Interface FSDJump

Written when jumping from one star to another.

interface FSDJump {
    Body?: string;
    BodyID?: number;
    BodyType?: string;
    BoostUsed?: number;
    Conflicts?: {
        Faction1: ConflictFaction;
        Faction2: ConflictFaction;
        Status: string;
        WarType: string;
    }[];
    event: "FSDJump";
    Factions?: {
        ActiveStates?: { State: string }[];
        Allegiance: string;
        FactionState: string;
        Government: string;
        Happiness?: string;
        Happiness_Localised?: string;
        Influence: number;
        MyReputation?: number;
        Name: string;
        PendingStates?: { State: string; Trend: number }[];
        RecoveringStates?: { State: string; Trend: number }[];
        SquadronFaction?: boolean;
    }[];
    FuelLevel: number;
    FuelUsed: number;
    JumpDist: number;
    Multicrew?: boolean;
    Population?: number;
    PowerplayState?: PowerState;
    Powers?: string[];
    StarPos: [number, number, number];
    StarSystem: string;
    SystemAddress?: number;
    SystemAllegiance: string;
    SystemEconomy: string;
    SystemEconomy_Localised?: string;
    SystemFaction?: { FactionState?: string; Name: string };
    SystemGovernment: string;
    SystemGovernment_Localised?: string;
    SystemSecondEconomy?: string;
    SystemSecondEconomy_Localised?: string;
    SystemSecurity: string;
    SystemSecurity_Localised?: string;
    Taxi?: boolean;
    ThargoidWar?: {
        CurrentState: string;
        NextStateFailure: string;
        NextStateSuccess: string;
        RemainingPorts: number;
        SuccessStateReached: boolean;
        WarProgress: number;
    };
    timestamp: string;
    Wanted?: boolean;
}

Hierarchy (View Summary)

Properties

Body?: string
BodyID?: number
BodyType?: string
BoostUsed?: number

Whether FSD boost was used.

Conflicts?: {
    Faction1: ConflictFaction;
    Faction2: ConflictFaction;
    Status: string;
    WarType: string;
}[]

Info about local conflicts (if any)

event: "FSDJump"

The type of event.

Factions?: {
    ActiveStates?: { State: string }[];
    Allegiance: string;
    FactionState: string;
    Government: string;
    Happiness?: string;
    Happiness_Localised?: string;
    Influence: number;
    MyReputation?: number;
    Name: string;
    PendingStates?: { State: string; Trend: number }[];
    RecoveringStates?: { State: string; Trend: number }[];
    SquadronFaction?: boolean;
}[]

Info for the local minor factions.

FuelLevel: number
FuelUsed: number
JumpDist: number

Distance jumped.

Multicrew?: boolean
Population?: number
PowerplayState?: PowerState

The system's powerplay state.

Powers?: string[]

Names of any powers contesting the system, or the name of the controlling power.

StarPos: [number, number, number]

Star position as array (x, y, z) in light years.

StarSystem: string

Name of destination star system.

SystemAddress?: number
SystemAllegiance: string
SystemEconomy: string
SystemEconomy_Localised?: string
SystemFaction?: { FactionState?: string; Name: string }

System's controlling faction.

SystemGovernment: string
SystemGovernment_Localised?: string
SystemSecondEconomy?: string
SystemSecondEconomy_Localised?: string
SystemSecurity: string
SystemSecurity_Localised?: string
Taxi?: boolean
ThargoidWar?: {
    CurrentState: string;
    NextStateFailure: string;
    NextStateSuccess: string;
    RemainingPorts: number;
    SuccessStateReached: boolean;
    WarProgress: number;
}

If starting in a system affected by the thargoid war.

timestamp: string

The time in GMT, ISO 8601.

Wanted?: boolean