Control#

class Control#

Used to manipulate the controls of a vessel. This includes adjusting the throttle, enabling/disabling systems such as SAS and RCS, or altering the direction in which the vessel is pointing. Obtained by calling Vessel.control.

Note

Control inputs (pitch, yaw, roll, translation, wheel throttle, wheel steering and the custom axes) are zeroed when all clients that have set one or more of these inputs are no longer connected. The throttle is an exception: it keeps its value when clients disconnect.

source#

The source of the vessels control, for example by a kerbal or a probe core.

Attribute:

Read-only, cannot be set

Return type:

ControlSource

Game Scenes:

Flight

state#

The control state of the vessel.

Attribute:

Read-only, cannot be set

Return type:

ControlState

Game Scenes:

Flight

sas#

The state of SAS.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

Note

Equivalent to AutoPilot.sas. Throws an exception if set to True while the auto-pilot is engaged, as the auto-pilot holds SAS off for as long as it is flying the vessel.

sas_mode#

The current Control.sas_mode. These modes are equivalent to the mode buttons to the left of the navball that appear when SAS is enabled.

Attribute:

Can be read or written

Return type:

SASMode

Game Scenes:

Flight

Note

Equivalent to AutoPilot.sas_mode

speed_mode#

The current Control.speed_mode of the navball. This is the mode displayed next to the speed at the top of the navball.

Attribute:

Can be read or written

Return type:

SpeedMode

Game Scenes:

Flight

engine_gimbals#

Returns whether all gimballed engines on the vessel have gimbal enabled, and sets the gimbal enabled state of all gimballed engines. See Engine.gimbal_locked.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

thrust_reversers#

Returns whether all engines with a thrust reverser on the vessel have their thrust reverser engaged, and sets the thrust reverser state of all such engines. See Engine.thrust_reversed.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

aero_surfaces#

Returns whether all control surfaces on the vessel have pitch, yaw and roll enabled, and sets the pitch, yaw and roll enabled state of all control surfaces. See ControlSurface.pitch_enabled, ControlSurface.yaw_enabled and ControlSurface.roll_enabled.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

rcs#

The state of RCS.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

reaction_wheels#

Returns whether all reactive wheels on the vessel are active, and sets the active state of all reaction wheels. See ReactionWheel.active.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

gear#

The state of the landing gear/legs.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

legs#

Returns whether all landing legs on the vessel are deployed, and sets the deployment state of all landing legs. Does not include wheels (for example landing gear). See Leg.deployed.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

wheels#

Returns whether all wheels on the vessel are deployed, and sets the deployment state of all wheels. Does not include landing legs. See Wheel.deployed.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

lights#

The state of the lights.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

brakes#

The state of the wheel brakes.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

antennas#

Returns whether all antennas on the vessel are deployed, and sets the deployment state of all antennas. See Antenna.deployed.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

cargo_bays#

Returns whether any of the cargo bays on the vessel are open, and sets the open state of all cargo bays. See CargoBay.open.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

intakes#

Returns whether all of the air intakes on the vessel are open, and sets the open state of all air intakes. See Intake.open.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

parachutes#

Returns whether all parachutes on the vessel are deployed, and sets the deployment state of all parachutes. Cannot be set to False. See Parachute.deployed.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

radiators#

Returns whether all radiators on the vessel are deployed, and sets the deployment state of all radiators. See Radiator.deployed.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

resource_harvesters#

Returns whether all of the resource harvesters on the vessel are deployed, and sets the deployment state of all resource harvesters. See ResourceHarvester.deployed.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

resource_harvesters_active#

Returns whether any of the resource harvesters on the vessel are active, and sets the active state of all resource harvesters. See ResourceHarvester.active.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

solar_panels#

Returns whether all solar panels on the vessel are deployed, and sets the deployment state of all solar panels. See SolarPanel.deployed.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

abort#

The state of the abort action group.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

throttle#

The state of the throttle. A value between 0 and 1. Unlike the other control inputs, the throttle is not zeroed when the clients that set it disconnect.

Attribute:

Can be read or written

Return type:

float

Game Scenes:

Flight

Note

The getter returns the input currently applied to the vessel, which combines the input set by kRPC with any keyboard, SAS and trim input. It refreshes one physics tick after a set, so a read immediately after a set returns the previously applied value rather than the value just set.

input_mode#

Sets the behavior of the pitch, yaw, roll and translation control inputs. When set to additive, these inputs are added to the vessels current inputs. This mode is the default. When set to override, these inputs (if non-zero) override the vessels inputs. This mode prevents keyboard control, or SAS, from interfering with the controls when they are set.

Attribute:

Can be read or written

Return type:

ControlInputMode

Game Scenes:

Flight

pitch#

The state of the pitch control. A value between -1 and 1. Equivalent to the w and s keys.

