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;
    }[];
    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;
    Wanted?: boolean;
    event: "FSDJump";
    timestamp: string;
}

Hierarchy (view full)

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)

Type declaration

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.

Type declaration

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

Type declaration

  • Optional FactionState?: string
  • Name: string
SystemGovernment: string
SystemGovernment_Localised?: string
SystemSecondEconomy?: string
SystemSecondEconomy_Localised?: string
SystemSecurity: string
SystemSecurity_Localised?: string
Taxi?: boolean
Wanted?: boolean
event: "FSDJump"

The type of event.

timestamp: string

The time in GMT, ISO 8601.