Monday, December 4, 2017

Check out the totally 80's look Logo I was playing around with for BVE

Monday, February 14, 2011

Whats going on

I know alot outside EVE happens, but where are you all? ÄIts a bigger change to find something living in a hot and dry desert than in here:(

Monday, January 17, 2011

First wormhole experience

A few of us took a smaller peak into sleeper space yesterday; the target was J130542, a small C1 system. Due to lack of experience we went on rather slow and only runned 6 sites, but a few findings will be give below:

* A single drake has no problem to clear the sites.
* T1 missile seams to work better than the T2 missiles that wore used for a while.
* Since most ship is frigats, with a few cruisers, the missiles dont deal that much damage, hence target painter or webifying should be interesting to test.
* A salvager ship, i.e. a cormorant fitted for salvagering makes the process short.
* Since its practical with a dedicated salvager ship its nice to go in as a group.
* Profit seams to be ok, from the 6 sites we got 15 melted nanoribbones wich currently can be sold for 6.5m each, pulse a number of tags worth 50k and 200k respectively. So total income should have been over 100m. But the selling have to show the outcome.

Finlay, to make it more efficient I alot of sites should be found before we go in with any force once we start clearing sites, when salvager ship will be the only ship that activity probes (the drawback with this is that a good salvager ship will not be able to probe down ships).

so next time I hope we can run twice the number of sites on the same time;)

Sunday, January 16, 2011

Drake fits for WH space

C1-C2

Drake:

Low Slot
2 x Shield Power Relay II
2 x Ballistic Control System II

Medium Slot
3 x Large Shield Extender II
2 x Invulnerability Field II
1 x Phased Weapon Navigation Array Generation Extron (named Target Painter)

High Slot
7 x Heavy Missile Launcher II
Core Probe Launcher I

Rigs
2 x Medium Core Defence Field Purger I
1 x Medium Core Defence Field Extender I

Drones
5 x Hobgoblin II's
Spike out




or


Shield Power Relay II
Shield Power Relay II
Ballistic Control System II
Ballistic Control System II

Large Shield Extender II
Large Shield Extender II
10MN Afterburner II
Invulnerability Field II
Magnetic Scattering Amplifier II
Heat Dissipation Amplifier II

Small Remote Armor Repair System II
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile

Medium Core Defence Field Purger I
Medium Core Defence Field Purger I
Medium Core Defence Field Purger I

plus drones of your choice.





or




Ballistic Control System II
Ballistic Control System II
Reactor Control Unit II
Damage Control II

10MN MicroWarpdrive I
Large Shield Extender II
V-M15 Braced Multispectral Shield Matrix
V-M15 Braced Multispectral Shield Matrix
Magnetic Scattering Amplifier II
Target Painter II

Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile
Small Energy Neutralizer II

Core Defence Field Extender I
Core Defence Field Extender I
Core Defence Field Extender I


Hobgoblin I x4
Hobgoblin I x1

Read more: http://eve.battleclinic.com/loadout/21573-Drake-loadout-for-gangs.html#ixzz1BDnqXLQi

Thursday, December 16, 2010

Christmas and new year

As some of you know I will we away over the holydays. I will first make a shorter stop at my father adn when cpontinue to Canada, and will alos take a short trip to US. I will come back home to sweden about one week into teh new year.... bit it might take a few more days untill Im home. Druing this time I dount think I will be able to join you in EVE, since I will not have constant assecc to a PC, abnd when I have assecc it will be one PC on at least 4 persons.... and christmas are more about socal activities and familay after all..

See you next year
Marry Chrismas and a Happy New Year to all of you
Ciirii

EVE HQ

Guys, I had a closer look into EVE HQ (software) and it seems like a VERY useful tool. Dunno who of you already use it, but I suggest you check it out if you don't know it.

Sunday, December 12, 2010

Possible CN jump clone fasilities

I have not verified the locations, if you pleae confirm or reject the locations. You will need a personal standing of 8.0 to install a JC.

