The Sanctuary has reached a breakthrough

This post is a fan-fic lore oriented article written from in-character perspective ((IC)).

Last week the scientific community of New Eden cluster has been surprised by the uncommon design of newly unveiled, capsule-fitted ships designed by The Sanctuary (Sisters of EVE), which allows said ships to enter faster-than-light speeds while cloaked, without the need for sophisticated quantum computer hardware.

Crielere Cloaking technology vs. warp drives

Classic Sotiyo-Urbaata based warp drive uses two polar dishes inside of the ship’s warp core to compress the vacuum and create a depleted vacuum bubble around the vessel. This is the simplest and most efficient design, and is used by all starships currently in operation, both capsule fitted or not. Hundreds of years have proven this is the best possible approach, because:

  1. Warp core is hid deep inside the ship, making it well shielded from damage and unwanted interference
  2. Placing the warp core in the geometric center of the ship allows creation of the smallest possible depleted vacuum bubble, which makes it energy efficient.

Graviton Pulse GeneratorEngineers at Project Crielere have proven, that this warp drive design creates too much interference for cloaking devices to operate properly at FTL speeds. First stealth generators used meta-materials to make the ship invisible in a specific band of electromagnetic spectrum (usually infrared or visible light). The ship was however still visible in other EM bands, for example microwave or gamma. Historically the second and currently used approach relies on a series of graviton pulse generators in order to create a gravity lens around the ship. This causes all electromagnetic radiation to be bent around the vessel, making it undetectable in any and all EM bands. The effect of the lens also shields the ship emissions by containing them inside the graviton bubble (using complete internal reflection). In order to keep the graviton generators synchronised and create a stable lens around the ship, ship’s computer must calculate the model of the gravity lens in real time. While the model is rather simple when the ship is stationary, it becomes increasingly difficult when the vessel begins to move. All matter that comes through the graviton bubble, including space dust and the ship thruster emissions causes unwanted interference, which ship’s computer needs to take into account when calculating the bubble model. However, when the ship enters the depleted vacuum bubble,  the equations in the model change in an non-linear way, making it impossible for classic and photonic electronics to provide a solution.

Quantum MicroprocessorEngineers at Project Crielere eventually came up with an elegant quantum algorithm that can still provide a solution at FTL speeds, but it means a quantum computer hardware is required to solve the equations. This specialized hardware has been successfully installed into several classes of ships, including Recon cruisers and Blockade Runner industrials, but is generally unsuitable for most vessels, because it requires substantial customization. It also makes it nearly impossible to use on bigger ships, such as Black Ops battleships.

The Sanctuary has reached a technological breakthrough

Stratios CruiserBy moving the warp drive polar dishes outside of the hull into a circular ring-like structure, Sanctuary engineers have removed the effect of depleted vacuum from the graviton bubble equations, making it possible to be calculated without specialized hardware. It is still unknown how exactly this circular structure actually creates depleted vacuum, because the electronics which does all the calculations is protected by advanced tamper-proof chips. Sisters of EVE also forbid the owners from tampering with the technology, voiding the warranty if external tampering is detected, and stating it that using the drive after it was modified will cause fatal injuries to those on board. I however believe it is only a matter of time until some intrepid hacker jailbreaks the electronic systems in the ring polar dishes, and reverse engineers the mathematics that make it work. This lets me believe that by applying this technology to a battleship-class hull could allow even the biggest of vessels to use cloaking technology at FTL speeds. It opens the possibility for The Sanctuary to develop a covert battleship vessel as well, which is currently unconfirmed, but theoretically possible.

One of the downsides of The Sanctuary approach is that the use of a quantum computer would also allow a rapid restart of a cloaking device, which is currently impossible with classic electronics. It means that the Sisters ships are forced to go through a complete startup procedure of a cloaking device, which takes up to 30 seconds, rendering the ship vulnerable during that period.

More reading:

Author
Lukas Rox is a veteran capsuleer with PhD in Graviton Physics, currently working in Aideron Technologies as a Director, also an Expert in Cloaking Technology and a GalNet Software Architect.
More information is available in the CONCORD dossier.

How to revert a broken Launcher update

Today’s patch is going smoothly – at least on CCP side. For players the first available Windows version of EVE Lanucher build was broken (probably missing some files). If your launcher update failed, and you can’t start it now, getting this message instead:

launcher-errors

Don’t worry, there is a simple fix:

  1. Go to your EVE folder, enter “launcher” directory.
  2. Once there, you’ll find “launcher.exe” and “launcher.old.exe”
  3. Remove launcher.exe
  4. Rename launcher.old.exe to launcher.exe
  5. Then go to “appdata” directory.
  6. Remove “EVE_Online_Launcher-2.1.643940.win32”
  7. Keep the “EVE_Online_Launcher-2.1.613956.win32” one

Now don’t run the update again until CCP fixes the Launcher. Patiently watch #tweetfleet for an update from CCP_Goliath or other CCPers.

