Parts#

The following classes allow interaction with a vessels individual parts.

Parts#

class Parts#

Instances of this class are used to interact with the parts of a vessel. An instance can be obtained by calling Vessel.Parts.

IList<Part> All { get; }#

A list of all of the vessels parts.

Game Scenes:

All

Part Root { get; }#

The vessels root part.

Game Scenes:

All

Note

See the discussion on Trees of Parts.

Part Controlling { get; set; }#

The part from which the vessel is controlled. Returns null if the vessel has no control point, in which case it is oriented by its root part.

Game Scenes:

Flight

Note

A vessel gets no control point when it is created by a decoupler or an undocking and none of its parts is a command module with crew aboard. A probe core does not give it one either. Assign this property to choose the control point, which is equivalent to “Control From Here” in game.

IList<Part> WithName (string name)#

A list of parts whose Part.Name is name.

Parameters:

Game Scenes:

All

IList<Part> WithTitle (string title)#

A list of all parts whose Part.Title is title.

Parameters:

Game Scenes:

All

IList<Part> WithTag (string tag)#

A list of all parts whose Part.Tag is tag.

Parameters:

Game Scenes:

All

IList<Part> WithModule (string moduleName)#

A list of all parts that contain a Module whose Module.Name is moduleName.

Parameters:

Game Scenes:

All

IList<Module> ModulesWithName (string moduleName)#

A list of modules (combined across all parts in the vessel) whose Module.Name is moduleName.

Parameters:

Game Scenes:

All

IList<Antenna> Antennas { get; }#

A list of all antennas in the vessel.

Game Scenes:

All

Note

If RemoteTech is installed, this will always return an empty list. To interact with RemoteTech antennas, use the RemoteTech service APIs.

IList<CargoBay> CargoBays { get; }#

A list of all cargo bays in the vessel.

Game Scenes:

All

IList<ControlSurface> ControlSurfaces { get; }#

A list of all control surfaces in the vessel.

Game Scenes:

All

IList<Decoupler> Decouplers { get; }#

A list of all decouplers in the vessel.

Game Scenes:

All

IList<DockingPort> DockingPorts { get; }#

A list of all docking ports in the vessel.

Game Scenes:

All

IList<Engine> Engines { get; }#

A list of all engines in the vessel.

Game Scenes:

All

Note

This includes any part that generates thrust. This covers many different types of engine, including liquid fuel rockets, solid rocket boosters, jet engines and RCS thrusters.

IList<Experiment> Experiments { get; }#

A list of all science experiments in the vessel.

Game Scenes:

All

IList<Fairing> Fairings { get; }#

A list of all fairings in the vessel.

Game Scenes:

All

IList<Intake> Intakes { get; }#

A list of all intakes in the vessel.

Game Scenes:

All

IList<Leg> Legs { get; }#

A list of all landing legs attached to the vessel.

Game Scenes:

All

IList<LaunchClamp> LaunchClamps { get; }#

A list of all launch clamps attached to the vessel.

Game Scenes:

All

IList<Light> Lights { get; }#

A list of all lights in the vessel.

Game Scenes:

All

IList<Parachute> Parachutes { get; }#

A list of all parachutes in the vessel.

Game Scenes:

All

IList<Radiator> Radiators { get; }#

A list of all radiators in the vessel.

Game Scenes:

All

IList<ResourceDrain> ResourceDrains { get; }#

A list of all resource drains in the vessel.

Game Scenes:

All

IList<RCS> RCS { get; }#

A list of all RCS blocks/thrusters in the vessel.

Game Scenes:

All

IList<ReactionWheel> ReactionWheels { get; }#

A list of all reaction wheels in the vessel.

Game Scenes:

All

IList<ResourceConverter> ResourceConverters { get; }#

A list of all resource converters in the vessel.

Game Scenes:

All

IList<ResourceHarvester> ResourceHarvesters { get; }#

A list of all resource harvesters in the vessel.

Game Scenes:

All

IList<RoboticController> RoboticControllers { get; }#

A list of all robotic controllers in the vessel.

Game Scenes:

All

IList<RoboticHinge> RoboticHinges { get; }#

A list of all robotic hinges in the vessel.

Game Scenes:

All

IList<RoboticPiston> RoboticPistons { get; }#

A list of all robotic pistons in the vessel.

Game Scenes:

All

IList<RoboticRotation> RoboticRotations { get; }#

A list of all robotic rotations in the vessel.

Game Scenes:

All

IList<RoboticRotor> RoboticRotors { get; }#

A list of all robotic rotors in the vessel.

Game Scenes:

All

IList<Sensor> Sensors { get; }#

A list of all sensors in the vessel.

Game Scenes:

All

IList<SolarPanel> SolarPanels { get; }#

A list of all solar panels in the vessel.

Game Scenes:

All

IList<Wheel> Wheels { get; }#

A list of all wheels in the vessel.

Game Scenes:

All

Part#

class Part#

Represents an individual part. Vessels are made up of multiple parts. Instances of this class can be obtained by several methods in Parts.

string Name { get; }#

Internal name of the part, as used in part cfg files. For example “Mark1-2Pod”.

Game Scenes:

All

string Title { get; }#

Title of the part, as shown when the part is right clicked in-game. For example “Mk1-2 Command Pod”.

Game Scenes:

All

ConfigNode Config { get; }#

The static configuration of the part, as found in its part cfg file. This provides access to data that is not exposed elsewhere, such as the configuration of the part’s modules. Returns null if the part has no associated configuration node.

Game Scenes:

All

string Tag { get; set; }#

The name tag for the part. Can be set to a custom string using the in-game user interface. Throws an exception if no name tag part module is installed.

Game Scenes:

All

Note

The name tag part module is provided by KSPCommunityPartModules 0.5 or later, or by kOS, which shares this string.

string FlagURL { get; set; }#

The asset URL for the part’s flag.

Game Scenes:

All

bool Highlighted { get; set; }#

Whether the part is highlighted.

Game Scenes:

Flight

Note

The highlighting is removed when the client that enabled it disconnects.

StdLib.ColorRGB HighlightColor { get; set; }#

The color used to highlight the part.

Game Scenes:

Flight

double Cost { get; }#

The cost of the part, in units of funds.

Game Scenes:

All

Vessel Vessel { get; }#

The vessel that contains this part.

Game Scenes:

Flight

Part Parent { get; }#

The parts parent. Returns null if the part does not have a parent. This, in combination with Part.Children, can be used to traverse the vessels parts tree.

Game Scenes:

All

Note

See the discussion on Trees of Parts.

IList<Part> Children { get; }#

The parts children. Returns an empty list if the part has no children. This, in combination with Part.Parent, can be used to traverse the vessels parts tree.

Game Scenes:

All

Note

See the discussion on Trees of Parts.

bool AxiallyAttached { get; }#

Whether the part is axially attached to its parent, i.e. on the top or bottom of its parent. If the part has no parent, returns false.

Game Scenes:

All

Note

See the discussion on Attachment Modes.

bool RadiallyAttached { get; }#

Whether the part is radially attached to its parent, i.e. on the side of its parent. If the part has no parent, returns false.

Game Scenes:

All

Note

See the discussion on Attachment Modes.

int Stage { get; }#

The stage in which this part will be activated. Returns -1 if the part is not activated by staging.

Game Scenes:

All

Note

See the discussion on Staging.

int DecoupleStage { get; }#

The stage in which this part will be decoupled. Returns -1 if the part is never decoupled from the vessel.

Game Scenes:

All

Note

See the discussion on Staging.

bool Massless { get; }#

Whether the part is massless.

Game Scenes:

All

double Mass { get; }#

The current mass of the part, including resources it contains, in kilograms. Returns zero if the part is massless.

Game Scenes:

All

double DryMass { get; }#

The mass of the part, not including any resources it contains, in kilograms. Returns zero if the part is massless.

Game Scenes:

All

bool Shielded { get; }#

Whether the part is shielded from the exterior of the vessel, for example by a fairing.

Game Scenes:

Flight

float DynamicPressure { get; }#

The dynamic pressure acting on the part, in Pascals.

Game Scenes:

Flight

float StaticPressure { get; }#

The static pressure acting on the part, in Pascals. Below the waterline this includes the pressure of the water.

Game Scenes:

Flight

double Displacement { get; }#

The volume of water the part displaces when fully submerged, in \(m^3\).

Game Scenes:

Flight, Editor Vab, Editor Sph

Note

See Part.DisplacedVolume for the volume it is displacing now.

float BuoyancyMultiplier { get; }#

The multiplier applied to the buoyant force on the part. One for most parts.

Game Scenes:

Flight, Editor Vab, Editor Sph

double BuoyantForceAt (double density, double gravity)#

The buoyant force on the part when fully submerged in a fluid of the given density, in Newtons.

Parameters:
  • density – The density of the fluid, in \(kg/m^3\).

  • gravity – The acceleration due to gravity, in \(m/s^2\).

Game Scenes:

Flight, Editor Vab, Editor Sph

Note

Applies SpaceCenter.BuoyancyScalar and Part.BuoyancyMultiplier, so the result is what the game would do to the part rather than what Archimedes’ principle alone gives.

bool Splashed { get; }#

Whether the part is in contact with water.

Game Scenes:

Flight

double SubmergedPortion { get; }#

The fraction of the part below the waterline, between 0 and 1.

Game Scenes:

Flight

double DisplacedVolume { get; }#

The volume of water the part is displacing, in \(m^3\).

Game Scenes:

Flight

double Depth { get; }#

The depth of the part below the waterline, in meters, measured at Part.CenterOfDisplacement. Negative above the waterline. Returns zero if the body the vessel is at has no ocean.

Game Scenes:

Flight

double MinDepth { get; }#

The depth of the shallowest point of the part below the waterline, in meters. Returns zero if the body the vessel is at has no ocean.

Game Scenes:

Flight

double MaxDepth { get; }#

The depth of the deepest point of the part below the waterline, in meters. Returns zero if the body the vessel is at has no ocean.

Game Scenes:

Flight

Note

The game ramps the buoyant force in over the first fraction of a meter of this depth.

float SubmergedDynamicPressure { get; }#

The dynamic pressure of the water acting on the part, in Pascals.

