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Hints and Tips V.3

First post
Author
TheSmokingHertog
Julia's Interstellar Trade Emperium
#1 - 2013-04-29 01:41:23 UTC
Hello all,

While wanting to add a post to version 2 of the Hints and Tips topic. I discovered it was locked.
So, welcome to version 3!

A 'short' list from V.2

  • Used mining crystals can be refined
  • The onscreen location of your locked up targets can indeed be moved. You'll want to find a small, white indicator that can be dragged wherever the heck you want it to be. Your targets are anchored to it.
  • Double click in space to manually fly there
  • If a target's angular velocity is greater than your equipped turret's tracking speed then surely you're going to miss.
  • Unlock targets my Ctrl+Shift clicking on them.
  • "snapped" windows can be moved together by holding down shift
  • there are shortcuts for almost all windows and combat commands
  • when sending mail to your corp or alliance, you can write "corp" or "alliance" in the TO field and it will be converted to the name of the corp/alliance
  • you can display the session change timer
  • there are filters in the settings tab in the market window. There you can filter out orders, but also filter the list on the left hand side so it won't show you stuff you cannot use on your current ship or don't have the skills for
  • you can group a few thing together in the necom (right click empty space in the neocom and go to "configure")
  • the search field in the asset window has some clever advanced search functionality
  • you can zoom better in on things by holding down the right mouse button, move the mouse a little bit up or down, and then hold down the left mouse button (holding both down) and move the mouse up.
  • you can drag stuff from your hangar to the ship/item button in the neocom and it will be moved to the hangar
  • You can list the meta level of each item in your hangar by displaying them in list or detail view then right clicking the header and selecting, "show meta level"
  • If you click on the first name in local, then shift click on the last name in local all the names in local will become highlighted.
  • Then when someone enters local you can instantly tell who it was as they are not highlighted.
  • Set wrecks to reverse type loot system so you don't jam your cargohold full of cap booster 800s when racing against someone else to loot the can.
  • To deliver multiple industry jobs that are ready and in your skill-based control range, select all the ready ones and hit "Deliver".
  • You can burn out your capacitor by initiating and cancelling warp multiple times to give you greater control over bookmark placement in space.
  • There is a tab in your map to show corp members in space. You don't need roles to see it.
  • If the first order is 1 000 000 i click on modify order, type 1 000 000 then mouse wheel scroll down a bit. Just 0.01
  • In "Orders Overview" you can use the first letter of the index to search in that collumn

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

TheSmokingHertog
Julia's Interstellar Trade Emperium
#2 - 2013-04-29 01:42:38 UTC  |  Edited by: TheSmokingHertog
- reserved -

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Rachel Starchaser
Perkone
Caldari State
#3 - 2013-04-29 02:58:04 UTC
Thanks for the help.
TheSmokingHertog
Julia's Interstellar Trade Emperium
#4 - 2013-07-11 20:11:33 UTC
Bump

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

CCP Explorer
C C P
C C P Alliance
#5 - 2013-07-11 20:44:57 UTC
Really liked v1 and v2, hoping to find interesting things here in v3 Smile

Erlendur S. Thorsteinsson | Senior Development Director | EVE Online // CCP Games | @CCP_Explorer

TheSmokingHertog
Julia's Interstellar Trade Emperium
#6 - 2013-07-11 21:42:27 UTC
You can select the first letter of the primary collum in your market orders tab;

Example; Sort on Region, want to see your Metro orders? click M.

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

TheSmokingHertog
Julia's Interstellar Trade Emperium
#7 - 2013-07-11 21:43:09 UTC
You can click the DEV tag on forums to forward to the NEXT DEV post in that thread.

Same with CSM tags.

However, they do not crossclick.

