AutoPilot#
- class AutoPilot#
Provides basic auto-piloting utilities for a vessel. Created by calling
Vessel.AutoPilot.Note
If a client engages the auto-pilot and then closes its connection to the server, the auto-pilot will be disengaged. Its configuration and target are left unchanged.
- bool SAS { get; set; }#
The state of SAS.
- Game Scenes:
Flight
Note
Equivalent to
Control.SAS. Throws an exception if set totruewhile the auto-pilot is engaged, as the auto-pilot holds SAS off for as long as it is flying the vessel.
- SASMode SASMode { get; set; }#
The current
AutoPilot.SASMode. These modes are equivalent to the mode buttons to the left of the navball that appear when SAS is enabled.- Game Scenes:
Flight
Note
Equivalent to
Control.SASMode
- bool Engaged { get; set; }#
Whether the auto-pilot is engaged. Setting to
trueengages the auto-pilot; setting tofalsedisengages it.- Game Scenes:
Flight
- AutoPilotUpdateMode UpdateMode { get; set; }#
When the auto-pilot’s control loop runs within a server update, relative to the calls the update executes. Defaults to
AutoPilotUpdateMode.AfterCalls.- Game Scenes:
Flight
Note
The loop runs once per physics tick; this chooses where in the tick that is. Together with
KRPC.HoldTickit lets a program place the loop exactly within its own read, compute and write. When no server is running the loop runs at the point the game takes control inputs at, whatever the mode, so a vessel is never left without control input.
- void Update ()#
Run one tick of the auto-pilot’s control loop now. Does nothing if it has already run on this physics tick. Throws an exception if the auto-pilot is not engaged.
- Game Scenes:
Flight
Note
For
AutoPilotUpdateMode.Manual, where the loop runs only when this is called. In the other modes this runs it early; either way it runs once per tick. On a tick it is not called for, the vessel keeps the control output of the last tick it did run on, and after a tenth of a second of that the auto-pilot stops contributing any control input at all.
- bool ShowInfoUI { get; set; }#
Whether an in-game window showing the auto-pilot’s state (engagement, attitude error, target, angular rate, inner-loop PID gains and oscillation suppression) is displayed for this vessel. Defaults to
false. This is a debugging aid; the window is reset to hidden when the game is restarted.- Game Scenes:
Flight
- void Reset ()#
Disengages the auto-pilot and resets all configuration parameters to their defaults. Also resets the target pitch, heading and roll, and clears all internal controller state, including the oscillation detector’s structural level, which otherwise persists across engagements so that a craft known to be flexible re-latches quickly.
- Game Scenes:
Flight
- ReferenceFrame ReferenceFrame { get; set; }#
The reference frame for the target direction (
AutoPilot.TargetDirection).- Game Scenes:
Flight
Note
An error will be thrown if this property is set to a reference frame that rotates with the vessel being controlled, as it is impossible to rotate the vessel in such a reference frame.
The target and the
AutoPilot.UpReferenceare held as vectors in this frame, so changing it re-interprets them in the new frame rather than converting them: the orientation the vessel is held in, and what a givenAutoPilot.TargetRollmeans, both change. Set the frame first, then the target.
- float TargetPitch { get; set; }#
The target pitch, in degrees, between -90° and +90°.
- Game Scenes:
Flight
Note
A convenience for aiming the nose by angle. Heading (and hence roll) is ill-defined when the nose is near vertical (a pitch near -90° or +90°). Near the vertical prefer
AutoPilot.TargetDirectionorAutoPilot.SetDirectionAndUp. The setter preserves the current roll relative toAutoPilot.UpReference.
- float TargetHeading { get; set; }#
The target heading, in degrees, between 0° and 360°.
- Game Scenes:
Flight
Note
A convenience for aiming the nose by angle, ill-defined when the nose is near vertical (a pitch near -90° or +90°). See
AutoPilot.TargetPitch. The setter preserves the current roll relative toAutoPilot.UpReference.
