.. default-domain:: cpp .. highlight:: cpp .. namespace:: krpc::services::Debug Debug ===== .. namespace:: krpc::services .. class:: Debug : public krpc::Service Provides functionality to modify the state of the simulation directly, in ways the game normally does not allow: teleporting a vessel, setting its attitude, applying forces to its parts, refilling its tanks and enabling the game's cheat options. .. note:: Everything in this service is cheating. It has the same effect on a save as the game's own debug menu (Alt+F12), and the same consequences: contracts, records and career progress made with it are not earned. It is intended for setting up a scenario to fly or a script to test, without flying there first. .. function:: Debug(krpc::Client* client) Construct an instance of this service. .. function:: void set_circular_orbit(SpaceCenter::CelestialBody body, double altitude) Move the active vessel onto a circular orbit around a body. :Parameters: * **body** -- Body to orbit. * **altitude** -- Altitude of the orbit, in meters above sea level. :Game Scenes: Flight .. function:: void set_orbit(SpaceCenter::CelestialBody body, double semi_major_axis, double eccentricity, double inclination, double longitude_of_ascending_node, double argument_of_periapsis, double mean_anomaly_at_epoch, double epoch) Move the active vessel onto the orbit with the given orbital elements. The angles use the same units and conventions as :class:`SpaceCenter::Orbit`. :Parameters: * **body** -- Body to orbit. * **semi_major_axis** -- Semi-major axis of the orbit, in meters. * **eccentricity** -- Eccentricity of the orbit. * **inclination** -- Inclination of the orbit, in radians. * **longitude_of_ascending_node** -- Longitude of the ascending node, in radians. * **argument_of_periapsis** -- Argument of periapsis, in radians. * **mean_anomaly_at_epoch** -- Mean anomaly at epoch, in radians. * **epoch** -- Universal time of the epoch, in seconds. :Game Scenes: Flight .. function:: void set_landed(SpaceCenter::CelestialBody body, double latitude, double longitude, double altitude = 0.0) Place the active vessel on the surface of a body at the given latitude and longitude, and wait for it to come to rest. :Parameters: * **body** -- Body to land on. * **latitude** -- Latitude in degrees. * **longitude** -- Longitude in degrees. * **altitude** -- Height above the terrain to settle at, in meters. Defaults to 0, resting on the surface. :Game Scenes: Flight .. function:: void set_flight(SpaceCenter::CelestialBody body, double latitude, double longitude, double altitude, double speed, double heading, double pitch = 0.0, double roll = 0.0, double angle_of_attack = 0.0) Place the active vessel in atmospheric flight over the given point: at the given altitude and airspeed, pointing along the given heading at the given pitch and roll, and let physics resume so that it is flying. Use this to set up an in-air scenario without flying the craft up from the runway. :Parameters: * **body** -- Body to fly over. * **latitude** -- Latitude in degrees. * **longitude** -- Longitude in degrees. * **altitude** -- Altitude in meters above sea level. * **speed** -- Airspeed in meters per second, relative to the surface. * **heading** -- Compass heading to point along, in degrees (90 is east). * **pitch** -- Pitch above the horizon, in degrees. Defaults to 0 (level). * **roll** -- Roll, in degrees. Defaults to 0 (wings level). * **angle_of_attack** -- Angle of attack in degrees: how far the airspeed vector sits below the nose, in the pitch plane. 0 (the default) puts the airspeed along the nose; a positive value gives a nose-up attitude relative to the flight path, so the flight-path angle is *pitch* minus this. :Game Scenes: Flight .. note:: The pitch, heading and roll match those reported by the vessel's :class:`SpaceCenter::Flight`. .. function:: void set_position(std::tuple position, std::optional reference_frame = std::optional()) Move the active vessel to the given position, leaving its velocity as it is. To put it alongside another vessel, pass a position in that vessel's reference frame. :Parameters: * **position** -- Position of the vessel's center of mass, in meters. * **reference_frame** -- Reference frame the position is in. Defaults to the reference frame of the body being orbited. :Game Scenes: Flight .. note:: This is the inverse of :func:`SpaceCenter::Vessel::position` in the same reference frame. .. function:: void set_velocity(std::tuple velocity, std::optional reference_frame = std::optional()) Set the velocity of the active vessel, leaving it where it is. The vessel is moved onto the orbit that passes through its current position at the new velocity, so this works in orbit and in the atmosphere alike. :Parameters: * **velocity** -- Velocity in meters per second. * **reference_frame** -- Reference frame the velocity is in. Defaults to the reference frame of the body being orbited, which rotates with it, so a zero velocity leaves the vessel at rest relative to the ground. :Game Scenes: Flight .. note:: This is the inverse of :func:`SpaceCenter::Vessel::velocity` in the same reference frame. .. function:: void set_pitch_heading_roll(double pitch, double heading, double roll, std::optional reference_frame = std::optional(), std::optional vessel = std::optional()) Set the attitude of a vessel to the given pitch, heading and roll in the given reference frame, and stop it rotating. Lets a script start from a fixed, still pose without first flying the autopilot there. :Parameters: * **pitch** -- Target pitch, in degrees. * **heading** -- Target heading, in degrees. * **roll** -- Target roll, in degrees. * **reference_frame** -- Reference frame the angles are in. Defaults to the vessel's surface reference frame. * **vessel** -- Vessel to rotate. Defaults to the active vessel. :Game Scenes: Flight .. note:: The angles match those reported by the vessel's :class:`SpaceCenter::Flight`. .. function:: void set_direction(std::tuple direction, double roll, std::optional reference_frame = std::optional(), std::optional vessel = std::optional()) Point a vessel along the given direction in the given reference frame, and stop it rotating. This is :func:`set_pitch_heading_roll` with a pointing vector instead of a pitch and heading, matching the attitude the autopilot holds for the same target direction and roll. :Parameters: * **direction** -- Direction to point the nose of the vessel in. * **roll** -- Target roll, in degrees, or ``NaN`` to leave the roll uncontrolled. * **reference_frame** -- Reference frame the direction and roll are in. Defaults to the vessel's surface reference frame. * **vessel** -- Vessel to rotate. Defaults to the active vessel. :Game Scenes: Flight .. function:: void apply_rotation(double angle, std::tuple axis, std::optional vessel = std::optional()) Rotate a vessel about the given axis, in its own reference frame, by the given angle. :Parameters: * **angle** -- Angle to rotate by, in degrees. * **axis** -- Axis to rotate about. * **vessel** -- Vessel to rotate. Defaults to the active vessel. :Game Scenes: Flight .. function:: void set_angular_velocity(std::tuple angular_velocity, std::optional reference_frame = std::optional(), std::optional vessel = std::optional()) Set the angular velocity of a vessel, expressed in the given reference frame. Pass a zero vector to stop the vessel rotating. :Parameters: * **angular_velocity** -- Angular velocity, in radians per second. The direction is the axis of rotation and the magnitude is the rate. * **reference_frame** -- Reference frame the angular velocity is in. Defaults to the vessel's surface reference frame. * **vessel** -- Vessel to rotate. Defaults to the active vessel. :Game Scenes: Flight .. note:: The whole vessel is put into a rigid rotation about its center of mass, so it spins in place rather than shearing apart or translating. .. function:: SpaceCenter::Force add_force(SpaceCenter::Part part, std::tuple force, std::tuple position, SpaceCenter::ReferenceFrame reference_frame) Exert a constant force on a part, acting at the given position. :Parameters: * **part** -- The part to apply the force to. * **force** -- A vector pointing in the direction that the force acts, with its magnitude equal to the strength of the force in Newtons. * **position** -- The position at which the force acts, as a vector. * **reference_frame** -- The reference frame that the force and position are in. :returns: An object that can be used to remove or modify the force. :Game Scenes: Flight .. note:: The force is removed when the client that added it disconnects. .. function:: void instantaneous_force(SpaceCenter::Part part, std::tuple