.. default-domain:: py .. highlight:: py .. currentmodule:: Debug Debug ===== .. module:: Debug 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. .. staticmethod:: set_circular_orbit(body, altitude) Move the active vessel onto a circular orbit around a body. :param SpaceCenter.CelestialBody body: Body to orbit. :param float altitude: Altitude of the orbit, in meters above sea level. :Game Scenes: Flight .. staticmethod:: set_orbit(body, semi_major_axis, eccentricity, inclination, longitude_of_ascending_node, argument_of_periapsis, mean_anomaly_at_epoch, 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`. :param SpaceCenter.CelestialBody body: Body to orbit. :param float semi_major_axis: Semi-major axis of the orbit, in meters. :param float eccentricity: Eccentricity of the orbit. :param float inclination: Inclination of the orbit, in radians. :param float longitude_of_ascending_node: Longitude of the ascending node, in radians. :param float argument_of_periapsis: Argument of periapsis, in radians. :param float mean_anomaly_at_epoch: Mean anomaly at epoch, in radians. :param float epoch: Universal time of the epoch, in seconds. :Game Scenes: Flight .. staticmethod:: set_landed(body, latitude, longitude, [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. :param SpaceCenter.CelestialBody body: Body to land on. :param float latitude: Latitude in degrees. :param float longitude: Longitude in degrees. :param float altitude: Height above the terrain to settle at, in meters. Defaults to 0, resting on the surface. :Game Scenes: Flight .. staticmethod:: set_flight(body, latitude, longitude, altitude, speed, heading, [pitch = 0.0], [roll = 0.0], [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. :param SpaceCenter.CelestialBody body: Body to fly over. :param float latitude: Latitude in degrees. :param float longitude: Longitude in degrees. :param float altitude: Altitude in meters above sea level. :param float speed: Airspeed in meters per second, relative to the surface. :param float heading: Compass heading to point along, in degrees (90 is east). :param float pitch: Pitch above the horizon, in degrees. Defaults to 0 (level). :param float roll: Roll, in degrees. Defaults to 0 (wings level). :param float 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`. .. staticmethod:: set_position(position, [reference_frame = None]) 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. :param tuple position: Position of the vessel's center of mass, in meters. :param SpaceCenter.ReferenceFrame or None 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 :meth:`SpaceCenter.Vessel.position` in the same reference frame. .. staticmethod:: set_velocity(velocity, [reference_frame = None]) 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. :param tuple velocity: Velocity in meters per second. :param SpaceCenter.ReferenceFrame or None 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 :meth:`SpaceCenter.Vessel.velocity` in the same reference frame. .. staticmethod:: set_pitch_heading_roll(pitch, heading, roll, [reference_frame = None], [vessel = None]) 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. :param float pitch: Target pitch, in degrees. :param float heading: Target heading, in degrees. :param float roll: Target roll, in degrees. :param SpaceCenter.ReferenceFrame or None reference_frame: Reference frame the angles are in. Defaults to the vessel's surface reference frame. :param SpaceCenter.Vessel or None 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`. .. staticmethod:: set_direction(direction, roll, [reference_frame = None], [vessel = None]) Point a vessel along the given direction in the given reference frame, and stop it rotating. This is :meth:`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. :param tuple direction: Direction to point the nose of the vessel in. :param float roll: Target roll, in degrees, or ``NaN`` to leave the roll uncontrolled. :param SpaceCenter.ReferenceFrame or None reference_frame: Reference frame the direction and roll are in. Defaults to the vessel's surface reference frame. :param SpaceCenter.Vessel or None vessel: Vessel to rotate. Defaults to the active vessel. :Game Scenes: Flight .. staticmethod:: apply_rotation(angle, axis, [vessel = None]) Rotate a vessel about the given axis, in its own reference frame, by the given angle. :param float angle: Angle to rotate by, in degrees. :param tuple axis: Axis to rotate about. :param SpaceCenter.Vessel or None vessel: Vessel to rotate. Defaults to the active vessel. :Game Scenes: Flight .. staticmethod:: set_angular_velocity(angular_velocity, [reference_frame = None], [vessel = None]) Set the angular velocity of a vessel, expressed in the given reference frame. Pass a zero vector to stop the vessel rotating. :param tuple angular_velocity: Angular velocity, in radians per second. The direction is the axis of rotation