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Gold Harvest Macro Solutions  |  Simple Miner | Eve-Online  |  Feedback / Suggestions  |  Active Resist Module Deactivation after Fight « previous next »
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Author Topic: Active Resist Module Deactivation after Fight  (Read 546 times)
Morphe
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« on: December 26, 2009, 07:43:13 PM »

Hey,

I have my active resist modules set to run at 100% shields (I want them running all the time). I noticed that when SM finishes a fight with the NPC rats, it says "checking active modules" or something, and then it deactivates my resist modules. Then, about 2 seconds later, it turns the modules back on and goes about it's business. I was wondering why SM decides it needs to deactivate the modules at the end of of a fight. This seems like an unnecessary thing to do, and I would like it to not turn off my modules (1. because I always want them running, and 2. because that uses more capacitor by turning them off mid-cycle, then reactivating them right away). Perhaps in the next bug fix for SM we could get it sorted out so that it doesn't turn off my active resist modules at the end of a fight.

Thanks,
Morphe
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unabobster
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« Reply #1 on: December 29, 2009, 07:51:08 AM »

Bad idea to do that, the reason being that if your tank is running all the time, then anti-macro people will see that and suicide you into next week and I don't want to see that happen to anyone. Plus it is a dead giveaway that You are running a macro.  My Hulk rarely if ever needs to activate his shield booster, have only seen it run 2 maybe 3 times in the past 4 or 5 months.
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ILuvRoids
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« Reply #2 on: December 29, 2009, 11:10:07 AM »

i watched mine the other day not reactivate
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Morphe
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« Reply #3 on: December 29, 2009, 11:39:41 PM »

Bad idea to do that, the reason being that if your tank is running all the time, then anti-macro people will see that and suicide you into next week and I don't want to see that happen to anyone. Plus it is a dead giveaway that You are running a macro.  My Hulk rarely if ever needs to activate his shield booster, have only seen it run 2 maybe 3 times in the past 4 or 5 months.

It's not a shield booster, its shield hardeners. It's 2 invul fields and a photon scattering field. Those you would be running anytime you are around npc's, so I don't think it's a dead macro giveaway. My new hulk fit actually doesn't have a shield booster. It is a small shield extender II, two invulnerability field IIs, and a photo scattering field II. The ehp is around 14,500 (~19,500 if i put a damage control II in low instead of a expanded cargohold, but im not gonna waste that profit). This ehp/high resists should get any lone suicide ganker to move on and find another target (the gankers go for the easiest kill, or most profitable, neither of which is my fit, so I think it's pretty good), which is what the fit is for. The high resists with shield recharge handle 0.5 rats easily too, so i really have no need for a shield booster. Of course this fit will not protect from a group of suicide gankers who really want you dead (no fit will), but it will at least make them have to get another person or two in gang in order to take down my shields before concord arrives. And really, they will probably just go after an easier, more profitable target than waste ships on my hulk (although I do have t2 rigs on it which may entice them to kill me regardless just to get a t2 rig kill). The t2 rigs increase my profits by about 5-10 mil a day, so they will pay for themselves after about 15 - 30 days after which they will be making me more ISK, so I think it's worth it.

I feel this fit is the best for keeping the solo ganker, or even a small group of gankers away from your ship and moving on to an easier target.  Larger suicide ganker groups aren't a big problem in my area, but i have seen a few lone suicide gankers killing hulks by themselves around the area, and this fit will definitely get them to move on to an easier and more profitable kill. My previous fit had a gistii-b shield booster which was totally unnecessary, but the massive ISK income from the macro went to my head and i bought it anyways lol. That was a stupid idea, and the suicide gankers did get the gistii-b booster in the loot from my wreck when they blew me up Smiley so they were very happy about my purchase (this was in a different area, i moved after that gank, they knew I was a macro). After that, I decided to not be stupid and change my fit. The hardeners do use quite a lot of capacitor, but it is still cap stable. Although the gankers could get around this defense by neuting me, but they would have to hope they hit at the end of my hardener cycle for best effect, and they would need at least 3 medium neuts to take out my cap in one hit, which would be that many less turrets to shoot with. I guess two gankers could probably kill me if one neuted, and the other did the normal alpha damage dealing, but a solo ganker would just have to move on, and that's what this fit is for.