- float TargetRoll { get; set; }#
The target roll, in degrees, measured about the vessel’s nose relative to the
AutoPilot.UpReference(roll 0 aligns the vessel’s dorsal/roof axis with the reference; positive roll banks right).NaNif no target roll is set.- Game Scenes:
Flight
Note
When left unset (
NaN) the auto-pilot suppresses roll rotation, driving the roll rate to zero instead of holding a specific roll angle. Setting a value re-rolls the current target to that angle relative to the up reference while keeping the nose direction. With the default reference (the frame’s up) this is the roll away from the vertical, and is ill-defined only when the nose points along the reference (near straight up or down). To hold a well-defined roll through the vertical, such as through a gravity turn, set the up reference off the flight path (seeAutoPilot.SetDirectionAndUp/AutoPilot.UpReference).
- Tuple<double, double, double> UpReference { get; set; }#
The reference direction, in the reference frame specified by
AutoPilot.ReferenceFrame, thatAutoPilot.TargetRollis measured against: at roll 0 the vessel’s dorsal (roof) axis is aligned with this vector’s component perpendicular to the nose. Defaults to the frame’s up (the zenith / radial-out direction).- Game Scenes:
Flight
Note
Setting this re-anchors how roll is measured without moving the current target, so the reference can be set once and then rolls commanded against it with
AutoPilot.TargetRollwhile the nose direction changes freely. It is also set as a side effect ofAutoPilot.SetDirectionAndUp. Setting the target rotation, target direction, or the scalar pitch/heading leaves it unchanged. Choosing a reference off the flight path keeps roll well-defined through the vertical.Because roll is measured against this reference, changing it changes the angle that
AutoPilot.TargetRollandAutoPilot.CurrentTargetRollreport, even though the vessel is still being held in exactly the same orientation. Set the reference first and the roll afterwards, or set both at once withAutoPilot.SetDirectionAndUp.
- void TargetPitchAndHeading (float pitch, float heading)#
Set target pitch and heading angles.
- Parameters:
pitch – Target pitch angle, in degrees between -90° and +90°.
heading – Target heading angle, in degrees between 0° and 360°.
- Game Scenes:
Flight
Note
A convenience for aiming the nose by angle; heading is ill-defined when the nose is near vertical (a pitch near -90° or +90°), so near the vertical prefer
AutoPilot.TargetDirectionorAutoPilot.SetDirectionAndUp. Preserves the current roll relative toAutoPilot.UpReference.
- Tuple<double, double, double> TargetDirection { get; set; }#
Direction vector corresponding to the target pitch and heading. This is in the reference frame specified by
AutoPilot.ReferenceFrame.- Game Scenes:
Flight
Note
The setter re-aims the nose and nothing else: it preserves the current
AutoPilot.TargetRollrelative toAutoPilot.UpReference, and leaves roll suppressed if no target roll is set. Point the nose repeatedly and a commanded roll is held throughout.
- Tuple<double, double, double, double> TargetRotation { get; set; }#
The target rotation quaternion. Setting this also sets the target roll. This is in the reference frame specified by
AutoPilot.ReferenceFrame.- Game Scenes:
Flight
- void SetDirectionAndUp (Tuple<double, double, double> direction, Tuple<double, double, double> up, float roll = 0.0f)#
Set the target attitude from a nose direction and an up vector: point the nose along direction and roll so the vessel’s dorsal (roof) axis aligns with up (its component perpendicular to the nose), then apply an optional roll offset about the nose. Both vectors are in the reference frame specified by
AutoPilot.ReferenceFrame.- Parameters:
direction – The direction to point the nose in.
up – The reference direction the roof is rolled towards. Need not be normalized or perpendicular to direction, as its component perpendicular to the nose is used. Stored as the
AutoPilot.UpReference.roll – An additional roll about the nose, in degrees (positive banks right). Defaults to 0.
- Game Scenes:
Flight
Note
This is the way to hold a well-defined orientation through a maneuver such as a gravity turn: pass a fixed up (say north) and the roll stays defined the whole way, with no singularity at the vertical. It is well-defined for every nose direction except up parallel to direction (asking the roof to point where the nose already points), where it falls back to pointing the nose only. Equivalent to setting
AutoPilot.UpReferenceto up, aiming at direction and settingAutoPilot.TargetRollto roll.
