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EFT v2.35 - Citadel

Author
hydraSlav
Synergy Evolved
#1921 - 2014-02-26 21:46:57 UTC
Gripen wrote:
on 2.22.1 is out.
Changes:
- Additional attribute columns can be added to Fitting Panel now to make it easier to compare items. To do so, right click any attribute in Show Info window and check "Show on Fitting Panel". Any amount of attributes can be set to be shown but amount of additional columns is limited to seven, thus it could be possible that not every attribute will be displayed.


Oh please please please, allow the same on the actual Setups window. The Fitting Panel does not take skills/mods into account.
Gripen
#1922 - 2014-02-28 21:52:36 UTC
And what's a point? It's useful for item comparison while numbers from fitted items are better reflected in setup stats. There is no point to display individual weapon damage when you can see total dps, there is no point to display amount of shield restored by shield booster when you can see tanked dps and so forth...

I wonder what exactly people would like to display there. There were requests to add tracking column for example but tracking is such a thing which you can't interpret on alone without turret signature and optimal at least, so displaying it would be useless. It could be useful for displaying stats of various remote assisting modules or EW but I plan to display those along with other setup stats someday.
Inspiration
#1923 - 2014-03-01 15:36:55 UTC
A cost column would be nice :)

I am serious!

Marc Callan
Center for Advanced Studies
Gallente Federation
#1924 - 2014-03-02 12:50:02 UTC
Great work, now as always.

One confirmed bug, though; EFT allows you to put a Covert Cynosural Field Generator I onto an Astero. As of 2 March 2014, Tranquility doesn't let you do that; I tested with a character that has Cyno V and can fly an Astero. (Message: "You can't fit Covert Cynosural Field Generator I to Astero".)

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

hydraSlav
Synergy Evolved
#1925 - 2014-03-04 03:00:42 UTC  |  Edited by: hydraSlav
Gripen wrote:
And what's a point? It's useful for item comparison while numbers from fitted items are better reflected in setup stats. There is no point to display individual weapon damage when you can see total dps, there is no point to display amount of shield restored by shield booster when you can see tanked dps and so forth...

I wonder what exactly people would like to display there. There were requests to add tracking column for example but tracking is such a thing which you can't interpret on alone without turret signature and optimal at least, so displaying it would be useless. It could be useful for displaying stats of various remote assisting modules or EW but I plan to display those along with other setup stats someday.



Actually the tracking column is exactly the reason i asked for this. I was playing around, trying to figure out the optimal setup for a long range frigate killer. It's not a clear cut choice: "best tracking vs best optimal", it's a balance: good enough tracking yet long enough optimal. There are so many things that affect tracking.

3 Tracking computers or 3 rigs? Not enough locking range... let me try 3 tracking enhancers instead, with some sensor boosters. Spike loaded, great range but tracking reduced. What's my tracking now? Bad enough that can't hit ****. There is a half dozen hybrid charges each affecting range/tracking, gotta try them all. Overload! Is it worth having the risk of burnt-out module for increased tracking? And so on, and so on.

I've had several dozen "Show Module Info" windows opened up, but it becomes impossible to figure out which one is which after a while (yes... it's all doable with pen and paper nearby). Don't get me wrong. I love that "Show Module Info" is not dynamically updated, makes is so easy to compare a few configurations side by side, but sometimes, seeing "live" changes is very practical. Just like when i toggle gun overload, i can immediately see the affect on cap and dps.

Yes, you are right, tracking alone is not an absolute indication of anything, but when comparing apples to apples (same guns, same target), it's pretty definitive.

Not being critical. You asked why, i answered. Won't affect my choice in using EFT. I'd still continue using it even if it had half the features it has now.

Thanks for all your work. Spasibo
Marcus Gideon
Triglavian Assembly
#1926 - 2014-03-04 05:41:42 UTC
Not sure it's been mentioned yet. But the last couple versions have had the same problem. I know b/c I just updated to the most recent and it was still there.

Some EW drones don't show Projected Effects after 3x.

Doodling on how a random frig would lose speed being swarmed. Up to 3 Light web drones reduce speed, but after that the speed stays the same. Tested with Mediums, same thing. Up to 3 register. Tested with Heavies, and they started counting properly.

So it may just be Light and Medium math that's broken. =)
hydraSlav
Synergy Evolved
#1927 - 2014-03-04 14:52:38 UTC
Marcus Gideon wrote:
Not sure it's been mentioned yet. But the last couple versions have had the same problem. I know b/c I just updated to the most recent and it was still there.

