Travel

ApproachBody

When written: when in Supercruise, and distance from planet drops to within the 'Orbital Cruise' zone

Parameters:

  • StarSystem
  • SystemAddress
  • Body
  • BodyID
{
    "timestamp": "2017-09-27T15:21:05Z",
    "event": "ApproachBody",
    "StarSystem": "Eranin",
    "Body": "Eranin 2"
}

Docked

When written: when landing at landing pad in a space station, outpost, or surface settlement

Parameters:

  • StationName: name of station
  • MarketID
  • SystemAddress
  • StationType: type of station
  • StarSystem: name of system
  • CockpitBreach:true (only if landing with breached cockpit)
  • StationFaction: station's controlling faction
    • Name
    • FactionState
  • StationAllegiance
  • StationEconomy : (station's primary economy)
  • StationEconomies: (array of name and proportion values)
  • StationGovernment
  • DistFromStarLS
  • StationServices: (Array of strings)
  • Wanted: (only if docking when wanted locally)
  • ActiveFine: true (if any fine is active)

The 'anonymous docking' protocol comes into effect if you're either Wanted (ie have a local bounty) or have an ActiveFine

Example:

{
    "timestamp": "2018-03-07T12:22:25Z",
    "event": "Docked",
    "StationName": "Jenner Orbital",
    "StationType": "Outpost",
    "StarSystem": "Luhman 16",
    "SystemAddress": 22960358574928,
    "MarketID": 3228883456,
    "StationFaction": {
        "Name": "Union of Luhman 16 Values Party",
        "FactionState": "CivilWar"
    },
    "StationGovernment": "$government_Democracy;",
    "StationGovernment_Localised": "Democracy",
    "StationAllegiance": "Federation",
    "StationServices": [
        "Dock",
        "Autodock",
        "BlackMarket",
        "Commodities",
        "Contacts",
        "Exploration",
        "Missions",
        "Outfitting",
        "CrewLounge",
        "Rearm",
        "Refuel",
        "Workshop",
        "MissionsGenerated",
        "FlightController",
        "StationOperations",
        "Powerplay",
        "SearchAndRescue"
    ],
    "StationEconomy": "$economy_Refinery;",
    "StationEconomy_Localised": "Refinery",
    "StationEconomies": [
        {
            "Name": "$economy_Refinery;",
            "Name_Localised": "Refinery",
            "Proportion": 0.76
        },
        {
            "Name": "$economy_Extraction;",
            "Name_Localised": "Extraction",
            "Proportion": 0.24
        }
    ],
    "DistFromStarLS": 10.061876
}

StationServices can include: Dock, Autodock, BlackMarket, Commodities, Contacts, Exploration, Initiatives, Missions, Outfitting,CrewLounge, Rearm, Refuel, Repair, Shipyard, Tuning, Workshop, MissionsGenerated, Facilitator, Research, FlightController, StationOperations, OnDockMission, Powerplay, SearchAndRescue,

DockingCancelled

When written: when the player cancels a docking request

Parameters:

  • StationName: name of station
  • StationType
  • MarketID

DockingDenied

When written: when the station denies a docking request

Parameters:

  • StationName: name of station
  • StationType
  • MarketID
  • Reason: reason for denial

Reasons include: NoSpace, TooLarge, Hostile, Offences, Distance, ActiveFighter, NoReason

DockingGranted

When written: when a docking request is granted

Parameters:

  • StationName: name of station
  • StationType
  • MarketID
  • LandingPad: pad number

DockingRequested

When written: when the player requests docking at a station

Parameters:

  • StationName: name of station
  • StationType
  • MarketID

DockingTimeout

When written: when a docking request has timed out

Parameters:

  • StationName: name of station
  • StationType
  • MarketID

FSDJump

When written: when jumping from one star system to another

Parameters:

  • StarSystem: name of destination starsystem
  • SystemAddress
  • StarPos: star position, as a Json array [x, y, z], in light years
  • Body: star's body name
  • JumpDist: distance jumped
  • FuelUsed
  • FuelLevel
  • BoostUsed: whether FSD boost was used
  • SystemFaction: system controlling faction
    • Name
    • FactionState
  • SystemAllegiance
  • SystemEconomy
  • SystemSecondEconomy
  • SystemGovernment
  • SystemSecurity
  • Population
  • Wanted
  • Factions: an array of info for the local minor factions
    • Name
    • FactionState
    • Government
    • Influence
    • Happiness
    • MyReputation
    • PendingStates: array (if any) with State name and Trend value
    • RecovingStates: array (if any)with State name and Trend value
    • ActiveStates: array with State names (Note active states do not have a Trend value)
    • SquadronFaction:true (if player is in squadron aligned to this faction)
    • HappiestSystem:true (if player squadron faction, and this is happiest system)
    • HomeSystem:true(if player squadron faction, and this is home system)
  • Conflicts: an array of info about local conflicts (if any)
    • WarType
    • Status
    • Faction1: { Name, Stake, WonDays }
    • Faction2: { Name, Stake, WonDays }

If the player is pledged to a Power in Powerplay, and the star system is involved in powerplay,

  • Powers: a json array with the names of any powers contesting the system, or the name of the controlling power
  • PowerplayState: the system state – one of ("InPrepareRadius", "Prepared", "Exploited", "Contested", "Controlled", "Turmoil", "HomeSystem")

Example:

Happiness values are: (Elated, Happy, Discontented, Unhappy, Despondent)

Example:

{
    "timestamp": "2018-10-29T10:05:21Z",
    "event": "FSDJump",
    "StarSystem": "Eranin",
    "SystemAddress": 2832631632594,
    "StarPos": [
        -22.84375,
        36.53125,
        -1.1875
    ],
    "SystemAllegiance": "Independent",
    "SystemEconomy": "$economy_Agri;",
    "SystemEconomy_Localised": "Agriculture",
    "SystemSecondEconomy": "$economy_Refinery;",
    "SystemSecondEconomy_Localised": "Refinery",
    "SystemGovernment": "$government_Anarchy;",
    "SystemGovernment_Localised": "Anarchy",
    "SystemSecurity": "$GAlAXY_MAP_INFO_state_anarchy;",
    "SystemSecurity_Localised": "Anarchy",
    "Population": 450000,
    "JumpDist": 13.334,
    "FuelUsed": 0,
    "FuelLevel": 25.630281,
    "Factions": [
        {
            "Name": "Eranin Expeditionary Institute",
            "FactionState": "None",
            "Government": "Cooperative",
            "Influence": 0.17,
            "Allegiance": "Independent",
            "Happiness": "$Faction_HappinessBand2;",
            "Happiness_Localised": "Happy",
            "MyReputation": 0
        },
        {
            "Name": "Eranin Peoples Party",
            "FactionState": "CivilWar",
            "Government": "Communism",
            "Influence": 0.226,
            "Allegiance": "Independent",
            "Happiness": "$Faction_HappinessBand2;",
            "Happiness_Localised": "Happy",
            "MyReputation": 29.9743,
            "ActiveStates": [
                {
                    "State": "CivilWar"
                }
            ]
        },
        {
            "Name": "Pilots Federation Local Branch",
            "FactionState": "None",
            "Government": "Democracy",
            "Influence": 0,
            "Allegiance": "PilotsFederation",
            "Happiness": "$Faction_HappinessBand2;",
            "Happiness_Localised": "Happy",
            "MyReputation": 82.918297
        },
        {
            "Name": "Eranin Industry",
            "FactionState": "Outbreak",
            "Government": "Corporate",
            "Influence": 0.209,
            "Allegiance": "Independent",
            "Happiness": "$Faction_HappinessBand3;",
            "Happiness_Localised": "Discontented",
            "MyReputation": 0,
            "ActiveStates": [
                {
                    "State": "Famine"
                },
                {
                    "State": "Lockdown"
                },
                {
                    "State": "Outbreak"
                }
            ]
        },
        {
            "Name": "Eranin Federal Bridge",
            "FactionState": "CivilWar",
            "Government": "Dictatorship",
            "Influence": 0.226,
            "Allegiance": "Independent",
            "Happiness": "$Faction_HappinessBand2;",
            "Happiness_Localised": "Happy",
            "MyReputation": 0,
            "ActiveStates": [
                {
                    "State": "CivilWar"
                }
            ]
        },
        {
            "Name": "Mob of Eranin",
            "FactionState": "CivilLiberty",
            "Government": "Anarchy",
            "Influence": 0.134,
            "Allegiance": "Independent",
            "Happiness": "$Faction_HappinessBand1;",
            "Happiness_Localised": "Elated",
            "MyReputation": 0,
            "ActiveStates": [
                {
                    "State": "Boom"
                },
                {
                    "State": "CivilLiberty"
                }
            ]
        },
        {
            "Name": "Terran Colonial Forces",
            "FactionState": "CivilUnrest",
            "Government": "Confederacy",
            "Influence": 0.035,
            "Allegiance": "Alliance",
            "Happiness": "$Faction_HappinessBand2;",
            "Happiness_Localised": "Happy",
            "MyReputation": 0,
            "ActiveStates": [
                {
                    "State": "Boom"
                },
                {
                    "State": "CivilUnrest"
                }
            ]
        }
    ],
    "SystemFaction": {
        "Name": "Mob of Eranin",
        "FactionState": "CivilLiberty"
    }
}

Example Conflict data:

"Conflicts": [
    {
        "WarType": "war", "Status": "active",
        "Faction1": {"Name": "Movement for LHS 3163 League","Stake": "","WonDays": 0},
        "Faction2": {"Name": "Official i Bootis Liberty Party","Stake": "Red Bronco Farms","WonDays": 1}
    }
]

FSDTarget

When written: when selecting a star system to jump to

Note, when following a multi-jump route, this will typically appear for the next star, during a jump, ie after "StartJump" but before the "FSDJump"

Parameters:

  • Starsystem
  • Name
  • RemainingJumpsInRoute

LeaveBody

When written: when flying away from a planet, and distance increases above the 'Orbital Cruise' altitude

Parameters:

  • StarSystem
  • SystemAddress
  • Body
  • BodyID

Liftoff

When written: when taking off from planet surface

Parameters:

  • Latitude (only if player flying in ship)
  • Longitude (only if player flying in ship)
  • NearestDestination
  • PlayerControlled: (bool) false if ship dismissed when player is in SRV, true if player is taking off

Example:

{
    "timestamp": "2016-07-22T10:53:19Z",
    "event": "Liftoff",
    "Latitude": 63.468872,
    "Longitude": 157.59938,
    "PlayerControlled": true
}

Location

When written: at startup, or when being resurrected at a station

Parameters:

  • StarSystem: name of destination starsystem
  • SystemAddress
  • StarPos: star position, as a Json array [x, y, z], in light years
  • Body: star or planet's body name
  • BodyID
  • BodyType
  • DistFromStarLS: (unless close to main star)
  • Docked: (bool)
  • Latitude (If landed)
  • Longitude (if landed)
  • StationName: station name, (if docked)
  • StationType: (if docked)
  • MarketID: (if docked)
  • SystemFaction: star system controlling faction
    • Name
    • FactionState
  • SystemAllegiance
  • SystemEconomy
  • SystemSecondEconomy
  • SystemGovernment
  • SystemSecurity
  • Wanted
  • Factions: an array with info on local minor factions (similar to FSDJump)
  • Conflicts: an array with info on local conflicts (similar to FSDJump)

If the player is pledged to a Power in Powerplay, and the star system is involved in powerplay,

  • Powers: a json array with the names of any powers contesting the system, or the name of the controlling power
  • PowerplayState: the system state – one of ("InPrepareRadius", "Prepared", "Exploited", "Contested", "Controlled", "Turmoil", "HomeSystem")

The faction data includes happiness info, and can include multiple active states

If starting docked in a station, also include:

  • StationFaction
    • Name
    • FactionState
  • StationGovernment
  • StationAllegiance
  • StationServices
  • StationEconomies (Array of (Name,Proportion) pairs )

StartJump

When written: at the start of a Hyperspace or Supercruise jump (start of countdown)

Parameters:

  • JumpType: "Hyperspace" or "Supercruise"
  • StarSystem: name of destination system (for a hyperspace jump)
  • SystemAddress
  • StarClass: star type (only for a hyperspace jump)

SupercruiseEntry

When written: entering supercruise from normal space

Parameters:

  • Starsystem

Example:

{
    "timestamp": "2016-06-10T14:32:03Z",
    "event": "SupercruiseEntry",
    "StarSystem": "Yuetu"
}

SupercruiseExit

When written: leaving supercruise for normal space

Parameters:

  • Starsystem
  • Body
  • BodyID
  • BodyType

Example:

{
    "timestamp": "2016-06-10T14:32:03Z",
    "event": "SupercruiseExit",
    "StarSystem": "Yuetu",
    "Body": "Yuetu B"
}

Touchdown

When written: landing on a planet surface

Parameters:

  • Latitude (only if player is landing)
  • Longitude (only if player is landing)
  • NearestDestination
  • PlayerControlled: (bool) false if ship was recalled from SRV, true if player is landing

The NearestDestination is included if within 50km of a location listed in the nav panel

Example:

{
    "timestamp": "2019-05-13T13:20:18Z",
    "event": "Touchdown",
    "PlayerControlled": true,
    "Latitude": 10.503607,
    "Longitude": 102.78981,
    "NearestDestination": "$SAA_Unknown_Signal:#type=$SAA_SignalType_Geological;:#index=9;",
    "NearestDestination_Localised": "Surface signal: Geological (9)"
}

Undocked

When written: liftoff from a landing pad in a station, outpost or settlement

Parameters:

  • StationName: name of station
  • MarketID

Example:

{
    "timestamp": "2016-06-10T14:32:03Z",
    "event": "Undocked",
    "StationName": "Long Sight Base"
}