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EVE IPH Industry Calculator v3.3

Author
Cwittofur Cesaille
Sniggerdly
Pandemic Legion
#1 - 2016-04-29 01:08:58 UTC  |  Edited by: Cwittofur Cesaille
Hello Everyone,

I just wanted to let you all know that I have officially taken over EVE IPH in place of Zifrian; I'm creating a new thread for the new version. I'm SUPER excited to work on this and I hope you all enjoy some of the new features. There are some issues with the Citadel release, so hopefully this works well for you. I will keep this post updated with known issues, etc.

Take Care and Fly Safe o7

-Cwittofur

Current Version 3.3.5978.26046

You can download it here http://eveiph.github.io

Database updated to the Citadel Release

* Fixed issue where Blueprint Search text box would become unresponsive.
* Fixed issue where Corp Assets weren't being included in material list.
* Double-Click will now select all text in the Blueprint Box.
* Fighter Drones now show up when Drones are selected in the BP List
* Speed has been improved when loading the BP List
* Fixed occasional crashes when double-clicking on an empty item in a list.

New Features:

1) Blueprint Selection re-vamped. The text box now has fully integrated search. You can type in any part of a blueprint name and it will display a list of items matching the criteria. You can use the up/down arrow on your keyboard or double-click on an item to load it.

2) Blueprint List - This opens a new window which will display a hierarchical view of Blueprints. (It does take a couple seconds to load; that's a known issue). From here, the original functionality of searching based on Ship, Drone, Modules, etc. As well as by size is implemented. The window will remain open until closed. While the window is open you can double-click on any blueprint to load it. This provides a faster lookup than searching each time.

3) Compressed Ore Calculations - Enabled by checking the "Compressed Ore" checkbox at the bottom of the window. This will calculate Compressed Ore quantities and types based on Null Sec Ore (for now) which will provide you the minerals you need to build your desired item. That being said there are some caveats to this:

3a) If using a station, the station's refine rate will be calculated. If using a POS it will calculate based off a 52% refine rate. If using an Outpost it will calculate based off a 50% refine rate. This will be enhanced in a future version.

3b) This does take into account the users' skills as well as Beancounter implants.

3c) The location chosen for the manufacturing will be used to calculate the ore needed. Perhaps in a future release I will implement the option to refine at a different location other than where the item is being built.

3d) In order for the data to be calculated you need to click the "Refresh" button. You only need to do this once, as long as the application is running. When the application is restarted the checkbox will be unchecked.


KNOWN ISSUES

- If the Update fails; run Eve Isk per Hour as administrator.
- Blueprint List is showing incorrect items.
EvaJustesen
Forth TIl Valhalla
#2 - 2016-04-29 01:34:52 UTC
This include the BP's for the Citadels?
Cwittofur Cesaille
Sniggerdly
Pandemic Legion
#3 - 2016-04-29 01:43:27 UTC
EvaJustesen wrote:
This include the BP's for the Citadels?


Yes
Kyra Lee
Doomheim
#4 - 2016-04-29 03:37:44 UTC
Thanks for taking on this project! I was really starting to worry someone wouldn't.

Do we have to download the version you linked in the OP or will IPH update itself?
Zhilia Mann
Tide Way Out Productions
#5 - 2016-04-29 04:01:38 UTC
Kyra Lee wrote:
Thanks for taking on this project! I was really starting to worry someone wouldn't.

Do we have to download the version you linked in the OP or will IPH update itself?

It didn't auto update for me but you can force it from within IPH (tell it to check for updates on one of the menus). Works great. Thrilled to see it continuing.
Jessie McPewpew
U2EZ
#6 - 2016-04-29 07:13:44 UTC
Nice juan.
Cwittofur Cesaille
Sniggerdly
Pandemic Legion
#7 - 2016-04-29 12:52:40 UTC
Kyra Lee wrote:
Thanks for taking on this project! I was really starting to worry someone wouldn't.

Do we have to download the version you linked in the OP or will IPH update itself?


