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 Jul 2016, 2:12pm
ArtieMinor, but important update:
  • All blueprints requirements were updated to reflect the game version 2.1.05. I hope there are no errors, but if do you will find any, please let me know. Great thanks to CMDR Steven and Vectron for their invaluable help.
  • New feature added: Cargo management/overview for crafting. You will find it under your CMDR's log, it's visible to anyone by default and you can set the privacy in your Settings, as usual.
Enjoy!


Very, very impressive, thx!

29 Jul 2016, 2:40pm
PargyrakExcellent You should enjoy the game also, not only programming


Programming can be fun too.
29 Jul 2016, 4:06pm
Sorry for my question, maybe it was already here, but why can't i edit the date in credits and assets? Why has this feature been removed?
29 Jul 2016, 4:19pm
Hi everyone. Is there a way to import my current loadout, credits, status, etc. from something like E:D Market Connector or another tool? I recently switched gaming rigs and don't have all my old logs, so a lot of my data here is empty. I'd rather not have to enter everything manually if it can be avoided. Thanks!
29 Jul 2016, 4:44pm
I saw that you'd updated the materials needed, but I was just wondering if you were on the case with updating the min / max values for the new engineer blueprints?

...and if you'd maybe like a hand if you're not already on with it?

29 Jul 2016, 5:11pm
Marius TimpeuSorry for my question, maybe it was already here, but why can't i edit the date in credits and assets? Why has this feature been removed?

I removed it due possible complications with the upcoming Journal imports and mixing records imported from it and those entered manually.

MpwHi everyone. Is there a way to import my current loadout, credits, status, etc. from something like E:D Market Connector or another tool? I recently switched gaming rigs and don't have all my old logs, so a lot of my data here is empty. I'd rather not have to enter everything manually if it can be avoided. Thanks!

Hello, not at this moment. But setting the initial profile state is quite easy and fast, it's just few simple forms, you can have it done in few minutes (well, just ships may take longer, if do you have a lot of them).

Elan SoloI saw that you'd updated the materials needed, but I was just wondering if you were on the case with updating the min / max values for the new engineer blueprints?
 ...and if you'd maybe like a hand if you're not already on with it?

Interesting, I was checking FSD blueprints for Elvira yesterday after the update and there were no changes. Which FSD are you using (grade, class)? Isn't it some other than A grade?
29 Jul 2016, 5:25pm
I think the can be crafted is bugged, shows only 1x
29 Jul 2016, 5:51pm
Artie
Interesting, I was checking FSD blueprints for Elvira yesterday after the update and there were no changes. Which FSD are you using (grade, class)? Isn't it some other than A grade?


Hey Artie,

This is my pinned blueprint, I'm flying a A grade FSD on my FAS that has a 41% engineer upgrade.  I'm happy to check out Farseer for other changes if you'd like?  I have nothing else pinned sadly!

Here's the album of the other Increased FSD Range mods: http://imgur.com/a/0m8Uh the value differs when you pin the blueprint to what you see when you view them at the engineer.

Boot sequence also seems to have changed,: http://imgur.com/a/pVQqP but Shielded FSD seems to be the same


Last edit: 29 Jul 2016, 7:22pm
29 Jul 2016, 6:44pm
I am already loving the new Cargo/blueprints features, thanks!

A little word wrapping issue:
29 Jul 2016, 7:56pm
Artie,

Awesome upgrade for the updated engineer blueprints! And incredibly handy to now be able to update our cargo! That's terrific!

Now, one thing I'd like to see when looking at my favorite blueprints is the current number of any components used in that blueprint. Right now, it tells me how many I need of each component for the blueprint and whether I have that number or not. But I'd like to see next to it the total number I have so that I can figure out how many "spins" I could do when visiting the engineer casino workshop.

Thanks for all your awesome work!
29 Jul 2016, 8:31pm
The cargo addition is a great feature and very handy.

Thank you for that.

Fly safe cmdrs
29 Jul 2016, 8:50pm
HomunkThe cargo addition is a great feature and very handy.

Thank you for that.

Fly safe cmdrs


Yeah, extremely useful. Thank you Artie! I actually had to log back on before going to sleep just to update everything. So good to see what's actually available to me and how close I am to the upgrades I want.
29 Jul 2016, 9:51pm
Dont know if it's on the list or been requested and denied previously, but...

If we could get the option to set our own requirements for ranks in wing rosters?
29 Jul 2016, 10:16pm
You are welcome, guys.

PargyrakI think the can be crafted is bugged, shows only 1x

Fixed once again and now it should really work! (At least I hope so)

Elan Solo
Hey Artie,
This is my pinned blueprint, I'm flying a A grade FSD on my FAS that has a 41% engineer upgrade.  I'm happy to check out Farseer for other changes if you'd like?  I have nothing else pinned sadly!

I am really not sure about it, it may be caused by already modified FSD (it showed different values before, based on the state of the actual modification/secondary effects). It will be better to check it on the unmodified FSD. I will try to investigate it more tomorrow, too.

Mal ReynoldsI am already loving the new Cargo/blueprints features, thanks!
A little word wrapping issue:

Thank you for the report, those damned long names! I will try to do something with it.

Kantos KanArtie,
Awesome upgrade for the updated engineer blueprints! And incredibly handy to now be able to update our cargo! That's terrific!
Now, one thing I'd like to see when looking at my favorite blueprints is the current number of any components used in that blueprint. Right now, it tells me how many I need of each component for the blueprint and whether I have that number or not. But I'd like to see next to it the total number I have so that I can figure out how many "spins" I could do when visiting the engineer casino workshop.
Thanks for all your awesome work!

There should be the number of possible "spins" displayed already (on the Cargo page for favorite blueprints and on the blueprints pages for any blueprints, under the material required listing). Or I understand you wrong and you mean something slightly different?

PhNx GUILTY 65Dont know if it's on the list or been requested and denied previously, but...
If we could get the option to set our own requirements for ranks in wing rosters?

Not likely. You can, of course, set your own internal standards for promoting your members, but the current limits for officers and (senior) wingmans probably won't change. I want to avoid the situation where there will be a wing full of squadron leaders with no "regular" members and so on...
29 Jul 2016, 11:09pm
Artie
I am really not sure about it, it may be caused by already modified FSD (it showed different values before, based on the state of the actual modification/secondary effects). It will be better to check it on the unmodified FSD. I will try to investigate it more tomorrow, too.


I've done a spot of further testing, this time with an unmodded Hauler, and I get the same results when looking at the pinned blueprint: http://imgur.com/a/XIsAU

The window at the Engineer themselves shows different values depending on the state of your modifications.  The pinned blueprint now seems to show the min / max disregarding any mods that you've performed.


Last edit: 29 Jul 2016, 11:23pm

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