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Hints and Tips V.3

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TheSmokingHertog
Julia's Interstellar Trade Emperium
#21 - 2013-09-11 04:01:53 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 =-

TheSmokingHertog
Julia's Interstellar Trade Emperium
#22 - 2013-09-23 21:24:50 UTC
"CTRL click" a selected item in an Inventory field to unselect it.

"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 =-

Ivan Krividus
Imperium Technologies
Dracarys.
#23 - 2013-09-24 02:13:31 UTC
This is very interesting. I would love to see a "open cargo" hotkey, because right-clicking numerous cargo cans is highly annoying and clunky.
Diomedes Calypso
Aetolian Armada
#24 - 2013-09-24 16:55:18 UTC  |  Edited by: Diomedes Calypso
Some invaluable stuff there. I'll try to add a few (also for ease of player reference you might sort them a bit more by market, combat UI, inventory management .. or at least roughly so)

Information Windows
- be sure to click on extra tabs in almost all primary pop up windows as there is lot of information on secondary tabs , and in turn many of those tabs include buttons at the bottom that allow access to yet more information

- there is a "compare items" button at the bottom of the last of 5 tabs ("variations" tab )of the "show info" window, so that you can actually see the different attributes of the variations listed without clicking on each one, and in turn switching tabs to the "attributes" and "fitting" tabs of each meta version and trying to remember them

- the compare items button at the bottom of that last tab in the pop up info windows allows you to choose information to display in the created table such as metal level, cpu and power grid usage, and utility factors of chosen items like speed boost for a microwarp drive variation, damage and rang variations for weapons . It shows little useful information if you do not select attributes to compare.

- Items of different item-groups can be "compared" if you do not close the "show info" window before you select a different item to "show info" on. Accessing the variations and attributes of the last item type you compared will remain in the "compare item" table this way. That will allow you to to compare damage and cpu use of a medium laser turret to a medium hybrid turret or the power and cpu use of a micro-warp drive to a after burner (or an afterburner to a turret - which isn't what you usually want, and can avoid if you closed your after turret r "show info window" before clicking on "show info" for the after burner.

- almost all tables can be sorted from High to low by clicking on the column name in the header (with the market you can sort by number of jumps, the price high to low or low to high, station name and even duration. It only takes seconds to toggle between numbers of jumps and high to low price . This sorting can be the cause of very costly mistakes on what you think are trivial purchases when you inadvertently have prices sorted high to low and sneaky players have listed dozens of the item with an extra three 000s filling up a screen with cargoholds selling for 550 million to 850 million MILLION not 100s of thousand

- almost all windows such as the "show info" and the market details windows have little forward and back buttons at the top right that allow you to see the information of the previous item you pulled up. If you were shopping for a turret in a far flung region, and then looked at the ammo market details, you could see the station that had ammo available then use the back table to verify that the same station had turrets for sale so that you could buy both items as the same station and avoid docking and undocking. Using forward and back keeps you from searching for the last item on the market navigation sub window to the left.

- the market details window showing products for sale has a market history tab - do not trust the high and low sales or average sale price to always reflect the actual highest and lowest prices, as a undisclosed algorithm throws out outlying high and low sale prices in what still feels like an erratic way after years of trading.

Risk management in trading

- the market details pane showing items available for sale has the price history tab, which in turn can be toggled between chart and table form with a bottom button and give you a longer history of transactions using the pull down on the form window to select nuber of months options. Be sure table is sorted with most recent days on top. Consulting this information can give you some clue if you're buying in a manipulated market and should jump to another region to get a fair price.

- you can make commas appear in the purchase and sell place order pop-up window by making that window "lose focus" by either tabbing to another window or clicking on another or on the hangar.

- You can send isk to any character, including your own alt characters when they are off-line, by right clicking on their name and finding the "give isk" tab on the tiered menu that pops up.

- An alt on a 2nd and 3rd slot on your account needs no training at all to hold isk for your main characters that you sent them while logged into another character You can also contract items to them but you will not be able to create a contract to an alt if that account is in a trial period.