-----------------------------------------------------------------

Caldari Navy stations with Medical/Jumpclones

Funtanainen IV - Moon 1 Caldari Navy Logistic Support
Inoue VI - Moon 9 Caldari Navy Logistic Support
Inoue VIII - Moon 5 Caldari Navy Logistic Support
Isaziwa XIII - Moon 15 Caldari Navy Logistic Support
Isenairos VI Caldari Navy Logistic Support
Isenairos VI - Moon 9 Caldari Navy Logistic Support
Isikemi VI - Moon 5 Caldari Navy Logistic Support
Isikesu IV - Moon 5 Caldari Navy Logistic Support
Litiura VIII - Moon 12 Caldari Navy Logistic Support
Motsu VII - Moon 6 Caldari Navy Logistic Support
Niyabainen IX - Moon 19 Caldari Navy Logistic Support
Sobaseki VII Caldari Navy Logistic Support
Tunttaras X - Moon 3 Caldari Navy Logistic Support
Vuorrassi VI - Moon 2 Caldari Navy Logistic Support

Friday, December 10, 2010

W`hat do you all want to do?

I know we are a small group right now. And for now I think we will try to get some eco going for the corp and get a POS up so we can do BPO research (well we need a new more BPOs too first). With some more BPOs with a fair ME, we can start making some ISK as a corp in manufacturing... and those of us that want to build things gets some tools to make ISK for our self too;)


But on a little longer perspective, when we most likley also get more members, what do yo want to see?

Be supplier of PI items?
Focus on minning and production?
Mission running?`
Going into sleeper space (maybe weth a POS)?
Low sec?
0.0 sec?
Something else?

Cheers

Who is here?

I have only seen Nic and I here (sorry if I missed anyone). If you read this, please make a replay. If you dont use the same username here as in game, kindly posrt your ingame name too.

Cheers
C

Saturday, December 4, 2010

Material cost spread-sheet

I have started with a spread-sheet to easier esitmate the cost of making items, e.g. ships/ammo...
If you want to have assess to it send me an EVE-mail, with an email adress conected to an gmail account. I need it to give you access to teh gmail doc.

Cheers
C

Tuesday, November 30, 2010

HQ address moved

Hi folks,

Quick update to ya'll: we have finalized moving our beloved Corporation's items from Nourvukaiken to Nonni. As of now on our new HQ is at Lai Dai Corporation Station, around the orbit of gorgeuous Nonni I a habitable planet with certainly some nice resources - though I didnt scan it yet.

Any doubts, please feel free to enquire.

Best wishes to all of us in our new home,

Ni

Patch Notes for Incursion 1.0

Released Tuesday, November 30, 2010

FEATURES

Ships
·    A new ship has been added to EVE Online. The  Noctis is a dedicated salvaging vessel, perfectly suited for all your scavenging needs. See this Dev Blog <http://www.eveonline.com/devblog.asp?a=blog&bid=797> for more information.
·    Blueprint Originals for the Noctis can now be purchased from Outer Ring Excavations stations.
·    The new ORE Industrial skill book, required to pilot the Noctis, can now be purchased from school stations everywhere.

CHANGES

Ships
·    The Hawk assault frigate has had its bonus to kinetic missile damage changed from 5% to 10%. It also has an additional 2MW added to its powergrid.

Drones
·    Fighter Bombers used by Super Carriers have been changed: they do much less damage to sub-capital class ships now and will also contribute much less lag to future fleet fights. They were previously making the servers cry.

Weapons & Ammunition
·    Rockets have had an explosion velocity boost. It means they will inflict more damage on faster moving targets whilst also gaining a straight damage boost through changes to rocket damage and rocket launcher rate of fire.
·    Quake has had its velocity and capacitor recharge penalties removed.
·    Hail has had its capacitor recharge penalty removed, its tracing speed penalty reduced and its damage boosted.
·    Gleam has had its shield hitpoint and signature radius penalties removed.
·    Conflagration has had its tracking speed penalty removed and its damage boosted.
·    Javelin has had its velocity penalty removed.
·    Void has had its tracking penalty reduced and its damage increased.

