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 [Tool] EFT (EVE Fitting Tool) explained

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giand amazone

Aantal berichten : 120
Registratiedatum : 2009-11-11
Leeftijd : 47
Woonplaats : Maastricht

PostSubject: [Tool] EFT (EVE Fitting Tool) explained   Tue Nov 17, 2009 4:32 am

Downloading EFT
Gripen always posts a link to the latest version of EFT in the EVE-Online forum thread here: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=548883&page=1

Get Yourself in the Machine
To know how a ship setup reacts, what its characteristics are, and if you can fly it, you need to have your skill set imported into EFT. Go to the View menu and choose "Character Editor". Click on "Create New Character" (first button) Enter a name for that character. Click on "Import" You now see an User ID and an API Key field.

Get your API key here Enter it in the fields and click "connect". You now see a popup with your character(s); choose the right one and click "OK." You should also tick the "save user ID" option so you can later update your character when new skills are trained (by going there again and importing it again). Close the character editor when done.

Choose a Ship
Go to File and choose "Open Ship Browser". Alternatively you can double-click in the grey central area. You now see a list of all the ships. Go to the categories on the right and double click the ship you want to setup.

If there is no previous setup for that ship, EFT will ask if you want to create a new one, click "yes" then enter a name for your setup. Naming convention depends on your personal preferences, however I found it useful to do it like this: [USE] - [key points] Examples: PVE - 2*LAR perma tank
PVE - Artillery
PVP - NOS/Neut LAR+1600Plate

Setting Up
Once you click "OK" on the name popup a fitting window opens.

The first thing you should do now is choose your character (or the one who will fly the ship) from the "Character" drop down menu. In the example you'll see there is an "All Level V" character listed, it's obviously a character with all skills to 5, which is the best you can aim for. How to install an "All Level 4" character you can read in the post below. A all lvl 4 char is more realistic char. then the all lvl 5. Close EFT and create that file in the /EFT/Characters/ directory on your hard drive. It's a "more realistic" version of the level 5 character. Like ship configs, these characters are stored as text files. So if you want to duplicate your character (to simulate your jump clones for example) just copy it's file to another directory, rename it, then copy it back to /EFT/Characters/. For now, just choose your character from the dropdown list. You will see a list of all available modules for your ship on the left . Start adding modules until you're happy.

If you click on "Active Drones" in the bottom left, you can see drones used in the calculations. You can add drones like modules by double clicking them from the list on the left.

The Information Panel
The panel on the right of the fitting window gives you detailed information about the fit. Here is a legend explaining it:

Armor, Shield and Defense
This section contains all the tanking information of your setup. The Hitpoints are not the hull, armor, and shield HP of your ship added up, but those numbers compounded with their respective average resistance. That number gives you an idea of your ship's survivability if hit by the currently selected dmg profile (more on damage profiles later). If you hover your mouse on the shield, armor, or hull icons, you'll see a popup with additional information, like peak shield regen and hull resists. The resistance icons are self explanatory. Defense gives you the total DPS your active tank (repper/booster/passive regen) can sustain if hit by the current damage profile. The bottom defense number is the amount your tank sustains if it "perma runs," the top number is what your tank sustains if you have to pulse it, waiting for cap to recharge.

Capacitor, like shield, doesn't recharge linearly; it has a peak recharge value which is roughly 2.4*(HP/recharge time). The recharge rate is lower than that peak amount when cap is full and it rises when cap lowers. Once the sweet spot is hit (around 33% of your total cap) the recharge is at its max. When you go lower than 33%, the recharge rate starts to diminish again. It's that peak value which is listed under positive capacitor balance. As with shield, hovering on the capacitor icon gives you total cap HP and recharge time. For your tank to perma run, the positive number must be higher than the negative number. When that happens, the two defense amounts should be the same, which is the max DPS you can sustain. Actually, for your tank to really perma run, the positive number should be slightly higher than the negative number because if your repper/booster takes a chunk of cap and you end up under the peak sweet spot (33% total cap), the recharge rate will start to lower.

