ReachState Parameter - jrossignol/ContractConfigurator GitHub Wiki
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 =
}