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.
30 Jul 2016, 2:55pm
Elan: No worries. He who makes no mistakes, makes nothing.
Domaq: Thanks!

Armour values should be fixed now.
Now I am just not really sure about the weapons. It seems there are no serious differences, but when I am looking for example at Efficient pulse laser grade 5, I have for DPS value -6% to 9%, in the spreadsheet is -1% to 8%. I am not sure if it is caused by the lower weapon class or it was changed in the game. Can it be confirmed (differences by 1% doesn't matter, but 5% may be significant)?
30 Jul 2016, 3:21pm
My plan was to revisit Toddles and grab some screenshots to see where the variations are.

I was looking at Short Range Blaster for Small and Medium Rail Guns when I became suspicious, but I don't know how widespread the differences are.
30 Jul 2016, 4:15pm
I'll head back to McQuinn and see if there's any differnce in wpn sizes.  This may just be a difference between different types of weapons.  If so, I'll update the spreadsheet.

I based the Sheet off of a post by the Devs saying all weapons upgrades were going to be consolidated.  Most of the numbers I found supported that but there could be discrepancies.

Sod it. I'll just make separate pages for each type and update.

Some of the Huge weapons have different numbers but the class 1-3 weapons are the same.  I'll put both in the spreadsheet and then you can choose which to use, Artie.

It's really tedious putting both sets of numbers. How about I just list the values for class 1-3 since they're the same for all weapon types? The Huge weapons will be +- 1% where they are different.


Last edit: 30 Jul 2016, 5:01pm
30 Jul 2016, 5:00pm
I've done all ranks of the Multi-Cannons and there's some REALLY small differences, like 1% here and there.

So small and random its hard to imagine that it's intentional! But... ¯\_(ツ)_/¯ ...FDev

Small MC
Medium MC
Large MC
Huge MC

I got the Rail Guns too before I lost my sanity...

Small Rail Guns
Medium Rail Guns
30 Jul 2016, 5:02pm
Elan SoloI've done all ranks of the Multi-Cannons and there's some REALLY small differences, like 1% here and there.

So small and random its hard to imagine that it's intentional! But... ¯\_(ツ)_/¯ ...FDev

Small MC
Medium MC
Large MC
Huge MC

I got the Rail Guns too before I lost my sanity...

Small Rail Guns
Medium Rail Guns


Heheh.  You're taking mind-numbing pictures and I'm doing mind-numbing typing.  This is fun!  Time for scotch...

So all 3 sizes of Frag cannons have different values. Not really sure what you want to put on the website for those. Let me know.


Last edit: 30 Jul 2016, 5:14pm
30 Jul 2016, 5:11pm
Thanks, I will take a look.

Domaq: If the differences are just in range of 1-2%, really don't waste a time with it. It's perfectly acceptable tolerance. I was just curious if there aren't much greater differences, let's say 5% and more between different classes. The blueprint parameters should be otherwise the same, doesn't matter if it is applied to pulse laser, multi-cannon or anything else.
30 Jul 2016, 5:15pm
ArtieThanks, I will take a look.

Domaq: If the differences are just in range of 1-2%, really don't waste a time with it. It's perfectly acceptable tolerance. I was just curious if there aren't much greater differences, let's say 5% and more between different classes. The blueprint parameters should be otherwise the same, doesn't matter if it is applied to pulse laser, multi-cannon or anything else.


OK. I'll list the weapon types separately for you but the Frags are really throwing me. They're 2-3% different between class 1 and 3. happy to take the medium values if you are.
30 Jul 2016, 5:22pm
Domaq
OK. I'll list the weapon types separately for you but the Frags are really throwing me. They're 2-3% different between class 1 and 3. happy to take the medium values if you are.

That or the higher classes, but 2-3% is still OK, so whatever will be easier for you.
30 Jul 2016, 8:13pm
Your sheet is really getting monstrous, Domaq!
All weapons and power plants updated, so there are just shield cell banks and interdictors remaining and we have everything up to date here.
31 Jul 2016, 2:26am
Hi Artie, I wasn't in a position to visit any engineers online I had to work today but here is a link to a bunch of info I was able to get online. Blueprint Descriptions. I will work at cleaning it up a bit better but I figured this might get you started.
31 Jul 2016, 5:32am
ArtieYour sheet is really getting monstrous, Domaq!
All weapons and power plants updated, so there are just shield cell banks and interdictors remaining and we have everything up to date here.


Thanks. Snuck those power plants in before bed. Luckily getting rare cigars wasn't that painful. I'll work on getting Broo Tarquin tonight.

Well done getting all that updated!
31 Jul 2016, 9:27am
Suggestion about blueprints.

Now when we have Materials, Data and commodities on cargo. How about graft button to blueprints?

It will then reduce correct amount of commodities/mats/data automatically when using.
31 Jul 2016, 9:52am
BoozemanSuggestion about blueprints.

Now when we have Materials, Data and commodities on cargo. How about graft button to blueprints?

It will then reduce correct amount of commodities/mats/data automatically when using.


That's a solid suggestion Boozeman. I've seen the same feature in other Engineer tools, it's very useful.
31 Jul 2016, 1:38pm
So, I made some final tweaks, changes and....

UPDATE:
Thanks to Domaq's and Elan Solo's incredible effort, with Vectron's little help, all blueprints parameters were updated to reflect the current game state (except interdictors and shield cell banks). Kudos, guys!
31 Jul 2016, 1:43pm
Cypher KadelHi Artie, I wasn't in a position to visit any engineers online I had to work today but here is a link to a bunch of info I was able to get online. Blueprint Descriptions. I will work at cleaning it up a bit better but I figured this might get you started.

Ah, it's something a little bit different than I thought you mean. I was thinking about the "real" blueprint descriptions, as displayed on top of the each blueprint. In this spreadsheet is rather a summary of what is each blueprint doing, which is also obvious from its parameters and I don't think it's good to have this redundant information there.

BoozemanSuggestion about blueprints.
Now when we have Materials, Data and commodities on cargo. How about graft button to blueprints?
It will then reduce correct amount of commodities/mats/data automatically when using.

I was thinking about it initially, but then I decided to not waste a time on it, because as the list still needs to be updated manually when new components/commodities collected, it is usable just partially (as the material spent can be updated during this as well). But, with the journal feature FD is preparing will be possible to track material changes in the log, which will be more useful, so I am rather spending time to implement this (because it, unfortunately, doesn't provide a complete inventory list in the current log format proposal, which should make things much easier and so I need to track each record in the log file where is the material involved somehow (mission rewards, crafting, collecting, etc.))


Last edit: 31 Jul 2016, 1:48pm

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