Some EW drones don't show Projected Effects after 3x.

Doodling on how a random frig would lose speed being swarmed. Up to 3 Light web drones reduce speed, but after that the speed stays the same. Tested with Mediums, same thing. Up to 3 register. Tested with Heavies, and they started counting properly.

So it may just be Light and Medium math that's broken. =)


Each drone's effect is stacking penalized separately. The small webbing drones already have a small effect at -5%, or 0.95 modifier. With stacking penalties:

1 - (1.00 x 0.05) = 0.95
1 - (0.87 x 0.05) = 0.9565
1 - (0.57 x 0.05) = 0.9715
1 - (0.28 x 0.05) = 0.986

So, with 3 drones:
0.95 x 0.9565 x 0.9715 =~ 0.88278 modifier (or 11.72% reduction in speed)
With 4 drones:
0.95 x 0.9565 x 0.9715 x 0.986 =~ 0.87042 modifier (or 12.96% reduction in speed)

If we take a random slow (assault) frig at 300m/s, the difference between 3 or 4 drones is:
264ms/s vs 261m/s

You are not providing enough details of your test. What frigate is your target? Max skills? Is the frigate already webbed by a stasis modifier (which will further reduce the effectiveness of webbing drones)? Are there other ships doing the webbing?

The stacking penalty is on the target ship, not the "attacking" modules/drones. So it is very possible that a slow frigate, that is already webbed, will see no noticeable difference in speed between 3 and 4 drones, because of stacking penalty. Since the speed value is rounded, minute changes will not be noticed.

I just tested in EFT 2.22.1 and the small webbing drones work just fine, when you account for stacking penalty




Roddex
The Scope
Gallente Federation
#1928 - 2014-03-07 06:17:35 UTC
Rick Kuhnert wrote:
Dairy Product wrote:
Tiny but frustrating bug I've found.

When double-clicking modules in the left panel to fit to a ship, if you're not at the top of the list it will scroll back up upon fitting.



same


+1 for this (Win7 for me). Minor but very annoying when making new fits, especially when adding guns.
Sergey Gambius
SergeCorp
#1929 - 2014-03-07 06:25:05 UTC  |  Edited by: Sergey Gambius
Hi!

Sorry for my English...

I'm have Ferox, and I view differences in DPS in-game and EFT.

Fit:
7 x 250 mm Prototype Gauss Gun's
7 x Caldary Navy Lead M Charges
2 x Magnetic Field Stabilizer I

EFT = 218 DPS
Ingame = 251 DPS

Skills are regular update's in Character Editor.

With others charges (t1 Lead M, etc.) the same situation.

?
Raze R
School of Applied Knowledge
Caldari State
#1930 - 2014-03-09 17:28:39 UTC
Gripen wrote:

Quoting for visibility, sorry

Pretty sure this has been mentioned elsewhere, but, not a small thread so apologies for my laziness..

My character can fly a vulture (not that I would, but not the point :P), Eve lets me fly a vulture without having the warfare modules trained, due to having command ships trained a long time back.

EFT gives me the red box when I try to set one up though. Surely if Eve lets me fly one, EFT should be aware that Command Ships Level 1 is the top requirement, if I already have that (ignoring sub-pre-requisites) then I can indeed get in one and set it up.

Where you meet old characters that have circumvented today's requirements, by training the higher level skills before the changes, could / should EFT take this into consideration when interrogating the skills?.

Just a thought Big smile
MutnantRebel
Caldari Provisions
Caldari State
#1931 - 2014-03-11 11:26:34 UTC
Just coming back into game, so I'm glad this is still around! However, some of the newer ships (and even some not so new) are coming up as unknown? Naga and company, Drake Navy Issue and company....

Trailer Trash and proud of it!

Pretend
Ephemeral Effort
#1932 - 2014-03-11 19:58:11 UTC
Dior Rellik wrote:
tip:

Put the damn download on a decent fricking server for god sake. What is it with non English using these popup/adware/spyware/virus infested crappy file servers.

Jeez



I must second this. It feels unlike CCP to allow such a terrible download experience. I mean , there were pron(intentionally misspelled) ads on the main download page for crying out load. Does this mean, for the meantime at least, those of us with kids have to be careful about CCP sanctioned links when those kids might be around?

