Jan 30 2013

Day 2298: Research POS

Invention and production POSAs part of my personal campaign to try out all the features that EVE offers, I have started my second attempt at maintaining a POS and actually doing something with it. I put up my first POS about two years ago, and it did help me research some vanilla BPOs I had bought, but I never did anything with them. I ended up selling them, and the POS was destroyed when it went offline after I forgot to refuel it. I did not mourn that loss very much, because it had managed to sedentarize Aeon – which is entirely out of character for him. This time, Loreena embraced the project. It’s just as well I think, because she is a lot better with numbers – and there are zounds of numbers to crunch if you ever try to venture into invention.

As is customary in all my projects, I asked around what I needed for a highsec POS and did exactly the opposite. The recommendation was to go for one med or large tower (preferably large), and to put a very complex combination of hardeners, guns and electronic warfare turrets on it to protect the labs and assembly arrays I would need. I went for a small POS instead with absolutely no guns or ewar turrets of any kind. Why? Let me sum that up:

  • If someone wardecs the corp, I just take it down before the fighting starts.
  • It limits the amount of assets that can get lost in a worst case scenario.
  • It’s a lot less hassle to set up.
  • It’s inconspicuous if someone warps by in search of juicy targets.

After deciding that Loreena would set up the POS, I had to start at the very beginning: standings. I wanted to anchor the tower in Amarr highsec, so Loreena’s corp needed faction standings of at least 5 to be able to anchor it in a 0.5 system (6 for 0.6, 7 for 0.7, etc.). As chance would have it, she had been helping Aeon out missioning for the Ammatar Mandate. Incidentally this had already put her Amarr standings right where I needed them. From there, I chose an Amarr Control Tower small, more for its looks than anything else. There is no restriction on which type of tower you can anchor, so you can put up a minmatar tower in Amarr space if you like. Usually you choose the tower according to what you want to anchor. POS structures are like ship modules in that they need CPU and power, and the towers are like ships in that they provide more or less of each. Here’s an overview of the small control towers:

  • Amarr: PG 1.250.000 MW, CPU: 1.375
  • Caldari: PG 687.000 MW, CPU: 1875
  • Gallente: PG 937.500 MW, CPU: 1688
  • Minmatar: PG 1.093.750 MW, CPU: 1500

If you want to anchor more research labs, favor the Caldari or Gallente variants. The Amarr and Minmatar variants are more all-rounders and allow you to anchor a mix of large power-hungry structures with few CPU hungry ones mixed in. In my case, I wanted to be able to research my BPOs, invent from them and build the resulting T2 BPCs. To do that, Loreena had to set up a tower with the following things:

  • An Advanced Mobile Laboratory: Copying / ME / Invention slots
  • A Mobile Laboratory: Copying / ME / PE / Invention
  • An Equipment Assembly Array: to manufacture modules
  • 7000 Amarr Fuel Blocks (or matching your tower’s race) for ~28 days autonomy
  • 4166 Strontium Clathrates
  • As many Amarr Empire Starbase Charters as you like (or matching your system’s sovereign empire). Tip: use your loyalty points!

Hint: one character can at most handle 10 concurrent research and 10 concurrent manufacturing jobs. If only one character will be using the POS, anchoring more than two labs would be overkill.

As you can see, there is no need to put up a medium or large tower for that setup, it fits snugly even into the small Amarr tower’s CPU. After a little shopping tour, Loreena had all the required items in the Orca, from the tower to all structures. Packaged they only weighed 24250 m3 all together, so even a rigged T1 hauler can carry it all in one trip. Still, the Orca was a good choice because she also had to carry the Fuel Blocks, Strontium Clathrates and Starbase Charters, which weigh a little over 35.000 m3 together.

Anchoring the tower is a little convoluted, but easier than you’d expect:

  • Find an unoccupied moon (just fly to them to check).
  • Right-click the tower in your ship’s cargo hold (it won’t work out of a fleet hangar) and select “Launch for corporation”.
  • The tower will then appear in space with the mention “Unanchored”. Right-click it again, and select “Anchor structure”. The tower will be firmly anchored in the moon’s orbit, which takes 15 minutes.
  • When it’s finished anchoring, open the tower’s fuel bay, and put the fuel blocks and starbase charters in it.
  • Right-click the tower and select “Put online”. This takes 15 minutes again.
  • While you wait, you can also fill the Strontium Clathrates bay.
  • Once the tower is online, right-click it again and select “Manage”.
  • Enter a password for the forcefield and click “Apply”. The shield will now pop up, and your POS is ready to roll.