The top number is your total damage per second, including all your weapons and drones. If you hover on the icon, you'll see the damage repartition between guns, missiles and drones. The bottom number is your volley (or alpha) damage, the damage done when all your weapons hit together for the first time. If you have guns, missiles are not accounted for in the volley damage. However if you have only missiles they are accounted in the volley. Drones are never accounted for in that number.

Ore Yield
If the ship you are setting up only has mining lasers fitted then the Firepower box will change to Ore Yield and will show your total yield per minute. (If you are still seeing "Firepower" and not "Ore Yield" even after removing all weaponry from your fit, check to make sure that you don't have any combat drones in your fit) If you hover on the icon, it will show the yield separated into Miner (turrets) and Drones yield. In this mode the bottom (volley) number shows nothing.

If you right click a drone group in the fitting window you can choose to activate/deactivate one drone. It is then shown as a separate group. That allows you to see the effect of combining drone types (1 Med and 4 lights opposed to 3 Meds for example) Hovering on the drone icon (top right of the info panel) gives your drone control range.

Gang Bonuses
If you imported your fleet commander's character, you can choose him here and see the effects of his bonuses on your setup.

Projected Effects
This allows you to drag and drop an Electronic Warfare module from another setup window or from the module list and see how it affects your setup (a tracking disruptor or a sensor dampener for example). This doesn't work with ECM drones at the moment.

If you right click any module using ammo in the fitting window, you can choose the ammo it'll use and see the corresponding effects it has on range, capacitor boost, etc.

By ticking the green check mark next to an active module you can turn it on or off and see the corresponding effects. By CTRL+left clicking the check-mark you can offline the module altogether. Right click on the check-mark to Overload the module.

If you put a module you can't use in your setup, the box next to the character dropdown will turn red. Hover your mouse on it to see which skill(s)/level you are missing. By right clicking a module in the fitting window you can see a list of the skills affecting said module and change the skill level to see it's effect(s) on the setup. You can similarly change other skills by right clicking anywhere in the central zone where the modules are (but not on any module).

In the character editor there is an implant button which, obviously, allows you to try different implants setups. Those implants selected and the API key are stored in the "character".chr text file along with the skills.

Damage Profiles
If you right click the defense icon you can make new damage profiles ("edit custom profiles"). It is useful, for example, to simulate you being hit with multiple damage type ammos (like projectiles, laser crystals, hybrid charges, etc.) The popup is self explanatory. You may enter the damage amounts in the corresponding fields and EFT calculates the proportions for you. It's also useful to simulate NPC damage during a mission. I compiled the DPS amounts from eve-info for all NPC types and made some custom damage profiles. This allows you to test your hardening module combinations against specific NPCs. If you're interested in these damage profiles, go have a look at the post below.

If you left click anywhere in the central zone of the fitting window then hit CTRL+, the module columns set themselves so that you can see all the text and numbers. The same works for the bottom left panel where the module banks are. If you right-click then drag-n-drop a module to another slot (of the same level) you're presented with a popup menu to choose "move", "copy" or "swap".

When you exit the program it writes your setups to text files which are stored in the /EFT/setups/ directory. These are named like this: shiptype.cfg If you open those files in a text editor you can see and manipulate, or copy/paste the setups. So to give a setup to someone just send him the corresponding .cfg file. If that person has no setups for that ship yet he can simply copy the file to his /EFT/setups/ directory. If he has setups for that ship already, he should open his .cfg in a text editor and copy/paste the content of yours in it. Be careful though as it seems EFT has a nasty habit of bugging quite hard (error popup at start, strange behavior, etc.) if you don't leave some blank lines at the bottom of the config files (that's the prob as far as I can tell). Well, that covers it I believe.

Props to Gripen for making such a nice tool, it really betters the game experience.
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giand amazone

Aantal berichten : 120
Registratiedatum : 2009-11-11
Leeftijd : 47
Woonplaats : Maastricht

PostSubject: EFT Damage Profiles   Tue Nov 17, 2009 4:34 am

EFT Damage Profiles

I've made some EFT damage profiles out of the specific rat damage types and proportions listed on eve-info. To use them in eft, just copy/paste the following at the very end of your config.ini file in the EFT dir.Don’t forget to make a backup from your config.ini file.