UPDATE: the Windows Launcher has been fixed. It’s safe to update now!

Mac users will be happy to know their version works just fine.

More reading:

Giveaway winners announced!

Three weeks ago my site has hit another visit milestone, and I’ve started this giveaway to celebrate with you!

Today Rubicon goes live on Tranquility, but three pilots will have one more reason to be happy 😉

The winners are

*** FANFARE ***

Maximus Aerelius

1st prize – Megathron Navy Issue

1st_767215551_1024 navy-mega

DoStuffz

2nd prize – Rattlesnake

2nd_1191844552_1024 rattlesnake

Ziffallo

3rd prize – Sacrilege

3rd_1972446352_1024 sacrilege

Congratulations!

Contracts will be up shortly. Thank you everyone for taking part in the giveaway!

tickets | chribba dice ]

Rubicon 1.0 Static Data Dump conversions available

DevFleet

This post is entirely for the #DevFleet out there. CCP have outdone themselves by publishing static data dump for a new expansion 4 days before actually deploying it on Tranqulity! It was already available on the Toolkit page last friday.

It means that we – the third party developers – had even more time to convert and adapt the data to our projects. Unfortunately it was not so easy to convert the data this time. As most of you know, CCP has recently switched from SQL Server 2008 to SQL Server 2012, which means the official Static Data Dump has now SQL Server’s 2012 media format. To make the ride even more rough, SQL Server 2012 only runs on Windows Vista and above, and Windows Server 2008 R2 and above. In order to make my development VM compatible with the new Static Data Dump, I had to set up a clean new VM with Windows Server 2008 R2 and the new database version. Fortunately it is possible to do all that legally, because Windows Server 2008 R2 is available as a 180 day trial (which can then be rearmed twice to extend the trial even further), and you can use the Express version of SQL Server without paying a dime.

Now the results!

SQL Server -> MySQL & SQLite:

YAML -> MySQL:

YAML Certificates schema
YAML Certificates schema

I have also updated the LMeve Database to use this new dump, feel free to have a look.

Type Icons

CCP has only published a data dump, with icons and renders (probably) coming soon. Don’t worry, I have prepared a “delta” Rubicon icon pack. Simply copy it on top of your existing Odyssey icons:

Icons and renders have now been updated by CCP. Go to the Toolkit page to fetch it.

Feedback

If you find any issues with these dumps, please let me know. This is the first dump from SQL Server 2012, so it is possible some things can be different either in schema or in the data itself. LMeve works just fine, but that’s just me.

 

What to build in Rubicon? [UPDATE]

If you play an industrialist in EVE and await Rubicon eagerly, here is a short list of what new things will be available to be built in the upcoming Winter Expansion. Make sure to prepare the materials ahead of time, and schedule a rush for the blueprints on the 19th!

Why is it worth to join the rush? Because countless expansions before have shown that people are willing to pay extra just to be one of the first players to use/access new features. Rubicon brings several manufacturable items, and each of them is a chance for a potential quick buck.

UPDATE: Added estimated manufacturing costs for each item.

UPDATE: It seems the sudden demand for some PI components has made their price skyrocket. I have updated the material lists (they changed from Singularity a little bit) and the estimated costs. As you can see, Cynosural Inhibitor manufacturing price has already doubled!

Mobile Depot

mobile-depot-bpoOne of the first steps towards space colonization, and the only one that will have a reinforcement timer, Mobile Depot is the cheapest one to build. According to the Rubicon Patch Notes, the BPO will only cost 1,000,000 ISK and will be available from any of the four Empire factions.

Extra Material Quantity dmg per job
Smartfab Units 3 100%
Nuclear Reactors 1 100%
Guidance Systems 3 100%
High-Tech Transmitters 1 100%
Material Quantity
Tritanium 5500 (perfect: 5000)
Pyerite 220 (perfect: 200)
Zydrine 220 (perfect: 200)

As you can see, the materials list contains both minerals and PI components, and it should be realtively cheap to build.

Estimated manufacturing cost: 1,053,898.46 ISK

Mobile Tractor Unit

tractor-unit-bpoThis one will have a bit more expensive blueprint than the Depot – BPO will cost 30,000,000 ISK. Just like the previous one it will be seeded by the four major Empire factions.