Game Scenes:

Flight

double SubmergedDragMultiplier { get; }#

The multiplier applied to the drag on the part while it is submerged.

Game Scenes:

Flight

Note

The game sets this high on splashdown and eases it down as the part moves through the water. It climbs back once the part slows to a crawl, so a hull under way reads lower than one lying still.

double SubmergedLiftMultiplier { get; }#

The multiplier applied to the lift on the part while it is submerged.

Game Scenes:

Flight

float WaterAngularDragMultiplier { get; }#

The multiplier applied to the angular drag on the part while it is submerged.

Game Scenes:

Flight, Editor Vab, Editor Sph

Note

Part of the part’s configuration rather than a live readout, so it reads the same in the editor and at a body with no ocean.

double ImpactTolerance { get; }#

The impact tolerance of the part, in meters per second.

Game Scenes:

All

double Temperature { get; }#

Temperature of the part, in Kelvin.

Game Scenes:

Flight

double SkinTemperature { get; }#

Temperature of the skin of the part, in Kelvin.

Game Scenes:

Flight

double MaxTemperature { get; }#

Maximum temperature that the part can survive, in Kelvin.

Game Scenes:

All

double MaxSkinTemperature { get; }#

Maximum temperature that the skin of the part can survive, in Kelvin.

Game Scenes:

All

double MaxPressure { get; }#

Maximum pressure that the part can survive, in Pascals.

Game Scenes:

All

Note

With part pressure limits enabled in the difficulty settings, the part is destroyed when Part.StaticPressure plus Part.DynamicPressure exceeds this.

float ThermalMass { get; }#

A measure of how much energy it takes to increase the internal temperature of the part, in Joules per Kelvin.

Game Scenes:

Flight

float ThermalSkinMass { get; }#

A measure of how much energy it takes to increase the skin temperature of the part, in Joules per Kelvin.

Game Scenes:

Flight

float ThermalResourceMass { get; }#

A measure of how much energy it takes to increase the temperature of the resources contained in the part, in Joules per Kelvin.

Game Scenes:

Flight

float ThermalConductionFlux { get; }#

The rate at which heat energy is conducting into or out of the part via contact with other parts. Measured in energy per unit time, or power, in Watts. A positive value means the part is gaining heat energy, and negative means it is losing heat energy.

Game Scenes:

Flight

float ThermalConvectionFlux { get; }#

The rate at which heat energy is convecting into or out of the part from the surrounding atmosphere. Measured in energy per unit time, or power, in Watts. A positive value means the part is gaining heat energy, and negative means it is losing heat energy.

Game Scenes:

Flight

float ThermalRadiationFlux { get; }#

The rate at which heat energy is radiating into or out of the part from the surrounding environment. Measured in energy per unit time, or power, in Watts. A positive value means the part is gaining heat energy, and negative means it is losing heat energy.

Game Scenes:

Flight

float ThermalInternalFlux { get; }#

The rate at which heat energy is begin generated by the part. For example, some engines generate heat by combusting fuel. Measured in energy per unit time, or power, in Watts. A positive value means the part is gaining heat energy, and negative means it is losing heat energy.

Game Scenes:

Flight

float ThermalSkinToInternalFlux { get; }#

The rate at which heat energy is transferring between the part’s skin and its internals. Measured in energy per unit time, or power, in Watts. A positive value means the part’s internals are gaining heat energy, and negative means its skin is gaining heat energy.

Game Scenes:

Flight

int CrewCapacity { get; }#

The number of crew members that can occupy the part.

Game Scenes:

All

IList<CrewMember> Crew { get; }#

The crew members occupying the part.

Game Scenes:

Flight

uint AvailableSeats { get; }#

How many open seats the part has.

Game Scenes:

Flight

Resources Resources { get; }#

A Part.Resources object for the part.

Game Scenes:

All

bool Crossfeed { get; }#

Whether this part is crossfeed capable.

Game Scenes:

All

bool IsFuelLine { get; }#

Whether this part is a fuel line.

Game Scenes:

All

IList<Part> FuelLinesFrom { get; }#

The parts that are connected to this part via fuel lines, where the direction of the fuel line is into this part.

Game Scenes:

Flight

Note

See the discussion on Fuel Lines.

IList<Part> FuelLinesTo { get; }#

The parts that are connected to this part via fuel lines, where the direction of the fuel line is out of this part.

Game Scenes:

Flight

Note

See the discussion on Fuel Lines.

IList<Module> Modules { get; }#

The modules for this part.

Game Scenes:

All

Antenna Antenna { get; }#

An Part.Antenna if the part is an antenna, otherwise null.

Game Scenes:

All

Note

If RemoteTech is installed, this will always return null. To interact with RemoteTech antennas, use the RemoteTech service APIs.

CargoBay CargoBay { get; }#

A Part.CargoBay if the part is a cargo bay, otherwise null.

Game Scenes:

All

ControlSurface ControlSurface { get; }#

A Part.ControlSurface if the part is an aerodynamic control surface, otherwise null.

Game Scenes:

All

Decoupler Decoupler { get; }#

A Part.Decoupler if the part is a decoupler, otherwise null.

Game Scenes:

All

DockingPort DockingPort { get; }#

A Part.DockingPort if the part is a docking port, otherwise null.

Game Scenes:

All

Engine Engine { get; }#

An Part.Engine if the part is an engine, otherwise null.

Game Scenes:

All

Experiment Experiment { get; }#

An Part.Experiment if the part contains a single science experiment, otherwise null.

Game Scenes:

All

Note

Throws an exception if the part contains more than one experiment. In that case, use Part.Experiments to get the list of experiments in the part.

IList<Experiment> Experiments { get; }#

A list of Part.Experiment objects that the part contains.

Game Scenes:

All

Fairing Fairing { get; }#

A Part.Fairing if the part is a fairing, otherwise null.

Game Scenes:

All

Intake Intake { get; }#

An Part.Intake if the part is an intake, otherwise null.

Game Scenes:

All

Note

This includes any part that generates thrust. This covers many different types of engine, including liquid fuel rockets, solid rocket boosters and jet engines. For RCS thrusters see Part.RCS.

Leg Leg { get; }#

A Part.Leg if the part is a landing leg, otherwise null.

Game Scenes:

All

LaunchClamp LaunchClamp { get; }#

A Part.LaunchClamp if the part is a launch clamp, otherwise null.

Game Scenes:

All

Light Light { get; }#

A Part.Light if the part is a light, otherwise null.

Game Scenes:

All

Parachute Parachute { get; }#

A Part.Parachute if the part is a parachute, otherwise null.

Game Scenes:

All

Radiator Radiator { get; }#

A Part.Radiator if the part is a radiator, otherwise null.

Game Scenes:

All

ResourceDrain ResourceDrain { get; }#

A Part.ResourceDrain if the part is a resource drain, otherwise null.

Game Scenes:

All

RCS RCS { get; }#

A Part.RCS if the part is an RCS block/thruster, otherwise null.

Game Scenes:

All

ReactionWheel ReactionWheel { get; }#

A Part.ReactionWheel if the part is a reaction wheel, otherwise null.

Game Scenes:

All

ResourceConverter ResourceConverter { get; }#

A Part.ResourceConverter if the part is a resource converter, otherwise null.

Game Scenes:

All

ResourceHarvester ResourceHarvester { get; }#

A Part.ResourceHarvester if the part is a resource harvester, otherwise null.

Game Scenes:

All

RoboticController RoboticController { get; }#

A Part.RoboticController if the part is a robotic controller, otherwise null.

Game Scenes:

All

RoboticHinge RoboticHinge { get; }#

A Part.RoboticHinge if the part is a robotic hinge, otherwise null.

Game Scenes:

All

RoboticPiston RoboticPiston { get; }#

A Part.RoboticPiston if the part is a robotic piston, otherwise null.

Game Scenes:

All

RoboticRotation RoboticRotation { get; }#

A Part.RoboticRotation if the part is a robotic rotation servo, otherwise null.

Game Scenes:

All

RoboticRotor RoboticRotor { get; }#

A Part.RoboticRotor if the part is a robotic rotor, otherwise null.

Game Scenes:

All

Sensor Sensor { get; }#

A Part.Sensor if the part is a sensor, otherwise null.

Game Scenes:

All

SolarPanel SolarPanel { get; }#

A Part.SolarPanel if the part is a solar panel, otherwise null.

Game Scenes:

All

Wheel Wheel { get; }#

A Part.Wheel if the part is a wheel, otherwise null.

Game Scenes:

All

Tuple<double, double, double> Position (ReferenceFrame referenceFrame)#

The position of the part in the given reference frame.

Parameters:
  • referenceFrame – The reference frame that the returned position vector is in.

Returns:

The position as a vector.

Game Scenes:

Flight, Editor Vab, Editor Sph

Note

This is a fixed position in the part, defined by the parts model. It s not necessarily the same as the parts center of mass. Use Part.CenterOfMass to get the parts center of mass.

Tuple<double, double, double> CenterOfMass (ReferenceFrame referenceFrame)#

The position of the parts center of mass in the given reference frame. If the part is physicsless in flight, this is equivalent to Part.Position.

Parameters:
  • referenceFrame – The reference frame that the returned position vector is in.

Returns:

The position as a vector.

Game Scenes:

Flight, Editor Vab, Editor Sph

BoundingBox BoundingBox (ReferenceFrame referenceFrame)#

The axis-aligned bounding box of the part in the given reference frame.

Parameters:
  • referenceFrame – The reference frame that the returned position vectors are in.

Returns:

The positions of the minimum and maximum vertices of the box.

Game Scenes:

Flight, Editor Vab, Editor Sph

Note

This is computed from the meshes that make up the parts model, and covers only this part - the models of any child parts are excluded. If the part has no visible model, the box has zero volume and is centered on the Part.CenterOfMass of the part.

Tuple<double, double, double> Direction (ReferenceFrame referenceFrame)#

The direction the part points in, in the given reference frame.

Parameters:
  • referenceFrame – The reference frame that the returned direction is in.

Returns:

The direction as a unit vector.

Game Scenes:

Flight, Editor Vab, Editor Sph

Tuple<double, double, double> Velocity (ReferenceFrame referenceFrame)#

The linear velocity of the part in the given reference frame.