DamageProfile=Sentry Guns,64,112,112,64
DamageProfile=Amarr Navy,52,35,7,6
DamageProfile=Ammatar Navy,51,43,7,0
DamageProfile=Blood Raiders,55,45,0,0
DamageProfile=Bounty Hunters,35,12,25,27
DamageProfile=Caldari Navy,0,57,36,7
DamageProfile=Dark Blood,56,44,0,0
DamageProfile=Dread Guristas,0,57,43,0
DamageProfile=Freedom Fighters,39,10,27,24
DamageProfile=Gallente Navy,0,36,57,7
DamageProfile=Khanid Kingdom,54,40,4,3
DamageProfile=Minmatar Navy,7,0,30,63
DamageProfile=Mordus Legion,5,51,40,4
DamageProfile=Rogue Drones,22,42,32,4
DamageProfile=Shadow Serpentis,0,43,57,0
DamageProfile=True Sansha,63,38,0,0

With these damage profiles you'll be able to see how much dps your ship/booster/hards combo tanks against specific NPC's.
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giand amazone

Aantal berichten : 120
Registratiedatum : 2009-11-11
Leeftijd : 47
Woonplaats : Maastricht

PostSubject: All lvl4 character   Tue Nov 17, 2009 4:36 am

EFT All level 4 Character

Go to the character directory from EFT (default = C:\Program Files\EFT\Characters).
Copy paste one of the excisting characters in that directory.Rename the copy to (for example) All level 4.chr Open the file in a txt editor, delete all text in the file and copy/paste all the text below in the file.
Safe the file.
If you now open EFT, you have a All level 4 character added to EFT.

