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ReachState Parameter
Jeremie Rossignol edited this page Dec 21, 2018
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Checks that the vessel is in a specific state. Use any combination of the attributes below.
PARAMETER { name = ReachState type = ReachState // Target body, defaulted from the contract if not supplied. // // Type: CelestialBody // Required: No (defaulted, multiples allowed) // targetBody = Duna // Minimum altitude above the reference altitude (sea-level or the lowest // point on the body). // // Type: float // Required: No (defaulted) // Default: 0.0 // minAltitude = 20000 // Maximum altitude above the reference altitude (sea-level or the lowest // point on the body). // // Type: float // Required: No (defaulted) // Default: float.MaxValue // maxAltitude = 50000 // Minimum altitude above terrain. // // Type: float // Required: No (defaulted) // Default: 0.0 // minTerrainAltitude = 500 // Maximum altitude above terrain. // // Type: float // Required: No (defaulted) // Default: 0.0 // maxTerrainAltitude = 1000 // Minimum speed (surface speed if flying/landed, orbital speed ortherwise). // // Type: double // Required: No (defaulted) // Default: 0.0 // minSpeed = 1000 // Maximum speed (surface speed if flying/landed, orbital speed ortherwise). // // Type: double // Required: No (defaulted) // Default: double.MaxValue // maxSpeed = 5000 // Minimum rate of climb (rate at which an aircraft is increasing its altitude). // // Type: double // Required: No (defaulted) // Default: double.MinValue // minRateOfClimb = 1000 // Maximum rate of climb (rate at which an aircraft is increasing its altitude). // // Type: double // Required: No (defaulted) // Default: double.MaxValue // maxRateOfClimb = 5000 // The name of the biome to reach. // // Type: Biome // Required: No // biome = Shores // The situation to check for. If multiple situations are provided, will // check for any of the situations listed. // // Type: Vessel.Situations // Required: No (multiples allowed) // Values: // ESCAPING // FLYING // LANDED // ORBITING // PRELAUNCH // SPLASHED // SUB_ORBITAL // situation = FLYING // Minimum acceleration (in gees) that the vessel must be at. // // Type: float // Required: No (defaulted) // Default: 0.0 // minAcceleration = 0.0 // Maximum acceleration (in gees) that the vessel must be at. // // Type: float // Required: No (defaulted) // Default: float.MaxValue // maxAcceleration = 5.0 // Minimum delta-vee (actual based on current atmospheric conditions). // // Type: double // Required: No (defaulted) // Default: 0.0 // minDeltaVeeActual = 1000 // Maximum delta-vee (actual based on current atmospheric conditions). // // Type: double // Required: No (defaulted) // Default: double.MaxValue // maxDeltaVeeActual = 5000 // Minimum vacuum delta-vee. // // Type: double // Required: No (defaulted) // Default: 0.0 // minDeltaVeeVacuum = 1000 // Maximum vacuum delta-vee. // // Type: double // Required: No (defaulted) // Default: double.MaxValue // maxDeltaVeeVacuum = 5000 // Set to true to fail the contract if the vessel doesn't meet the // conditions. Take care that the contract doesn't get written in such a // way that the player's other vessels cause the contract to faile (for // example, if you say "don't go above 10,000m, but the player has another // vessel in orbit, make sure that there are other parameters that prevent // the orbiting vessel from triggering the failure - the completeInSequence // is useful for this). // // Type: bool // Required: No (defaulted) // Default: false // failWhenUnmet = false // Text to use for the parameter // // Type: string // Required: No (defaulted) // Default: Vessel State: <state details> // //title = }
- Vessel Parameters
- VesselParameterGroup
- Vessel Attributes
- Vessel State
- Vessel History
- RemoteTech
- Kerbal Parameters
- Progression Parameters
- Negative Parameters
- Set Parameters
- Planetary Parameters
- Miscellaneous Parameters
Contract Configurator
Configuration File Syntax
Extending Contract Configurator