- Your alt can create a one person corporation with only minutes of training "corporations management" . This allows the alt to futher stash isk in corrporate wallets to limit their losses with miss clicks while purchasing items for your main or traidng.

Inventory windows

- you can open mutiple inventory windows at once such more than one ships storage bays, station item hangar, corporate hangar divisions, ship hangar, drone hangar for specific ships by dragging the hangar name on the index off to the side. (as in other tip in list you can move items without opening two windows by dragging to the name of the other hangar or ship.)

Standings

- right clicking on a faction, corporation, or agent name in your player standing's pane (accessed through navigation bar in your character sheet) allows you to select "show transactions" from the pop up window right clicking gives you. You can see the rep gains from each of your last missions completed. (it only keeps them for so long .. 6 months? .. so they could be empty with no recent activity)

.

Diomedes Calypso
Aetolian Armada
#25 - 2013-09-24 17:14:44 UTC  |  Edited by: Diomedes Calypso
- you can add game time to your account by right clicking on a plex in your assets table from any region in the game, no matter how many jumps away that plex is. You can add game time to your account right clicking on the plex in your assetts window even if you are forbid from docking there. (together that means you can buy a plex for sale below market at an "enemy" owned station and use it for game time purposes)

.

Diomedes Calypso
Aetolian Armada
#26 - 2013-09-25 19:48:36 UTC  |  Edited by: Diomedes Calypso
- overview settings can be changed in 100s of ways beyond a full explanation in the this thread - but know that there are thousands of such tips that effect important UI information available. EVEN a lowly transportation alt can see trouble coming or better escape a % of ganks with changes to overview settings as not all the choices you make are related to PVP or PVE and the default client options only have a percentage of important options worked in

-- you can import and export overview settings files (option at bottom of drop down menu you get from right clicking on the tiny parrel bar logo you can use to find setting choices in so many types of game windows). You can get overview files from other experienced players/corporations that you've downloaded from external sites (find a reputable one of course consulting overview threads and new plilot learning corp sites

- importing other peoples overview -filter- settings does not erase your existing custom created -filters- settings (consult detailed threads for details) . You can add options with the import without fearing you'll be forced into the unknown until you delete your previous filter options that will be in the list among those you imported.

- Overview Settings/Appearance (tab two): Overview settings choices are not limited to filters of "type" of item shown. The color coding system based upon what color and what flash status you will see in overview rely on dragging and dropping in the ordered list . You don't want a corp mate to appear orange to you by dragging the criminal or pirate status above the item that you've used to set fleetmates to purple, corpmates to blue etc ...see third party site for details

- Pilots shown in the local list will have color squares in their name box with changes you make to the appearancs tab. The local list can thus quickly show you that there are flagged criminals in the system you jumped into before you warp in on them and see them begin to target you in overview.

.

Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#27 - 2013-09-25 20:09:31 UTC
CCP Explorer wrote:
Really liked v1 and v2, hoping to find interesting things here in v3 Smile

You know the game is super complex when even the devs look forward to a Hints and Tips thread...
Georgina Parmala
Science and Trade Institute
Caldari State
#28 - 2013-09-25 21:12:37 UTC
James Amril-Kesh wrote:

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.

That's not quite right. There is a minimum velocity threshold before it enters the equation. If the ship is moving below that threshold or is stationary like a structure, only the explosion radius and signature radius matter.

TL;DR
You can bloom the signature radius to better hit a fast object.
Webbing down a small object already below explosion velocity will not increase the damage it takes from a missile with a big explosion.

Science and Trade Institute [STI] is an NPC entity and as such my views do not represent those of the entity or any of its members

https://forums.eveonline.com/default.aspx?g=posts&t=276984&p=38

TheSmokingHertog
Julia's Interstellar Trade Emperium
#29 - 2013-09-25 21:32:52 UTC
Nyancat Audeles wrote:
CCP Explorer wrote:
Really liked v1 and v2, hoping to find interesting things here in v3 Smile

You know the game is super complex when even the devs look forward to a Hints and Tips thread...


A nice example, outside the game UI btw, is that one of the Community Team devs did not know about the clicking of DEV clips in forums, until long after launch... as confessed on Fanfest 2013.