I was having some issues with the updater code late last night. It should work for you now though :)
Wraymond Arji
Caldari Provisions
Caldari State
#8 - 2016-04-29 14:19:34 UTC
Awesome. I used the old IPH for a long time and didn't know it was not updating. thank you very much for picking up the project and continuing an amazing tool.
Haffsol
#9 - 2016-04-29 14:51:21 UTC
What better way to welcome you in this new thread than some sweet sweet bug report? Lol

Let's start with the "big one". IPH sometimes crashes after switching the new Compressed Ore functionality on. I can't tell exactly when, it dosn't look like there's a real pattern. This is the report

Quote:
Source: EVE Isk per Hour
Message: Arithmetic operation resulted in an overflow.
Raw Error Text: System.OverflowException: Arithmetic operation resulted in an overflow.
at EVE_Isk_per_Hour.frmMain.CalculateCompressedOres(List`1 bpMaterialList)
at EVE_Isk_per_Hour.frmMain.UpdateBPGrids(Int64 BPID, Int32 BPTech, Boolean NewBPSelection, Int32 BPGroupID, Int32 BPCategoryID, Boolean UpdateTeamBonusLabel)
at EVE_Isk_per_Hour.frmMain.RefreshBP(Boolean IgnoreFocus)
at EVE_Isk_per_Hour.frmMain.btnRefreshBP_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Then the minor ones, mostly about UI functionalities and the bpo search.

- no more autoselect the whole field in the bpo tab. Now you should have to double/triple click in order to change your selection but.....

- double click doesn't work in the search bpo tab. You manually have to drag the curson across the entry you have selected at the moment in order to insert a new one

- no more autocomplete when only 1 item is left (always in the search bpo tab). For instance if you start typing "cur" you'll have a bunch of items in the drop down menu (correct), if you go on and make it "curs" only two are left (still correct: incursus and curse) but if you type "curse" it doesn't select it automatically

- double clicking on the buy/build window basically makes the program enter "game over" mode : it doesn't show the correct output and disables any further search in the bpo tab. Example: I wanna build 1 hound, I select the bpo, decryptors and whatever else and click enter, then it tells me that "ladar sensor cluster" are better to buy than to build so I double click them to see in detail how's the situation but.... it doesn't show anything in the material list and I cannot search anything at all in the bpo search thingy. All I can do is restart the program.

I think it's enough for today, signing off P

Cwittofur Cesaille
Sniggerdly
Pandemic Legion
#10 - 2016-04-29 15:50:55 UTC  |  Edited by: Cwittofur Cesaille
Haffsol wrote:
What better way to welcome you in this new thread than some sweet sweet bug report? Lol

Let's start with the "big one". IPH sometimes crashes after switching the new Compressed Ore functionality on. I can't tell exactly when, it dosn't look like there's a real pattern. This is the report

Quote:
Source: EVE Isk per Hour
Message: Arithmetic operation resulted in an overflow.
Raw Error Text: System.OverflowException: Arithmetic operation resulted in an overflow.
at EVE_Isk_per_Hour.frmMain.CalculateCompressedOres(List`1 bpMaterialList)
at EVE_Isk_per_Hour.frmMain.UpdateBPGrids(Int64 BPID, Int32 BPTech, Boolean NewBPSelection, Int32 BPGroupID, Int32 BPCategoryID, Boolean UpdateTeamBonusLabel)
at EVE_Isk_per_Hour.frmMain.RefreshBP(Boolean IgnoreFocus)
at EVE_Isk_per_Hour.frmMain.btnRefreshBP_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Then the minor ones, mostly about UI functionalities and the bpo search.

- no more autoselect the whole field in the bpo tab. Now you should have to double/triple click in order to change your selection but.....

- double click doesn't work in the search bpo tab. You manually have to drag the curson across the entry you have selected at the moment in order to insert a new one

- no more autocomplete when only 1 item is left (always in the search bpo tab). For instance if you start typing "cur" you'll have a bunch of items in the drop down menu (correct), if you go on and make it "curs" only two are left (still correct: incursus and curse) but if you type "curse" it doesn't select it automatically

- double clicking on the buy/build window basically makes the program enter "game over" mode : it doesn't show the correct output and disables any further search in the bpo tab. Example: I wanna build 1 hound, I select the bpo, decryptors and whatever else and click enter, then it tells me that "ladar sensor cluster" are better to buy than to build so I double click them to see in detail how's the situation but.... it doesn't show anything in the material list and I cannot search anything at all in the bpo search thingy. All I can do is restart the program.