Attribute:

Can be read or written

Return type:

float

Game Scenes:

Flight

Note

The getter returns the input currently applied to the vessel, which combines the input set by kRPC with any keyboard, SAS and trim input. It refreshes one physics tick after a set, so a read immediately after a set returns the previously applied value rather than the value just set.

yaw#

The state of the yaw control. A value between -1 and 1. Equivalent to the a and d keys.

Attribute:

Can be read or written

Return type:

float

Game Scenes:

Flight

Note

The getter returns the input currently applied to the vessel, which combines the input set by kRPC with any keyboard, SAS and trim input. It refreshes one physics tick after a set, so a read immediately after a set returns the previously applied value rather than the value just set.

roll#

The state of the roll control. A value between -1 and 1. Equivalent to the q and e keys.

Attribute:

Can be read or written

Return type:

float

Game Scenes:

Flight

Note

The getter returns the input currently applied to the vessel, which combines the input set by kRPC with any keyboard, SAS and trim input. It refreshes one physics tick after a set, so a read immediately after a set returns the previously applied value rather than the value just set.

pitch_trim#

The state of the pitch trim. A value between -1 and 1. Equivalent to the Alt+W and Alt+S keys. This is a persistent trim that remains latched until changed or reset, and can only be accessed for the active vessel. Unlike the pitch, yaw and roll control inputs, the trim is not cleared when clients disconnect.

Attribute:

Can be read or written

Return type:

float

Game Scenes:

Flight

yaw_trim#

The state of the yaw trim. A value between -1 and 1. Equivalent to the Alt+A and Alt+D keys. This is a persistent trim that remains latched until changed or reset, and can only be accessed for the active vessel. Unlike the pitch, yaw and roll control inputs, the trim is not cleared when clients disconnect.

Attribute:

Can be read or written

Return type:

float

Game Scenes:

Flight

roll_trim#

The state of the roll trim. A value between -1 and 1. Equivalent to the Alt+Q and Alt+E keys. This is a persistent trim that remains latched until changed or reset, and can only be accessed for the active vessel. Unlike the pitch, yaw and roll control inputs, the trim is not cleared when clients disconnect.

Attribute:

Can be read or written

Return type:

float

Game Scenes:

Flight

forward#

The state of the forward translational control. A value between -1 and 1. Equivalent to the h and n keys.

Attribute:

Can be read or written

Return type:

float

Game Scenes:

Flight

Note

The getter returns the input currently applied to the vessel, which combines the input set by kRPC with any keyboard, SAS and trim input. It refreshes one physics tick after a set, so a read immediately after a set returns the previously applied value rather than the value just set.

up#

The state of the up translational control. A value between -1 and 1. Equivalent to the i and k keys.

Attribute:

Can be read or written

Return type:

float

Game Scenes:

Flight

Note

The getter returns the input currently applied to the vessel, which combines the input set by kRPC with any keyboard, SAS and trim input. It refreshes one physics tick after a set, so a read immediately after a set returns the previously applied value rather than the value just set.

right#

The state of the right translational control. A value between -1 and 1. Equivalent to the j and l keys.

Attribute:

Can be read or written

Return type:

float

Game Scenes:

Flight

Note

The getter returns the input currently applied to the vessel, which combines the input set by kRPC with any keyboard, SAS and trim input. It refreshes one physics tick after a set, so a read immediately after a set returns the previously applied value rather than the value just set.

wheel_throttle#

The state of the wheel throttle. A value between -1 and 1. A value of 1 rotates the wheels forwards, a value of -1 rotates the wheels backwards.

Attribute:

Can be read or written

Return type:

float

Game Scenes:

Flight

Note

The getter returns the input currently applied to the vessel, which combines the input set by kRPC with any keyboard, SAS and trim input. It refreshes one physics tick after a set, so a read immediately after a set returns the previously applied value rather than the value just set.

wheel_steering#

The state of the wheel steering. A value between -1 and 1. A value of 1 steers to the left, and a value of -1 steers to the right.

Attribute:

Can be read or written

Return type:

float

Game Scenes:

Flight

Note

The getter returns the input currently applied to the vessel, which combines the input set by kRPC with any keyboard, SAS and trim input. It refreshes one physics tick after a set, so a read immediately after a set returns the previously applied value rather than the value just set.

custom_axis01#

The state of CustomAxis01. A value between -1 and 1.

Attribute:

Can be read or written

Return type:

float

Game Scenes:

Flight

custom_axis02#

The state of CustomAxis02. A value between -1 and 1.

Attribute:

Can be read or written

Return type:

float

Game Scenes:

Flight

custom_axis03#

The state of CustomAxis03. A value between -1 and 1.

Attribute:

Can be read or written

Return type:

float

Game Scenes:

Flight

custom_axis04#

The state of CustomAxis04. A value between -1 and 1.

Attribute:

Can be read or written

Return type:

float

Game Scenes:

Flight

current_stage#

The current stage of the vessel. Corresponds to the stage number in the in-game UI.