"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
#30 - 2013-09-26 00:39:01 UTC  |  Edited by: TheSmokingHertog
Someone suggested in help today to fit a cargo scanner to be used before starting your hacking attempt.

Any people experience with that?

"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 =-

Diomedes Calypso
Aetolian Armada
#31 - 2013-09-26 00:42:40 UTC  |  Edited by: Diomedes Calypso
- you can open trade with a pilot in the station you are in by right clicking on a name in your contact list, or a name in a chat window (corp, fleet, local etc). "Trade" is only listed on those right click menus if they are in station with you (for the longest time I thought I needed to find the name in "guests" to open trade. That caused a very difficult game of "whack the mole" when there were hundreds of people in station and the names kept moving a few spaces in the alphabetical listing as people docked and undocked)

- the settings for the "CSPA" charge to initiate a conversation with you and the option to block conversations from unknown players are accessed from the right click on parallel bars in the MAIL window. While not entirely illogical, the Mail windo is often the last place people look to block conversations.

.

Evi Polevhia
Chiranjivi
#32 - 2013-09-26 01:09:55 UTC
TheSmokingHertog wrote:
Someone suggested in help today to fit a cargo scanner before to be used before starting your hacking attempt.

Any people experience with that?

Yes, I have experience with that and it does work. All you have to do is carry around the scanner and scan things before you even start hacking them. This way you can see if there is a blueprint or something else worth while in there before you open it. Or you can discover it is a waste of your time and move on.
Caviar Liberta
The Scope
Gallente Federation
#33 - 2013-09-26 02:23:58 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.


I would think that the only time the ships speed would have any effect vs missiles would be if you were shooting at something at the missiles maximum range and the target is just outside the explosion radius as the missile explodes right?
Georgina Parmala
Science and Trade Institute
Caldari State
#34 - 2013-09-26 02:46:34 UTC
Caviar Liberta wrote:

I would think that the only time the ships speed would have any effect vs missiles would be if you were shooting at something at the missiles maximum range and the target is just outside the explosion radius as the missile explodes right?

When the missile hits the target, it explodes. The explosion then travels outward from the impact point as the target tries to outrun the blast.

If the target's velocity is lower than the explosion velocity it takes full damage. If the target is moving faster than the shrapnel from the exploding missile, it only takes partial damage. Unless it's a really small explosion and a really big target, in which case it takes full damage anyway.

Science and Trade Institute [STI] is an NPC entity and as such my views do not represent those of the entity or any of its members

https://forums.eveonline.com/default.aspx?g=posts&t=276984&p=38

Evi Polevhia
Chiranjivi
#35 - 2013-09-26 03:31:26 UTC
Caviar Liberta wrote:

I would think that the only time the ships speed would have any effect vs missiles would be if you were shooting at something at the missiles maximum range and the target is just outside the explosion radius as the missile explodes right?


You're confusing Missile Flight Time/Missile Speed with Explosion Velocity.
TheSmokingHertog
Julia's Interstellar Trade Emperium
#36 - 2013-10-02 05:43:55 UTC
A friend in game asked me how I could get fast replies on ore prices when buying them from him.
Here a link to a nice table with all ores in it that can be used to get a general price indication for such prices. Change the index to find some nice other listings too;

All Ores
The Minerals
Biggest dayly movers

"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
#37 - 2013-10-23 19:37:51 UTC
when wanting to copy the contents of a remote container to (for example) an excel sheet, follow this;

open the window, do ctrl+c without selecting anything and everything in the list should be selected

"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 =-

Shander Maxum
Shander Maxum Universal Ltd.
#38 - 2013-10-24 02:35:04 UTC
anyone have some more?
Minmatar Citizen160812
The LGBT Last Supper
#39 - 2013-10-24 03:22:10 UTC
-Always bet on stupid

Diesel Funaila
Caldari Provisions
Caldari State
#40 - 2013-10-24 12:50:36 UTC
There is actually a Capital Navigation window where all your available beacons are shown together with their distance. By default it does not have a shortcut.

To set it:
ESC -> Shortcuts -> "Window" tab -> "Open Capital Ship Navigation"
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