Anchoring the structures you want to use is easy and tricky at the same time. Use the same steps than for the tower to start anchoring a lab, for example. When you right-click to anchor the structure in space, you will see a green box with arrows that you can use to select the exact position where you want the structure. Structures snap to an invisible grid, and placing them is the difficult part: You want to be able to access everything from one location without moving around in your ship. You have to make sure to have a spot you can move your ship and from where everything is under 2500 Metres away, including the tower itself.

A few pointers for this: structures have to be spaced by one grid unit in order not to hinder each other. Some structures need more space than others, like the Equipment Assembly Array, which is quite gigantic. I suggest to just fiddle around with this until you’re happy with the result. You can unanchor things and move them around again at will, and luckily for you this does not take tens of minutes each time like it used to a while back, but seconds. Once you’re ok with the layout, online everything and you can start working 🙂

Starting the invention

Since Aeon had sold his entire blueprint collection, Loreena had to buy a few new ones. Nothing fancy to start with, just a bunch of module blueprints that looked like they could be sold without making a total loss, and which would be easy and fast to work with. For example, she bought a Heat Sink I module blueprint, so she started with doing some ME and PE research on it. The best way to find out how far you want to research a BPO is by using the BPOCalc website. Just type the name of your blueprint, and it tells you how much ME/PE you need. In the case of the Heat Sink I BPO, I went for 40 ME which seemed like a good compromise. Besides, you can always go back to it later and optimize further.

Note: You don’t have to do ME/PE research on a BPO to invent from it, but usually you will use the BPO to build the T1 item required to build the T2 variant from it, so it’s good practice to research it so you don’t waste materials needlessly.

Now that Loreena had everything she needed, the mayhem truly began. To invent a T2 blueprint copy from a T1 blueprint, you have to make copies of the T1 BPO first. You can only use blueprint copies for invention, and make sure you use max-run copies (more on that later). For testing purposes I invented some 1-run copies, which is very fast – after 10 minutes Loreena had 10 copies to work with. Beyond the thankfully light skill requirements for invention, all she needed was some datacores and a matching data interface. This is the same for any invention job: a set of datacores, and one data interface. The data interface is expensive, but it is not used up, so it can be used endlessly. Datacores have to be bought from market, but having one or more research agents can help with that supply.

Once you have all you need to run an invention job, the last hurdle is clicking through the invention window. If you have read this far I trust you will be able to select the installation in which to run your invention job. You will have a window that looks like this:

Invention window

Important to note for beginners is that for meta 1 items you do not need the base item, and decryptors are only worth investing in for bigger, more expensive items. It will not change the odds of inventing a T2 BPC if you use a base item, so don’t bother. Prepare for disappointment though, because you will often invent less than half of the invention jobs you put up. Training the science skills on which a blueprint is based up to at least 4 helps a lot, but as you will soon discover that is a time intensive undertaking.

Mixing in some decryption

If you start working with bigger items like ships (cruiser-sized and above), adding some decryptors into the mix can be beneficial. Decryptors modify the chance of invention as well as the quality and amount of runs of the T2 BPC. Of course higher quality decryptors can be quite expensive, so it is always a gamble to use one. They are unique for each race, but regardless of race there are always 5 types with the following modifiers:

  • Tier 1 (Like Circular Logic):
    Probability: 60%
    Max run: +9
    ME: -2
    PE: +1

  • Tier 2 (Like Sacred Manifesto):
    Probability: 100%
    Max run: +2
    ME: +1
    PE: +4

  • Tier 3 (Like Formation Layout):
    Probability: 110%
    Max run: –
    ME: +3
    PE: +5

  • Tier 4 (Like Classic Doctrine):
    Probability: 120%
    Max run: +1
    ME: +2
    PE: +5

  • Tier 5 (Like War Strategon):
    Probability: 180%
    Max run: +4
    ME: -1
    PE: +2

As you can see, a tier 5 decryptor increases chances of success significantly, but expect those to come at a hefty price (last time I checked around 30-50 mil a piece), since they are quite rare. My recommendation: buy them in Jita, the prices are usually more competitive there. Personally I have used some I had collected a while ago when I was running cosmos complexes with some pretty good results – but for simple modules it is really not worth wasting them.