Parameters:
  • referenceFrame – The reference frame that the returned velocity vector is in.

Returns:

The velocity as a vector. The vector points in the direction of travel, and its magnitude is the speed of the body in meters per second.

Game Scenes:

Flight

Tuple<double, double, double, double> Rotation (ReferenceFrame referenceFrame)#

The rotation of the part, in the given reference frame.

Parameters:
  • referenceFrame – The reference frame that the returned rotation is in.

Returns:

The rotation as a quaternion of the form \((x, y, z, w)\).

Game Scenes:

Flight, Editor Vab, Editor Sph

Tuple<double, double, double> Lift (ReferenceFrame referenceFrame)#

The aerodynamic lift currently acting on the part.

Parameters:
  • referenceFrame – The reference frame that the returned vector is in.

Returns:

A vector pointing in the direction that the force acts, with its magnitude equal to the strength of the force in Newtons.

Game Scenes:

Flight

Note

Not available when the Ferram Aerospace Research mod is installed.

Tuple<double, double, double> Drag (ReferenceFrame referenceFrame)#

The aerodynamic drag currently acting on the part.

Parameters:
  • referenceFrame – The reference frame that the returned vector is in.

Returns:

A vector pointing in the direction that the force acts, with its magnitude equal to the strength of the force in Newtons.

Game Scenes:

Flight

Note

Not available when the Ferram Aerospace Research mod is installed.

Tuple<double, double, double> CenterOfBuoyancy (ReferenceFrame referenceFrame)#

The point the buoyant force on the part acts at, in the given reference frame.

Parameters:
  • referenceFrame – The reference frame that the returned position vector is in.

Returns:

The position as a vector.

Game Scenes:

Flight, Editor Vab, Editor Sph

Note

A submerged part reports the point the game applied the force at, which it shifts towards the submerged part of the hull. Any other part reports its configured center of buoyancy.

Tuple<double, double, double> CenterOfDisplacement (ReferenceFrame referenceFrame)#

The point the depth of the part is measured at, in the given reference frame.

Parameters:
  • referenceFrame – The reference frame that the returned position vector is in.

Returns:

The position as a vector.

Game Scenes:

Flight, Editor Vab, Editor Sph

Tuple<double, double, double> BuoyantForce (ReferenceFrame referenceFrame)#

The buoyant force currently acting on the part.

Parameters:
  • referenceFrame – The reference frame that the returned vector is in.

Returns:

A vector pointing in the direction that the force acts, with its magnitude equal to the strength of the force in Newtons.

Game Scenes:

Flight

Note

The buoyant force on its own. The water drag and lift the game applies alongside it are reported by Part.SubmergedDragMultiplier and Part.SubmergedLiftMultiplier.

Tuple<double, double, double> MomentOfInertia { get; }#

The moment of inertia of the part in \(kg.m^2\) around its center of mass in the parts center of mass reference frame (Part.CenterOfMassReferenceFrame).

Game Scenes:

Flight, Editor Vab, Editor Sph

IList<double> InertiaTensor { get; }#

The inertia tensor of the part around its center of mass, in the parts center of mass reference frame (Part.CenterOfMassReferenceFrame). Returns the 3x3 matrix as a list of elements, in row-major order.

Game Scenes:

Flight, Editor Vab, Editor Sph

ReferenceFrame ReferenceFrame { get; }#

The reference frame that is fixed relative to this part, and centered on a fixed position within the part, defined by the parts model.

  • The origin is at the position of the part, as returned by Part.Position.

  • The axes rotate with the part.

  • The x, y and z axis directions depend on the design of the part.

Game Scenes:

Flight, Editor Vab, Editor Sph

Note

For docking port parts, this reference frame is not necessarily equivalent to the reference frame for the docking port, returned by DockingPort.ReferenceFrame.

../../../_images/part.png

Mk1 Command Pod reference frame origin and axes#

ReferenceFrame CenterOfMassReferenceFrame { get; }#

The reference frame that is fixed relative to this part, and centered on its center of mass.

  • The origin is at the center of mass of the part, as returned by Part.CenterOfMass.

  • The axes rotate with the part.

  • The x, y and z axis directions depend on the design of the part.

Game Scenes:

Flight, Editor Vab, Editor Sph

Note

For docking port parts, this reference frame is not necessarily equivalent to the reference frame for the docking port, returned by DockingPort.ReferenceFrame.

Force AddForce (Tuple<double, double, double> force, Tuple<double, double, double> position, ReferenceFrame referenceFrame)#

Warning

Deprecated. Use Debug.AddForce instead.

Exert a constant force on the part, acting at the given position.

Parameters:
  • 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.

  • referenceFrame – 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.

void InstantaneousForce (Tuple<double, double, double> force, Tuple<double, double, double> position, ReferenceFrame referenceFrame)#

Warning

Deprecated. Use Debug.InstantaneousForce instead.

Exert an instantaneous force on the part, acting at the given position.

Parameters:
  • 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.

  • referenceFrame – The reference frame that the force and position are in.

Game Scenes:

Flight

Note

The force is applied instantaneously in a single physics update.

bool Glow { set; }#

Whether the part is glowing.

Game Scenes:

Flight

AutoStrutMode AutoStrutMode { get; }#

Auto-strut mode.

Game Scenes:

All

bool HasRealFuelsTank { get; }#

Whether the part is a fuel tank managed by RealFuels. The remaining properties in this section are only available when it is.

Game Scenes:

All

bool HighlyPressurized { get; }#

Whether the tank is highly pressurized, which is what a pressure-fed engine needs to draw from (see Engine.PressureFed). Throws an exception if the part is not a RealFuels fuel tank (see Part.HasRealFuelsTank).

Game Scenes:

All

double BoiloffRate { get; }#

The rate at which the tank’s cryogenic contents are boiling off, in kilograms per second of in-game time, measured over the last update RealFuels computed it in. The contents keep boiling off under time warp, where that update covers a much longer span of in-game time than a physics frame does. The rate is zero for a tank holding nothing cryogenic, for one still being fed by a launch clamp, whose temperature RealFuels holds down instead, and in the editor. Throws an exception if the part is not a RealFuels fuel tank (see Part.HasRealFuelsTank).

Game Scenes:

All

enum AutoStrutMode#

The state of an auto-strut. Part.AutoStrutMode

Off#

Off

Root#

Root

Heaviest#

Heaviest

Grandparent#

Grandparent

ForceRoot#

ForceRoot

ForceHeaviest#

ForceHeaviest

ForceGrandparent#

ForceGrandparent

class Force#

Obtained by calling Debug.AddForce.

Part Part { get; }#

The part that this force is applied to.

Game Scenes:

Flight

Tuple<double, double, double> ForceVector { get; set; }#

The force vector, in Newtons.

Returns:

A vector pointing in the direction that the force acts, with its magnitude equal to the strength of the force in Newtons.

Game Scenes:

Flight

Tuple<double, double, double> Position { get; set; }#

The position at which the force acts, in reference frame Force.ReferenceFrame.

Returns:

The position as a vector.

Game Scenes:

Flight

ReferenceFrame ReferenceFrame { get; set; }#

The reference frame of the force vector and position.

Game Scenes:

Flight

void Remove ()#

Remove the force.

Game Scenes:

Flight

Note

Any further use of this object throws an exception.

Module#

class Module#

This can be used to interact with a specific part module. This includes part modules in stock KSP, and those added by mods.

In KSP, each part has zero or more PartModules associated with it. Each one contains some of the functionality of the part. For example, an engine has a “ModuleEngines” part module that contains all the functionality of an engine.

string Name { get; }#

Name of the PartModule. For example, “ModuleEngines”.

Game Scenes:

All

Part Part { get; }#

The part that contains this module.

Game Scenes:

All

ConfigNode Config { get; }#

The static configuration of the module, as found in the part’s cfg file. This provides access to data that is not exposed as a field, such as the resources produced by a generator. Returns null if the module’s configuration node cannot be found.

Game Scenes:

All

IList<PartField> FieldList { get; }#

A list of all the fields of the module, including those not visible in the right-click menu of the part. Filter by PartField.Visible to get just the visible ones.

Game Scenes:

All

IList<PartEvent> EventList { get; }#

A list of all the events of the module, including those not currently visible or active. Events are the clickable buttons visible in the right-click menu of the part. Filter by PartEvent.Visible and PartEvent.Active to get just the ones shown in the menu.

Game Scenes:

All

IList<PartAction> ActionList { get; }#

A list of all the actions of the module. These are the parts actions that can be assigned to action groups in the in-game editor.

Game Scenes:

All

class PartField#

A field of a part module. Obtained by calling Module.FieldList.

Module Module { get; }#

The part module that contains this field.

Game Scenes:

All

string Name { get; }#

The identifier of the field. This is stable and does not change between game versions, unlike PartField.GuiName.

Game Scenes:

All

string GuiName { get; }#

The name of the field, as displayed in the right-click menu of the part. This may be empty for fields that are not visible in the menu.

Game Scenes:

All

bool Visible { get; }#

Whether the field is visible in the right-click menu of the part, in the current scene (flight or editor).

Game Scenes:

All

FieldType Type { get; }#

The type of the field.

Game Scenes:

All

string Value { get; set; }#

The value of the field, as a string. This works for fields of any type, and returns the same string that is shown in the right-click menu of the part.

Game Scenes:

All

Note

Setting the value using this property is only permitted for string fields. Use the typed properties (PartField.BoolValue, PartField.IntValue, PartField.FloatValue, PartField.DoubleValue) to set fields of other types.

bool BoolValue { get; set; }#

The value of a boolean field.

Game Scenes:

All

Note

The getter throws an exception if the field is not a boolean field (see PartField.Type).

int IntValue { get; set; }#

The value of an integer field.

Game Scenes:

All

Note

The getter throws an exception if the field is not an integer field (see PartField.Type).

float FloatValue { get; set; }#

The value of a single precision floating point field.

Game Scenes:

All

Note

The getter throws an exception if the field is not a single precision floating point field (see PartField.Type).

double DoubleValue { get; set; }#

The value of a double precision floating point field.

Game Scenes:

All

Note

The getter throws an exception if the field is not a double precision floating point field (see PartField.Type).

void Reset ()#

Set the value of the field to its original value.