Sorry, all that comes from a place where my own son was sitting next to me watching TV and glancing over at me, as he does from time to time. Just disappointed is all.
Estella Osoka
Cranky Bitches Who PMS
#1933 - 2014-03-12 15:51:46 UTC
Sergey Gambius wrote:
Hi!

Sorry for my English...

I'm have Ferox, and I view differences in DPS in-game and EFT.

Fit:
7 x 250 mm Prototype Gauss Gun's
7 x Caldary Navy Lead M Charges
2 x Magnetic Field Stabilizer I

EFT = 218 DPS
Ingame = 251 DPS

Skills are regular update's in Character Editor.

With others charges (t1 Lead M, etc.) the same situation.

?


Are you hovering over the dps in EFT to see the "with reloads" and "without reloads"? The game show DPS without reloads.
Estella Osoka
Cranky Bitches Who PMS
#1934 - 2014-03-12 15:53:00 UTC
Pretend wrote:
Dior Rellik wrote:
tip:

Put the damn download on a decent fricking server for god sake. What is it with non English using these popup/adware/spyware/virus infested crappy file servers.

Jeez



I must second this. It feels unlike CCP to allow such a terrible download experience. I mean , there were pron(intentionally misspelled) ads on the main download page for crying out load. Does this mean, for the meantime at least, those of us with kids have to be careful about CCP sanctioned links when those kids might be around?

Sorry, all that comes from a place where my own son was sitting next to me watching TV and glancing over at me, as he does from time to time. Just disappointed is all.


Teach your kid not to be nosy and look over peoples' shoulders.
Sergey Gambius
SergeCorp
#1935 - 2014-03-12 16:56:17 UTC
Estella Osoka wrote:

Are you hovering over the dps in EFT to see the "with reloads" and "without reloads"? The game show DPS without reloads.


I just checked: EFT setting is "with reloads". I set this parameter to unchecked. Now, DPS in EFT show as 225. Ingame remains 251.

WTF?
Gripen
#1936 - 2014-03-12 19:03:06 UTC
Version for Rubicon 1.3 is available.
Sergey Gambius wrote:
I'm have Ferox, and I view differences in DPS in-game and EFT. ...

It could be hardwiring implants you might have in game. They can not be imported through skill import and you must plug them in EFT manually.

Raze R wrote:
My character can fly a vulture (not that I would, but not the point :P), Eve lets me fly a vulture without having the warfare modules trained, due to having command ships trained a long time back.

EFT gives me the red box when I try to set one up though. Surely if Eve lets me fly one, EFT should be aware that Command Ships Level 1 is the top requirement, if I already have that (ignoring sub-pre-requisites) then I can indeed get in one and set it up.

EFT just like EVE does not check "nested" skill requirements so if you getting a red box there should be some other reason for that. You can hover your mouse above it to see which skills are missing.

MutnantRebel wrote:
Just coming back into game, so I'm glad this is still around! However, some of the newer ships (and even some not so new) are coming up as unknown? Naga and company, Drake Navy Issue and company....

I guess you are talking about problem when importing fits? If so, get a latest EFT version as this issue was fixed recently.
uberuberalles
Transport Tycoon
#1937 - 2014-03-12 19:27:01 UTC
Post ->
md5 sum is: e3692a5b8fa18cd8f4693f8bdc3d1d9b

http://dl.eve-files.com/media/corp/Gripen/EFT2.22.2.zip ->
MD5 Checksum: aeed04206804d583d44a4e0c2520abd5
Sergey Gambius
SergeCorp
#1938 - 2014-03-12 19:37:15 UTC
Gripen wrote:
It could be hardwiring implants you might have in game. They can not be imported through skill import and you must plug them in EFT manually.


No, no, no. I'm still a novice, do not use implants :-)
Roddex
The Scope
Gallente Federation
#1939 - 2014-03-12 21:05:06 UTC
Dairy Product wrote:
Tiny but frustrating bug I've found.

When double-clicking modules in the left panel to fit to a ship, if you're not at the top of the list it will scroll back up upon fitting.

Seems to be fixed in latest patch. Thanks.
Nadeko Hakomairos
Snow Moon City
Fraternity.
#1940 - 2014-03-12 21:56:58 UTC  |  Edited by: Nadeko Hakomairos
Ouch, new EFT for Rubicon 1.3 in 1 day!
Thanks for your hard work!

EDIT:
Maybe using MediaFire as an alternative is better? At least you don't need to wait 60sec for "creating download link" and don't have a speed limit.
Of course, just suggestion.