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Xercodo
Cruor Angelicus
#8 - 2013-07-11 22:17:59 UTC  |  Edited by: Xercodo
-One I learned from the last version was that /open_overview_settings works in any chat to play with overview settings while docked

-I always would right click the sell order I wanted to buy from and pick the Buy option from there but you can also double click the order to pop that window open

-Tracking camera when checked on the dscanner will only turn on tracking camera when you have the scanner open and will always center it to ensure perfect accuracy when scanning celestial. Normal tracking camera will stay off when you close the scanner and activating it outside the scanner will retain the focus offset you use.

-Dragging and dropping a ship from the inventory into any area of the background of a station will activate it, even in CQ mode

-Any key can be used for a hotkey because they can be used any time a text box doesnt have focus. I use the accent mark (shift is tilde ~, the key next to the number 1) for my drones to engage so that I can keep my hand up in the area around my F1-4 keys.

-Individual ship cargo, station items, and station ship hangers all still have shortcuts/the ability to have short cuts set. I removed w/e was set to Alt+I (I think it was the industry window) and set it to my inventory. Then I take the old Alt+C command my inventory used ot have and assigned it to my ships' cargo. I now only open my full inventory with full tree if I want to get to things like corp hangers in station or if I wanna see all the things in my POS without having to find them in space among all the brackets.

-There is a menu on the top left of the inventory to change how it works when opening new windows.

-You can set up an inventory filter to not show ammo and scripts so that you can filter out any ammo on your mission boat and do a quick loot drop and not accidentally leave ammo or scripts in station. Then you only have to manually sort out just the ammo in the same category as your own.

-You can drag and drop cargo and drones into the little icons on the bottom left of the fitting window to put them on the ship without opening the ship's inventory.

-Dragging and dropping a character into the user list of a channel will invite them to it.

-You can drag and drop characters into private contract and email fields.

-You can link alliances, factions, constellations, and regions by searching for them in people and places. Constellation and region can also be linked dragging and dropping them from the info panel in the top left.

-Info panels can have their order changed by dragging their representative icons left and right at the top

-The same way that targets can be moved as mentioned in the OP you can also set them to be vertical by right clicking the cross hair used to move them.

-Carry 16 probes with you when you're core scanning, as soon as you launch the first 8 the launcher will auto reload like a gun and have the next 8 ready

-The radial menu can be used on your own ship to set new defaults for warp distance, orbit, and keep at range. It can also be used to bookmark your current location without having to use people and places

-The module icons can be moved anywhere regardless of their slot size to make using them easier. If you fly a covert cloaky ship putting your MWD on the F1 slot and the cloak on the F2 slot makes fro a very easy and quick burn away from a camp. targeted ewar like webs and points can be put in this row too.

-Selling a bunch of BPCs? Make one contact, then click the menu in the bottom and copy the contract. Bam, you're now selling a dozen of identical BPCs for the same price.

-Fittings can be dragged into your market quick bar to make a shopping list

-Grouping a chat to be tabbed up with a system channel that cant be removed like local, corp, or alliances prevents you from accidentally closing it.

-Alt Shift X will toggle special brackets, allowing you to see moons and LCOs without changing your overview into a clusterfuck

-Use the tactical overlay together with a mining overview to find which asteroids are closer together, all of the pyro might be 20km from you, but most of it is to the left... :P

-Ungroup battleship guns when fighting frigates in PVE, you can probably one shot several simultaneously at a distance

-Almost any table can be copy and pasted from EVE into excel (or third party equivalent). You can do this with inventory in list/details mode, market orders, blueprint BoMs, and dscan.

-You can drag and drop things into the compare tool to compare items that arent exact variations of each other, like maybe a deadspace passive hardener with a T2 active hardener

-Keep seeing abandoned rookie ships at gates and stations? If you're feeling bold you can board them, wait out the 10 second session change and them jump back to your own ship. The rookie ship will now be labeled as being in your corporation and you can now pop it and clean up space without having concord wasting you

-In PI the command center doesnt actually have to be connected to anything, you can hide it near the poles of the planet if you want

-The tracking camera is very useful in PVP for always making sure you can see what your opponent is up to, was well as instantly giving you the direction they warped off to should they happen to escape.