and the magnitude is the rate. :param SpaceCenter.ReferenceFrame or None reference_frame: Reference frame the angular velocity is in. Defaults to the vessel's surface reference frame. :param SpaceCenter.Vessel or None 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. .. staticmethod:: add_force(part, force, position, reference_frame) Exert a constant force on a part, acting at the given position. :param SpaceCenter.Part part: The part to apply the force to. :param tuple force: A vector pointing in the direction that the force acts, with its magnitude equal to the strength of the force in Newtons. :param tuple position: The position at which the force acts, as a vector. :param SpaceCenter.ReferenceFrame 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. :rtype: :class:`SpaceCenter.Force` :Game Scenes: Flight .. note:: The force is removed when the client that added it disconnects. .. staticmethod:: instantaneous_force(part, force, position, reference_frame) Exert an instantaneous force on a part, acting at the given position. :param SpaceCenter.Part part: The part to apply the force to. :param tuple force: A vector pointing in the direction that the force acts, with its magnitude equal to the strength of the force in Newtons. :param tuple position: The position at which the force acts, as a vector. :param SpaceCenter.ReferenceFrame 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. .. staticmethod:: fill_all_resources([vessel = None]) Fill every resource tank on a vessel to its maximum capacity. :param SpaceCenter.Vessel or None vessel: Vessel to fill. Defaults to the active vessel. :Game Scenes: Flight .. staticmethod:: fill_resources(resource_name, [vessel = None]) Fill the tanks of a single resource on a vessel to their maximum capacity. :param str resource_name: Name of the resource to fill, for example ``"LiquidFuel"``. :param SpaceCenter.Vessel or None vessel: Vessel to fill. Defaults to the active vessel. :Game Scenes: Flight .. attribute:: infinite_propellant Whether engines and RCS thrusters draw no propellant. :Attribute: Can be read or written :rtype: bool .. attribute:: infinite_electricity Whether parts draw no electric charge. :Attribute: Can be read or written :rtype: bool .. attribute:: no_crash_damage Whether parts survive collisions that would otherwise destroy them. :Attribute: Can be read or written :rtype: bool .. attribute:: unbreakable_joints Whether the joints between parts are rigid and cannot break. :Attribute: Can be read or written :rtype: bool .. attribute:: ignore_max_temperature Whether parts survive temperatures above their maximum, instead of exploding. :Attribute: Can be read or written :rtype: bool .. attribute:: allow_part_clipping Whether parts may be placed so that they intersect one another in the editor. :Attribute: Can be read or written :rtype: bool .. attribute:: non_strict_attachment_orientation Whether parts may be attached in any orientation, rather than only the ones their attachment nodes allow. :Attribute: Can be read or written :rtype: bool .. attribute:: ignore_kerbal_inventory_limits Whether a kerbal's inventory may hold more than its slot and mass limits allow. :Attribute: Can be read or written :rtype: bool .. attribute:: ignore_eva_construction_mass_limit Whether EVA construction may move parts heavier than a kerbal can normally carry. :Attribute: Can be read or written :rtype: bool .. attribute:: ignore_agency_mindset_on_contracts Whether contracts are offered regardless of the agency mindset that normally restricts which ones appear. :Attribute: Can be read or written :rtype: bool .. attribute:: pause_on_vessel_unpack Whether the game pauses whenever a vessel comes off rails. :Attribute: Can be read or written :rtype: bool .. attribute:: biomes_visible Whether biome boundaries are drawn on the surface of bodies. :Attribute: Can be read or written :rtype: bool .. attribute:: gravity_multiplier Multiplier applied to the force of gravity on every vessel. 1 is normal gravity, 0 is weightlessness. :Attribute: Can be read or written :rtype: float .. attribute:: funds The number of funds the player has. Only available in career mode. :Attribute: Can be read or written :rtype: float .. attribute:: science The amount of science the player has. Only available in career and science mode. :Attribute: Can be read or written :rtype: float .. attribute:: reputation The player's reputation. Only available in career mode. :Attribute: Can be read or written :rtype: float .. staticmethod:: unlock_technology_tree() Research every node in the technology tree and purchase every part in it. Only available in career and science mode. .. staticmethod:: upgrade_facilities() Upgrade every building at the space center to its highest level. Only available in career mode. .. staticmethod:: max_kerbal_experience() Raise every kerbal in the roster to the highest experience level.