Members
constructor
stage is the harness's cutscene and observatory, which the walker asks
about and the pad fixture clears; a bare session has neither.
onFootreadonly
Stepping out and back in; the verbs board through it.
burnToward
Aim the ship at a body and light the main drive.
- addressstring
- Undocumented
- throttlenumber
- Undocumented
face
Point the nose at a body without touching its trajectory.
Separate from burnToward because looking and burning are different acts:
this one is free, and it is what you want when setting up a screenshot or
checking that a body is where the HUD says it is.
- addressstring
- Undocumented
goTo
Go anywhere, given anything that names it.
The god-mode front door, and the only travel verb that does not require you to already know what kind of thing you are naming. A body address arrives in a circular orbit framing that body; a system designation arrives in a close orbit of the star itself, looking at it — you asked for the star, and the star is what fills the view.
Passing distanceAu asks for the other thing — a hold-off in the system
frame, out in the dark, which is where goToSystem alone leaves you. That
is a real place to want to be and a terrible place to arrive by default: at
40 AU a red dwarf is a sub-pixel point, so "travel to Proxima" appeared to
do nothing at all.
orbit, land, goToSystem and face are still the primitives and still
take exactly one kind of argument each — this dispatches to them rather
than reimplementing them, so there is one placement rule per maneuver.
- destinationstring
- Undocumented
- options{ altitudeKm?: number; distanceAu?: number }
- Undocumented
goToSystem
Drop the player into interstellar space near a system.
- systemstring
- Undocumented
- distanceAunumber
- Undocumented
land
Park the player on the ground at a latitude and longitude, ready to fly.
The angles default to the prime meridian at the equator because ir is
typed at a console, where the brand checks nothing and a missing angle
is undefined. A non-finite angle is refused before the ship is touched:
a surface frame at NaN is a world every later step throws in.
orbit
Put the player in a circular orbit around a body — or, given a system address, around its star.
Named for what it does physically rather than "teleport": it sets a state that is a valid solution of the two-body problem, so the ship stays there.
- addressstring
- Undocumented
- altitudeKmnumber
- Undocumented
shot
Frame a named, repeatable composition of a body — a camera bookmark.
orbit places you for flying; this places you for looking, at the
distances and phase angles the reference photographs were taken from. The
ship is left in a circular orbit through the bookmark position so the
composition holds instead of falling, and the nose — which is the camera —
is aimed by the shot itself: the body's center, the sunward horizon, or
the star's reflection off the surface.
With no address it re-frames the body whose frame the player is already
in, so ir.shot('crescent') after any arrival does what it sounds like.
- namestring
- Undocumented
- addressstring
- Undocumented