Extra Material Quantity dmg per job
Organic Mortar Applicators 2 100%
Wetware Mainframe 1 100%
Ukomi Superconductors 2 100%
Small Tractor Beam I 1 100%
Material Quantity
Tritanium 11000 (perfect: 10000)
Pyerite 550 (perfect: 500)
Isogen 550 (perfect: 500)
Zydrine 550 (perfect: 500)

Estimated manufacturing cost: 12,500,442.59 ISK

Small Mobile Siphon Unit

siphon-bpoMobile Siphon Unit, the most controversial deployable introduced in Rubicon has a BPO that costs 100,000,000 ISK. Just like the previous two, it will be available in Empire space.

Extra Material Quantity dmg per job
Guidance Systems 100 100%
Miniature Electronics 100 100%
Data Chips 12 100%
Material Quantity
Tritanium 236425 (perfect: 214932)
Pyerite 34181 (perfect: 31074)
Mexallon 20747 (perfect: 18861)
Isogen 6545 (perfect: 5950)
Nocxium 1900 (perfect: 1727)
Zydrine 624 (perfect: 567)
Megacyte 189 (perfect: 172)

While the material list simply consists of Minerals, to build a Siphon Unit your character will need to have some Tech II related skills trained, namely Electronic Engineering 4 and Graviton Physics 4.

Estimated manufacturing cost: 12,715,469.64 ISK

Mobile Cynosural Inhibitor

cyno-inhibitor-bpoThis one will be a bit tricky to get. Not only the BPO costs 150,000,000 ISK, but it will only be seeded in nullsec regions! But with the changes to interceptors (namely their bubble immunity) getting these blueprints should not pose any problems.

Extra Material Quantity dmg per job
Broadcast Node 4 100%
Organic Mortar Applicators 8 100%
Self-Harmonizing Power Core 2 100%
Sterile Conduits 4 100%
Wetware Mainframe 2 100%
Guidance Systems 20 100%
Material Quantity
Tritanium 275000 (perfect: 250000)
Pyerite 11000 (perfect: 10000)
Isogen 5500 (perfect: 5000)
Zydrine 5500 (perfect: 5000)
Megacyte 550 (perfect: 500)

Estimated manufacturing cost: 61,843,391.28 ISK

Bastion Module I

bastion-module-bpoThe blueprint will cost 50,000,000 ISK and will be available on the market (CCP did not specifically say “in Empire”, but that’s my educated guess). The module cannot be invented at the moment (only Tech I version will be available).

Material Quantity
Tritanium 385000 (perfect: 350000)
Pyerite 82500 (perfect: 75000)
Mexallon 33000 (perfect: 30000)
Isogen 5500 (perfect: 5000)
Nocxium 1100 (perfect: 1000)
Zydrine 220 (perfect: 200)
Megacyte 110 (perfect: 100)

Estimated manufacturing cost: 6,089,465.80 ISK

Rapid Heavy Missile Launcher I

rapid-hml-bpoPatch notes don’t say anything about the availability of the BPO, but I again guess it will be empire space (so it is consistent with other missile launcher BPOs). Blueprint price in Static Data Dump is 750K ISK. This one will have Tech II version, which means it will be inventable.

Material Quantity
Tritanium 105 (perfect: 95)
Pyerite 1155 (perfect: 1050)
Nocxium 8 (perfect: 7)
Zydrine 2 (perfect: 2)
Megacyte 10 (perfect: 9)

Estimated manufacturing cost: Tech I 36,342.49 ISK; Tech II (including invention) 1,759,950.43 ISK

Customs Office Gantries

While this is not a new structure, it’s use will spike in the first couple of days after Rubicon deployment. Also if you plan to bash some ICOs yourself, make sure to have Gantries already built and prepared. I’m pretty sure the land rush will lead to some funny events where someone will erect a ninja POCO after someone else had cleared the ICO. Just a thought 😉

What’s the difference between a Live Event and a regular Kitchen Sink op?

Yesterday CCP has run a Live Event. For those who never saw a Live Event before, it is a staged, lore oriented event run in game by the devs. First incursions were such events, and the battle over Caldari Prime (operation Highlander) was another example. Live Events are usually accompanied with the risk of losing ship (in first incursions due to a huge amount of NPCs present on the battlefield, and during operation Highlander – because it  essentially becoma an FFA where Gallente loyalists would duke it out with the Caldari). With that thought in mind, I have picked up a cheap, expandable ship (plated Brutix) and a cheap “combat” clone (didn’t have a blank at the time).