Attribute:

Read-only, cannot be set

Return type:

int

Game Scenes:

Flight

activate_next_stage()#

Activates the next stage. Equivalent to pressing the space bar in-game.

Returns:

A list of vessel objects that are jettisoned from the active vessel.

Return type:

list(Vessel)

Game Scenes:

Flight

Note

When called, the active vessel may change. It is therefore possible that, after calling this function, the object(s) returned by previous call(s) to active_vessel no longer refer to the active vessel. Throws an exception if staging is locked.

stage_lock#

Whether staging is locked on the vessel.

Attribute:

Can be read or written

Return type:

bool

Game Scenes:

Flight

Note

This is equivalent to locking the staging using Alt+L

get_action_group(group)#

Returns True if the given action group is enabled.

Parameters:

group (int) – A number between 0 and 9 inclusive, or between 0 and 250 inclusive when the Extended Action Groups mod is installed.

Return type:

bool

Game Scenes:

Flight

set_action_group(group, state)#

Sets the state of the given action group.

Parameters:
  • group (int) –

    A number between 0 and 9 inclusive, or between 0 and 250 inclusive when the Extended Action Groups mod is installed.

  • state (bool)

Game Scenes:

Flight

toggle_action_group(group)#

Toggles the state of the given action group.

Parameters:

group (int) –

A number between 0 and 9 inclusive, or between 0 and 250 inclusive when the Extended Action Groups mod is installed.

Game Scenes:

Flight

get_action_group_actions(group)#

Returns a list of all the part actions that are assigned to the given action group. Each entry identifies the part, the part module, and the action’s name and identifier. Returns an empty list if no actions are assigned to the group.

Parameters:

group (int) –

A number between 0 and 9 inclusive, or between 0 and 250 inclusive when the Extended Action Groups mod is installed.

Return type:

list(ActionGroupAction)

Game Scenes:

Flight

Note

For stock action groups, the assignments are read from each part action directly. When the Extended Action Groups mod is installed, the assignments are queried from the mod instead, so that actions assigned to its additional groups are included.

add_node(ut[, prograde=0.0][, normal=0.0][, radial=0.0])#

Creates a maneuver node at the given universal time, and returns a Node object that can be used to modify it. Optionally sets the magnitude of the delta-v for the maneuver node in the prograde, normal and radial directions.

Parameters:
  • ut (float) – Universal time of the maneuver node.

  • prograde (float) – Delta-v in the prograde direction.

  • normal (float) – Delta-v in the normal direction.

  • radial (float) – Delta-v in the radial direction.

Return type:

Node

Game Scenes:

Flight

nodes#

Returns a list of all existing maneuver nodes, ordered by time from first to last.

Attribute:

Read-only, cannot be set

Return type:

list(Node)

Game Scenes:

Flight

remove_nodes()#

Remove all maneuver nodes.

Game Scenes:

Flight

class ActionGroupAction#

An action, belonging to a part module, that is assigned to an action group. Obtained by calling Control.get_action_group_actions().

part#

The part that the action acts on.

Attribute:

Read-only, cannot be set

Return type:

Part

module#

The part module that the action belongs to. Returns None for a part-level action that is not associated with a module. This only occurs when the Extended Action Groups mod is installed, as it can assign actions defined directly on a part, rather than on one of its modules, to an action group.

Attribute:

Read-only, cannot be set

Return type:

Module

name#

The human-readable name of the action, as shown in the action group editor.

Attribute:

Read-only, cannot be set

Return type:

str

id#

The non-localized identifier for the action.

Attribute:

Read-only, cannot be set

Return type:

str

class ControlState#

The control state of a vessel. See Control.state.

full#

Full controllable.

partial#

Partially controllable.

none#

Not controllable.

class ControlSource#

The control source of a vessel. See Control.source.

kerbal#

Vessel is controlled by a Kerbal.

probe#

Vessel is controlled by a probe core.

none#

Vessel is not controlled.

class SASMode#

The behavior of the SAS auto-pilot. See AutoPilot.sas_mode.

stability_assist#

Stability assist mode. Dampen out any rotation.

maneuver#

Point in the burn direction of the next maneuver node.

prograde#

Point in the prograde direction.

retrograde#

Point in the retrograde direction.

normal#

Point in the orbit normal direction.

anti_normal#

Point in the orbit anti-normal direction.

radial#

Point in the orbit radial direction.

anti_radial#

Point in the orbit anti-radial direction.

target#

Point in the direction of the current target.

anti_target#

Point away from the current target.

class SpeedMode#

The mode of the speed reported in the navball. See Control.speed_mode.

orbit#

Speed is relative to the vessel’s orbit.

surface#

Speed is relative to the surface of the body being orbited.

target#

Speed is relative to the current target.

class ControlInputMode#

See Control.input_mode.

additive#

Control inputs are added to the vessels current control inputs.

override#

Control inputs (when they are non-zero) override the vessels current control inputs.