-Morphe
« Last Edit: December 29, 2009, 11:56:53 PM by Morphe » Logged
def
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« Reply #4 on: January 11, 2010, 03:50:44 PM »

Bad idea to do that

yea dude the hardners running means they will probs fail to gank =p use it myself, your own will probs only enable whatever u use just as the ship blows up?  Kiss

feel the same way morph, we need that fiixed really for us ppl that know what we're on about.  Tongue
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SelfHatingMacroMiner
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« Reply #5 on: May 04, 2010, 05:40:34 PM »

THIS IS A HUGE PROBLEM!!!

After my combats finish, the Checking Active Modules script turns off my shield hardener and my damage control, but the cycle time on the damage control is 30 seconds, so most times the script will turn my shield hardener back on but it will fail to reengage my damage control.  A damage control unit is the best defense against suicide gankers and I want it on all the time.

PLEASE ALLOW US TO SKIP THE "CHECKING ACTIVE MODULES" SCRIPT AS AN OPTION ON THE FIGHTER MODULE TAB BECAUSE SIMPLE MINER IS FAILING TO TURN DAMAGE CONTROL SYSTEMS BACK ON!!!
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Slav2
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« Reply #6 on: May 04, 2010, 09:00:17 PM »

 Each active module has shield/armor damage activation level, if you set activation level of any module equal 100%, it will work all the time.
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Morphe
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« Reply #7 on: May 05, 2010, 01:07:20 PM »

Each active module has shield/armor damage activation level, if you set activation level of any module equal 100%, it will work all the time.

No. I do have my activation set to 100% level. It still turns off the modules at the end of the fight. Then proceeds to turn them back on about 2 seconds later.
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razar
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« Reply #8 on: May 05, 2010, 01:30:05 PM »

No. I do have my activation set to 100% level. It still turns off the modules at the end of the fight. Then proceeds to turn them back on about 2 seconds later.

I second this ^
If I put a dc2 in low slot 3 and set active resists to 100% shields... it still turns it off after combat then turns it back on. Not a huge deal but I understand where he's coming from on the cap aspect.
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adam1011
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« Reply #9 on: May 05, 2010, 02:55:49 PM »

Hey,

I have my active resist modules set to run at 100% shields (I want them running all the time). I noticed that when SM finishes a fight with the NPC rats, it says "checking active modules" or something, and then it deactivates my resist modules. Then, about 2 seconds later, it turns the modules back on and goes about it's business. I was wondering why SM decides it needs to deactivate the modules at the end of of a fight. This seems like an unnecessary thing to do, and I would like it to not turn off my modules (1. because I always want them running, and 2. because that uses more capacitor by turning them off mid-cycle, then reactivating them right away). Perhaps in the next bug fix for SM we could get it sorted out so that it doesn't turn off my active resist modules at the end of a fight.

Thanks,
Morphe

+1 I do the exact same thing, have all those fittings running in hopes that when it comes to a suicide, having everything on will save my a**
I also noticed the same problem, I have mine set to 100% but it still isn't on every time...
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SelfHatingMacroMiner
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« Reply #10 on: May 05, 2010, 03:55:22 PM »

The issue appears to be with the duration of the damage control. (30 seconds)

When the script goes to "Check Active Modules", it turns all of the active modules off.  Then the script waits a short period of time and attempts to turn them back on.  If the active module has not yet finished its cycle to completely turn off, then when the script goes to reactivate it, it can't because the active module is still blinking red.  Because of the extremely long duration of damage control systems, they are particularly susceptible to this issue.

I am not sure what purpose the "Check Active Modules" script in the Fighter Module is meant to accomplish, but in this case it is causing active defenses to fail to reengage after a fight.  It seems to me that the "Check Active Modules" is doing more harm than good.
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Slav2
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« Reply #11 on: May 05, 2010, 10:26:51 PM »

I see what is the problem, in fact fight module switch off everything at the end of fight. 1.40.x version of the miner is obsolete already. As soon as I get my VPS working, we can start 2.x beta version tests. EVE expansion on 18th may should be the last day while we sell/support 1.40.x version of the miner. I hope we will have about a week to test new version of the miner before permanent switch to new version. Drew Carle will make official announcement about SM project changes soon.
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