501

(41 replies, posted in Guides and Resources)

So what you're saying is, don't round anything until you have your answer, then round the display value?

That makes sense.

I actually noticed extensions (EP cost) had to be floor rounded (e.g. cut off the decimals). One the things I still need to do is take a neuro-injection date into account, and see if the answer matches the in-game free EP value.

Random fun fact; the item with the highest CPU usage in-game is the Niani interference module with 99.00 CPU usage. Notice the two decimal precision.

Congrats on the 10th, and incredibly sorry to see Kalsius go.

Keep em coming.

503

(159 replies, posted in General discussion)

Let me start by pointing out Perpetuum is not EVE.

But, have a look:

http://cdn1.eveonline.com/community/QEN/QEN_Q4-2010.pdf

Summarized: 20.5% of all characters is based out of less than high-sec. That's before alts and high-sec warfare.

On a side-note: players aren't pissed at CCP for exclusively developing PVE content. In fact, they're developing exactly no content, and whatever they do develop, is has nothing to do with flying in space. In the meantime, whatever is flying in space, is left in a downwards spiral of decay, with emergent balance issues en introducing new bugs with every technology injection (their little Carbon framework, with EVE serving as a beta platform for their new MMO).

Alright, I think I fixed it. I have this little fallback script for getting older version of IE to at least display some of the newer HTML tags, but still IE has it's own idea on where to place these under the DOM.

Thanks for pointing me in the right direction.

Fef wrote:

Registered and tried to add agent but got a "HTTP 404 not found error".

Also weird that I cannot see any way to login or logout.

Assistance is appreciated smile

Ah, thanks for that detail. It's fixed now.

Login and logout are always at the top-right. If they aren't, let me know which browser you're using (version too).

On a side-note, exporting items is going pretty quick. Even though the devs didn't include any unique details in an item export (shift-click in an item window), simply by doing it in the right order (top to bottom really) allows me to match item types and item data. 54 robots exported in 108 clicks yarr Item database = extension planner (well, at least with some work in between).

I like it, very well done. The whole GUI is pretty interesting.

Malpherius wrote:

GUI EXE fitting tool version is on the way! Set myself a project to get back into programming and its coming along nicely. Got the GUI going, data linking is fine and started on a character editor last night for the extensions. I thought about using Perp Planner but we all know its outdated so I thought I would settle for a less fancy homebrew spark editor for now.

You might be able to use this:

http://sequer.nl/app/downloads

Zex Maxwell wrote:

I broke it when I clicked on add agent.

Hmm, any details maybe?

509

(52 replies, posted in General discussion)

Friedrich Psitalon wrote:

Well gee, Syndic, pardon us if we think that CIR's reasons for wanting to get another Wiki running might just be motivated by something than the higher ideal you claim to have and are often mocked for your failure to uphold. Gasp.?

You can move that particular discussion to where it belongs:

http://forums.perpetuum-online.com/foru … dialogues/

Whatever you perception may be of an in-game corporation or a few of it's more prominent members, it should have nothing to do with hard-working individuals working on community projects. That same bias could drive people away from the FOOM wiki because of potentially short-sighted comments such as those of yourself.

Sinceto wrote:

How.... do I register:I?

http://sequer.nl/app/user/register

511

(52 replies, posted in General discussion)

Obviously it makes sense to have a comprehensive article on Wikipedia. Besides, Wikipedia and the FOOM wiki play in different leagues. Calling it wiki is where the comparison stops really.

I've updated the site to export an .agent file you can import in bigsteve's spreadsheet.

Incidentally, you can use Perpetuum Planner too, it's just heavily outdated.

Doek wrote:

While dropping my password in IRC just now, I realized the caret of the login window always blinks (indicating it has focus), even if the client's window is inactive (not selected). This is kind of a serious usability issue, since, well, I dropped my account's password in an IRC channel.

It was, and I did :-) I like my security, and it was unique to my Perpetuum account anyway.

514

(41 replies, posted in Guides and Resources)

Alexander wrote:

Simple ones:

EP Cost:
Base cost = 100 - Primary Attribute - (Secondry Attribute / 2)

If Level < 6 Multiplier = 1
If Level = 6 Multiplier = 2
If Level = 7 Multiplier = 3
If Level = 8 Multiplier = 4
If Level = 9 Multiplier = 5
If Level = 10 Multiplier = 10

Base cost * Complexity * Level * Multiplier

If you get any 0.5's, round them down (floor).

Or does the client simply rounds them down, but they certainly do cost +0.5 when they do?

Sequer.nl

Features

*Killboard
*Artifact hunter
*Intrusion log
*Fitting tool
*Agent planner
*Industry tool
*Wiki
*Chat monitor for in-game channels
*Alert notifications (by mail) for specific game events

Screenshots

Killboard
Artifact hunter
Intrusions
Agents
Fitting tool
Industry
Chat monitor
Wiki

Screenshots (old)

Character sheet
Fitting an Arbalest
Exporting a loadout
Mapping tool
Artifact scanning

Note: the site relies heavily on modern standards and javascript. You can expect the best results with modern browsers, e.g. IE9+, Firefox 20+, Chrome, etc.

While dropping my password in IRC just now, I realized the caret of the login window always blinks (indicating it has focus), even if the client's window is inactive (not selected). This is kind of a serious usability issue, since, well, I dropped my account's password in an IRC channel.

517

(9 replies, posted in Guides and Resources)

Annihilator wrote:

stuff

So how is this relevant to extensions that actually do what they say (more or less), but utilize that peculiar Hungarian math to do it?

Also, the formula for locking is not linear. In fact, have it successively reduce with 4% (instead of 5%) and it pretty much lines up with the formula that's actually used (I'd say at most a 0.2 difference, which becomes a 0.02 difference at level 10).

518

(9 replies, posted in Guides and Resources)

Still, even if they do realize most of the description fail in some respect (I was scuffed on IRC today for mentioning this for apparently what was the 100th time), what would be a correct description here that actually made sense? Pulling out a calculator for even multiplicative percentages is not rocket science, but this is just weird.

519

(9 replies, posted in Guides and Resources)

So I cannot for the world figure out why (not how, why) extensions get calculated like they do.

As an example , I'll take locking time. I have this Arbalest, it's base locking time is 12.5 sec. My Accelerated target locking extension is at level 5, which would indicate a 25% decrease. But, showing info on an activated Arbalest (without mods fitted) shows 10 sec. The way I remember how to decrease something by 25%:

12.5 * (1 - 0.25) = 9.375 sec.

Or, you know:

12.5 - (12.5 * 0.25) = 9.375 sec.

Alright, so let's find the percentage difference between the old number (12.5 before extensions) and the new number (10):

100 * (1 - (10 / 12.5)) = 20%

So my question here, 5% per level reduction relative to what exactly?

(the actual formula is reversed, e.g. you simply ask: what value do I have to increase with 25% to get the base value)

520

(41 replies, posted in Guides and Resources)

Me and arcyaxiom were discussing the Accelerated Target Locking extension :

locking time = base locking time / (1 + 0.05 * ATL extension level)

A sensor booster does act like you would expect. 20% decrease after extensions.

521

(41 replies, posted in Guides and Resources)

Costs for installing extensions

Costs (NIC) = 5000 * Complexity ^ 2