There were two rally points, conventiently placed next to mission hubs: Meves and Sarum Prime. I’ve chosen the first one and have arrived way before the event. I met some friendly faces there, namely Ashterothi from Aideron Robotics and Akrasjel Lanate from Naquatech. Both are experienced PVPers. I have also noticed two CSM 8 members in our group: Mike Azariah and Ali Aras. We have formed a roughly 220 people armor fleet under an FCORD FC known as Super General.

2013.11.07.17.31.21 2013.11.07.17.29.01 2013.11.07.18.36.19
 

Shortly after, a CCP actor has arrived:

[ 2013.11.07 18:34:04 ] Heder Elislar > The Caldari Navy and Imperial Navy will be working independant of our effort.
[ 2013.11.07 18:34:14 ] Heder Elislar > We have no business with them.
[ 2013.11.07 18:39:35 ] Heder Elislar > Well, that's a lot of capsuleers.
[ 2013.11.07 18:40:01 ] Ashterothi > Heder Elislar When the call comes out, Federation loyalists answer
[ 2013.11.07 18:40:18 ] Buppas > glad to be here Heder Elislar, the republic can always count on my assistance
[ 2013.11.07 18:41:56 ] Heder Elislar > YOUR FLEETS MAY ADVANCE TO BOTANE, AND HOLD ON THE OURAPHEH

Jump jump jump, and off we went to Botane.

2013.11.07.18.55.54
 

The Republic general was right, that’s indeed quite a lot of capsuleers. “Enough mass to bend the time” so to speak. But we will get to that.

[ 2013.11.07 18:48:31 ] Heder Elislar > FLEET WILL BE DEPARTING IN THE DIRECTION OF LOW SECURITY PLACID IN 10 MINUTES.

Low sec – good! We will be shooting stuff! But then everybody jumped… and a giant TiDi wave crushed upon us.

2013.11.07.19.00.34
 

Dear CCP! I’d love a screensaver with this TiDi slowed down mid-system jump animation! Pretty please! It’s really lovely (no pun intended).

Unfortunately 10% TiDi quickly led to the fleet being disorganized. Fortunately it didn’t matter much as we were still in high sec.

It took some time to arrive in Stacmon (exactly fourty-two minutes). In the meantime we’ve learned that the next waypoint is…

[19:19:24] Heder Elislar > OUR NEXT RALLY POINT IS THE SYSTEM OF VESTOUVE.

Okay, that’s close to… Syndicate. So we are going to null after all. I smiled to myself, “good that I took a cheap clone with me, too bad I didn’t have a blank”. Flying what you can afford to loose has one big advantage: you are not focused on the fear of losing your bling ship, but on  the combat itself, which means you are less likely to make any mistakes. That’s why many veterans often tell newbies to master frigates first. Of course some people love the adrenaline kick, and that’s where all those multi-billion ISK killmails come from.

Once the fleet started to jump, the TiDi wave came back, and everything again dilated to a slow-mo movie. Once we’ve entered low-sec, Super General started moving the fleet in an orderly fashion (commonly known as blob).

2013.11.07.19.52.29 2013.11.07.19.52.56
 

In the meantime we’ve got the final destination:

[19:26:03] Heder Elislar > copy that, 8V-SJJ is final destination for Fed-Matari forces.

Unfortunately, we were still on the way to Vestouve, surfing a TiDi wave. And then reports started flooding in: Squids hit a heavily bubbled gatecamp, and most of their fleet got destroyed there. And gallente-minmatar have supposedly already lost the battle in 8V-SJJ. The traps were organized by null residents, namely Goonswarm and RAZOR alliance. Well, our 200+ strong fleet was still on its way, so we still had a chance at kicking some random shooting some random Goons before dying in a big ball of fire. Fun to be had!

Before crossing the low-null border, the FC asked if anyone wants to turn around and go back to safety. This was a nice move! Of course no one came. Well, except for the new owner of Poetic Stanziel, who started shooting someone and went GCC.

Once we’ve arrived in 8V-SJJ, there was still a roughly 200 men group of Goonswarm & friends in the system. After I have reviewed the killmails it seems it was at least one armor and one shield fleet, plus a wing of bombers. Our fleet warped to one of the beacons prepared by CCP and started shooting Goons. We’ve managed to catch a Damnation and one or two cruisers.

kill: Maller

kill: Damnation

We’ve also killed a random Drake, who was unluckily caught in the crosshairs of our fleet:

kill: Drake

And then the bombs landed on top of us! Immediately after the first bombs shown on overview, the FC has ordered a regroup at planet II. Most of the fleet survived the bombing, but deep in hull and armor. Piece of advice: never turn your MWD on when bombs are inbound! Even if you have to clear a bubble.

My trusty Brutix survived the first encounter, but it catched some fire on the way!