-The market settings and filters mentioned in the OP can be used to avoid all lowsec and null sec orders as well as can be used to only find orders in the same system when you're building a new ship at a trade hub.

-You can customize your CQ videos that are played on the large middle screen, the sound works too. There is a dev blog on how to do this (Google is your friend)

- There is a camera offset option that can be used to offset the camera when using two screen so that your ship isnt cut off in the middle by them.

The Drake is a Lie

James Amril-Kesh
Viziam
Amarr Empire
#9 - 2013-07-11 22:45:23 UTC  |  Edited by: James Amril-Kesh
TheSmokingHertog wrote:


  • If a target's angular velocity is greater than your equipped turret's tracking speed then surely you're going to miss.
That's not really how it works.

E.g. a Heavy Neutron Blaster II has a signature resolution of 125 m and a base tracking speed of 0.12 rad/sec
Let's say an Armageddon (base signature radius of 450 m) is orbiting around you at an angular velocity of 0.24 rad/sec, within your optimal range.

Your chance to hit is thus 0.5^((0.24/0.12 * 125/450)^2) = ~0.81

So your shots essentially have an 81% chance to hit, and your average DPS over a long-term period of firing under these exact conditions will be about 76% of the DPS shown in your fitting screen.

The reason it's 76% is because when calculating whether a turret shot hits or misses the server generates a random number X, which is compared to the chancetohit. If X < chancetohit, the shot hits and the damage is X + 0.5 times the volley damage that EFT and your gun tooltip displays (so if your damage is 1500 in this scenario, and X = .70, then your shot will hit for 1800 damage).

With this, your average damage (not counting shots missed) would be about 90%.

Seeing as you hit only about 81% of the time, that reduces your average damage to about 73% of total.

Finally, if X <= 0.01, the shot is a wrecking shot which does 300% damage, bringing your total average damage up by 3%, so your average DPS is 76% of that shown in the fitting screen.


So even though you have a ship orbiting you at twice your gun's tracking speed, you hit most of the time and end up doing about 3/4 of your paper DPS, pretty much owing to the fact that the other ship's signature radius is several times larger (three times, to be exact) than your gun's signature resolution.

Enjoying the rain today? ;)

TheSmokingHertog
Julia's Interstellar Trade Emperium
#10 - 2013-07-11 22:46:29 UTC
James Amril-Kesh wrote:
TheSmokingHertog wrote:


  • If a target's angular velocity is greater than your equipped turret's tracking speed then surely you're going to miss.
That's not really how it works.


It was a copy paste out of the old thread, not my statement ;)

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

James Amril-Kesh
Viziam
Amarr Empire
#11 - 2013-07-11 23:10:09 UTC  |  Edited by: James Amril-Kesh
TheSmokingHertog wrote:
James Amril-Kesh wrote:
TheSmokingHertog wrote:


  • If a target's angular velocity is greater than your equipped turret's tracking speed then surely you're going to miss.
That's not really how it works.


It was a copy paste out of the old thread, not my statement ;)

Fair enough, but it's still incorrect.

Saying the reverse would also be incorrect. Many players assume that if your gun's tracking speed is greater than the target's angular velocity, and you're within optimal range, that volleys should always hit. Because of the same signature radius vs. signature resolution effect, that's not the case.

Enjoying the rain today? ;)

cyndrogen
The Greatest Corp in the Universe
#12 - 2013-07-11 23:14:12 UTC
Best new feature IMHO is having the ability to SCROLL you orbiting range (o to 30km) by dragging your mouse over the orbit icon on the new interactive circular menu.

Every day in every way I improve my skills and get better.