Game Scenes:

All

Note

The original value is the value the field had when the part was loaded. Works for any field, including those not visible in the right-click menu.

enum FieldType#

The type of a part module field. See PartField.Type.

Boolean#

A boolean field. Access using PartField.BoolValue.

Integer#

An integer field. Access using PartField.IntValue.

Float#

A single precision floating point field. Access using PartField.FloatValue.

Double#

A double precision floating point field. Access using PartField.DoubleValue.

String#

A string field. Access using PartField.Value.

Unknown#

A field whose type is not one of the above. Its value can still be read as a string using PartField.Value.

class PartEvent#

An event of a part module. Events are the clickable buttons visible in the right-click menu of the part. Obtained by calling Module.EventList.

Module Module { get; }#

The part module that contains this event.

Game Scenes:

All

string Name { get; }#

The identifier of the event. This is stable and does not change between game versions, unlike PartEvent.GuiName.

Game Scenes:

All

string GuiName { get; }#

The name of the event, as displayed in the right-click menu of the part.

Game Scenes:

All

bool Visible { get; }#

Whether the event is visible in the right-click menu of the part, in the current scene (flight or editor).

Game Scenes:

All

bool Active { get; }#

Whether the event is currently active.

Game Scenes:

All

void Trigger ()#

Trigger the event. Equivalent to clicking the button in the right-click menu of the part.

Game Scenes:

All

class PartAction#

An action of a part module. These are the part actions that can be assigned to action groups in the in-game editor. Obtained by calling Module.ActionList.

Module Module { get; }#

The part module that contains this action.

Game Scenes:

All

string Name { get; }#

The identifier of the action. This is stable and does not change between game versions, unlike PartAction.GuiName.

Game Scenes:

All

string GuiName { get; }#

The name of the action, as displayed in the in-game editor.

Game Scenes:

All

bool Activated { set; }#

Activate or deactivate the action. Equivalent to triggering the action from an action group. Set to true to activate the action, or false to deactivate it.

Game Scenes:

All

Config Node#

class ConfigNode#

Represents a configuration node, as found in a part’s configuration file. A node has a name, a set of named values and a set of child nodes. This is used to access the static configuration of a part or part module, for example via Part.Config and Module.Config.

string Name { get; }#

The name of the configuration node. For example “MODULE”.

Game Scenes:

All

IDictionary<string, string> Values { get; }#

The values stored in the node, as a dictionary mapping names to values.

Game Scenes:

All

Note

If a name appears more than once, only the first value is included. Use ConfigNode.GetValues to get all of the values with a given name.

bool HasValue (string name)#

Returns true if the node has a value with the given name.

Parameters:
  • name – Name of the value.

Game Scenes:

All

string GetValue (string name)#

Returns the value with the given name. If there is more than one value with the given name, the first is returned. Throws an exception if there is no value with the given name.

Parameters:
  • name – Name of the value.

Game Scenes:

All

IList<string> GetValues (string name)#

Returns all of the values with the given name, as a list.

Parameters:
  • name – Name of the values.

Game Scenes:

All

IList<ConfigNode> Nodes { get; }#

The child nodes contained in this node.

Game Scenes:

All

bool HasNode (string name)#

Returns true if the node has a child node with the given name.

Parameters:
  • name – Name of the child node.

Game Scenes:

All

ConfigNode GetNode (string name)#

Returns the child node with the given name. If there is more than one child node with the given name, the first is returned. Throws an exception if there is no child node with the given name.

Parameters:
  • name – Name of the child node.

Game Scenes:

All

IList<ConfigNode> GetNodes (string name)#

Returns all of the child nodes with the given name, as a list.

Parameters:
  • name – Name of the child nodes.

Game Scenes:

All

Specific Types of Part#

The following classes provide functionality for specific types of part.

Antenna#

Note

If RemoteTech is installed, use the RemoteTech service APIs to interact with antennas. This class is only for stock KSP antennas.

class Antenna#

An antenna. Obtained by calling Part.Antenna.

Part Part { get; }#

The part object for this antenna.

Game Scenes:

Flight, Editor Vab, Editor Sph

DeployableState State { get; }#

The current state of the antenna.

Game Scenes:

Flight

bool Deployable { get; }#

Whether the antenna is deployable.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool Deployed { get; set; }#

Whether the antenna is deployed.

Game Scenes:

Flight

Note

Fixed antennas are always deployed. Returns an error if you try to deploy a fixed antenna.

bool CanTransmit { get; }#

Whether data can be transmitted by this antenna.

Game Scenes:

Flight

void Transmit ()#

Transmit data.

Game Scenes:

Flight

void Cancel ()#

Cancel current transmission of data.

Game Scenes:

Flight

bool AllowPartial { get; set; }#

Whether partial data transmission is permitted.

Game Scenes:

Flight

double Power { get; }#

The power of the antenna.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool Combinable { get; }#

Whether the antenna can be combined with other antennae on the vessel to boost the power.

Game Scenes:

Flight, Editor Vab, Editor Sph

double CombinableExponent { get; }#

Exponent used to calculate the combined power of multiple antennae on a vessel.

Game Scenes:

Flight, Editor Vab, Editor Sph

float PacketInterval { get; }#

Interval between sending packets in seconds.

Game Scenes:

Flight, Editor Vab, Editor Sph

float PacketSize { get; }#

Amount of data sent per packet in Mits.

Game Scenes:

Flight, Editor Vab, Editor Sph

double PacketResourceCost { get; }#

Units of electric charge consumed per packet sent.

Game Scenes:

Flight, Editor Vab, Editor Sph

Cargo Bay#

class CargoBay#

A cargo bay. Obtained by calling Part.CargoBay.

Part Part { get; }#

The part object for this cargo bay.

Game Scenes:

Flight, Editor Vab, Editor Sph

DeployableState State { get; }#

The state of the cargo bay.

Game Scenes:

Flight

Note

This describes where the bay’s doors are, which is not the same as whether the parts inside are sheltered: a bay whose open end has nothing attached to it never shelters anything, however tightly shut it is. Use Part.Shielded for that.

A cargo bay is never DeployableState.Broken, as the game does not track damage for them.

bool Open { get; set; }#

Whether the cargo bay is open.

Game Scenes:

Flight

Control Surface#

class ControlSurface#

An aerodynamic control surface. Obtained by calling Part.ControlSurface.

Part Part { get; }#

The part object for this control surface.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool PitchEnabled { get; set; }#

Whether the control surface has pitch control enabled.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool YawEnabled { get; set; }#

Whether the control surface has yaw control enabled.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool RollEnabled { get; set; }#

Whether the control surface has roll control enabled.

Game Scenes:

Flight, Editor Vab, Editor Sph

float AuthorityLimiter { get; set; }#

The authority limiter for the control surface, which controls how far the control surface will move.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool Inverted { get; set; }#

Whether the control surface movement is inverted.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool Deployed { get; set; }#

Whether the control surface has been fully deployed. Throws an exception if set while ControlSurface.DeflectionOverride is enabled, which holds the surface deployed.

Game Scenes:

Flight, Editor Vab, Editor Sph

float DeployAngle { get; set; }#

The deploy angle of the control surface, in degrees.

Game Scenes:

Flight, Editor Vab, Editor Sph

Note

Applied when ControlSurface.Deployed is true, and clamped to the range given by ControlSurface.MinDeployAngle and ControlSurface.MaxDeployAngle. While ControlSurface.DeflectionOverride is enabled, ControlSurface.Deflection drives the angle. A value set here takes effect when the override is released.

float MinDeployAngle { get; }#

The minimum ControlSurface.DeployAngle of the control surface, in degrees.

Game Scenes:

Flight, Editor Vab, Editor Sph

float MaxDeployAngle { get; }#

The maximum ControlSurface.DeployAngle of the control surface, in degrees.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool DeflectionOverride { get; set; }#

Whether the control surface deflection is being set directly, bypassing the vessel’s normal flight control. When enabled, the surface holds the deflection set by ControlSurface.Deflection instead of responding to pitch, yaw and roll control inputs. The prior state is restored when the override is released, when the controlling client disconnects, or when the vessel changes.

Game Scenes:

Flight

float Deflection { get; set; }#

The deflection command applied when ControlSurface.DeflectionOverride is enabled, as a value between -1 and 1, mapped onto the surface’s deploy angle range.

Game Scenes:

Flight

float SurfaceArea { get; }#

Surface area of the control surface in \(m^2\).

Game Scenes:

Flight, Editor Vab, Editor Sph

AxisRange AvailableTorque { get; }#

The available torque, in Newton meters, that can be produced by this control surface, in the positive and negative pitch, roll and yaw axes of the vessel. These axes correspond to the coordinate axes of the Vessel.ReferenceFrame.

Game Scenes:

Flight

Decoupler#

class Decoupler#

A decoupler. Obtained by calling Part.Decoupler

Part Part { get; }#

The part object for this decoupler.

Game Scenes:

Flight, Editor Vab, Editor Sph

Vessel Decouple ()#

Fires the decoupler. Returns the new vessel created when the decoupler fires. Throws an exception if the decoupler has already fired.

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 SpaceCenter.ActiveVessel no longer refer to the active vessel.

bool Decoupled { get; }#

Whether the decoupler has fired.

Game Scenes:

Flight

bool Staged { get; }#

Whether the decoupler is enabled in the staging sequence.

Game Scenes:

Flight, Editor Vab, Editor Sph

float Impulse { get; }#

The impulse that the decoupler imparts when it is fired, in Newton seconds.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool IsOmniDecoupler { get; }#

Whether the decoupler is an omni-decoupler (e.g. stack separator)

Game Scenes:

Flight, Editor Vab, Editor Sph

Part AttachedPart { get; }#

The part attached to this decoupler’s explosive node.

Game Scenes:

Flight, Editor Vab, Editor Sph

Deployable State#

The deployment state shared by antennas, cargo bays, landing legs, radiators, resource harvesters, solar panels and wheels.

enum DeployableState#

The state of a deployable part. Antenna.State, CargoBay.State, Leg.State, Radiator.State, ResourceHarvester.State, SolarPanel.State, Wheel.State

Deployed#

The part is fully deployed. A cargo bay in this state is fully open. Parts that cannot be retracted, such as fixed radiators, solar panels, antennas, landing legs and wheels, are always in this state.