Need for speed
·    In order to facilitate fleet fights, network timeout values have been increased substantially from eight minutes. This will allow users to successfully jump and/or log into extremely loaded solar systems where the client will need to wait a very long time to complete. The players will also receive more informative messages under these extreme circumstances
·    Repeating modules will no longer get into a “stuck” state, where they cannot be switched off.
·    Improvements to module activation and reload responsiveness have been made.
·    Decisions about who should receive damage notifications were optimized.
·    Jumping through a stargate will now create less server load.
·    Compile-time constant handling was improved to give better runtime performance.
·    Fixed an issue in which a client receiving out of order packets would fail to load grid when jumping into a system.
·    A large amount of damage and effects states were being recalculated for every observer during fleet warps and mass jumps.  This process is now much more efficient.
·    Client-side support for an improved in-space update packet was introduced. These new updates require less server CPU to generate compared to the older ones.

Market & Contracts
·    The Ships section of the market has been reorganized and is now primarily sorted by hull class. In addition, all faction and special release ships have been added to the market so you can now trade them there in addition to contracts.
·    It is no longer possible to create Loan contracts. Furthermore, existing in-progress loan contracts will become invalid in January 2011 as a part of a major Contracts refactoring. If you have a loan contract in progress you are encouraged to complete it before the end of this year to avoid any possible inconvenience.

Graphics
·    The EVE client is now resizable in Windowed mode, allowing the players to stretch their client over several monitors. Now EVE Online is much more beautiful in ultra-widescreen resolutions.
·    There is a new version of Windowed Mode called Fixed Window. It is similar to the regular Windowed Mode but lacks any title bars, frames or borders.
·    A new option, “Horizontal offset” has been added to the settings menu. It allows the player to have all menus on one monitor and focus on his ship in another monitor.
·    EVE now supports anti-aliasing. The beauty of virtual space has never been more… beautiful.
·    Fighter Bombers now have a new missile effect, which looks awesome and doesn’t make the servers beg for mercy at the same time.
·    Microwarpdrives now have their own brand new icon.

Miscellaneous
·    A “Volume” column has been added to the hangar view by default; “Category”, “Meta Level” and “Tech Level” have been added as optional columns. Individual columns now can be toggled on and off through the right click menu.
·    All options in the contextual menus are now consistently categorized.
·    You can now move items and ships to their respective hangars by dropping them on the corresponding icon in Neocom.
·    Deadspace, faction, officer, and storyline items now have an overlay icon like the Tech II and III items.
·    Probes can now be added to overview.
·    Corporation assets can now be filtered according to region or number of jumps.
·    Players with Starbase Defense Operator roles will now receive notifications about control towers under attack.
·    You can now rename ships in your hangar without making them active.
·    When the camera is offset, the user interface can follow.


FIXES

User Interface
·    Item sorting now works correctly even in cases where some columns have been removed.
·    Tooltips no longer stay visible during drag-and-drop.
·    Text will now be correctly highlighted in storyline mission briefings.
·    You can now receive client updates through the login window without actually logging in.
·    Dragging an item into the chat window no longer causes the window to lose focus.
·    The right-click menu will now be more responsive when working in hangars with very high item counts.
·    There will no longer be any icon overlap in the assets window.

EVE Voice, Mail & Chat
·    White spaces on notes are now counted as characters and are saved properly.
·    An issue has been fixed which was causing the EVE mail window to experience an excessive load time when first accessing it in a new session

Localized Clients
·    The buttons to install or uninstall client updates are now translated and are present in proper locations in the Russian and German clients.

EVE API
·    White spaces on notes are now counted as characters and are saved properly.
·    An issue where the EVE mail window would take excessive time to load when accessing it the first time in a new session has been fixed.
·    Inconsistent formatting of element and rowset names in mail calls has been fixed.
·    Having an empty inbox will no longer cause errors in mail calls.
·    Mail messages no longer show their read/unread status.
·    Quantities of -1 will no longer show up for unstacked items

Miscellaneous
·    Wrecks will no longer jump around in space, when a tractor beam is activated on them.
·    Orbiting and colliding NPCs and player ships are not rendered in wrong locations by the client compared to the server, any longer.
·    Ships are now coming out of warp smoother, without “rubber-banding”.