2013.11.07.20.35.59
 

While friendly logis were patching us up, we’ve killed some stragglers who warped on top of us. Sorry guys! We are NPSI! (a variation of NBSI: Not purple? Shoot it).

kill: Vigilant

A minute later a Megathron pilot in our fleet went AWOX. So we’ve dispatched him, too:

kill: Megathron

Once our logi finished the repairs, we warped back into battle again. This time our FC has brought us to one of the wrecks, away from the main Goon fleet. Goons followed suit, dancing around with us so to speak… and then out of a sudden we have warped close enough to each other, and the fighting began. Unfortunately our nullsec friends had enough logis to keep the primaries alive. First we went after a Proteus, but as much as our 150 men fleet could do was scratch his paintjob. Then we went after tech I ships, which usually have lower resists, so it’s easier to kill them, even with logi support. It was a sound plan and paid us a couple of killmails, for example this one:

kill: another Maller

Unfortunately experienced and well organized doctrine fleet has beaten our kitchen sink (we knew it was going to happen eventually). I went after a Harpy that has been shooting me, and his friends primaried me. My Brutix went up in flames: loss: Brutix. There was a HIC bubble up, but somehow my pod managed to get away from it. I warped to a random moon at 50, and made a safespot on the way. The F-5 gate seemed clear, and there were reports on fleet comms that the other side is clear too. I warped to the gate and jumped on contact. On the other side I follwed suit, warped to a random celestial and made a safespot on the way. Unfortunately the next gate was bubbled and camped. There was an Intaki NPC station in the system, but it was outside of my directional. I made a mistake of warping to it loss: Capsule. Yup, there was a bubble waiting for me there.

All in all, I’ve done 1,4 billion in damage, and lost 200 million, which translates to 86% efficiency. But these numbers don’t show how much fun it really was. I’ve enjoyed it a lot! Kitchen Sink Fleet op success o7

An afterthought

Now as long as PVP goes that evening was fun. TiDi is just a game mechanic designed to keep server responsive even under extreme loads. I can’t blame the servers. The actual fighting saw no TiDi, everything was smooth and fun, just like it should be.

But wait a second, where was lore in all this? It was a regular player battle, inexperienced kitchen sink fleet vs. veterans of nullsec. Where did lore go? What was the story told by this event? All previous live events I took part in were a part of the New Eden storyline. Did someone forget this was supposed to be a lore event in the end?

Many people complained about the lag and TiDi. This could have been thought of and prevented. In my opinion sending a 1000+ people through not reinforced nodes was guaranteed to cause a massive lag. I know CCP didn’t want to hint the nullsec blocks where exactly the event will be, but:

1) it didn’t work anyway, nullseccers got a hint in a public message that was supposed to rally pirate loyalists, and they had enough time to learn of the final destination.

While I don’t know if they actually bridged or not, I would do that if I was them: rally in the general vincinity with a titan bridge at the ready, and then quickly bridge once the final destination was announced.

2) lots of players were stuck in 10% TiDi on a several jump trip

It could have been done better, I’m sure Federation Navy (or even CONCORD) could have lend the high sec fleet an Erebus Titan and simply bridge the entire fleet from Meves. It would give at least a minute or two for the actors to show players the story, before the nullsec fleets arrived.

The problem is, we’ve missed the whole story this time. It was just another Kitchen Sink Fleet op. Ever heard of RvB Ganked Nights? They’re actually better than this event was…

Unless… Unless it was all planned

Unless it was supposed to be a failure. It was staged to end in a disaster. Quoting the trailer: Empires are loosing their grasp on power. They are no match for capsuleer nullsec power blocks. And when we are at it, neither are the high sec capsuleer organizations. This event was a perfect sign of that.

Just one more thought

High sec pilots could have prevented some of this by preparing in advance. We could have tried to set up some doctrine fleets with proper amount of logis, same weapons range and the same tank. We could have get in touch well before the event, use forums, use Twitter. Get organized. And forming a recon/bomber/t3 wing with a black ops bridge wouldn’t be a bad idea either. It would remove the problem of TiDi for sure, not to mention that bombers could actually be quite successful against the enemy fleet.

More reading:

New Item Database on Torchwood Archives (with 3D ship spinning)

It’s one of the changes I wanted to do much earlier on, but didn’t have time to properly prepare LMeve for this. Yes, this is the first part of our project that goes public.

Since the day when I learned that CCP has open-sourced their WebGL library, I wanted to use it right away in our little tool. Even though some time has passed since the tech went public, I have only seen it running on one public website: http://www.eohgames.com/labs Back in summer I had a chat with one of the creators of that site, T’Amber (@PaulOosterman). We have discussed the possibilities of CCP webGL and I have shown him my work on it in LMeve Database module. But to show him this one feature I had to create an account and a new role with just this one module allowed. Lots of work to share it with just one person, eh?

