These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Science & Industry

 
  • Topic is locked indefinitely.
 

EVE IPH Industry Calculator Version 3.3 - Now with Live Market data!

First post
Author
Ndaku Shock
The Daku's
#1761 - 2015-01-16 02:37:36 UTC  |  Edited by: Ndaku Shock
Hello, I just updated, now it wont open. ".exe" is gone after the update
Zifrian
The Frog Pond
Ribbit.
#1762 - 2015-01-17 15:41:05 UTC
New build 3.1.5495.16838 to fix a couple of things.
- Build times for T2 items should now correctly take into account the bonus from science skills.
- Percentile imports for Update Prices should now be the same as EVE Central's API.

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Zifrian
The Frog Pond
Ribbit.
#1763 - 2015-01-17 15:42:18 UTC
Ndaku Shock wrote:
Hello, I just updated, now it wont open. ".exe" is gone after the update

This is a known issue that I can't seem to pin down. I'll put up a new binary version so you can download it and see if that corrects it for now.

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Zifrian
The Frog Pond
Ribbit.
#1764 - 2015-01-17 15:45:22 UTC
Kaedaar OLeary wrote:
Kaedaar OLeary wrote:
Since new update, build times are off. As an example a 10 run copy of Hail M, should take about 16 hours to produce in a station. The blueprint tab is showing about double that. Throws the isk per hour numbers way off. Also the usage cost seems to be hit or miss of coming up as 0 or the correct amount.

Appreciate your work on this great tool.



I think its the choices under the manufacture tab that are changing the times to produce. If I stick with just one line, the numbers look right.

I updated the time calc a bit but when looking at your example I didn't notice anything wildly off. Can you send me some screen shots showing the issue you see? Thanks

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Adalind Olaris
Olaris Enterprises
#1765 - 2015-01-17 18:02:15 UTC
Thanks for your work, Times are now fixed, but the calc for build items are off, Tried with multiple items, Specifically med trimark armor pumps and extenders, comparing to my excel spread sheet which I am hopefully going to replace with ISK soon!
Zifrian
The Frog Pond
Ribbit.
#1766 - 2015-01-17 20:17:04 UTC
Adalind Olaris wrote:
Thanks for your work, Times are now fixed, but the calc for build items are off, Tried with multiple items, Specifically med trimark armor pumps and extenders, comparing to my excel spread sheet which I am hopefully going to replace with ISK soon!

Please send me a few examples. Do you mean the materials are off or the times?

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Adalind Olaris
Olaris Enterprises
#1767 - 2015-01-18 21:55:02 UTC
http://i59.tinypic.com/2uqjhol.jpg

Ok top image, i make 1 Medium Core Def Ext II. It gives me the correct number of items for buy orders.
Typically i make run 70 BP of 3 each with those me levels.

If you take the base of 6 logic circuits x 210 = 1260 not the 1199 that ISK saying, You can do that with any of the items. Maybe its something i have set up wrong. But I can not get ISK to properly compute correctly how much components to buy to make a batch. I have tried swapping characters a i have 7 manu toons, and nothing worked correctly. :(

Thanks for your hard work! its awesome!

Ada.
Ndaku Shock
The Daku's
#1768 - 2015-01-19 01:38:05 UTC
Zifrian wrote:
Ndaku Shock wrote:
Hello, I just updated, now it wont open. ".exe" is gone after the update

This is a known issue that I can't seem to pin down. I'll put up a new binary version so you can download it and see if that corrects it for now.



I found out what the problem was, it was my anti-virus removing the file cause it thought it was virus.
Yehala
FISHERS INC
#1769 - 2015-01-23 00:33:12 UTC
A very well done program, good job :)

Yehala.
Lil' Brudder Too
Pistols for Pandas
#1770 - 2015-01-24 03:20:39 UTC
The Material reductions from blueprints don't take into account the dividing of the number of runs between the number of 'lines' and 'blueprints' selected.

Example:
i want to build two ships...
i have two blueprints...
and two lines to use...

so in essence, i'm building a single ship, but twice... (10 units, minus 8% ME still equals 10 units per build)...however...

The materials listed are infact what i would get if i did two runs from the same BPO (20 units minus 8% ME equals 19 units)

The extra reduction coming from the larger number of materials that get effected by the same small %.

Does this make sense?
Jessica Canady
Doomheim
#1771 - 2015-01-26 04:43:06 UTC
I seem to be having issues getting accurate info from IPH. I do the calculation based on min sell orders and then get the list of items. I check those items with another tool (http://eve-industry.org/calc/) and get a HUGE difference on most things and that tool is pretty accurate. What am I missing here? Seems like IPH isn't getting accurate pricing maybe?
Jessica Canady
Doomheim
#1772 - 2015-01-26 04:47:30 UTC
I also just got this trying to set the default character:

An Unhandled Exception has occured and EVE Isk per Hour will now close.