I think it's enough for today, signing off P



Thanks for the feedback! Is there any particular blueprint that is crashing when you get the Compressed Ore error? Or is it 'random'

The search stuff should be fairly easy to 'improve'. Let me see if I can repro the last issue you mentioned :)

*I think I figured out the crash; I'm using a 32-bit integer for the maths, you can exceed that which throws the error. I'll patch it up and release it in the next day or so. Need to test it first :) I got it trying to build 999999 Moros
Haffsol
#11 - 2016-04-29 16:16:19 UTC
Cwittofur Cesaille wrote:
Thanks for the feedback! Is there any particular blueprint that is crashing when you get the Compressed Ore error? Or is it 'random'

The search stuff should be fairly easy to 'improve'. Let me see if I can repro the last issue you mentioned :)

*I think I figured out the crash; I'm using a 32-bit integer for the maths, you can exceed that which throws the error. I'll patch it up and release it in the next day or so. Need to test it first :) I got it trying to build 999999 Moros

Unfortunately I thought it was something like that (too long integer) but it isn't. Try with 1 atron and see :)

I noticed it never does it if you have Compressed ores selected first and then switch to raw, even if then you go back again to compressed. Dunno if it matters or it's still that kinda random behaviour.

Ah and since we're here, I know you mentioned it in the OP but the Ore Compression formula doesn't take into account skills so it's basically unusable, there's a 20-ish% difference in yields results with "real ores" refined at "real places".

Anyway, thanks for your prompte response Smile
Cwittofur Cesaille
Sniggerdly
Pandemic Legion
#12 - 2016-04-29 17:04:50 UTC
Haffsol wrote:
Cwittofur Cesaille wrote:
Thanks for the feedback! Is there any particular blueprint that is crashing when you get the Compressed Ore error? Or is it 'random'

The search stuff should be fairly easy to 'improve'. Let me see if I can repro the last issue you mentioned :)

*I think I figured out the crash; I'm using a 32-bit integer for the maths, you can exceed that which throws the error. I'll patch it up and release it in the next day or so. Need to test it first :) I got it trying to build 999999 Moros

Unfortunately I thought it was something like that (too long integer) but it isn't. Try with 1 atron and see :)

I noticed it never does it if you have Compressed ores selected first and then switch to raw, even if then you go back again to compressed. Dunno if it matters or it's still that kinda random behaviour.

Ah and since we're here, I know you mentioned it in the OP but the Ore Compression formula doesn't take into account skills so it's basically unusable, there's a 20-ish% difference in yields results with "real ores" refined at "real places".

Anyway, thanks for your prompte response Smile


It does take into effect skills. If you look at the patch notes you'll notice that I make certain assumptions.

Station = Station Refine % From the API
POS = 52% as it's the lowest refine % you can get from a POS
Outpost = 50% as it's the lowest you can get from an outpost

Obviously your numbers will be off slightly if you're outside of those parameters. I'm fairly certain the math is on point; I've verified it with other users as well as other spreadsheets. If you find discrepancies please, by all means, tell me. If you do, please give me your Skill Levels, What you're refining in, etc. That way I can match up and verify.
Haffsol
#13 - 2016-04-29 18:31:48 UTC  |  Edited by: Haffsol
Yeah those starting values are correct but with skills you end up having 75-78% in a pos and the 4% implant. I don't know exacly in station (should be 67-70%?) but if you try building (say) 10 Rattlesnakes in IPH now and you check the yields.... okay lemme take some screenshots:

IPH Raw Min: http://i.imgur.com/eumfgJg.jpg

IPH Blocks: http://i.imgur.com/oqfpVcS.jpg

Then from my spreadsheet where yield is in the top left corner in green

0.78 (my actual yield): http://i.imgur.com/cPRvMsp.jpg

0.56 (what looks like the calculated yield in IPH): http://i.imgur.com/Bo3Z3ev.jpg

So I assumed it doesn't take skills into account v0v

edit: and by the way you can see how inserting exactly the same blocks IPH suggests all the values of the refined minerals are far off those shown in my spreadsheet whatever the yield is. Which may imply my ss in wrong of course. It may P
Cwittofur Cesaille
Sniggerdly
Pandemic Legion
#14 - 2016-04-29 19:00:11 UTC  |  Edited by: Cwittofur Cesaille
Haffsol wrote:
Yeah those starting values are correct but with skills you end up having 75-78% in a pos and the 4% implant. I don't know exacly in station (should be 67-70%?) but if you try building (say) 10 Rattlesnakes in IPH now and you check the yields.... okay lemme take some screenshots:

IPH Raw Min: http://i.imgur.com/eumfgJg.jpg

IPH Blocks: http://i.imgur.com/oqfpVcS.jpg

Then from my spreadsheet where yield is in the top left corner in green

0.78 (my actual yield): http://i.imgur.com/cPRvMsp.jpg

0.56 (what looks like the calculated yield in IPH): http://i.imgur.com/Bo3Z3ev.jpg

So I assumed it doesn't take skills into account v0v

edit: and by the way you can see how inserting exactly the same blocks IPH suggests all the values of the refined minerals are far off those shown in my spreadsheet whatever the yield is. Which may imply my ss in wrong of course. It may P


I'm not sure how you're getting 78%. I recalculated and these are the numbers I am getting using what I am guessing are your skills (Ore Reprocessing Efficiency 4)

In a 52% refining array in a station, with Reprocessing 5, Reprocessing Efficiency 5, Ore Efficiency 4 and a 4% implant. You get exatly 73.88%

The math formula to calculate this yourself is

RefineYield = BaseRefine * (1 + ReprocessingSkillLevel * 0.03) * (1 + ReprocessingEfficiencySkillLevel * 0.02) * (1  + OreSpecLevel * 0.02) * (1 + ImplantPercent / 100)


Using the numbers provided; and the calculations performed, you would need:

82,511,992 Tritanium, 108,019,161 From Reprocessing; 25,507,169 Units Extra
20,632,293 Pyerite, 24,773,742 From Reprocessing; 4,141,450 Units Extra
5,168,687 Mexallon, 5,378,367 From Reprocessing; 209,680 Units Extra
1,290,543 Isogen, 1,291,187 From Reprocessing; 644 Units Extra
322,254 Nocxium, 322,322 From Reprocessing; 68 Units Extra
153,743 Zydrine, 153,957 From Reprcessing; 214 Units Extra
49,079 Megacyte, 49,273 From Reprocessing; 194 Units Extra

So please, provide the math for your numbers. I don't know where you're getting 78% The most you can ever get is 88% in a fully upgraded Minmatar Outpost with a 4% implant and level 5 skills. (I'm seeing 86% max; Eve Uni says 88%)

*Edit - So you're getting 78% with a 54% array, and all level 5 skills plus the 4% implant. The application takes into account skills but it does NOT take into account a 54% array, only 52% array. Again; I ask for your numbers not screenshots :)

*Edit 2 - Do you have an implant selected in the settings menu? I had the same numbers (Ore Blocks) as you when I removed the implant and changed all my skills to 4 (the ore skills)
Haffsol
#15 - 2016-04-29 19:10:17 UTC  |  Edited by: Haffsol
Yep I use a base of 54% that's why it's 78%. Anyway what I was saying with those screenshots is that IPH shows a much lower yield than 78 or even 74, more like 56. So our maths are the same but if you see how much _minerals_ you get from the blocks shown by IPH, you'll see it's just about 56%. If you try in "real life" you'll end up with a lot more in the bag, which of course you paied for.
Cwittofur Cesaille
Sniggerdly
Pandemic Legion
#16 - 2016-04-29 19:14:12 UTC
Haffsol wrote:
Yep I use a base of 54% that's why it's 78%. Anyway what I was saying with those screenshots is that IPH shows a much lower yield than 78 or even 74, more like 56. So our maths are the same but if you see how much _minerals_ you get from the blocks shown by IPH, you'll see it's just about 56%. If you try in "real life" you'll end up with a lot more in the bag, which of course you paied for.


I don't see 56; please; write out the numbers. Screenshots showing results don't mean anything. I need to have real numbers to calculate off of.

I have recalculated; I'll share the spreadsheet I used and the numbers *are* accurate.
Haffsol
#17 - 2016-04-29 19:26:44 UTC  |  Edited by: Haffsol
Ok so I re-checked with shuttles (which requires trit only) and I can confirm in that case it's absolutely accurate, at about 71-72% yield so _the maths are not in discussion here_

What may be the issue is how you reiterate the calculations. Again, if you try parsing the blocks given for 10 bs (tried with many, always the same kind of result) like Rattlesnakes in the example above you can see that you end up with quite the right amount of megacyte (48365 in my ss vs 48211 in IPH, pretty much the same) but about 30 million extra trit (118M vs 91M required), and that's almost the same for all the others (except megacyte)