So today I would like to share with all of you the “lite” version of LMeve, which replaces the dirty old Static Data Explorer. It is running the same code that powers our closed-beta Industry app, but it has been stripped down to just have this one module. Say hello to LMeve Item Database!

TL;DR

Check out the new Item Database with 3D ship preview (ship spinning works too):

new-item-database

PS. Some things still need work, for example weapons, munitions and structures do not load properly (there is no code that understands that they are not ships and a different loading method should be used). All ships should display properly though.

200.000 visits. One More Thing. And a Navy Mega Ship giveaway!

About a year ago I was celebrating 100.000 visits to my blog. It took about 1,5 year to get there. This year, even though I had a blogging break in summer due to external factors, my blog has doubled the number of visits in less than a year!

200000-visits

* Yes, I know the counter didn’t reach 200.000 yet, but it will by the end of the day 😉

Thank you guys!

Giveaway is in order

As a thank you I will be giving away 1x Megathron Navy Issue, 1x Rattlesnake and 1x Sacrilege. How do you enter the draw? Simply leave a comment using your in-game character name (this way I will know who to contract the prize to). The giveaway will end on November 18th, 23:59 eve time. After the extended downtime on the 19th, Chribba dice will determine the lucky winners.

[ tickets | chribba dice ] – winners announced in this post

navy-mega rattlesnake sacrilege

Update – One More Thing

When I wrote this post in the morning I had no idea how the day was going to end. I was on a train, and I was bored, so I started up Twitter to see what #tweetfleet is up to. Mornings are usually quiet, because majority of US just went to sleep and EU has just arrived at work. That time around you can only find some Aussies on Twitter. Well, not only. Some Guy, formerly known as Poetic Stanziel was having a chat with Ripard Teg:

twitter-fansites

I did apply as a fansite some time in summer, mainly to reach more people. Unfortunately there was no reply to my application, but I didn’t care much about it. After all I’ve created this blog for others to read, and not for publicity.

Nothing would have happened if CCP Guard didn’t reply that I should file a petition. So I did, but I didn’t hope for an “accept” response – there’s plenty of great Fansites and I don’t think Archives is even half as good. But to my surprise, I got a reply to my petition from CCP Eterne and I was really surprised:

fansite

Thank you, CCP!

I have to deserve my right to be in such a great company, so there will be changes and new things coming to Archives – stay tuned.

One more reason for celebration! Navy Mega gets one more Faction Battleship friend 😉 Plus something cruiser-sized for those, who prefer smaller ships.

LMeve dev blog #2

A few months ago I’ve written a post about how the development of LMeve goes, and I feel it’s in order to write another one, because a lot of things have been changed and/or improved since that last post in May.

New Features

In the last post I have outlined what new features we want developed and why. Due to time restrictions I haven’t been able to implement everything from that list, but I have covered quite a sizeable amount.

lmeve-materials-drake First off, the complete materials list and production cost estimation. Every manufacturer in EVE wants to know which items have the best profit margin. Of course prices of resources fluctuate, so the production and pricing strategy has to be revised in regular intervals.

The material data comes from the Static Data Dump and is correctly affected by the ME level set in the fields seen above (in real time!). If user has the correct permissions, it is also possible to save the ME and PE in the database for future reference (why save it? for automatic kit building of course). Prices are being downloaded from eve-central.com using their own API.

lmeve-kitsSecondly, after one of our members put all the ME levels from our BPOs to the app (thanks!) it was possible to implement the Kit Builder. What is it? As you remember, every member has a list of tasks, that have to be completed within a given month. Each member has a bunch of labs assigned to them at one of our POSs, and has to refill them with materials to maintain the production lines busy. Previously everyone had an excel file with the amounts of materials needed to complete tasks for a given month. Excel. File. Why do we have to use Excel, if we already build tools for thisk kind of reference?