Beyond invention: building T2 items

I realize I have no spoken much of numbers so far – if you just want to testdrive invention, there’s no need to concern yourself too much with numbers. If on the other hand you want to do more, then an industry tool or a self-cooked spreadsheet are the next step, especially if you want to take on the full chain of production as well. When I finally had some T2 BPCs and had a look at the manufacturing requirements, I sobered up just a little.

Turns out that T2 items require not only basic materials like tritanium, but also Components, like Nanoelectrical Microprocessors. My first instinct was to buy these off the market, until I found out that there are blueprints for all 30 components… Why buy them if you can eliminate one more middle man? I knew it was quite a bit crazy, but I sent Loreena to buy a BPO for all 30 components and after a few days I had finished the ME and PE on them.

And this is where you may start to see why a spreadsheet or tool is important: say you have a small collection of BPOs that can be invented to T2. Say also, that you want to know exactly what materials you will need from the invention to building the final product, for 10 of that module, 20 of that and 4 ships. Madness! Still, I built myself a spreadsheet that does just that. Nearly drove me crazy, but now Loreena can set how many of a module she wants to invent/build, and it tells me exactly what I need – from the datacores and minerals to the moon materials needed to build the required T2 components. I used to wonder at people who develop Excel macros, now I see the attraction 🙂

At least it gave me a whole new perspective on the complexity of the EVE market – just look at the whole chain from a T1 BPO to the final product. Knowing that one character can at most have 10 science and 10 industry jobs running at the same time (with level 5 skills everyhere), that T2 modules supply on the market is the result of a LOT of very busy people. I think we should all pat ourselves on the back for a job well done and hope that those PvPers never run out targets to keep the prices high (no, I am not a valid target :))!

On the traditional sidenote, I now have a headache and my keyboard is sending smoke SOS signals. I need cookies!


Dec 9 2011

Printable NPC Damage Types Cheat Sheet v1.6

Last updated: Sept, 26 2014

Yes, it’s the infamous NPC damage types list that about 80% of all EVE pilots have in place of their biographies. This time in a pretty & practical printable format:

Printable NPC Damage Types Cheat Sheet v1.6

What it shows:

  • NPC Damage Types
  • NPC Weaknesses (primary & secondary)
  • Drones to use (primary & secondary)
  • Countermeasures for electronic warfare
  • Alternate compact versions
  • Easy printing with PDF format

Download now »


Changelog:

  • v1.0: Initial revision
  • v1.1: Added countermeasures
  • v1.2: Corrected wording of ECM
  • v1.3: Fixed Serpentis weakness, fixed colors
  • v1.4: Fixed warriors vs Angels, revamped layout a bit, adjusted some percentages with current values, added tracking disruption
  • v1.5: Fixed Countermeasures, added recommended drones vs. secondary drones, added compact version
  • v1.6: Added Mordus NPCs, Added secondary weaknesses, Adjusted drones for latest drone changes, Optimized for A4 print format, Revamped countermeasures layout

Apr 20 2010

The Ships of EVE

Federation Navy CometWhen I had the idea to integrate a preview of EVE ships in my blog gimmick ShipsQuickinfo, I had a look at what is out there, and very quickly realized that would not cut it. So I did what I always do, which is to overdo it outrageously. A single view of a ship is not enough in my eyes: to get a good idea of the ship you are looking at in a static image, you need more than one angle. I decided I would need three views: front, side and rear.

What ensued was a screenshotting session that lasted about a month on and off. Using the ingame preview window, I made three separate screenshots for every ship in the game – excluding the ones I did not have access to, namely the tournament prize ships and private/test CCP ships. Needless to say, post-processing was the biggest part. I had to rename all the screenshots, then manually edit each one to remove the labels the game adds. After that I was able to automate the rest with Photoshop batch processing.