CowRocket Void
Of Tears and ISK
ISK.Net
#13 - 2013-07-12 00:50:22 UTC
TheSmokingHertog wrote:

  • If you click on the first name in local, then shift click on the last name in local all the names in local will become highlighted.
  • Then when someone enters local you can instantly tell who it was as they are not highlighted.



Click any name in chat(local), then "Ctrl A" highlights them all.

then you can drag list and mail spam them too Evil

bleeding shadow darkness > did i just saw a red procurer? :P

James Amril-Kesh
Viziam
Amarr Empire
#14 - 2013-07-12 16:49:10 UTC  |  Edited by: James Amril-Kesh
James Amril-Kesh wrote:
TheSmokingHertog wrote:
James Amril-Kesh wrote:
TheSmokingHertog wrote:


  • If a target's angular velocity is greater than your equipped turret's tracking speed then surely you're going to miss.
That's not really how it works.


It was a copy paste out of the old thread, not my statement ;)

Fair enough, but it's still incorrect.

Saying the reverse would also be incorrect. Many players assume that if your gun's tracking speed is greater than the target's angular velocity, and you're within optimal range, that volleys should always hit. Because of the same signature radius vs. signature resolution effect, that's not the case.

Also with missiles:

If the target's velocity is less than the explosion velocity and their signature radius is larger than the explosion radius then missiles will always hit for full damage. However many people assume that if either one of these is not true then missiles will have reduced damage. Again, they can compensate for each other much like in the turret damage. If the explosion velocity is sufficiently higher than the target's velocity then a missile can still hit for full damage even if the target's signature radius is smaller than the explosion radius, and if the explosion radius is sufficiently smaller than the target's signature radius then the missile can still hit for full damage even if the ship is traveling faster than the explosion velocity.

Enjoying the rain today? ;)

Frostys Virpio
KarmaFleet
Goonswarm Federation
#15 - 2013-07-12 17:23:51 UTC
James Amril-Kesh wrote:
James Amril-Kesh wrote:
TheSmokingHertog wrote:
James Amril-Kesh wrote:
TheSmokingHertog wrote:


  • If a target's angular velocity is greater than your equipped turret's tracking speed then surely you're going to miss.
That's not really how it works.


It was a copy paste out of the old thread, not my statement ;)

Fair enough, but it's still incorrect.

Saying the reverse would also be incorrect. Many players assume that if your gun's tracking speed is greater than the target's angular velocity, and you're within optimal range, that volleys should always hit. Because of the same signature radius vs. signature resolution effect, that's not the case.

Also with missiles:

If the target's velocity is less than the explosion velocity and their signature radius is larger than the explosion radius then missiles will always hit for full damage. However many people assume that if either one of these is not true then missiles will have reduced damage. Again, they can compensate for each other much like in the turret damage. If the explosion velocity is sufficiently higher than the target's velocity then a missile can still hit for full damage even if the target's signature radius is smaller than the explosion radius, and if the explosion radius is sufficiently smaller than the target's signature radius then the missile can still hit for full damage even if the ship is traveling faster than the explosion velocity.


Just to be sure I understand the final results of this, it emans that given a large enough sig radius (shield extenders, MWD, bllom from painters), anything with a large enough paper alpha could blap a frig?
David Laurentson
Laurentson INC
#16 - 2013-07-12 18:16:04 UTC
Hold "T" and click on something to show-info it quickly.

This is really handy when scouting in wormhole space, when you might only have a second to catch the name of the guy jumping in.
Sabriz Adoudel
Move along there is nothing here
#17 - 2013-07-15 09:55:36 UTC  |  Edited by: Sabriz Adoudel
Correction on turrets and angular velocity:

If your target's angular velocity exceeds 50% of your tracking, you will miss a noticeable amount. (Hit chance ~80% at 50%)
If it exceeds 100% of your tracking, you will miss the majority of the time. (Hit chance 50% at 100%)
If it exceeds 150% of your tracking, you will miss a large majority of the time. (Not sure on probability, think it's around 20%)
If it exceeds 200% of your tracking, you will almost never hit (Hit chance 6.25% at 200%)
If it exceeds 250% of your tracking, there is no point firing.

