Inara updates, bug reports, requests

Commanders having Elite from Epic games store with http 400 error
When you try to link your accounts, you may receive the http error 400 about expired tokens. It's an issue on Frontier's end that I cannot solve on Inara. Fortunately, the solution is simple - please give it a few days and it will start to work later (probably when the access token on their cAPI server expires). If the error 400 appeared later and it worked before, try to reauthenticate as said in the error message (may be just a regular reauth forced by Frontier). Alternatively, you can try to use the workaround below. If even that won't work, it's the problem described above.
Please vote for the issue on the official bug tracker: https://issues.frontierstore.net/issue-detail/21258

Possible workaround: Try to connect the account while you are in the game. It may work.

Game data and imports not available for console commanders and PC players with Legacy game version
Inara supports only the Live game version (so PC Horizons 4.0 and Odyssey) since game update 14, thus all the game data on the site and the commander data imports work only for those game versions.
29 Mar 2023, 7:58pm
Artie
DingBatDave
Hello there Artie. appreciate al the work.
I have an off topic question, apologies if it should be asked elsewhere, i don't do much chatting in the forums.

Im getting html tags all over the place on the site, even on the submit button of this post is this -
<ins title=general.action_submit>Submit</ins>



Any ideas, and apologies if its been asked and answered already.


It seems you may have enabled the site localization debug by accident. Please click your preferred site language at the page footer, that should fix that.



Fixed! Gracias!
Ye i clicked the debug yesterday i think, cos i speak spanish and i saw there was a translation issue, so i was wondering about that, clicked the debug thingy and didn't connect the two things. haha. My bad

thanks for the help
30 Mar 2023, 3:51am
@Uiros Ueramos, I know it's not your intention but you're being quite a nuisance now.
30 Mar 2023, 7:57am
Artie
And yet... people also complain when it's not difficult. Over some website achievements. Imagine that!

Because idea of grinding 1 badge few times is simply...eh, okay, I will stop, I think that people reading this thread know what I think about it. Marathon is better than laps around 100m radius circle
If someone had issue with people not reaching t2/3 just decrease this requirements. T5 which showed true dedication to certain loops was very good idea.
Now when I look at traveller badge first 3 tiers are quite good. T1- colonia, T2-beagle, T3-beagle and return (well, nearly, but ok, small detail). If some people can send you "feedback" that everything is to difficult I will (for balance XD) send feedback about to easy tiers. On the other hand, I see some place for fixes in explorer badge. T2 require LESS scanns than systems, and T3 require similar amount of systems and scanns, but let's say, that strategy "earn badge by scanning only stars (unless level 3 scann ignore stars and is only about planets fromwith FSS)" for lower tiers is for "avaliability" for all people. But IMO t4/5 should require much more scanns, than average 2 bodies per system.
Of course I understand, that any feedback other than "to difficult nerf it" isn't good, looking at this topic, but it is my coin
I could add something about AX badge, but I seen, that someone pointed fact, that it require killing only 100 ceptors, and after it extermination of thousands scouts (well...I wouldnt agree at 100%, "thargoid kills" probably accept both types, so scout hunting is "must have" only for people which play in game for grinding badge on website). But here I don't see other way than (next time) stupidly low requirements, or some point based system, where scout is 1 point, and each better interceptor is worthy more points (and here exist next problem- how valuable should be ceptors in light of EAX, better scanner, and modshards).
30 Mar 2023, 8:20am
DingBatDave
im a supported of the site due to how essential it is, and i think that's just about the only Badge i really care about having. the rest are just gauge of progress i suppose. But thats just me.


Agreed. The Inara Supporter badge is the most important of the badges.

However, for what it's worth, Artie, I did pop in to find I'd achieved a lot more than I had previously and I was a bit surprised about the changes.

We'll get used to them, Artie. Tweak away to your heart's content.
30 Mar 2023, 8:36am
AKAArthur
DingBatDave
im a supported of the site due to how essential it is, and i think that's just about the only Badge i really care about having. the rest are just gauge of progress i suppose. But thats just me.



Agreed. The Inara Supporter badge is the most important of the badges.

However, for what it's worth, Artie, I did pop in to find I'd achieved a lot more than I had previously and I was a bit surprised about the changes.

We'll get used to them, Artie. Tweak away to your heart's content.


100% this - In Artie we Trust (unlike Frontier)
30 Mar 2023, 11:56pm
Did anyone else got some of their medals revoked? Like, I had Tier 2 (I think) on Exobio as well as Tier 1 on Mercenary.
Now I don't. Which is mildly annoying.
30 Mar 2023, 11:58pm
CatyushaDid anyone else got some of their medals revoked? Like, I had Tier 2 (I think) on Exobio as well as Tier 1 on Mercenary. Now I don't. Which is mildly annoying.