Please fill out the following information so I can reproduce the bug - if you just copy and paste this message, that won't be enough!

What is your Operating System? Windows 8
What tab or screen did the error occur? Update Default Character
What are the steps to reproduce the Error? Go to Settings, Select Default Character, then click select
Web link to a screenshot of your error:
In addition to a screenshot, copy the data below for sending to developer.

Source: EVE Isk per Hour
Message: Object reference not set to an instance of an object.

Gotta love it haha.
Mar'Dur Taren
The Copernicus Institute
#1773 - 2015-01-26 08:19:38 UTC
Lil' Brudder Too touched on this problem above but I thought I'd expand on it.

When you create a batch of items that come from multiple BPCs, the material savings from an array are being calculated across the entire batch rather than per BPC.

For Example;

I have 134 copies of Medium Capacitor Booster II each with 10 runs.
Eve Isk Per Hour with a total of 1340 runs gets the following results;

Material - Quantity
Superconductors - 15,444
Tesseract Capacitor Unit - 7,722
Nanoelectrical Microprocessor - 6,435
Morphite - 3,861
R.A.M.- Energy Tech - 1,340
Medium Capacitor Booster I - 1,340

However if you put a single 10 run BPC into the Equipment Assembly Array you get this result;

http://imgur.com/w3l9r5K

This equates to;
Superconductors - 15,544
Tesseract Capacitor Unit - 7,772
Nanoelectrical Microprocessor - 6,566
Morphite - 3,886
R.A.M.- Energy Tech - 1,340
Medium Capacitor Booster I - 1,340

As you can see there is a difference and its because the Array bonus is being calculated for the entire batch rather on a per blueprint basis. This also goes into the shopping lists which is why my material estimates have been off lately.

BTW. Thanks for all your hard work. Your system is still one of the best available.

Proud to be a Boffin!

Elena Thiesant
The Scope
Gallente Federation
#1774 - 2015-01-26 19:21:40 UTC
Confirming that there's still a problem with materials being reduced per batch, not per BP, resulting in a too-low overall material count if multiple BPCs are used (eg T2 BPCs)

Zifrian, if you need more examples, please drop me a mail, I'll be happy to help out in this area.
Broky Jamokey
Broken Overview
#1775 - 2015-01-26 21:02:55 UTC
Base materials for items are wrong on a large number of T2 blueprints. Unfortunately, it took me 2 weeks to realize that I wasn't getting the profits that I expected.

A good example of this is Valkyrie 2. EIPH shows 2 Robotics, 2 Guidance Systems, and 4 Morphite (plus others), but the actual blueprint and all other site calculators show 3/3/3 which has a huge impact on the materials cost. Adjusting ME doesn't fix this problem.

As a quick check, it looks like all drones are wrong along with some other T2 components like AIF2.
Elena Thiesant
The Scope
Gallente Federation
#1776 - 2015-01-26 21:10:11 UTC
Broky Jamokey wrote:
Base materials for items are wrong on a large number of T2 blueprints. Unfortunately, it took me 2 weeks to realize that I wasn't getting the profits that I expected.

A good example of this is Valkyrie 2. EIPH shows 2 Robotics, 2 Guidance Systems, and 4 Morphite (plus others), but the actual blueprint and all other site calculators show 3/3/3 which has a huge impact on the materials cost. Adjusting ME doesn't fix this problem.

As a quick check, it looks like all drones are wrong along with some other T2 components like AIF2.


Are you sure you have the latest version? Because I just checked and :
http://imgur.com/4LaXxoG

About -> About IPH should give Version 3.1.5495.16838 (as of 26 Jan 2015). Double check what version you have.
Broxi MaToxey
Wolfpaq
#1777 - 2015-01-26 23:29:40 UTC  |  Edited by: Broxi MaToxey
M
Manatheren
Masterpiece Maker
#1778 - 2015-01-27 05:38:18 UTC
'Shopping List' & 'Material List' have wrong quantity on Multiple Lines.

I think that have a roundup problem.

Quote:

Example:

Set EVE IPH 'Algos'(Destroyer) / ME:6 / TE:10 / Runs:100 / Lines:10 / BPs:10

- Result : Zydrine 277 in Meterial List

-> But real need 28 * 10 = 280


Can you fix it?
Zifrian
The Frog Pond
Ribbit.
#1779 - 2015-01-27 16:58:52 UTC
Hey, thanks for the replies. RL has been taking a lot of my time since its the busiest season of the year right now for work. I'll see if I can get get the num bps problem fixed this weekend. Then we can re-assess the errors everyone is seeing.

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Elena Thiesant
The Scope
Gallente Federation
#1780 - 2015-01-27 18:29:12 UTC
Awesome, thanks for all the work you put into this.

Do you need any more examples of where the number of BPCs goes wrong and/or materials are too low?