to select the number of labs they are using for Invention, Copy, and RE. This value will only affect results if the Invention, Copy, or RE times are included in the calculations. Double clicking the box will populate with the selected character's max lines per skills.
    • Settings will now save the Laboratory lines value in the manufacturing screen.
    • Settings will now save Production, Invention, and RE lines on the BP tab. The default is set to 1 so if you want to use max runs, double click the appropriate box and save settings to update.
    • Include Copy, Invention, and RE times will no correctly grey out when T2/T3 options are selected.
    • When the Manufacturing tab is loaded, all T2/T3 options will be correctly enabled/disabled depending on chosen settings.


    I hope this is the bulk of changes needed right now because I won't be able to do much for the next week. Let me know if anything serious shows up and I'll try to fix asap in the next few hours.

    Thanks!

    Maximze your Industry Potential! - Download EVE Isk per Hour!

    Import CCP's SDE - EVE SDE Database Builder

    Zifrian
    Federal Defense Union
    Gallente Federation
    #556 - 2012-11-20 17:30:08 UTC
    Dei wrote:
    Zifrian wrote:
    • Error with import prices: SQLite error cannot start a transaction within a transaction. Note: Checking if the update to only query items with market id will fix this issue. Other code changes made as well.


    This is now fixed for me. Thanks!

    Nice! Hope it stays that way. Big smile

    Maximze your Industry Potential! - Download EVE Isk per Hour!

    Import CCP's SDE - EVE SDE Database Builder

    Nalha Saldana
    Aliastra
    Gallente Federation
    #557 - 2012-11-20 22:17:38 UTC  |  Edited by: Nalha Saldana
    Zifrian wrote:

  • Added a "Labs" box on the Manufacturing screen to allow users to select the number of labs they are using for Invention, Copy, and RE. This value will only affect results if the Invention, Copy, or RE times are included in the calculations. Double clicking the box will populate with the selected character's max lines per skills.


  • The word "Labs" is confusing, are we talking number of lines or some sort of station/POS labs? You should probably choose another word to avoid confusion.

    Just call it Science and that should make it clear enough. No rush on this change tho :P

    Also a lot of people do science in POSes which means they dont have the same amount of copy and invention slots. A advanced lab for example have 2 invention and 3 copy.

    You could also remove all the repetition of "Material - Quantity" in a copied shopping list, its self explaining and just makes the list more bloated.
    Taesith
    #558 - 2012-11-20 22:44:13 UTC
    Quote:
    Calculations will now use Lines/Runs entered for doing calculations on how many components are made. Previously, the lines used was based on the selected character's skills.


    Im still not getting the right Total Item Production Time for carriers and freighters. Freighters production time still seems to be underestimated for a single production line and carrier production time in overestimated for multiple production lines.

    Eg. At ME0, PE0 everything, its giving me 24 days to produce a fenrir. But theres a total of 172 components to produce which each take 3.55 hours to produce. With one production line it should be 172*3.55 hours / (24hrs per day) for 25.4 days to just produce the components plus 11.83 days for the actual ship. The total production time is 37.23 days for a single freight but Im getting 24 days from your program.
    Nalha Saldana
    Aliastra
    Gallente Federation
    #559 - 2012-11-20 22:58:20 UTC
    Taesith wrote:
    Quote:
    Calculations will now use Lines/Runs entered for doing calculations on how many components are made. Previously, the lines used was based on the selected character's skills.


    Im still not getting the right Total Item Production Time for carriers and freighters. Freighters production time still seems to be underestimated for a single production line and carrier production time in overestimated for multiple production lines.

    Eg. At ME0, PE0 everything, its giving me 24 days to produce a fenrir. But theres a total of 172 components to produce which each take 3.55 hours to produce. With one production line it should be 172*3.55 hours / (24hrs per day) for 25.4 days to just produce the components plus 11.83 days for the actual ship. The total production time is 37.23 days for a single freight but Im getting 24 days from your program.


    It seems like the program doesn't use a restricted amount of lines for component production, what it shows is just the longest component build time + hull build time.
    Agrippa Arkaral
    Rogue Inferno.
    Pandemic Horde
    #560 - 2012-11-21 10:13:06 UTC
    Getting a crash on startup with the new patch:

    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: An error occurred creating the form. See Exception.InnerException for details. The error is: Could not find file 'C:\Users\Eduard\AppData\Roaming\EVE IPH\EVE Isk per Hour 2.2\EVEIPH v2\Settings\ManufacturingTabSettings.xml'.

    Also, please fill out the following information as appropriate:

    Operating System: Windows 7
    Screen or Tab where Error Occurred: Startup
    Steps to reproduce the Error: Start the application without the file?

    Any steps to fix this (or upload a file that does make it work)?