Each task has two buttons now: Full kit and Remainder kit respectively. What do they do? If you press the Full kit button, our app will display a list of materials required to make all the jobs under the selected task (enough for an entire month). The “Remainder kit” button will display the amount of materials required to finish the task (entire month minus what has already been done).

lmeve-tasks1Speaking of Tasks, another one of our members requested a feature that shows the jobs currently in progress (and when they finish). This let’s members know when they can log on to cycle their jobs. I think I might want to make two views of it, one summary view (aggregated by typeID and only display the time when the last item of that batch is finished). The current “complete” list of jobs in progress would become the second view.

lmeve-database-drakeNow something else entirely. Ever heard of CCP WebGL? Well, it’s a javascript framework that allows displaying 3D ships and other game assets on a webpage. It’s the same tech that can be seen in the Ship Viewer on the eveonline.com page. Well, I have incorporated it to our Database page. So when you’re away from EVE and would like to spin your ships – feel free to do so. Since the window is rather small, I have decided to give it a “fullscreen” button, for all the ship-spinning pleasure (pressing F11 to first make the browser go full screen makes it look even better).

lmeve-buy-calcIn the previous post I have also mentioned the Buy Calculator. We used to have a gdocs spreadsheet for that. What does it do? Aideron Technologies has a buyback program, which allows corp members to sell minerals, datacores and other materials to corp at Jita buy prices. Saves our corpies going to Jita to sell their goodies, and saves us the trip to buy the materials from Jita. A win-win scenario for everyone. It was only matter of time for the Buy Calc to arrive in LMeve as a web form. It’s worthe mentioning, that it behaves just like the gdocs did, only better. See, spreadsheets have this fun feature of selecting next cell when you press enter. It makes entering a lot of data quicker. Web forms don’t do this by default, so I had to write some javascript to make it behave like spreadsheets do. What gdocs was unable to do, was displaying a summary window that tells you exactly what to put it the in-game contract. Moreover, we save the pricings in the database, and then match it with in-game contracts. This way we don’t even have to manually verify all the prices in game – everything is done automatically! And it works in IGB, too.

Speaking of Market features, we now have a list of Market Orders, too. First, to see what is the best-seller item, secondly, to see which items have been already sold out and need to be produced to satisfy the demand. Unfortunately our market information is classified and there is no screen of this feature.

lmeve-timesheetPreviously I’ve mentioned that our corp members get paid for their hard work. Well, they do! But some players have more than one character involved in production, and would like to see how much they’ve earned in total on all their characters. A very nice feature request, and quite easy one to implement. The Timesheet module now shows the characters of the logged user on top of the table with a nice wrap-up with the sums for all characters owned. Also one of our members have got himself a new nickname: “The King of Alts”.

lmeve-graphs-2-apiHave you noticed the graph by the way? Well, a few Graphs have arrived in LMeve, too. First the one with corp production activity, that shows the number of jobs that have been installed on each day. Next one is the EVE API monitor. It shows how long it took for the poller to refresh all the API feeds. Since some feeds are refreshed less often than others, some poller cycles take longer, because more data needs to be downloaded (and then parsed into the DB). The last graph is the wallet activity, which shows us when goods have been sold (or materials bought).lmeve-graphs-1

The last feature is skins – the app is CSS skinable, and there is a distinct possibility that Aideron members can be very surprised that the screens here look very different to what they are used to. That’s because there are three skins two skins! One is very similar to Aideron Robotics (because our corp is a spin-off from AR), second skin, which looks very much like EVE Online forums (CSS isn’t a direct copy though, it’s only very similar colors). The last one is very simple, and can be considered “work safe”.

lmeve-skins3 lmeve-skins1 lmeve-skins2

The future

Whew! That was a productive five months there, not only because LMeve has several new features now, but because of the tool we were able to break our profit, turnover and production records every month!

There is still one big feature that needs to be coded (I didn’t have the time to do it yet) the Inventory. We have to track the materials and sub-products (like capital parts or Tech II parts). Inventory will show us how much of given type we have, and how much we need to produce (or buy) to keep the stocks full. Maintaining the smallest stocks, that allow uninterrupted production is one of the crucial logistic tasks for every corp. Every time we run out of materials and members can’t cycle their jobs is time when we don’t make profits.

The other ideas mentioned in the previous post are still in the queue to be implemented as well:

  • Industry Goals (similar to Tasks, but at the corp level). Ideally I would like to draw pretty production lines for Tech II and Capital items with all the intermediate products.
  • Linking characters to accounts using EVE API (currently admin has to link characters to account manually)
  • Simple character API reader to run background checks on prospective recruits.

PS. The app is in closed beta (Aideron Technologies only). Open Source release date is still to be determined.
PS.2 As of 23rd of Oct the Aideron skin has been removed and will be no longer available. A new skin will be created in it’s place.

Could games like Valkyrie be released on mobile?

New Eden is already expanding beyond the boundaries of EVE Online, and it’s a fact. Blog Banter #50 touched an important topic of the future of EVE, and expansion to mobile devices is only natural thing to happen. It can already be happening, but we just don’t know it yet…

EVE Valkyrie already has quite a history, even though the game itself haven’t been released yet. It all started as a technological demo for Oculus Rift virtual reality headset presented on Fanfest 2013. A small crew of CCP employees have used existing EVE Online assets, imported them to Unity3D engine and created “EVE VR”. Players who’ve tried it on Fanfest were so amazed, that the going question was “When can we have this?”