force, std::tuple position, SpaceCenter::ReferenceFrame reference_frame) Exert an instantaneous force on a part, acting at the given position. :Parameters: * **part** -- The part to apply the force to. * **force** -- A vector pointing in the direction that the force acts, with its magnitude equal to the strength of the force in Newtons. * **position** -- The position at which the force acts, as a vector. * **reference_frame** -- The reference frame that the force and position are in. :Game Scenes: Flight .. note:: The force is applied instantaneously in a single physics update. .. function:: void fill_all_resources(std::optional vessel = std::optional()) Fill every resource tank on a vessel to its maximum capacity. :Parameters: * **vessel** -- Vessel to fill. Defaults to the active vessel. :Game Scenes: Flight .. function:: void fill_resources(std::string resource_name, std::optional vessel = std::optional()) Fill the tanks of a single resource on a vessel to their maximum capacity. :Parameters: * **resource_name** -- Name of the resource to fill, for example ``"LiquidFuel"``. * **vessel** -- Vessel to fill. Defaults to the active vessel. :Game Scenes: Flight .. function:: bool infinite_propellant() .. function:: void set_infinite_propellant(bool value) Whether engines and RCS thrusters draw no propellant. .. function:: bool infinite_electricity() .. function:: void set_infinite_electricity(bool value) Whether parts draw no electric charge. .. function:: bool no_crash_damage() .. function:: void set_no_crash_damage(bool value) Whether parts survive collisions that would otherwise destroy them. .. function:: bool unbreakable_joints() .. function:: void set_unbreakable_joints(bool value) Whether the joints between parts are rigid and cannot break. .. function:: bool ignore_max_temperature() .. function:: void set_ignore_max_temperature(bool value) Whether parts survive temperatures above their maximum, instead of exploding. .. function:: bool allow_part_clipping() .. function:: void set_allow_part_clipping(bool value) Whether parts may be placed so that they intersect one another in the editor. .. function:: bool non_strict_attachment_orientation() .. function:: void set_non_strict_attachment_orientation(bool value) Whether parts may be attached in any orientation, rather than only the ones their attachment nodes allow. .. function:: bool ignore_kerbal_inventory_limits() .. function:: void set_ignore_kerbal_inventory_limits(bool value) Whether a kerbal's inventory may hold more than its slot and mass limits allow. .. function:: bool ignore_eva_construction_mass_limit() .. function:: void set_ignore_eva_construction_mass_limit(bool value) Whether EVA construction may move parts heavier than a kerbal can normally carry. .. function:: bool ignore_agency_mindset_on_contracts() .. function:: void set_ignore_agency_mindset_on_contracts(bool value) Whether contracts are offered regardless of the agency mindset that normally restricts which ones appear. .. function:: bool pause_on_vessel_unpack() .. function:: void set_pause_on_vessel_unpack(bool value) Whether the game pauses whenever a vessel comes off rails. .. function:: bool biomes_visible() .. function:: void set_biomes_visible(bool value) Whether biome boundaries are drawn on the surface of bodies. .. function:: double gravity_multiplier() .. function:: void set_gravity_multiplier(double value) Multiplier applied to the force of gravity on every vessel. 1 is normal gravity, 0 is weightlessness. .. function:: double funds() .. function:: void set_funds(double value) The number of funds the player has. Only available in career mode. .. function:: float science() .. function:: void set_science(float value) The amount of science the player has. Only available in career and science mode. .. function:: float reputation() .. function:: void set_reputation(float value) The player's reputation. Only available in career mode. .. function:: void unlock_technology_tree() Research every node in the technology tree and purchase every part in it. Only available in career and science mode. .. function:: void upgrade_facilities() Upgrade every building at the space center to its highest level. Only available in career mode. .. function:: void max_kerbal_experience() Raise every kerbal in the roster to the highest experience level.