Monday, November 29, 2010

List of stations at Nonni - guys please check and revert with comments

NameOwnerServicesType
Nonni I - Caldari Constructions Production PlantNonni I - Caldari Constructions Production PlantCaldari ConstructionsRefinery (50%), Repair, FactoryProduction Plant
Nonni I - Caldari Navy Assembly PlantNonni I - Caldari Navy Assembly PlantCaldari NavyRefinery (50%), Repair, FactoryAssembly Plant
Nonni I - Kaalakiota Corporation FactoryNonni I - Kaalakiota Corporation FactoryKaalakiota CorporationRefinery (50%), Repair, FactoryFactory
Nonni I - Lai Dai Corporation FactoryNonni I - Lai Dai Corporation FactoryLai Dai CorporationRefinery (30%), Cloning, Repair, Factory, ResearchFactory
Nonni II - Ducia Foundry RefineryNonni II - Ducia Foundry RefineryDucia FoundryRefinery (50%), RepairRefinery
Nonni III - Caldari Funds Unlimited Investment BankNonni III - Caldari Funds Unlimited Investment BankCaldari Funds UnlimitedRefinery (50%)Depository
Nonni III - CBD Corporation StorageNonni III - CBD Corporation StorageCBD CorporationRefinery (50%), RepairStorage
Nonni III - Home Guard Testing FacilitiesNonni III - Home Guard Testing FacilitiesHome GuardRefinery (50%), Repair, Factory, ResearchTesting Facilities
Nonni III - Moon 1 - Home Guard Assembly PlantNonni III - Moon 1 - Home Guard Assembly PlantHome GuardRefinery (50%), Repair, FactoryAssembly Plant
Nonni III - Moon 1 - Kaalakiota Corporation FactoryNonni III - Moon 1 - Kaalakiota Corporation FactoryKaalakiota CorporationRefinery (50%), Repair, FactoryFactory
Nonni III - Poksu Mineral Group RefineryNonni III - Poksu Mineral Group RefineryPoksu Mineral GroupRefinery (50%), RepairRefinery
Nonni IV - Caldari Navy Assembly PlantNonni IV - Caldari Navy Assembly PlantCaldari NavyRefinery (50%), Repair, FactoryAssembly Plant
Nonni IV - CBD Corporation StorageNonni IV - CBD Corporation StorageCBD CorporationRefinery (50%), RepairStorage
Nonni IV - Kaalakiota Corporation FactoryNonni IV - Kaalakiota Corporation FactoryKaalakiota CorporationRefinery (30%), Cloning, Repair, Factory, ResearchFactory
Nonni IV - Rapid Assembly FactoryNonni IV - Rapid Assembly FactoryRapid AssemblyRefinery (50%), Repair, FactoryFactory
Nonni V - Caldari Navy Assembly PlantNonni V - Caldari Navy Assembly PlantCaldari NavyRefinery (50%), Repair, FactoryAssembly Plant
Nonni V - Lai Dai Corporation FactoryNonni V - Lai Dai Corporation FactoryLai Dai CorporationRefinery (30%), Cloning, Repair, Factory, ResearchFactory
Nonni V - Rapid Assembly FactoryNonni V - Rapid Assembly FactoryRapid AssemblyRefinery (50%), Repair, FactoryFactory
Nonni VI - CBD Corporation StorageNonni VI - CBD Corporation StorageCBD CorporationRefinery (50%), RepairStorage
Nonni VI - Kaalakiota Corporation FactoryNonni VI - Kaalakiota Corporation FactoryKaalakiota CorporationRefinery (50%), Repair, FactoryFactory
Nonni VI - Moon 1 - Joint Harvesting RefineryNonni VI - Moon 1 - Joint Harvesting RefineryJoint HarvestingRefinery (50%), RepairRefinery
Nonni VI - Moon 1 - Kaalakiota Corporation FactoryNonni VI - Moon 1 - Kaalakiota Corporation FactoryKaalakiota CorporationRefinery (30%), Cloning, Repair, Factory, ResearchFactory

Sunday, November 28, 2010

Note on research when looking for new HQ

Research can be done at many NPC stations, or through the Mobile Laboratory and Advanced Mobile Laboratory POS structures. NPC factories generally have long queues for ME research, often as much as several weeks in popular high-sec systems, whereas PE research generally has no queues. As with manufacturing, there are cash costs for use of research slots at a NPC station. A Mobile Laboratory can do material research on three BPOs and time research on a further three at once, while an Advanced Mobile Laboratory can only do ME research on two at once and cannot do PE research at all. (Excerpt from EVE Wiki)