Advanced Drone Interfacing=4
Amarr Drone Specialization=4
Caldari Drone Specialization=4
Combat Drone Operation=4
Drone Durability=4
Drone Interfacing=4
Drone Navigation=4
Drone Sharpshooting=4
Electronic Warfare Drone Interfacing=4
Gallente Drone Specialization=4
Heavy Drone Operation=4
Mining Drone Operation=4
Minmatar Drone Specialization=4
Repair Drone Operation=4
Scout Drone Operation=4
Sentry Drone Interfacing=4
Cynosural Field Theory=4
Electronics Upgrades=4
Electronic Warfare=4
Frequency Modulation=4
Long Distance Jamming=4
Long Range Targeting=4
Projected Electronic Counter Measures=4
Propulsion Jamming=4
Sensor Linking=4
Signal Dispersion=4
Signal Suppression=4
Signature Analysis=4
Signature Focusing=4
Target Painting=4
Turret Destabilization=4
Weapon Disruption=4
Capital Energy Emission Systems=4
Capital Shield Emission Systems=4
Capital Shield Operation=4
EM Shield Compensation=4
Energy Emission Systems=4
Energy Grid Upgrades=4
Energy Management=4
Energy Pulse Weapons=4
Energy Systems Operation=4
Explosive Shield Compensation=4
Kinetic Shield Compensation=4
Shield Compensation=4
Shield Emission Systems=4
Shield Management=4
Shield Operation=4
Shield Upgrades=4
Tactical Shield Manipulation=4
Thermic Shield Compensation=4
Advanced Weapon Upgrades=4
Capital Energy Turret=4
Capital Hybrid Turret=4
Capital Projectile Turret=4
Controlled Bursts=4
Large Artillery Specialization=4
Large Autocannon Specialization=4
Large Beam Laser Specialization=4
Large Blaster Specialization=4
Large Railgun Specialization=4
Large Energy Turret=4
Large Hybrid Turret=4
Large Projectile Turret=4
Large Pulse Laser Specialization=4
Medium Artillery Specialization=4
Medium Autocannon Specialization=4
Medium Beam Laser Specialization=4
Medium Blaster Specialization=4
Medium Railgun Specialization=4
Medium Energy Turret=4
Medium Hybrid Turret=4
Medium Projectile Turret=4
Medium Pulse Laser Specialization=4
Motion Prediction=4
Rapid Firing=4
Small Artillery Specialization=4
Small Autocannon Specialization=4
Small Beam Laser Specialization=4
Small Blaster Specialization=4
Small Railgun Specialization=4
Small Energy Turret=4
Small Hybrid Turret=4
Small Projectile Turret=4
Small Pulse Laser Specialization=4
Surgical Strike=4
Tactical Weapon Reconfiguration=4
Trajectory Analysis=4
Weapon Upgrades=4
Deep Core Mining=4
Gas Cloud Harvesting=4
Ice Harvesting=4
Industrial Reconfiguration=4
Mining Upgrades=4
Armored Warfare=4
Armored Warfare Specialist=4
Information Warfare=4
Information Warfare Specialist=4
Mining Director=4
Mining Foreman=4
Siege Warfare=4
Siege Warfare Specialist=4
Skirmish Warfare=4
Skirmish Warfare Specialist=4
Warfare Link Specialist=4
Armor Rigging=4
Astronautics Rigging=4
Capital Remote Armor Repair Systems=4
Capital Remote Hull Repair Systems=4
Capital Repair Systems=4
Drones Rigging=4
Electronic Superiority Rigging=4
EM Armor Compensation=4
Energy Weapon Rigging=4
Explosive Armor Compensation=4
Hull Upgrades=4
Hybrid Weapon Rigging=4
Jury Rigging=4
Kinetic Armor Compensation=4
Launcher Rigging=4
Projectile Weapon Rigging=4
Remote Armor Repair Systems=4
Remote Hull Repair Systems=4
Repair Systems=4
Shield Rigging=4
Tactical Logistics Reconfiguration=4
Thermic Armor Compensation=4
Bomb Deployment=4
Citadel Torpedoes=4
Cruise Missiles=4
Cruise Missile Specialization=4
Defender Missiles=4
FoF Missiles=4
Guided Missile Precision=4
Heavy Assault Missiles=4
Heavy Assault Missile Specialization=4
Heavy Missiles=4
Heavy Missile Specialization=4
Missile Bombardment=4
Missile Launcher Operation=4
Missile Projection=4
Rapid Launch=4
Rocket Specialization=4
Standard Missiles=4
Standard Missile Specialization=4
Target Navigation Prediction=4
Torpedo Specialization=4
Warhead Upgrades=4
Acceleration Control=4
Evasive Maneuvering=4
Fuel Conservation=4
High Speed Maneuvering=4
Jump Drive Operation=4
Warp Drive Operation=4
Astrometric Pinpointing=4
Astrometric Triangulation=4
Cloning Facility Operation=4
Doomsday Operation=4
Graviton Physics=4
Jump Portal Generation=4
Signal Acquisition=4
Advanced Spaceship Command=4
Amarr Frigate=4
Amarr Industrial=4
Amarr Cruiser=4
Amarr Battleship=4
Amarr Dreadnought=4
Amarr Carrier=4
Amarr Titan=4
Assault Ships=4
Caldari Frigate=4
Caldari Industrial=4
Caldari Cruiser=4
Caldari Battleship=4
Caldari Dreadnought=4
Caldari Carrier=4
Caldari Titan=4
Capital Ships=4
Capital Industrial Ships=4
Command Ships=4
Covert Ops=4
Gallente Frigate=4
Gallente Industrial=4
Gallente Cruiser=4
Gallente Battleship=4
Gallente Dreadnought=4
Gallente Carrier=4
Gallente Titan=4
Heavy Assault Ships=4
Mining Barge=4
Minmatar Frigate=4
Minmatar Industrial=4
Minmatar Cruiser=4
Minmatar Battleship=4
Minmatar Dreadnought=4
Minmatar Carrier=4
Minmatar Titan=4
Recon Ships=4
Spaceship Command=4
Transport Ships=4
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