Retracted#

The part is fully retracted. A cargo bay in this state is closed and locked.

Deploying#

The part is being deployed. A cargo bay in this state is opening.

Retracting#

The part is being retracted. A cargo bay in this state is closing.

Broken#

The part is broken. Cargo bays and resource harvesters never report this state, as the game does not track damage for them.

Docking Port#

class DockingPort#

A docking port. Obtained by calling Part.DockingPort

Part Part { get; }#

The part object for this docking port.

Game Scenes:

Flight, Editor Vab, Editor Sph

DockingPortState State { get; }#

The current state of the docking port.

Game Scenes:

Flight

Part DockedPart { get; }#

The part that this docking port is docked to. Returns null if this docking port is not docked to anything.

Game Scenes:

Flight

Vessel Undock ()#

Undocks the docking port and returns the new Vessel that is created. This method can be called for either docking port in a docked pair. Throws an exception if the docking port is not docked to anything.

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 SpaceCenter.ActiveVessel no longer refer to the active vessel.

float ReengageDistance { get; }#

The distance a docking port must move away when it undocks before it becomes ready to dock with another port, in meters.

Game Scenes:

Flight

bool HasShield { get; }#

Whether the docking port has a shield.

Game Scenes:

Flight

bool Shielded { get; set; }#

The state of the docking ports shield, if it has one.

Returns true if the docking port has a shield, and the shield is closed. Otherwise returns false. When set to true, the shield is closed, and when set to false the shield is opened. If the docking port does not have a shield, setting this attribute has no effect.

Game Scenes:

Flight

bool CanRotate { get; }#

Whether the docking port can be commanded to rotate while docked.

Game Scenes:

Flight

float MaximumRotation { get; }#

Maximum rotation angle in degrees.

Game Scenes:

Flight

float MinimumRotation { get; }#

Minimum rotation angle in degrees.

Game Scenes:

Flight

float RotationTarget { get; set; }#

Rotation target angle in degrees.

Game Scenes:

Flight

bool RotationLocked { get; set; }#

Lock rotation. When locked, allows auto-strut to work across the joint.

Game Scenes:

Flight

Tuple<double, double, double> Position (ReferenceFrame referenceFrame)#

The position of the docking port, in the given reference frame.

Parameters:
  • referenceFrame – The reference frame that the returned position vector is in.

Returns:

The position as a vector.

Game Scenes:

Flight

Tuple<double, double, double> Direction (ReferenceFrame referenceFrame)#

The direction that docking port points in, in the given reference frame.

Parameters:
  • referenceFrame – The reference frame that the returned direction is in.

Returns:

The direction as a unit vector.

Game Scenes:

Flight

Tuple<double, double, double, double> Rotation (ReferenceFrame referenceFrame)#

The rotation of the docking port, in the given reference frame.

Parameters:
  • referenceFrame – The reference frame that the returned rotation is in.

Returns:

The rotation as a quaternion of the form \((x, y, z, w)\).

Game Scenes:

Flight

ReferenceFrame ReferenceFrame { get; }#

The reference frame that is fixed relative to this docking port, and oriented with the port.

  • The origin is at the position of the docking port.

  • The axes rotate with the docking port.

  • The x-axis points out to the right side of the docking port.

  • The y-axis points in the direction the docking port is facing.

  • The z-axis points out of the bottom off the docking port.

Game Scenes:

Flight

Note

This reference frame is not necessarily equivalent to the reference frame for the part, returned by Part.ReferenceFrame.

../../../_images/docking-port.png

Docking port reference frame origin and axes#

../../../_images/docking-port-inline.png

Inline docking port reference frame origin and axes#

enum DockingPortState#

The state of a docking port. See DockingPort.State.

Ready#

The docking port is ready to dock to another docking port.

Docked#

The docking port is docked to another docking port, or docked to another part (from the VAB/SPH).

Docking#

The docking port is very close to another docking port, but has not docked. It is using magnetic force to acquire a solid dock.

Undocking#

The docking port has just been undocked from another docking port, and is disabled until it moves away by a sufficient distance (DockingPort.ReengageDistance).

Shielded#

The docking port has a shield, and the shield is closed.

Moving#

The docking ports shield is currently opening/closing.

Engine#

class Engine#

An engine, including ones of various types. For example liquid fuelled gimballed engines, solid rocket boosters and jet engines. Obtained by calling Part.Engine.

Note

For RCS thrusters Part.RCS.

Part Part { get; }#

The part object for this engine.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool Active { get; set; }#

Whether the engine is active. Setting this attribute may have no effect, depending on Engine.CanShutdown and Engine.CanRestart.

Game Scenes:

Flight

float Thrust { get; }#

The current amount of thrust being produced by the engine, in Newtons.

Game Scenes:

Flight

float AvailableThrust { get; }#

The amount of thrust, in Newtons, that would be produced by the engine when activated and with its throttle set to 100%. Returns zero if the engine does not have any fuel. Takes the engine’s current Engine.ThrustLimit and atmospheric conditions into account.

Game Scenes:

Flight

float AvailableThrustAt (double pressure)#

The amount of thrust, in Newtons, that would be produced by the engine when activated and with its throttle set to 100%. Returns zero if the engine does not have any fuel. Takes the given pressure into account.

Parameters:
  • pressure – Atmospheric pressure in atmospheres

Game Scenes:

Flight

float MaxThrust { get; }#

The amount of thrust, in Newtons, that would be produced by the engine when activated and fueled, with its throttle and throttle limiter set to 100%.

Game Scenes:

Flight

float MaxThrustAt (double pressure)#

The amount of thrust, in Newtons, that would be produced by the engine when activated and fueled, with its throttle and throttle limiter set to 100%. Takes the given pressure into account.

Parameters:
  • pressure – Atmospheric pressure in atmospheres

Game Scenes:

Flight, Editor Vab, Editor Sph

float MaxVacuumThrust { get; }#

The maximum amount of thrust that can be produced by the engine in a vacuum, in Newtons. This is the amount of thrust produced by the engine when activated, Engine.ThrustLimit is set to 100%, the main vessel’s throttle is set to 100% and the engine is in a vacuum.

Game Scenes:

Flight, Editor Vab, Editor Sph

float ThrustLimit { get; set; }#

The thrust limiter of the engine. A value between 0 and 1. Setting this attribute may have no effect, for example the thrust limit for a solid rocket booster cannot be changed in flight.

Game Scenes:

Flight, Editor Vab, Editor Sph

IList<Thruster> Thrusters { get; }#

The components of the engine that generate thrust.

Game Scenes:

Flight

Note

For example, this corresponds to the rocket nozzel on a solid rocket booster, or the individual nozzels on a RAPIER engine. The overall thrust produced by the engine, as reported by Engine.AvailableThrust, Engine.MaxThrust and others, is the sum of the thrust generated by each thruster.

float SpecificImpulse { get; }#

The current specific impulse of the engine, in seconds. Returns zero if the engine is not active.

Game Scenes:

Flight

float SpecificImpulseAt (double pressure)#

The specific impulse of the engine under the given pressure, in seconds. Returns zero if the engine is not active.

Parameters:
  • pressure – Atmospheric pressure in atmospheres

Game Scenes:

Flight, Editor Vab, Editor Sph

float VacuumSpecificImpulse { get; }#

The vacuum specific impulse of the engine, in seconds.

Game Scenes:

Flight, Editor Vab, Editor Sph

float KerbinSeaLevelSpecificImpulse { get; }#

The specific impulse of the engine at sea level on Kerbin, in seconds.

Game Scenes:

Flight, Editor Vab, Editor Sph

IList<string> PropellantNames { get; }#

The names of the propellants that the engine consumes.

Game Scenes:

Flight, Editor Vab, Editor Sph

IDictionary<string, float> PropellantRatios { get; }#

The ratio of resources that the engine consumes. A dictionary mapping resource names to the ratio at which they are consumed by the engine.

Game Scenes:

Flight

Note

For example, if the ratios are 0.6 for LiquidFuel and 0.4 for Oxidizer, then for every 0.6 units of LiquidFuel that the engine burns, it will burn 0.4 units of Oxidizer.

IList<Propellant> Propellants { get; }#

The propellants that the engine consumes.

Game Scenes:

Flight

bool HasFuel { get; }#

Whether the engine has any fuel available.

Game Scenes:

Flight

bool Flameout { get; }#

Whether the engine has flamed out - it is active but has run out of propellant, so it is producing no thrust. This is the signal a client can use to decide when to activate the next stage. Note that on a vessel with drop tanks or asparagus staging some engines can flame out while others keep burning.

Game Scenes:

Flight

float Throttle { get; set; }#

The current throttle setting for the engine. A value between 0 and 1. This is not necessarily the same as the vessel’s main throttle setting, as some engines take time to adjust their throttle (such as jet engines), or independent throttle may be enabled.

When the engine’s independent throttle is enabled (see Engine.IndependentThrottle), can be used to set the throttle percentage.

Game Scenes:

Flight

bool ThrottleLocked { get; }#

Whether the Control.Throttle affects the engine. For example, this is true for liquid fueled rockets, and false for solid rocket boosters.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool IndependentThrottle { get; set; }#

Whether the independent throttle is enabled for the engine.

Game Scenes:

Flight

bool CanRestart { get; }#

Whether the engine can be restarted once shutdown. If the engine cannot be shutdown, returns false. For example, this is true for liquid fueled rockets and false for solid rocket boosters.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool CanShutdown { get; }#

Whether the engine can be shutdown once activated. For example, this is true for liquid fueled rockets and false for solid rocket boosters.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool HasModes { get; }#

Whether the engine has multiple modes of operation.

Game Scenes:

Flight, Editor Vab, Editor Sph

string Mode { get; set; }#

The name of the current engine mode.

Game Scenes:

Flight

IDictionary<string, Engine> Modes { get; }#

The available modes for the engine. A dictionary mapping mode names to Engine objects.

Game Scenes:

Flight

void ToggleMode ()#

Toggle the current engine mode.

Game Scenes:

Flight

bool AutoModeSwitch { get; set; }#

Whether the engine will automatically switch modes.

