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Description
What's Wrong (please be as specific as possible)
Problem:
The "Next destination" event uses SignalName to identify USS (Unidentified Signal Sources), but Frontier has a bug where both "Encoded Emissions" and "High Grade Emissions" share the same SignalName value ($USS_HighGradeEmissions;). This causes EDDI to incorrectly identify "Encoded Emissions" as generic "Signal Source" while "High Grade Emissions" works correctly.
Expected
[Describe what you expected to happen]
Observed
[Describe what actually happened. Feel free to add screenshots, link to videos, etc to help explain what happened]
Journal Examples:
Encoded Emissions:
"SignalName":"$USS_HighGradeEmissions;",
"SignalName_Localised":"Unidentified Signal Source",
"USSType":"$USS_Type_ValuableSalvage;",
"USSType_Localised":"Encoded Emissions"
High Grade Emissions:
"SignalName":"$USS_HighGradeEmissions;",
"SignalName_Localised":"Unidentified Signal Source",
"USSType":"$USS_Type_VeryValuableSalvage;",
"USSType_Localised":"High Grade Emissions"
Steps to reproduce
- [Give the fullest and most reproducible steps you can]
- [The more reproducible, the better our chances of fixing it]
Current Behavior:
Degraded Emissions: ✅ Correctly identified
High Grade Emissions: ✅ Correctly identified
Encoded Emissions: ❌ Shows as generic "Signal Source"
Root Cause:
The code in SignalSource.cs (lines 178-182) already acknowledges this FDev bug in a comment, but the fix is not implemented:
// There is an FDev bug where both Encoded Emissions and High Grade Emissions use the USS_HighGradeEmissions symbol.
Configuration
- Version [Please give full version numbers here, not just "latest" or "current"]
- EDDI Version: v.4.1.6
- VoiceAttack Version: [if applicable] no VA
- Localization [if applicable]
- EDDI's language: [or the operating system language if EDDI's language setting is "Automatic"]
- Voice: [Name and language]
My Investigation
Investigation Notes
[Any investigation you have done, tests using default scripts and personalities, regression tests against earlier versions, etc]
Correction/addition:
Degraded emissions are always announced. For encrypted or high-grade emissions, sometimes one and sometimes the other is announced as "signal source". If another signal source was selected beforehand and then high-grade signal source or encrypted signal source is selected, “signal source” is announced. If high-grade signal source was selected before encrypted signal source (or vice versa), only the first one is recognized and announced as “signal source.” EDDI remains silent for the second one.
Solution:
EDDI should use USSType / USSType_Localised instead of SignalName / SignalName_Localised for USS identification, as the USSType correctly distinguishes between all USS types.
Workaround:
In Cottle scripts, you can work around this by looking up the signal in system.signalsources which contains the correct localized names from the FSSSignalDiscovered event.
Sorry, that's not correct. The variable {signal} does contain ‘Encrypted signal source’ and ‘High-grade signal source’, but the event variable and the localised version of the variable are always just ‘Signal source’. There is no discernible difference.
Tested in:
EDDI version: v.4.1.6
Elite Dangerous: Live
Language: German (but affects all languages)
EDDI Logs
[Any log files providing additional details about what happened. These are located at %APPDATA%/EDDI and have the extension ".log"]
Player journals
[These are not required if EDDI Logs are verbose but may be helpful otherwise. They are located at [your Saved Games folder]/Frontier Developments/Elite Dangerous/. Please only provide excerpts or attach files from the play session where the issue occurred.]
{ "timestamp":"2025-12-10T16:52:40Z", "event":"FSSSignalDiscovered", "SystemAddress":24859942069665, "SignalName":"$USS_DegradedEmissions;", "SignalName_Localised":"Unidentifizierte Signalquelle", "SignalType":"USS", "USSType":"$USS_Type_Salvage;", "USSType_Localised":"Degradierte Emissionen", "SpawningState":"$FactionState_CivilWar_desc;", "SpawningState_Localised":"Ein Bürgerkrieg ist ein groß angelegter gewaltsamer Konflikt zwischen zwei Fraktionen aus demselben System.", "SpawningFaction":"Social Kuk Liberals", "ThreatLevel":0, "TimeRemaining":477.214203 }
{ "timestamp":"2025-12-10T16:52:49Z", "event":"FSSSignalDiscovered", "SystemAddress":24859942069665, "SignalName":"$USS_HighGradeEmissions;", "SignalName_Localised":"Unidentifizierte Signalquelle", "SignalType":"USS", "USSType":"$USS_Type_ValuableSalvage;", "USSType_Localised":"Verschlüsselte Emissionen", "SpawningState":"", "SpawningFaction":"Perez Ring Brewery", "ThreatLevel":0, "TimeRemaining":596.500854 }
{ "timestamp":"2025-12-10T16:52:51Z", "event":"FSSSignalDiscovered", "SystemAddress":24859942069665, "SignalName":"$USS_HighGradeEmissions;", "SignalName_Localised":"Unidentifizierte Signalquelle", "SignalType":"USS", "USSType":"$USS_Type_VeryValuableSalvage;", "USSType_Localised":"Hochgradige Emissionen", "SpawningState":"$FactionState_boom_desc;", "SpawningState_Localised":"Ein Wirtschaftsboom ist eine Phase wirtschaftlichen Wachstums und des Wohlstands.", "SpawningFaction":"Terran Colonial Forces", "ThreatLevel":0, "TimeRemaining":586.737854 }