It sounds like you switched to Horizons, those journal files aren't the same as Odyssey so you'll lose the medals. Switch back and they should come back.
31 Mar 2023, 12:00am
I actually did wing up with a CMDR who doesn't have Odyssey. Thank you for explaining.
31 Mar 2023, 3:35pm
@Artie,
first, thank you again for all the work you put into Inara

Now, there are two issues with the Ship Modules feature I would like to report.

Issue #1: The base value of 5D Meta-Alloy Hull Reinforcement is off by an order of magnitude. (I am not sure what the actual base value is — mine were bought at Jameson Memorial, AFAIR — but EDSY says it is 675,000 credits.) Base values of other Meta-Alloy Hull Reinforcements may also be off, though not by that much.

Issue #2: Inara does not show engineering modifications for pre-engineered modules if a regular blueprint for that modification does not exist, such as the Sirius AX missile racks or Azimuth’s modified Guardian weapons. This is quite unfortunate, as it means I have no reliable way to tell which of my Guardian Shard Cannons are engineered and which are not. (Value is not a reliable indicator because there is a game bug that causes Loadout events to report wrong values.)

Given that FDev does not appear to have introduced any new blueprint IDs for ship modules since 3.0, reusing existing IDs (e.g. the pre-engineered AX Missile Racks use the standard Weapon_HighCapacity blueprint ID, and Guardian Shard Cannons use weapon_longrange which differs from the standard Weapon_LongRange only by case), I hope fixing this problem will be as simple as removing the piece of code that attempts to ‘sanitize’ the module info (i.e. rejects modifications with no matching blueprint). If that could work, it would be a simple and relatively future-proof solution. (Distinguishing e.g. pre-engineered FSDs from regular engineered FSDs is another problem, and likely not worth the effort.)
31 Mar 2023, 7:39pm
St0rmFury@Uiros Ueramos, I know it's not your intention but you're being quite a nuisance now.
Fine. I will be quiet then.
01 Apr 2023, 1:17pm
Sampi Ogonek
Now, there are two issues with the Ship Modules feature I would like to report.

Issue #1: The base value of 5D Meta-Alloy Hull Reinforcement is off by an order of magnitude. (I am not sure what the actual base value is — mine were bought at Jameson Memorial, AFAIR — but EDSY says it is 675,000 credits.) Base values of other Meta-Alloy Hull Reinforcements may also be off, though not by that much.

Issue #2: Inara does not show engineering modifications for pre-engineered modules if a regular blueprint for that modification does not exist, such as the Sirius AX missile racks or Azimuth’s modified Guardian weapons. This is quite unfortunate, as it means I have no reliable way to tell which of my Guardian Shard Cannons are engineered and which are not. (Value is not a reliable indicator because there is a game bug that causes Loadout events to report wrong values.)

Thanks for reporting. The value for the 5D MA Reinforcement seems to be correct - it's the value the journal is reporting. I am not sure if that value is correct in principle, but that's what got reported (all modules values are stored as provided by the journal, there are no recalculations from the base module values or so).

The pre-engineered modules are tricky - their ident is same as for the regular modules and it was providing a lacking information about its engineering to identify them reliably back then (regular and pre-engineering as you mention, especially for the stored modules). But I will re-check what the current situation is.
01 Apr 2023, 6:18pm
Prices for selling platinum are way off. I checked several locations that were updated just minutes prior. 300,000? 225,000?? Nope. Closer to 60,000 every time. Did I post this in the right spot?
01 Apr 2023, 6:25pm
AaronGoSoFastPrices for selling platinum are way off. I checked several locations that were updated just minutes prior. 300,000? 225,000?? Nope. Closer to 60,000 every time. Did I post this in the right spot?

I see you may be playing on Xbox? They yes, it will be off for you as the console game version is a Legacy version and Inara is now updating just Live galaxy data (since game update 14).
01 Apr 2023, 8:43pm
ArtieThe value for the 5D MA Reinforcement seems to be correct - it's the value the journal is reporting.

I think you have misunderstood me. Yes, the journal is reporting the value as 592313, and I think this is indeed the value I have bought the modules at. But Inara claims it is “+94%” of the base (nominal) value, which implies that the nominal value is about 305000, and that cannot be right.

ArtieThe pre-engineered modules are tricky - their ident is same as for the regular modules and it was providing a lacking information about its engineering to identify them reliably back then (regular and pre-engineering as you mention, especially for the stored modules). But I will re-check what the current situation is.

To re-iterate: I do not request that Inara actually distinguishes between pre-engineered, regular engineered and legacy engineered modules (because that is going to be a lot of work for what I perceive as little gain); I just want Inara to display, for example, modified Guardian Shard Cannons as having the “Long Range” mod, which is how they are reported in the game and in the journal — never mind that there is no actual Long Range blueprint (or any blueprint, for that matter) for Guardian Shard Cannons.
01 Apr 2023, 10:40pm
Ah, that. I made some adjustments for various modules, but if you will notice other odd discrepancies, please let me know. I will take a look on the engineering, I guess having it displayed as a regular engineered module is better than nothing.

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