Game Scenes:

Flight

bool Gimballed { get; }#

Whether the engine is gimballed.

Game Scenes:

Flight, Editor Vab, Editor Sph

float GimbalRange { get; }#

The range over which the gimbal can move, in degrees. Returns 0 if the engine is not gimballed.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool GimbalLocked { get; set; }#

Whether the engines gimbal is locked in place. Setting this attribute has no effect if the engine is not gimballed.

Game Scenes:

Flight, Editor Vab, Editor Sph

float GimbalLimit { get; set; }#

The gimbal limiter of the engine. A value between 0 and 1. Returns 0 if the gimbal is locked.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool GimbalOverride { get; set; }#

Whether the gimbal is being controlled directly, bypassing the vessel’s normal flight controls. When enabled, the gimbal deflection is set by Engine.GimbalActuation instead of the normal control inputs. The override is automatically released if the controlling client disconnects or the vessel changes. Has no effect if the engine is not gimballed.

Game Scenes:

Flight

Tuple<double, double, double> GimbalActuation { get; set; }#

The gimbal actuation command applied when Engine.GimbalOverride is enabled, in the pitch, roll and yaw axes. Each component is a normalized control input between -1 and 1. The physical deflection is scaled by Engine.GimbalRange and Engine.GimbalLimit. When the gimbal is not being overridden, returns the current actuation.

Game Scenes:

Flight

AxisRange AvailableTorque { get; }#

The available torque, in Newton meters, that can be produced by this engine, in the positive and negative pitch, roll and yaw axes of the vessel. These axes correspond to the coordinate axes of the Vessel.ReferenceFrame. Returns zero if the engine is inactive, or not gimballed.

Game Scenes:

Flight

bool CanReverseThrust { get; }#

Whether the engine has a recognized thrust reverser. This is true for stock engines with a thrust reverser (such as the J-33 “Wheesley” and J-90 “Goliath” turbofan engines) and for selected mod engines. It is false for engines whose reverser is not recognized, as KSP provides no standard way to detect one.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool ThrustReversed { get; set; }#

Whether the engine’s thrust reverser is engaged, reversing the direction of thrust. While the reverser is still moving, this reports the state it is moving to, so a read immediately after a set returns the value that was set and setting the same value again has no effect. Throws an exception if the engine does not have a thrust reverser (see Engine.CanReverseThrust).

Game Scenes:

Flight

void ToggleThrustReversal ()#

Toggle the engine’s thrust reverser. Throws an exception if the engine does not have a thrust reverser (see Engine.CanReverseThrust).

Game Scenes:

Flight

bool HasRealFuels { get; }#

Whether the engine is managed by RealFuels. The remaining properties in this section are only available when it is.

Game Scenes:

Flight, Editor Vab, Editor Sph

int Ignitions { get; }#

The number of times the engine can still be ignited, or -1 if it can be ignited an unlimited number of times. Throws an exception if the engine is not managed by RealFuels (see Engine.HasRealFuels).

Game Scenes:

Flight, Editor Vab, Editor Sph

IDictionary<string, double> IgnitionResources { get; }#

The resources the engine consumes each time it ignites, keyed by resource name, with the amount of each that is required. The engine uses up an ignition and fails to light if they are not available. Throws an exception if the engine is not managed by RealFuels (see Engine.HasRealFuels).

Game Scenes:

Flight, Editor Vab, Editor Sph

bool HasUllage { get; }#

Whether the engine’s propellant is subject to ullage, so that it must be settled before the engine will run reliably. Throws an exception if the engine is not managed by RealFuels (see Engine.HasRealFuels).

Game Scenes:

Flight, Editor Vab, Editor Sph

double PropellantStability { get; }#

How settled the propellant feeding the engine is, from 0 (fully unsettled) to 1 (fully settled). Acceleration along the engine’s thrust axis settles it, and coasting and rotation unsettle it. Throws an exception if the engine is not managed by RealFuels (see Engine.HasRealFuels).

Game Scenes:

Flight

double PropellantReliability { get; }#

The probability that the propellant feeding the engine behaves normally, from 0 to 1. This is Engine.PropellantStability scaled by the game’s ullage difficulty setting, and is the value RealFuels itself tests against when deciding whether the engine runs. Throws an exception if the engine is not managed by RealFuels (see Engine.HasRealFuels).

Game Scenes:

Flight

bool PressureFed { get; }#

Whether the engine is fed by tank pressure rather than by a pump, and so needs to draw from a highly pressurized tank. Throws an exception if the engine is not managed by RealFuels (see Engine.HasRealFuels).

Game Scenes:

Flight, Editor Vab, Editor Sph

bool HasFeedPressure { get; }#

Whether the tanks feeding the engine supply the pressure it needs. Always true for an engine that is not pressure fed. Throws an exception if the engine is not managed by RealFuels (see Engine.HasRealFuels).

Game Scenes:

Flight

class Propellant#

A propellant for an engine. Obtains by calling Engine.Propellants.

string Name { get; }#

The name of the propellant.

Game Scenes:

Flight

double CurrentAmount { get; }#

The current amount of propellant consumed in the current physics update.

Game Scenes:

Flight

double CurrentRequirement { get; }#

The required amount of propellant for the current physics update.

Game Scenes:

Flight

double TotalResourceAvailable { get; }#

The total amount of the underlying resource currently reachable given resource flow rules.

Game Scenes:

Flight

double TotalResourceCapacity { get; }#

The total vehicle capacity for the underlying propellant resource, restricted by resource flow rules.

Game Scenes:

Flight

bool IgnoreForIsp { get; }#

If this propellant should be ignored when calculating required mass flow given specific impulse.

Game Scenes:

Flight

bool IgnoreForThrustCurve { get; }#

If this propellant should be ignored for thrust curve calculations.

Game Scenes:

Flight

bool DrawStackGauge { get; }#

If this propellant has a stack gauge or not.

Game Scenes:

Flight

bool IsDeprived { get; }#

If this propellant is deprived.

Game Scenes:

Flight

float Ratio { get; }#

The propellant ratio.

Game Scenes:

Flight

Experiment#

class Experiment#

Obtained by calling Part.Experiment.

Part Part { get; }#

The part object for this experiment.

Game Scenes:

Flight, Editor Vab, Editor Sph

string Name { get; }#

Internal name of the experiment, as used in part cfg files.

Game Scenes:

Flight

string Title { get; }#

Title of the experiment, as shown on the in-game UI.

Game Scenes:

Flight

void Run ()#

Run the experiment.

Game Scenes:

Flight

void Transmit ()#

Transmit all experimental data contained by this part.

Game Scenes:

Flight

void Dump ()#

Dump the experimental data contained by the experiment.

Game Scenes:

Flight

void Reset ()#

Reset the experiment.

Game Scenes:

Flight

bool Deployed { get; }#

Whether the experiment has been deployed.

Game Scenes:

Flight

bool Rerunnable { get; }#

Whether the experiment can be re-run.

Game Scenes:

Flight

bool Inoperable { get; }#

Whether the experiment is inoperable.

Game Scenes:

Flight

bool HasData { get; }#

Whether the experiment contains data.

Game Scenes:

Flight

IList<ScienceData> Data { get; }#

The data contained in this experiment.

Game Scenes:

Flight

string Biome { get; }#

The name of the biome the experiment is currently in.

Game Scenes:

Flight

bool Available { get; }#

Determines if the experiment is available given the current conditions.

Game Scenes:

Flight

ScienceSubject? ScienceSubject { get; }#

Containing information on the corresponding specific science result for the current conditions. Returns null if the experiment is unavailable.

Game Scenes:

Flight

struct ScienceData#

Obtained by calling Experiment.Data.

ScienceData (float dataAmount, float scienceValue, float transmitValue)#

Construct a ScienceData from the values of its fields.

float DataAmount { get; }#

Data amount.

float ScienceValue { get; }#

Science value.

float TransmitValue { get; }#

Transmit value.

struct ScienceSubject#

Obtained by calling Experiment.ScienceSubject.

ScienceSubject (string id, string title, bool isComplete, float science, float scienceCap, float dataScale, float subjectValue, float scientificValue)#

Construct a ScienceSubject from the values of its fields.

string Id { get; }#

The identifier of the subject, e.g. crewReport@KerbinSrfLandedLaunchPad.

string Title { get; }#

The title of the subject, as shown in the science archives.

bool IsComplete { get; }#

Whether the subject has been fully researched. This is true once the science banked for the subject reaches the science cap. As the banked science (see ScienceSubject.Science) is only updated after transmission/recovery, this reflects fully mining the subject over repeated experiments, not whether a single run has produced data. To check whether a run has produced data, and how valuable it is, use Experiment.HasData and ScienceData.TransmitValue.

float Science { get; }#

Amount of science already earned from this subject, not updated until after transmission/recovery.

float ScienceCap { get; }#

Total science allowable for this subject.

float DataScale { get; }#

Multiply science value by this to determine data amount in mits.

float SubjectValue { get; }#

Multiplier for specific Celestial Body/Experiment Situation combination.

float ScientificValue { get; }#

Diminishing value multiplier for decreasing the science value returned from repeated experiments.

Fairing#

class Fairing#

A fairing. Obtained by calling Part.Fairing. Supports both stock fairings, and those from the ProceduralFairings mod.

Part Part { get; }#

The part object for this fairing.

Game Scenes:

Flight, Editor Vab, Editor Sph

void Jettison ()#

Jettison the fairing. Has no effect if it has already been jettisoned.

Game Scenes:

Flight

bool Jettisoned { get; }#

Whether the fairing has been jettisoned.

Game Scenes:

Flight

Intake#

class Intake#

An air intake. Obtained by calling Part.Intake.

Part Part { get; }#

The part object for this intake.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool Open { get; set; }#

Whether the intake is open.

Game Scenes:

Flight

float Speed { get; }#

Speed of the flow into the intake, in \(m/s\).

Game Scenes:

Flight

float Flow { get; }#

The rate of flow into the intake, in units of resource per second.

Game Scenes:

Flight

float Area { get; }#

The area of the intake’s opening, in square meters.

Game Scenes:

Flight, Editor Vab, Editor Sph

Leg#

class Leg#

A landing leg. Obtained by calling Part.Leg.

Part Part { get; }#

The part object for this landing leg.