- float CurrentTargetPitch { get; }#
The current target pitch the auto-pilot is tracking, in degrees. When
AutoPilot.TargetSmoothingTimeis non-zero this lags the commandedAutoPilot.TargetPitchwhile a change is slewed in; otherwise the two are equal. A convenience scalar, ill-defined near the vertical. SeeAutoPilot.TargetPitch.- Game Scenes:
Flight
- float CurrentTargetHeading { get; }#
The current target heading the auto-pilot is tracking, in degrees. When
AutoPilot.TargetSmoothingTimeis non-zero this lags the commandedAutoPilot.TargetHeadingwhile a change is slewed in; otherwise the two are equal. A convenience scalar, ill-defined near the vertical. SeeAutoPilot.TargetHeading.- Game Scenes:
Flight
- float CurrentTargetRoll { get; }#
The current target roll the auto-pilot is tracking, in degrees. When
AutoPilot.TargetSmoothingTimeis non-zero this lags the commandedAutoPilot.TargetRollwhile a change is slewed in; otherwise the two are equal.NaNif no target roll is set.- Game Scenes:
Flight
- Tuple<double, double, double> CurrentTargetDirection { get; }#
Direction vector corresponding to the current target pitch and heading (see
AutoPilot.CurrentTargetPitch), in the reference frame specified byAutoPilot.ReferenceFrame. LagsAutoPilot.TargetDirectionwhile a change is slewed in whenAutoPilot.TargetSmoothingTimeis non-zero.- Game Scenes:
Flight
- Tuple<double, double, double, double> CurrentTargetRotation { get; }#
The current target rotation quaternion the auto-pilot is tracking, in the reference frame specified by
AutoPilot.ReferenceFrame. LagsAutoPilot.TargetRotationwhile a change is slewed in whenAutoPilot.TargetSmoothingTimeis non-zero.- Game Scenes:
Flight
- void Wait (double timeout = -1.0)#
Blocks until the vessel is pointing in the target direction and has the target roll (if set). Throws an exception if the auto-pilot has not been engaged.
- Parameters:
timeout – Maximum time to wait in seconds. If not specified, waits indefinitely.
- Game Scenes:
Flight
- float StoppingAngleThreshold { get; set; }#
The threshold, in degrees, below which the pointing error must fall for
AutoPilot.Waitto return. Defaults to 1 degree.- Game Scenes:
Flight
- float StoppingVelocityThreshold { get; set; }#
The threshold angular velocity, in rad/s, below which the vessel’s angular velocity magnitude must fall for
AutoPilot.Waitto return. Defaults to 0.05 rad/s.- Game Scenes:
Flight
- float Error { get; }#
The error, in degrees, between the direction the ship has been asked to point in and the direction it is pointing in. Throws an exception if the auto-pilot has not been engaged and SAS is not enabled or is in stability assist mode.
- Game Scenes:
Flight
Note
This is the error relative to the commanded target. While a change is being slewed in (see
AutoPilot.TargetSmoothingTime) it differs fromAutoPilot.CurrentError, the error relative to the target the auto-pilot is currently tracking.
- Tuple<double, double, double> AttitudeError { get; }#
The per-axis attitude error (pitch, yaw, roll), in degrees, between the vessel’s current attitude and the commanded target. All three components come from one singularity-free residual decomposition, so they stay well-defined near the vertical (unlike a subtraction of pitch/heading/roll angles). The scalar
AutoPilot.PitchError,AutoPilot.HeadingErrorandAutoPilot.RollErrorare the magnitudes of the pitch, yaw and roll components respectively. Throws an exception if the auto-pilot has not been engaged.- Game Scenes:
Flight
- float PitchError { get; }#
The error, in degrees, between the vessels current and target pitch. Throws an exception if the auto-pilot has not been engaged.