EDIT: these last numbers I posted are referring to 10 Pests (what I was looking at) sorry not 10 Snakes as in the post above, anyway.... guess the point is clear :p
Cwittofur Cesaille
Sniggerdly
Pandemic Legion
#18 - 2016-04-29 19:38:14 UTC  |  Edited by: Cwittofur Cesaille
Haffsol wrote:
Ok so I re-checked with shuttles (which requires trit only) and I can confirm in that case it's absolutely accurate, at about 71-72% yield so _the maths are not in discussion here_

What may be the issue is how you reiterate the calculations. Again, if you try parsing the blocks given for 10 bs (tried with many, always the same kind of result) like Rattlesnakes in the example above you can see that you end up with quite the right amount of megacyte (48365 in my ss vs 48211 in IPH, pretty much the same) but about 30 million extra trit (118M vs 91M required), and that's almost the same for all the others (except megacyte)


Yes that is a given fact. You cannot *easily* calculate down to the mineral. There have been attempts to do this and it's not a very straightforward approach. No matter where you start, there will almost always be one or two which provide excess. The extra trit is coming from the Spodumain. Let me see if I can explain *why*

Spodumain is always picked for Tritanium, because it's Lord Spod, praise be unto him.

Anyways. with 100% refine, Spodumain gives: 56,000 Tritanium and 12,050 Pyerite. And other stuff.

Since almost everything requires more Tritanium than Pyerite, the calculation for Pyerite is the base. (The math is more complex, but bear with me.)

The 2411 Spodumain number you're seeing is what is required to *satisfy* the Pyerite requirement. (20,638,931 Pyerite with 71% refine). Now, we move onto Bistot. Bistot gives valuable Zydrine, at 450 per refine (at 100%). Bistot also provides 12000 pyerite. I'm calculating the need for Zydrine, and since 316 are needed to satisfy the Zydrine requirement that's where it stops. Now Bistot also provides Pyerite, so 316 * 12000 = ~2,693,836 extra.

As you can see, the numbers WILL be skewed, but, you are guaranteed to have all the minerals you need. With extra.

While implementing this I used various resources, code bases and everything to try and get the best value. BUT I ended up writing my own algorithm because the others were lacking (i.e. they didn't provide enough minerals).

So I would challenge your comment about the 'unusability' of this feature. It is usable, it is viable. It is not perfect, and I acknowledge this. This is also my first iteration of the algorithm, there's a lot that I want to adjust. These are the best numbers you can get anywhere at this point in time (From what I've researched and tested).

I hope that makes sense. I'm open to discussion for improvements; just be prepared with numbers ;-)
Haffsol
#19 - 2016-04-29 19:56:20 UTC  |  Edited by: Haffsol
Yeah yeah it's all good bud I really appreciate the feature and everything I was just reporting in Pirate

Maybe you could try the other way around, instead that going from trit to mega, try from mega to trit. But I think once you'll implement highsec ores too and eventually the chance to sort the ones you prefer and exclude those you don't want (in a separete tab like the new BP List View you made) it will be much easier to fine-tune the output.

But I'm totally taking back the thing about unusability, I'm gonna say "for the moment I wouldn't trust it completely" ahahah

Ah, and I know my maths too Bear

Mkay, back to spinning o/
Cwittofur Cesaille
Sniggerdly
Pandemic Legion
#20 - 2016-04-29 20:00:58 UTC
Haffsol wrote:
Yeah yeah it's all good bud I really appreciate the feature and everything I was just reporting in Pirate

Maybe you could try the other way around, instead that going from trit to mega, try from mega to trit. But I think once you'll implement highsec ores too and eventually the chance to order the ones you prefer and exclude those you don't want (in a separete tab like the new BP List View you made) it will be much easier to fine-tune the output.

But I'm totally taking back the thing about unusability, I'm gonna say "for the moment I wouldn't trust it completely" ahahah

Ah, and I know my maths too Bear

Mkay, back to spinning o/


I'm glad you like it :) I did go from Mega to Trit, but those numbers were kind of weird. That was my original plan, maybe I'll give it a go this round with the new algorithm.

I wasn't questioning your math capabilities; I just wanted to see how you got to the numbers :) Thanks for the feedback though! I will probably have an update to fix a couple bugs tonight maybe tomorrow.
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