Game Scenes:

Flight, Editor Vab, Editor Sph

DeployableState State { get; }#

The current state of the landing leg.

Game Scenes:

Flight

bool Deployable { get; }#

Whether the leg is deployable.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool Deployed { get; set; }#

Whether the landing leg is deployed.

Game Scenes:

Flight

Note

Fixed landing legs are always deployed. Returns an error if you try to deploy fixed landing gear.

bool IsGrounded { get; }#

Returns whether the leg is touching the ground.

Game Scenes:

Flight

Launch Clamp#

class LaunchClamp#

A launch clamp. Obtained by calling Part.LaunchClamp.

Part Part { get; }#

The part object for this launch clamp.

Game Scenes:

Flight, Editor Vab, Editor Sph

void Release ()#

Releases the docking clamp. Has no effect if the clamp has already been released.

Game Scenes:

Flight

Light#

class Light#

A light. Obtained by calling Part.Light.

Part Part { get; }#

The part object for this light.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool Active { get; set; }#

Whether the light is switched on.

Game Scenes:

Flight

StdLib.ColorRGB Color { get; set; }#

The color of the light.

Game Scenes:

Flight, Editor Vab, Editor Sph

Whether blinking is enabled.

Game Scenes:

Flight, Editor Vab, Editor Sph

float BlinkRate { get; set; }#

The blink rate of the light.

Game Scenes:

Flight, Editor Vab, Editor Sph

float PowerUsage { get; }#

The current power usage, in units of charge per second.

Game Scenes:

Flight

Parachute#

class Parachute#

A parachute. Obtained by calling Part.Parachute.

Part Part { get; }#

The part object for this parachute.

Game Scenes:

Flight, Editor Vab, Editor Sph

void Deploy ()#

Deploys the parachute. This has no effect if the parachute has already been deployed.

Game Scenes:

Flight

bool Deployed { get; }#

Whether the parachute has been deployed.

Game Scenes:

Flight

void Arm ()#

Deploys the parachute. This has no effect if the parachute has already been armed or deployed.

Game Scenes:

Flight

bool Armed { get; }#

Whether the parachute has been armed or deployed.

Game Scenes:

Flight

void Cut ()#

Cuts the parachute.

Game Scenes:

Flight

ParachuteState State { get; }#

The current state of the parachute.

Game Scenes:

Flight

float DeployAltitude { get; set; }#

The altitude at which the parachute will full deploy, in meters. Only applicable to stock parachutes.

Game Scenes:

Flight, Editor Vab, Editor Sph

float DeployMinPressure { get; set; }#

The minimum pressure at which the parachute will semi-deploy, in atmospheres. Only applicable to stock parachutes.

Game Scenes:

Flight, Editor Vab, Editor Sph

ParachuteSafeState SafeState { get; }#

Whether it is currently safe to deploy the parachute, given the vessel’s flight conditions. Computed by KSP from the current airspeed, pressure and temperature. Only applicable to stock parachutes. Note that KSP reports ParachuteSafeState.Unsafe for the first second after the vessel unpacks, before its thermal data is valid.

Game Scenes:

Flight

enum ParachuteState#

The state of a parachute. See Parachute.State.

Stowed#

The parachute is safely tucked away inside its housing.

Armed#

The parachute is armed for deployment.

SemiDeployed#

The parachute has been deployed and is providing some drag, but is not fully deployed yet. (Stock parachutes only)

Deployed#

The parachute is fully deployed.

Cut#

The parachute has been cut.

enum ParachuteSafeState#

The safety state of deploying a parachute. See Parachute.SafeState.

Safe#

The parachute is safe to deploy.

Risky#

Deploying the parachute is risky, and it may break off.

Unsafe#

The parachute is unsafe to deploy, and will break off.

None#

The safety state is not available, because the vessel is not in an atmosphere or the parachute has already been deployed or cut.

Radiator#

class Radiator#

A radiator. Obtained by calling Part.Radiator.

Part Part { get; }#

The part object for this radiator.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool Deployable { get; }#

Whether the radiator is deployable.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool Deployed { get; set; }#

For a deployable radiator, true if the radiator is extended. If the radiator is not deployable, this is always true.

Game Scenes:

Flight

DeployableState State { get; }#

The current state of the radiator.

Game Scenes:

Flight

Note

A fixed radiator is always DeployableState.Deployed.

Resource Converter#

class ResourceConverter#

A resource converter. Obtained by calling Part.ResourceConverter.

Part Part { get; }#

The part object for this converter.

Game Scenes:

Flight, Editor Vab, Editor Sph

int Count { get; }#

The number of converters in the part.

Game Scenes:

Flight

string Name (int index)#

The name of the specified converter.

Parameters:
  • index – Index of the converter.

Game Scenes:

Flight

bool Active (int index)#

True if the specified converter is active.

Parameters:
  • index – Index of the converter.

Game Scenes:

Flight

void Start (int index)#

Start the specified converter.

Parameters:
  • index – Index of the converter.

Game Scenes:

Flight

void Stop (int index)#

Stop the specified converter.

Parameters:
  • index – Index of the converter.

Game Scenes:

Flight

ResourceConverterState State (int index)#

The state of the specified converter.

Parameters:
  • index – Index of the converter.

Game Scenes:

Flight

string StatusInfo (int index)#

Status information for the specified converter. This is the full status message shown in the in-game UI.

Parameters:
  • index – Index of the converter.

Game Scenes:

Flight

IList<string> Inputs (int index)#

List of the names of resources consumed by the specified converter.

Parameters:
  • index – Index of the converter.

Game Scenes:

Flight

IList<string> Outputs (int index)#

List of the names of resources produced by the specified converter.

Parameters:
  • index – Index of the converter.

Game Scenes:

Flight

float OptimumCoreTemperature { get; }#

The core temperature at which the converter will operate with peak efficiency, in Kelvin.

Game Scenes:

Flight

float CoreTemperature { get; }#

The core temperature of the converter, in Kelvin.

Game Scenes:

Flight

float ThermalEfficiency { get; }#

The thermal efficiency of the converter, as a percentage of its maximum.

Game Scenes:

Flight

enum ResourceConverterState#

The state of a resource converter. See ResourceConverter.State.

Running#

Converter is running.

Idle#

Converter is idle.

MissingResource#

Converter is missing a required resource.

StorageFull#

No available storage for output resource.

Capacity#

At preset resource capacity.

Unknown#

Unknown state. Possible with modified resource converters. In this case, check ResourceConverter.StatusInfo for more information.

Resource Harvester#

class ResourceHarvester#

A resource harvester (drill). Obtained by calling Part.ResourceHarvester.

Part Part { get; }#

The part object for this harvester.

Game Scenes:

Flight, Editor Vab, Editor Sph

DeployableState State { get; }#

The deployment state of the harvester. Whether it is drilling is reported separately by ResourceHarvester.Active.

Game Scenes:

Flight

Note

A harvester is never DeployableState.Broken, as the game does not track damage for them.

bool Deployed { get; set; }#

Whether the harvester is deployed.

Game Scenes:

Flight

bool Active { get; set; }#

Whether the harvester is actively drilling.

Game Scenes:

Flight

Note

A value set while the harvester is deploying is applied when the deploy completes, so it can be set immediately after setting ResourceHarvester.Deployed without waiting for the deploy animation. Setting it has no effect while the harvester is retracted or retracting.

float ExtractionRate { get; }#

The rate at which the drill is extracting ore, in units per second.

Game Scenes:

Flight

float ThermalEfficiency { get; }#

The thermal efficiency of the drill, as a percentage of its maximum.

Game Scenes:

Flight

float CoreTemperature { get; }#

The core temperature of the drill, in Kelvin.

Game Scenes:

Flight

float OptimumCoreTemperature { get; }#

The core temperature at which the drill will operate with peak efficiency, in Kelvin.

Game Scenes:

Flight

Reaction Wheel#

class ReactionWheel#

A reaction wheel. Obtained by calling Part.ReactionWheel.

Part Part { get; }#

The part object for this reaction wheel.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool Active { get; set; }#

Whether the reaction wheel is active.

Game Scenes:

Flight

bool Broken { get; }#

Whether the reaction wheel is broken.

Game Scenes:

Flight

AxisRange AvailableTorque { get; }#

The available torque, in Newton meters, that can be produced by this reaction wheel, in the positive and negative pitch, roll and yaw axes of the vessel. These axes correspond to the coordinate axes of the Vessel.ReferenceFrame. Returns zero if the reaction wheel is inactive or broken.

Game Scenes:

Flight

AxisRange MaxTorque { get; }#

The maximum torque, in Newton meters, that can be produced by this reaction wheel, when it is active, in the positive and negative pitch, roll and yaw axes of the vessel. These axes correspond to the coordinate axes of the Vessel.ReferenceFrame.

Game Scenes:

Flight, Editor Vab, Editor Sph

float AuthorityLimiter { get; set; }#

The authority limiter for the reaction wheel, as a percentage of maximum torque. A value between 0 and 1.

Game Scenes:

Flight, Editor Vab, Editor Sph

Resource Drain#

class ResourceDrain#

A resource drain. Obtained by calling Part.ResourceDrain.

Part Part { get; }#

The part object for this resource drain.

Game Scenes:

Flight, Editor Vab, Editor Sph

IList<Resource> AvailableResources { get; }#

List of available resources.

Game Scenes:

Flight

void SetResource (Resource resource, bool enabled)#

Whether the given resource should be drained.

Parameters:

Game Scenes:

Flight

bool CheckResource (Resource resource)#

Whether the provided resource is enabled for draining.

Parameters:

Game Scenes:

Flight

DrainMode DrainMode { get; set; }#

The drain mode.

Game Scenes:

Flight

float MinRate { get; }#

Minimum possible drain rate

Game Scenes:

Flight

float MaxRate { get; }#

Maximum possible drain rate.

Game Scenes:

Flight

float Rate { get; set; }#

Current drain rate.

Game Scenes:

Flight

void Start ()#

Activates resource draining for all enabled parts.

Game Scenes:

Flight

void Stop ()#

Turns off resource draining.

Game Scenes:

Flight

enum DrainMode#

Resource drain mode. See ResourceDrain.DrainMode.

Part#

Drains from the parent part.