- Game Scenes:
Flight
Note
The pitch component of
AutoPilot.AttitudeError, the pitch part of the direction error resolved in the roll-invariant frame, well-defined near the vertical.
- float HeadingError { get; }#
The error, in degrees, between the vessels current and target heading. Throws an exception if the auto-pilot has not been engaged.
- Game Scenes:
Flight
Note
The yaw component of
AutoPilot.AttitudeError, the yaw part of the direction error resolved in the roll-invariant frame, well-defined near the vertical, where the absolute heading is undefined at the pole.
- float RollError { get; }#
The error, in degrees, between the vessels current and target roll. Throws an exception if the auto-pilot has not been engaged or no target roll is set.
- Game Scenes:
Flight
Note
Measured about the vessel’s nose axis, so it stays well-defined near the vertical singularity. A subtraction of pitch, heading and roll angles has a roll term that is ill-conditioned when the vessel points close to straight up or down.
- float CurrentError { get; }#
The error, in degrees, between the direction the auto-pilot is currently tracking and the direction the ship is pointing in. Unlike
AutoPilot.Error(which is relative to the commanded target), this is relative to the slewed target the auto-pilot is currently holding, so it stays small while a smoothed change (seeAutoPilot.TargetSmoothingTime) is fed in. Equal toAutoPilot.Errorwhen smoothing is off. Throws an exception if the auto-pilot has not been engaged.- Game Scenes:
Flight
- Tuple<double, double, double> CurrentAttitudeError { get; }#
The per-axis attitude error (pitch, yaw, roll), in degrees, between the vessel’s current attitude and the target the auto-pilot is currently tracking (the slewed target, see
AutoPilot.CurrentTargetRotation). LikeAutoPilot.AttitudeErrorbut relative to the current target, so it stays small while a smoothed change (seeAutoPilot.TargetSmoothingTime) is fed in; equal toAutoPilot.AttitudeErrorwhen smoothing is off. Throws an exception if the auto-pilot has not been engaged.- Game Scenes:
Flight
- float CurrentPitchError { get; }#
The error, in degrees, between the vessels current pitch and the pitch the auto-pilot is currently tracking (see
AutoPilot.CurrentTargetPitch). Throws an exception if the auto-pilot has not been engaged.- Game Scenes:
Flight
Note
The pitch component of
AutoPilot.CurrentAttitudeError, well-defined near the vertical.
- float CurrentHeadingError { get; }#
The error, in degrees, between the vessels current heading and the heading the auto-pilot is currently tracking (see
AutoPilot.CurrentTargetHeading). Throws an exception if the auto-pilot has not been engaged.- Game Scenes:
Flight
Note
The yaw component of
AutoPilot.CurrentAttitudeError, well-defined near the vertical.
- float CurrentRollError { get; }#
The error, in degrees, between the vessels current roll and the roll the auto-pilot is currently tracking (see
AutoPilot.CurrentTargetRoll). Throws an exception if the auto-pilot has not been engaged or no target roll is set.- Game Scenes:
Flight
Note
Measured about the vessel’s nose axis, so it stays well-defined near the vertical singularity. See
AutoPilot.RollError.
- double RollStartAngle { get; set; }#
The direction error, in degrees, above which roll blending is fully suppressed. Defaults to 20 degrees.
- Game Scenes:
Flight
- double RollEngageAngle { get; set; }#
The direction error, in degrees, below which roll is fully engaged. Roll blends linearly between
AutoPilot.RollStartAngleand this value. Defaults to 15 degrees.- Game Scenes:
Flight
- Tuple<double, double, double> MaxAngularVelocity { get; set; }#
The maximum angular velocity of the vessel, in rad/s, for each of the pitch, roll and yaw axes. Limits the target angular velocity computed by the bang-bang profile so that vessels with very high torque availability do not spin faster than desired. Defaults to 1 rad/s for each axis.
