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SpawnVessel Behaviour
Jeremie Rossignol edited this page Jul 14, 2015
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Behaviour for spawning one or more Vessels on land or in orbit. Note that one needs to be very careful when putting together .craft files for use with this parameter:
- Be careful what parts are used in the construction of the vessel. Using a part from an add-on effectively means that the contract will be dependent on the player having that add-on.
- Be careful of other add-ons that are installed that add part modules to parts you are using. A couple specific examples:
- The mod MechJeb and Engineer for all adds the MechJeb/KER PartModule to all probe cores and command modules. This will make your mod incompatible for players not using MechJeb/KER.
- RemoteTech replaces the stock antenna PartModule with its own. Unfortunately, this is a two way street - building a craft without RemoteTech means that the resulting craft won't have the correct antenna modules if the player is using RemoteTech.
BEHAVIOUR { name = SpawnVessel type = SpawnVessel // Use this to defer the creation of the vessel until the flight scene is // loaded. This works around the issue that the vessel is initially loaded // in the actual VAB building, and if the vessel is too big will be visible // as it clips outside the VAB. However, vessels with certain parts (the // RTG for sure) fail on a resource exception when loaded - loading them // earlier works around the issue slightly. This is a stock bug that will // hopefully be fixed in the near future (the problem exists in KSP 1.0.4 // for sure). // // Type: bool // Required: No (defaulted) // Default: false // deferVesselCreation = false // The VESSEL node indicates a vessel to spawn and can be specified // multiple times. VESSEL { // If the name is not supplied, defaults from the name within the // craft file. Note that this name behaves like the // VesselParameterGroup define field - in other words, you may // refer back to this vessel by this name in VesselParameterGroup // parameters. // // Type: string // Required: No (defaulted) // name = A vessel // Path to the .craft file (relative to the GameData/ directory) // // Type: string // Required: Yes // craftURL = ContractConfigurator/Little Rocket.craft // Location of the flag to use. Uses the players flag for the current // game if not specified. // // Type: string // Required: No (defaulted) // flagURL = Squad/Flags/satellite // The type of vessel (affects display in the tracking station). // // Type: VesselType // Required: No (defaulted) // Values: // Base // Lander // Probe // Rover // Ship (default) // Station // Unknown // vesselType = Rover // Whether the vessel 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 = False // Where the vessel should spawn - defaulted from the contract if // not supplied. // // Type: CelestialBody // Required: No (defaulted) // targetBody = Kerbin // The ORBIT node indicates the orbit the vessel 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 REF represents the reference body - but will be // overriden by the targetBody. // // The ORBIT node is not used for landed vessels. 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 vessel, you must also // supply the following values from the persistant.sfs // file. // // Type: double // Required: See above // lat = -0.096992729723051 lon = 285.425467968966 // Only applies to landed vessels, use to override the altitude. // If not supplied, defaults to the terrain altitude. // // Type: double // Required: See above // alt = 67.6843734193826 // Specifies the heading of the vessel in degrees (0 = N, 90 = E...). // // Type: float // Required: No (defaulted) // Default: 0.0 // heading = 180.0 // Specifies the roll of the vessel in degrees (positive = roll right). // // Type: float // Required: No (defaulted) // Default: 0.0 // roll = 45.0 // Specifies the pitch of the vessel in degrees (positive is nose up) // // Type: float // Required: No (defaulted) // Default: 0.0 // pitch = 30.0 // A CREW node indicates one or more crew members to add to the // vessel. The CREW node may be specified multiple times. CREW { // Name for the crew member - if not provided, one is // auto-generated. // // Type: string // Required: No // name = Patrick R. Kerman // Whether or not the Kerbal should be added to the roster on // recovery. // // Type: bool // Required: No (defaulted) // Default: true // addToRoster = True // Number of crew to generate from this node. Shouldn't be // supplied if name is supplied. // // Type: int // Required: No (defaulted) // Default: 1 // count = 1 } } }
- AwardExperience
- ChangeKerbalType
- ChangeVesselOwnership
- CopyCraftFile
- DestroyVessel
- DialogBox
- ExperimentalPart
- Expression
- Message
- OrbitGenerator
- RemoveKerbal
- SpawnKerbal
- SpawnPassengers
- SpawnVessel
- UnlockPart
- UnlockTech
- WaypointGenerator
Contract Configurator
Configuration File Syntax
Extending Contract Configurator