It only took a few months for CCP to come up with a business case for that demo, and on August the 21st CCP has confirmed that EVE VR will be released as a full game in 2014. The name “EVE VR” was also extended into “EVE Valkyrie”. The remaining question, deliberately not answered by the devs is what platforms will this game run on.

Some players have already tried answering that question. It’s not a secret that CCP cooperates heavily with Sony, so the first rumour was that Valkyrie might come to PS4 – you can read the entire Abaddon21’s post here.

Recently something else came to my attention. Some time ago toucharcade.com has published this story about CCP planning a mobile release. We’ve already heard of DUST514 companion app called “Neocom” scheduled for release on Playstation Vita, but from the story above we can guess that there is possibly more mobile apps to come from CCP.

Could Valkyrie possibly be one of those apps?

To answer this question, first we need to answer another one: if it’s technically feasible at all.

There’s still very little we know about EVE Valkyrie, but let’s have a look at what we know already:

  • it will be a FPS dogfighter game,
  • it will work on Oculus Rift virtual reality headset,
  • it was created using Unity 3D engine
    • which has a version for 10 platforms, including PC, Mac, Linux, Windows Phone, iOS and Android

But can mobile hardware handle it?

Okay, so Unity 3D is ready and available. But can mobile devices handle a game with visuals like that?

  • First, there is Galaxy on Fire II, which is nothing but an FPS dogfighting shooter for iOS and Android:

20131018-144135.jpg 20131018-144224.jpg Galaxy on Fire 2 HD jump animation Fishlabs-Galaxy-on-Fire-2-Supernova-Stealth-Fighter

  • The same studio (Fishlabs) is now developing another game known as “Galaxy on Fire: Alliances” which is about planet colonization. Gameplay loosely reminds of Planetary Interaction in EVE Online:

20131018-144241.jpg 20131018-144253.jpg

Judging by the above screens, I’m pretty certain that Planetary Interaction could easily be made into a separate tablet game in the world of EVE.

  • Then we have a completely different game, but one that shows what kind of visuals tablets and mobile phones can already provide: Infinity Blade Trilogy

20131018-144302.jpg 20131018-144308.jpg 20111203-160002 20111203-155951

Ok, what about the software?

We’ve mentioned Unity3D, which is a multiplatform 3D game engine that can run on 10 different platforms. The very basic version, which includes mobile device support,  has the advantage of being free. There is already a bunch of games for Android and iOS made with Unity, for example Shadowgun or AngryBots. It’s also worth mentioning that there are some well-known PC games running on Unity, I’m sure you’ve heard of Hearthstone and  Kerbal Space Program? Games built with multi-platform engines can be easily ported to any supported platform without additional development (well, the resources sometimes have to be converted/resized, but that’s all). It’s worth mentioning that Unreal engine used by DUST514 also works on mobile devices (Infinity Blade I, II & III all run on this engine).

And then we have CREST, which is a new read-write API for EVE Online; one that is already used (in-house) by DUST-EVE integration. We could also mention some tech demos, for example the Alliance Tournament CREST endpoint, that provided live telemetry of Alliance Tournament ships. The amount of possibilities these kind of tools give is unprecedented. Not only we will have many new 3rd party apps for EVE and DUST, but it also opens a lot of opportunities for CCP themselves.

As you can see, both the technology and assets to make EVE-themed games for different platforms is already available.

Whether CCP acts based on the above facts or not, remains to be seen. Maybe Valkyrie will become a mobile game after all?


UPDATE: According to this interview with CCP Unifex on Crossing Zebras, EVE Valkyrie will not be coming to mobile devices:
Transcript begins at 7:55

Xander Phoena: So you are now currently leading the fledging Mobile division within CCP and the Valkyrie project. Which is taking most of your time at the moment? As one prioritized?

CCP_Unifex: Yeah absolutely, I mean, right now I’ve had the opportunity to work with Valkyrie so I’m spending the vast majority of my time doing that. And I had some good time, pretty much straight off the Fanfest where I was able to look at CCP strategy around mobile and got some good work done around that, and then Valkyrie kicked off […] But the intention is like I said I’m gonna be handing over, so that I can actually go focus on Mobile.

As you can see, Valkyrie and Mobile are two different projects within CCP. That doesn’t change most of the post below, because it’s about technical possibilities, rather than only about Valkyrie.

PS. Thanks @valkrr for the heads up!