- Game Scenes:
Flight
- double PitchYawAttenuationAngle { get; set; }#
The angle, in degrees, at which the autopilot considers the vessel to be pointing close to the target direction. This sets the high angle of the pitch/yaw pointing deadband: at or above this error the target velocity is at full, and below it the target velocity ramps linearly to zero at half this angle, so the vessel coasts to a stop. Pitch and yaw are controlled jointly, so a single angle applies to both. Defaults to 1°.
- Game Scenes:
Flight
- double RollAttenuationAngle { get; set; }#
The angle, in degrees, at which the autopilot considers the vessel to be pointing close to the target roll. This sets the high angle of the roll-axis pointing deadband: at or above this error the target velocity is at full, and below it the target velocity ramps linearly to zero at half this angle, so the roll coasts to a stop. Defaults to 1°.
- Game Scenes:
Flight
- bool AutoTune { get; set; }#
Whether the rotation rate controllers PID parameters should be automatically tuned using the vessels moment of inertia and available torque. Defaults to
true. SeeAutoPilot.TimeToPeakandAutoPilot.Overshoot.- Game Scenes:
Flight
- Tuple<double, double, double> TimeToPeak { get; set; }#
The target time to peak used to autotune the PID controllers. A vector of three times, in seconds, for each of the pitch, roll and yaw axes. Defaults to 1 second for each axis.
- Game Scenes:
Flight
- double SoftStartTime { get; set; }#
The duration, in seconds, over which the control output is faded in when the autopilot is engaged. This soft-start spreads the engagement transient over many physics ticks so engaging (on the pad or mid-flight) does not command a near-maximum control deflection that can excite an oscillation. Defaults to 0.5 seconds. Set to 0 to disable the fade-in.
- Game Scenes:
Flight
- double TargetSmoothingTime { get; set; }#
The duration, in seconds, over which a change to the target attitude is applied to the control target. When set above zero, changing the target pitch, heading, roll, direction or rotation makes the effective control target ramp smoothly (a constant-rate rotation) from its current value to the new value over this many seconds, rather than jumping instantly. This lets a slow control loop drive a smooth maneuver (for example a gravity turn) without inducing oscillation from stepwise target changes. Defaults to 0 (instantaneous).
- Game Scenes:
Flight
- Tuple<double, double, double> Overshoot { get; set; }#
The target overshoot percentage used to autotune the PID controllers. A vector of three values, between 0 and 1, for each of the pitch, roll and yaw axes. Defaults to 0.01 for each axis.
- Game Scenes:
Flight
- Tuple<double, double, double> PitchPIDGains { get; set; }#
Gains for the pitch PID controller.
- Game Scenes:
Flight
Note
When
AutoPilot.AutoTuneis true, these values are updated automatically, which will overwrite any manual changes.
- Tuple<double, double, double> RollPIDGains { get; set; }#
Gains for the roll PID controller.
- Game Scenes:
Flight
Note
When
AutoPilot.AutoTuneis true, these values are updated automatically, which will overwrite any manual changes.
- Tuple<double, double, double> YawPIDGains { get; set; }#
Gains for the yaw PID controller.
- Game Scenes:
Flight
Note
When
AutoPilot.AutoTuneis true, these values are updated automatically, which will overwrite any manual changes.
- RateFilterMode PitchYawRateFilterMode { get; set; }#
Controls the rate-feedback filtering (the wobble-suppression filter on the measured angular velocity) for the pitch and yaw axes of a structurally flexible vessel. When
RateFilterMode.Automatic(the default) the auto-pilot detects the oscillation at runtime, estimates its frequency and routes it to the appropriate tool (a notch filter for a low-frequency mode near the control band, a low-pass for a high-frequency mode).RateFilterMode.Offdisables rate filtering only, leaving the other oscillation mitigations unaffected.RateFilterMode.NotchandRateFilterMode.LowPassforce the respective tool unconditionally atAutoPilot.PitchYawOscillationFrequency, for a vessel known in advance to be flexible.- Game Scenes:
Flight
- RateFilterMode RollRateFilterMode { get; set; }#
Controls the rate-feedback filtering for the roll axis. Behaves as
AutoPilot.PitchYawRateFilterModebut for roll, usingAutoPilot.RollOscillationFrequency. Defaults toRateFilterMode.Automatic.- Game Scenes:
Flight
- double PitchYawOscillationFrequency { get; set; }#
The structural mode frequency, in Hz, for the pitch/yaw axis group. Used directly as the filter frequency in
RateFilterMode.Notch/RateFilterMode.LowPassmode, and as the seed for the automatic frequency estimator before it acquires. Defaults to 1.5 Hz.- Game Scenes:
Flight
- double RollOscillationFrequency { get; set; }#
The structural mode frequency, in Hz, for the roll axis. Behaves as
AutoPilot.PitchYawOscillationFrequencybut for roll. Defaults to 1.5 Hz.- Game Scenes:
Flight
- double OscillationNotchQ { get; set; }#
The quality factor of the notch filter used to suppress a low-frequency structural mode. A higher value gives a narrower notch (less in-band control lag but less tolerance to the mode frequency drifting); a lower value gives a wider notch. Defaults to 2.5. This is an advanced tuning parameter.
- Game Scenes:
Flight
- MitigationMode OscillationBandwidthFloorMode { get; set; }#
Controls the bandwidth-floor mitigation: the reduction of the inner control loop bandwidth on a structurally flexible axis, the primary oscillation stabilizer. When
MitigationMode.Automatic(the default) it engages on a latched axis while holding (and during a detected limit cycle).MitigationMode.Offnever reduces the bandwidth;MitigationMode.Forcedkeeps it fully reduced at all times.- Game Scenes:
Flight
- double OscillationBandwidthFloor { get; set; }#
The inner control loop bandwidth, in rad/s, that an axis is reduced towards while the bandwidth-floor mitigation is engaged on it. Lowering it suppresses oscillation more strongly; raising it keeps more control authority at the cost of allowing more wobble. Defaults to 1 rad/s. This is an advanced tuning parameter.
- Game Scenes:
Flight
- MitigationMode OscillationFeedforwardMode { get; set; }#
Controls the feedforward-cut mitigation: removal of the acceleration feedforward on a structurally flexible axis while holding, so it cannot re-excite a residual mode at the reduced bandwidth. When
MitigationMode.Automatic(the default) it follows the hold gate on a latched axis.MitigationMode.Offnever cuts the feedforward;MitigationMode.Forcedalways cuts it fully.- Game Scenes:
Flight
- MitigationMode OscillationOutputFilterMode { get; set; }#
Controls the output-smoothing mitigation: a low-pass on the delivered actuator command that caps residual control chatter. When
MitigationMode.Automatic(the default) it engages on a latched axis (and, lightly, while the oscillation detector is firing on an unlatched one).MitigationMode.Offnever smooths;MitigationMode.Forcedsmooths fully at all times.- Game Scenes:
Flight
- double PitchYawControlOscillation { get; }#
The current amplitude of control-output oscillation on the pitch/yaw axis group, measured as the deviation of the delivered control about its slowly-varying trim. A settled hold sits near zero; a sustained limit cycle drives it toward 1. Read-only.
- Game Scenes:
Flight
- double RollControlOscillation { get; }#
The current amplitude of control-output oscillation on the roll axis, measured as the deviation of the delivered control about its slowly-varying trim. Read-only. See
AutoPilot.PitchYawControlOscillation.- Game Scenes:
Flight
- Tuple<double, double, double> OscillationLevel { get; }#
A measure, between 0 and 1 for each of the pitch, roll and yaw axes, of how strongly the auto-pilot currently detects structural oscillation (wobble) on that axis. 0 means none detected; values approaching 1 mean a sustained structural oscillation. Read-only.
- Game Scenes:
Flight
- bool PitchYawOscillationLatched { get; }#
Whether the auto-pilot has confirmed the pitch/yaw axes to be structurally flexible and latched oscillation suppression on for them. Read-only. See
AutoPilot.PitchYawRateFilterMode.- Game Scenes:
Flight
- bool RollOscillationLatched { get; }#
Whether the auto-pilot has confirmed the roll axis to be structurally flexible and latched oscillation suppression on for it. Read-only. See
AutoPilot.RollRateFilterMode.- Game Scenes:
Flight
- double PitchYawOscillationDetectedFrequency { get; }#
The structural oscillation frequency, in Hz, estimated by the automatic detector for the pitch/yaw axis group, or
NaNuntil the estimator acquires. The estimator runs in all modes, so this is observable even when suppression is off or forced. Read-only.- Game Scenes:
Flight
- double RollOscillationDetectedFrequency { get; }#
The structural oscillation frequency, in Hz, estimated by the automatic detector for the roll axis, or
NaNuntil the estimator acquires. Read-only. SeeAutoPilot.PitchYawOscillationDetectedFrequency.- Game Scenes:
Flight
- bool DiagnosticLogging { get; set; }#
When
true, records one row of diagnostic data per physics tick to an in-memory buffer (seeAutoPilot.DiagnosticLog), and echoes each row to Player.log prefixed with[KRPC.AP]. The data is CSV: the first row is a header naming every column, and each subsequent row records the auto-pilot’s full control-loop state for one tick (setpoints, errors, measured rates, gains, velocity-profile and feedforward internals, control outputs, and the oscillation detector/gate/mitigation state). The buffer is capped at 3000 data rows (one minute at the 50 Hz physics rate); when full, this property switches itself back tofalseand the buffer holds the minute following the enable. Setting totrueclears the buffer. Defaults tofalse.- Game Scenes:
Flight
- string DiagnosticLog { get; }#
The diagnostic log collected since
AutoPilot.DiagnosticLoggingwas last set totrue: CSV text whose first line is the column header and each subsequent line records one physics tick. Vector-valued channels use one column per component (suffixed.p/.r/.yfor pitch, roll, yaw); pitch-yaw-group/roll channel pairs are suffixed.py/.roll. Returns an empty string if diagnostic logging has not been enabled or no ticks have occurred.- Game Scenes:
Flight
- enum AutoPilotUpdateMode#
When the auto-pilot’s control loop runs within a server update, relative to the calls the update executes. See
AutoPilot.UpdateMode.- AfterCalls#
The default. The control loop runs once the update has executed the calls it received, so a target set during a tick is flown on that tick.
- BeforeCalls#
The control loop runs before the update executes any calls, so calls made during a tick see the attitude error and control output it computed for that tick.
- Manual#
The control loop runs only when
AutoPilot.Updateis called, so a program chooses where among its own calls it runs.
- enum RateFilterMode#
Controls the auto-pilot’s rate-feedback filtering for an axis group, the mitigation that removes a structural oscillation (wobble) from the measured angular velocity before the control loops consume it. See
AutoPilot.PitchYawRateFilterModeandAutoPilot.RollRateFilterMode.- Automatic#
The default. The auto-pilot detects structural oscillation at runtime, estimates its frequency and routes it to the appropriate filter: a notch for a low-frequency mode near the control band, a low-pass for a high-frequency mode, or a broadband low-pass while the frequency is not yet known. Rigid vessels are left untouched.
- Off#
No rate filtering. The other oscillation mitigations are unaffected.
- Notch#
Force a notch filter at the manually set frequency (
AutoPilot.PitchYawOscillationFrequency/AutoPilot.RollOscillationFrequency), for a vessel whose structural mode is known in advance.
- LowPass#
Force a low-pass filter derived from the manually set frequency.
- enum MitigationMode#
Controls one of the auto-pilot’s individually-toggleable oscillation mitigations (
AutoPilot.OscillationBandwidthFloorMode,AutoPilot.OscillationFeedforwardMode,AutoPilot.OscillationOutputFilterMode).- Automatic#
The default: the mitigation engages automatically, driven by the runtime oscillation detector and the hold gate. Rigid vessels are left untouched.
- Off#
The mitigation never engages. The other mitigations are unaffected.
- Forced#
The mitigation is fully engaged at all times, regardless of what the oscillation detector reports.