Now that I am done there are 245 ships total, so 735 individual screenshots for the three views per ship. I am really happy with the result, as the blog gimmick is a lot more useful with the screenshots. Plus, they are unique – and that’s what I was aiming for. But the screenshots bundle offers a lot more possibilities, and I am eager to try out a few ideas.

To see how I use the screenshots in my blog, click on any of the following ship names:

Daredevil
Cruor
Paladin
Dramiel
Federation Navy Comet
Brutix
Crow
Gold Magnate
Keres

This gimmick is free to use for your site, the libraries are open source. You can download it from the ShipsQuickinfo project page.

And finally, the eye candy 🙂 These are the 245 ships:

UPDATE: I have uploaded a much larger version on my DeviantART page.

The Ships of EVE

Note that the complete screenshots package is for sale for ingame currency. The format is a DVD with all 6 GB of post-processed screenshots as layered PSD files in 1632 x 1020 resolution. Contact me ingame or via email for details and pricing.


Apr 15 2010

ShipsQuickinfo v1.5 with Ship Screenshots

Reintroducing the website and blog gimmick Aeon’s ShipsQuickinfo: display detailed information about EVE Online ships directly inline without redirecting your users off-site. Now with custom ship screenshots with three views for each ship: front, side and rear. The script is made of a PHP backend and javascript clientside support.

Here’s what it looks like:

Abaddon
Widow
Tengu
Hulk

Features for v1.5

– New compact tabbed interface
– Custom ship screenshots bundle (separate download)
– The popups are now draggable to arrange them if you have several open
– Live set of examples to get you started
– NEW! Generate the required HTML <head> tags for your site (demo)
– Bundled ship data files, no database required
– Possibility to configure the script to use a live MySQL database
– Several issues fixed, see the changelog

Ship screenshots

The screenshots bundle available as a separate download is custom: I took the screenshots myself using the ingame preview feature. A few ships are still missing, included for now are the T1, T2 and T3 ships. I am still working on the faction ships, those will be added later.

I spent a lot of time on the screenshots, so the bundle you can download for free has a small watermark. If you want to have a watermark-free bundle, you can buy it for 15 million ISK ingame currency. The bundle of original screenshots is also for sale.

Download

You can download the script from the project page:

http://aeonoftime.com/EVE_Online_Tools/Ships_QuickInfo

There is also a live demo that you can play around with:

http://aeonoftime.com/EVE_Online_Tools/Ships_QuickInfo/demo

Upgrade notes:

For v1.4 users: just replace all files. No changes in the configuration file.
For v1.3 users: replace all files, create a new configuration file with the provided template.
For v1.2 and prior: the best is to install it from scratch.


Oct 23 2009

Howto: Mine efficiently

Personally I don’t care much about mining micromanagement. Even if an asteroid only has 700 units left, I just let my mining turrets complete their cycle. My Hulk does not even have a survey scanner on it. Blasphemy, right? Well I do know better, even if I do not do it that way. If you want to micromanage your mining operation, you need a survey scanner so you can see how much ore is left in the asteroids around you. If necessary, that allows you to adjust the cycles of your mining turrets to avoid losing precious cycle times on those that only have a few units left.

To be able to do that precisely, you have to know how much a single cycle will yield of the ore you are mining. Let’s say you are mining Veldspar: with my current setup, I get about 17.000 units per cycle. So if you divide the dial of your mining laser into sections, you can determine how much that turret has mined so far. That way you will know when to manually stop the turret so it only mines the 7500 units that asteroid has left in it. Of course that’s the hardcore micromanagement for those who want to pick a belt completely clean. The lazy micromanagers (not sure that makes sense) use the survey scanner to pick the big asteroids and move on to the next when they do not have a full cycle of ore left.

We are the hardcore micromanagers though! However, because calculating on the fly gets tedious real quick and as paper is not an option (think green :)), here is a little tool I built that will do it for you.

Just enter the total yield per cycle of your turret in the field under the dials and it will display the according values. You can also change the name of the ore in the dials, I included some of the most common ones.

Here is a direct link to the flash file, that way you can use it fullsize. Here in the blog I had to downsize it a little. Suggestions and requests welcome!

P.S. Yes, that is a logistics ship tailing the Hulk in the screenshot. Better safe than sorry in some parts of the EVE universe…