Shit, he quadrupled it for me at once.... Well there were already 2 standing there and it's the same way and they're minuscule, hell.... Maybe 2 is too much?
Velius: Shit, he quadrupled it for me at once.... Well there were already 2 standing there and it's the same way and they're minuscule, hell.... Maybe 2 is too much?
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I'm going to put it up and lose my account.)
Thanks buddy, I'll try
extern int DigitsLot = 2; // lot size
is the lot size, i.e. the number of digits after the decimal point: it need not be changed.
Do it! Charge! Good luck!
Shit, he quadrupled it for me at once.... Well there were already 2 standing there and it's the same way and they're minuscule, hell.... Maybe 2 is too much?
Increase in the averaging orders when extern double EXP = 1.1; when EXP = 2;
start: 0.01 0.01
1. 0,01 0.02
2. 0,01 0.04
3. 0,01 0.08
4. 0,01 0.16
5. 0,02 0.32
6. 0,02 0.64
7. 0,02 1.28
8. 0,02 2.56
9. 0,02 5.12
10. 0,03 10.24
11. 0,03 20.48
12. 0,03
13. 0,03
If you do not understand anything, study mathematics and the formulas used in the EA.
extern double EXP = 1.1; // Multiplication factor for averaging
What is this parameter responsible for anyway? What is the multiplication factor for averaging?
I need a different case
Not
start: 0.01 0.01
А
start: 0.01 1.00
How will this change
EXP = 1.1; With EXP = 2;
extern double EXP = 1.1; // Multiplication factor for averaging
What does this parameter even do? What is the multiplication factor for averaging?
See underline in red:
As a result, with EXP = 2:
Start lot: 0.01
First averaging using the formula: 0.01(starting lot) *(2 (EXP) to the 1st power) = 0.02;
The second averaging: 0.01*(2 to the 2nd power) = 0.04;
Third averaging: 0.01*(2 to the 3rd degree) = 0.08;
...
For 0.01 and 2 - I've written out the lots in my previous post.
Look carefully, press F1 in ME and read the help,
including normalisation: