Communications#

class Comms#

Used to interact with CommNet for a given vessel. Obtained by calling Vessel.Comms.

bool CanCommunicate { get; }#

Whether the vessel can communicate with KSC.

Game Scenes:

Flight

bool CanTransmitScience { get; }#

Whether the vessel can transmit science data to KSC.

Game Scenes:

Flight

double SignalStrength { get; }#

Signal strength to KSC.

Game Scenes:

Flight

double SignalDelay { get; }#

Signal delay to KSC in seconds.

Game Scenes:

Flight

double Power { get; }#

The combined power of all active antennae on the vessel.

Game Scenes:

Flight

IList<CommLink> ControlPath { get; }#

The communication path used to control the vessel.

Game Scenes:

Flight

Represents a communication link between two nodes in the network.

CommLinkType Type { get; }#

The type of link.

Game Scenes:

All

double SignalStrength { get; }#

Signal strength of the link.

Game Scenes:

All

CommNode Start { get; }#

Start point of the link.

Game Scenes:

All

CommNode End { get; }#

End point of the link.

Game Scenes:

All

enum CommLinkType#

The type of a communication link. See CommLink.Type.

Home#

Link is to a base station on Kerbin.

Control#

Link is to a control source, for example a manned spacecraft.

Relay#

Link is to a relay satellite.

struct CommNode#

Represents a communication node in the network. For example, a vessel or the KSC.

CommNode (string name, bool isHome, bool isControlPoint, bool isVessel, Vessel vessel)#

Construct a CommNode from the values of its fields.

string Name { get; }#

Name of the communication node.

bool IsHome { get; }#

Whether the communication node is on Kerbin.

bool IsControlPoint { get; }#

Whether the communication node is a control point, for example a manned vessel.

bool IsVessel { get; }#

Whether the communication node is a vessel.

Vessel Vessel { get; }#

The vessel for this communication node, or null if the node is not a vessel.