This is exactly the same mechanic as optimal range and falloff, except that all turrets have 'optimal' of zero, and 'falloff' equal to their tracking.


The formula:

Chance to not incur a miss due to angular velocity: 2^(-(AV/T)^2)
Chance to not incur a miss due to range: 2^(-((Actual Range-Optimal)/Falloff)^2)


Example:
Angular velocity = 0.06 rad/sec
Tracking = 0.05 rad/sec
Actual range = 24km
Optimal range = 20km
Falloff = 40km

Chance to not miss due to range: 2^(-((24-20)/40)^2) = 2^(-((4/40)^2)) = 2^(-(0.01)) = 99.309%
Chance to not miss due to angular: 2^(-(0.06/0.05)^2) = 2^(-1.44) = 36.857%

Overall hit chance: 36.602%


Is it worth firing in this situation? That's a strategic question there's no blanket answer for.

I support the New Order and CODE. alliance. www.minerbumping.com

Mark Androcius
#18 - 2013-07-15 10:08:18 UTC
Never ending corp bookmarks
Normally a corp is limited to 250 bookmarks, but there is a way to make indefinite numbers of corp bookmarks, here's what you do.

Make a PERSONAL bookmark.
Drag the bookmark into your cargo hold.
Drag the bookmark from your cargo hold into corp bookmarks, using the people and places window.
Done, now you can make a million if you wanted.
Chribba
Otherworld Enterprises
Otherworld Empire
#19 - 2013-07-15 10:11:21 UTC
Anyone mentioned you can search for names in just about all lists simply by typing the name, eg local pilot list, station guest list.

Copy the result from d-scan by pressing Ctrl+A and Ctrl+C

★★★ Secure 3rd party service ★★★

Visit my in-game channel 'Holy Veldspar'

Twitter @ChribbaVeldspar

James Amril-Kesh
Viziam
Amarr Empire
#20 - 2013-07-15 19:57:52 UTC  |  Edited by: James Amril-Kesh
Sabriz Adoudel wrote:
Correction on turrets and angular velocity:

If your target's angular velocity exceeds 50% of your tracking, you will miss a noticeable amount. (Hit chance ~80% at 50%)
If it exceeds 100% of your tracking, you will miss the majority of the time. (Hit chance 50% at 100%)
If it exceeds 150% of your tracking, you will miss a large majority of the time. (Not sure on probability, think it's around 20%)
If it exceeds 200% of your tracking, you will almost never hit (Hit chance 6.25% at 200%)
If it exceeds 250% of your tracking, there is no point firing.

This is exactly the same mechanic as optimal range and falloff, except that all turrets have 'optimal' of zero, and 'falloff' equal to their tracking.


The formula:

Chance to not incur a miss due to angular velocity: 2^(-(AV/T)^2)
Chance to not incur a miss due to range: 2^(-((Actual Range-Optimal)/Falloff)^2)


Example:
Angular velocity = 0.06 rad/sec
Tracking = 0.05 rad/sec
Actual range = 24km
Optimal range = 20km
Falloff = 40km

Chance to not miss due to range: 2^(-((24-20)/40)^2) = 2^(-((4/40)^2)) = 2^(-(0.01)) = 99.309%
Chance to not miss due to angular: 2^(-(0.06/0.05)^2) = 2^(-1.44) = 36.857%

Overall hit chance: 36.602%


Is it worth firing in this situation? That's a strategic question there's no blanket answer for.

No, this is wrong. You've ignored the effect of signature radius.

I just gave you an example earlier in the thread where target's angular velocity is 200% of the gun's tracking speed and yet 81% of shots fired hit the target. Not 6.25%.

Enjoying the rain today? ;)

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