SpawnKerbal Behaviour - jrossignol/ContractConfigurator GitHub Wiki
Behaviour for spawning one or more Kerbals on land or in orbit.
BEHAVIOUR
{
name = SpawnKerbal
type = SpawnKerbal
// The KERBAL node indicates a Kerbal to spawn and can be specified
// multiple times.
KERBAL
{
// Use this instead of name/gender to use an expression that returns
// a Kerbal object.
//
// Type: Kerbal
// Required: No
//
kerbal = NewKerbalWithTrait("Engineer")
// If the name is not supplied, one will be autogenerated by KSP.
//
// Type: string
// Required: No
//
name = Kerbediah Kerman
// Gender of the kerbal. If not specified, will be assigned a random
// gender.
//
// Type: ProtoCrewMember.Gender
// Required: No
// Values:
// Male
// Female
//
gender = Female
// Type of the kerbal.
//
// Type: ProtoCrewMember.KerbalType
// Required: No (defaulted)
// Values:
// Applicant
// Crew
// Tourist (Default)
// Unowned
//
kerbalType = Unowned
// Whether the Kerbal should show up as owned or unowned. If it is
// owned, then it will be immediately selectable.
//
// Type: bool
// Required: No (defaulted)
// Default: false
//
owned = true
// Whether the Kerbal should get added to the roster on recovery.
//
// Type: bool
// Required: No (defaulted)
// Default: true
//
addToRoster = true
// Where the Kerbal should spawn - defaulted from the contract if
// not supplied.
/
// Type: CelestialBody
// Required: No (defaulted)
//
targetBody = Kerbin
// The ORBIT node indicates the orbit the Kerbal is in. The
// easiest way to get this information is to create the orbit
// you want in KSP (using HyperEdit or good old fashioned
// rocket science), and save your game. In the persistant.sfs
// file, search for your craft, and find the ORBIT node. Note
// that this information does not need to be provided for a landed
// Kerbal
//
// Note that REF represents the reference body - but will be
// overriden by the targetBody.
ORBIT
{
SMA = 1449999.99996286
ECC = 1.07570816555399E-05
INC = 0
LPE = 270.690311604893
LAN = 1.93635924563296
MNA = 1.55872660382504
EPH = 31.3999999999994
REF = 1
}
// If you wish to specify a landed Kerbal, you must also
// supply the following values. The alt value represents the altitude
// above seal level. If it is not specified, the Kerbal will be spawned
// on the ground (based on terrain height).
//
// Type: double
// Required: See above
//
lat = 10.595910968977
lon = 239.804476675472
alt = 387.929475510377
// Specifies the heading of the kerbal in degrees (0 = N, 90 = E...).
//
// Type: float
// Required: No (defaulted)
// Default: 0.0
//
heading = 180.0
// The location name. Use this instead of lat/long coordinates
// to specify coordinates based on the location of a PQS city.
//
// Type: string
// Required: No
//
pqsCity = KSC
// An optional offset vector from the center of the PQS City.
// Use this to make your Kerbal relative to the PQS City,
// which will make it work even for RSS or other mods that may
// move the PQS city. To get the offset coordinates, position
// your ship/kerbal at the desired location and go to the
// Location tab in the Contract Configurator debug window
// (alt-F10).
//
// Type: Vector3d
// Required: No
//
pqsOffset = 447.307865750742, 5.14341771520321E-05, 24.9700656982985
}
}