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Cap stability. Ingame vs EFT

Author
Zen Lena
#1 - 2016-05-04 18:52:31 UTC
I was setting up a neut ship and EFT says the fit is cap stable. However, ingame fit says no. Which is correct?
Ralph King-Griffin
New Eden Tech Support
#2 - 2016-05-04 18:58:25 UTC
Ingame > eft

Also pvp fits are rarely cap stable.

Whatcha fiiiiiiting?
Zen Lena
#3 - 2016-05-04 19:11:18 UTC  |  Edited by: Zen Lena
I was trying to fit a neuting Osprey navy issue. 3 medium neuts w/ a medium cap booster. and also tried a 4 medium neut Ashimmu w/ cap booster. Both are AB fit. Both said cap stable via EFT but ingame was different.
Paranoid Loyd
#4 - 2016-05-04 19:38:28 UTC
EFT uses the modules you have activated and accounts for the cap boosters, ingame assumses everthing is on and AFAIK doesn't account for cap boosters.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Luscius Uta
#5 - 2016-05-04 19:39:04 UTC
That's because ingame fits never take cap influx injected through cap boosters in equation. It basically considers a cap booster to be a module doing nothing at all. Also, if you have a dual-prop fit it will assume you'll have both mwd and afterburner running at the same, resulting in a much shorter cap life than in reality, and if you have a mjd it will ignore reactivation delay. So, ingame fitting browser can display inaccurate results.

Workarounds are not bugfixes.

Gully Alex Foyle
The Scope
Gallente Federation
#6 - 2016-05-04 20:31:47 UTC
It's also because EFT considers (correctly) the capacitor's max recharge rate, while in-game considers average recharge rate.

Capacitor doesn't recharge linearly, it's max at around 30% IIRC. It recharges slower if less than or greater than 30%.

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Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#7 - 2016-05-05 10:51:01 UTC
EFT is broken atm as well, cap usage isn't correct and also will tell you you're not stable even with positive cap delta.

Zen Lena
#8 - 2016-05-05 13:26:07 UTC
Luscius Uta wrote:
That's because ingame fits never take cap influx injected through cap boosters in equation. It basically considers a cap booster to be a module doing nothing at all. Also, if you have a dual-prop fit it will assume you'll have both mwd and afterburner running at the same, resulting in a much shorter cap life than in reality, and if you have a mjd it will ignore reactivation delay. So, ingame fitting browser can display inaccurate results.


Gotcha. Glad to hear that EFT is correct then. Thanks
Kaska Iskalar
Doomheim
#9 - 2016-05-06 15:58:30 UTC
Zen Lena wrote:
I was setting up a neut ship and EFT says the fit is cap stable. However, ingame fit says no. Which is correct?

Why are you trying to make a PvP ship cap stable?