Vessel#

Drains from all available parts.

Robotic Controller#

class RoboticController#

A robotic controller. Obtained by calling Part.RoboticController.

Part Part { get; }#

The part object for this controller.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool Enabled { get; set; }#

Whether the controller is enabled.

Game Scenes:

Flight

bool Playing { get; }#

Whether the controller’s sequence is currently playing.

Game Scenes:

Flight

float Position { get; set; }#

The current position along the sequence, in seconds.

Game Scenes:

Flight

float Length { get; }#

The length of the sequence, in seconds.

Game Scenes:

Flight

float PlaySpeed { get; }#

The speed at which the sequence is played back, as a multiple of normal speed.

Game Scenes:

Flight

void Play ()#

Start playing the controller’s sequence.

Game Scenes:

Flight

void Stop ()#

Stop playing the controller’s sequence.

Game Scenes:

Flight

bool HasPart (Part part)#

Whether the controller has a part.

Parameters:

Game Scenes:

Flight

IList<RoboticAxis> Axes ()#

The axes for the controller.

Game Scenes:

Flight

bool AddAxis (Module module, string fieldName)#

Add an axis to the controller.

Parameters:
  • module – The part module that the axis belongs to.

  • fieldName – The name of the axis field, as returned by RoboticController.Axes.

Returns:

Returns true if the axis is added successfully.

Game Scenes:

Flight

bool AddKeyFrame (Module module, string fieldName, float time, float value)#

Add key frame value for controller axis.

Parameters:
  • module – The part module that the axis belongs to.

  • fieldName – The name of the axis field, as returned by RoboticController.Axes.

  • time – The time of the key frame.

  • value – The value of the key frame.

Returns:

Returns true if the key frame is added successfully.

Game Scenes:

Flight

bool ClearAxis (Module module, string fieldName)#

Clear axis.

Parameters:
  • module – The part module that the axis belongs to.

  • fieldName – The name of the axis field, as returned by RoboticController.Axes.

Returns:

Returns true if the axis is cleared successfully.

Game Scenes:

Flight

struct RoboticAxis#

An axis of a robotic controller.

RoboticAxis (Module module, string fieldName)#

Construct a RoboticAxis from the values of its fields.

Module Module { get; }#

The part module the axis belongs to.

string FieldName { get; }#

The name of the field the axis controls.

Robotic Hinge#

class RoboticHinge#

A robotic hinge. Obtained by calling Part.RoboticHinge.

Part Part { get; }#

The part object for this robotic hinge.

Game Scenes:

Flight, Editor Vab, Editor Sph

float TargetAngle { get; set; }#

Target angle.

Game Scenes:

Flight

float CurrentAngle { get; }#

Current angle.

Game Scenes:

Flight

float MinAngle { get; set; }#

The minimum angle the hinge can move to, in degrees.

Game Scenes:

Flight

float MaxAngle { get; set; }#

The maximum angle the hinge can move to, in degrees.

Game Scenes:

Flight

float Rate { get; set; }#

Target movement rate in degrees per second.

Game Scenes:

Flight

float Damping { get; set; }#

Damping percentage.

Game Scenes:

Flight

bool Locked { get; set; }#

Lock movement.

Game Scenes:

Flight

bool MotorEngaged { get; set; }#

Whether the motor is engaged.

Game Scenes:

Flight

bool IsMoving { get; }#

Whether the servo is currently moving.

Game Scenes:

Flight

void MoveHome ()#

Move hinge to its built position.

Game Scenes:

Flight

Robotic Piston#

class RoboticPiston#

A robotic piston part. Obtained by calling Part.RoboticPiston.

Part Part { get; }#

The part object for this robotic piston.

Game Scenes:

Flight, Editor Vab, Editor Sph

float TargetExtension { get; set; }#

Target extension of the piston.

Game Scenes:

Flight

float CurrentExtension { get; }#

Current extension of the piston.

Game Scenes:

Flight

float MinExtension { get; set; }#

The minimum extension of the piston, in meters.

Game Scenes:

Flight

float MaxExtension { get; set; }#

The maximum extension of the piston, in meters.

Game Scenes:

Flight

float Rate { get; set; }#

Target movement rate in meters per second.

Game Scenes:

Flight

float Damping { get; set; }#

Damping percentage.

Game Scenes:

Flight

bool Locked { get; set; }#

Lock movement.

Game Scenes:

Flight

bool MotorEngaged { get; set; }#

Whether the motor is engaged.

Game Scenes:

Flight

bool IsMoving { get; }#

Whether the servo is currently moving.

Game Scenes:

Flight

void MoveHome ()#

Move piston to its built position.

Game Scenes:

Flight

Robotic Rotation#

class RoboticRotation#

A robotic rotation servo. Obtained by calling Part.RoboticRotation.

Part Part { get; }#

The part object for this robotic rotation servo.

Game Scenes:

Flight, Editor Vab, Editor Sph

float TargetAngle { get; set; }#

Target angle.

Game Scenes:

Flight

float CurrentAngle { get; }#

Current angle.

Game Scenes:

Flight

float MinAngle { get; set; }#

The minimum angle the servo can rotate to, in degrees.

Game Scenes:

Flight

float MaxAngle { get; set; }#

The maximum angle the servo can rotate to, in degrees.

Game Scenes:

Flight

bool AllowFullRotation { get; set; }#

Whether the servo is allowed to rotate freely through a full revolution, ignoring the angle limits.

Game Scenes:

Flight

float Rate { get; set; }#

Target movement rate in degrees per second.

Game Scenes:

Flight

float Damping { get; set; }#

Damping percentage.

Game Scenes:

Flight

bool Locked { get; set; }#

Lock Movement

Game Scenes:

Flight

bool MotorEngaged { get; set; }#

Whether the motor is engaged.

Game Scenes:

Flight

bool IsMoving { get; }#

Whether the servo is currently moving.

Game Scenes:

Flight

void MoveHome ()#

Move rotation servo to its built position.

Game Scenes:

Flight

Robotic Rotor#

class RoboticRotor#

A robotic rotor. Obtained by calling Part.RoboticRotor.

Part Part { get; }#

The part object for this robotic rotor.

Game Scenes:

Flight, Editor Vab, Editor Sph

float TargetRPM { get; set; }#

Target RPM.

Game Scenes:

Flight

float CurrentRPM { get; }#

Current RPM.

Game Scenes:

Flight

bool Inverted { get; set; }#

Whether the rotor direction is inverted.

Game Scenes:

Flight

float TorqueLimit { get; set; }#

Torque limit percentage.

Game Scenes:

Flight

float MaxTorque { get; set; }#

The maximum torque the rotor can generate, in kilonewtons.

Game Scenes:

Flight

float BrakePercentage { get; set; }#

The percentage of braking force applied to the rotor.

Game Scenes:

Flight

bool Locked { get; set; }#

Lock movement.

Game Scenes:

Flight

bool MotorEngaged { get; set; }#

Whether the motor is engaged.

Game Scenes:

Flight

bool IsMoving { get; }#

Whether the rotor is currently moving.

Game Scenes:

Flight

RCS#

class RCS#

An RCS block or thruster. Obtained by calling Part.RCS.

Part Part { get; }#

The part object for this RCS.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool Active { get; }#

Whether the RCS thrusters are active. An RCS thruster is inactive if the RCS action group is disabled (Control.RCS), the RCS thruster itself is not enabled (RCS.Enabled), or it is covered by a fairing (Part.Shielded) and cannot thrust while shielded.

Game Scenes:

Flight

bool Enabled { get; set; }#

Whether the RCS thrusters are enabled.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool PitchEnabled { get; set; }#

Whether the RCS thruster will fire when pitch control input is given.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool YawEnabled { get; set; }#

Whether the RCS thruster will fire when yaw control input is given.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool RollEnabled { get; set; }#

Whether the RCS thruster will fire when roll control input is given.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool ForwardEnabled { get; set; }#

Whether the RCS thruster will fire when pitch control input is given.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool UpEnabled { get; set; }#

Whether the RCS thruster will fire when yaw control input is given.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool RightEnabled { get; set; }#

Whether the RCS thruster will fire when roll control input is given.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool InputOverride { get; set; }#

Whether the RCS control is being set directly, bypassing the vessel’s normal flight controls. When enabled, the rotation and translation demand is set by RCS.RotationOverride and RCS.TranslationOverride instead of the normal control inputs. The override is automatically released if the controlling client disconnects or the vessel changes. Precision mode leaves an overridden block at full thrust.

Game Scenes:

Flight

Tuple<double, double, double> RotationOverride { get; set; }#

The rotation demand applied when RCS.InputOverride is enabled, in the pitch, roll and yaw axes. Each component is a normalized control input between -1 and 1.

Game Scenes:

Flight

Tuple<double, double, double> TranslationOverride { get; set; }#

The translation demand applied when RCS.InputOverride is enabled, in the right, up and forward axes. Each component is a normalized control input between -1 and 1.

Game Scenes:

Flight

AxisRange AvailableTorque { get; }#

The available torque, in Newton meters, that can be produced by this RCS, in the positive and negative pitch, roll and yaw axes of the vessel. These axes correspond to the coordinate axes of the Vessel.ReferenceFrame. Returns zero if RCS is disable.

Game Scenes:

Flight

Note

Precision mode weakens the block, and the available torque follows it. A block driven by RCS.InputOverride is exempt, so RCS.OverrideWrench can report the larger torque an override reaches.

AxisRange AvailableForce { get; }#

The available force, in Newtons, that can be produced by this RCS, in the positive and negative x, y and z axes of the vessel. These axes correspond to the coordinate axes of the Vessel.ReferenceFrame. Returns zero if RCS is disabled.

Game Scenes:

Flight

Note

Precision mode weakens the block, and the available force follows it. A block driven by RCS.InputOverride is exempt, so RCS.OverrideWrench can report the larger force an override reaches.

Tuple<double, double, double> Force { get; }#

The force being applied by the RCS thrusters, in Newtons. The vector is in the vessel’s reference frame (Vessel.ReferenceFrame). Returns zero if the RCS is inactive.

Game Scenes:

Flight

Tuple<double, double, double> Torque { get; }#

The torque being applied by the RCS thrusters about the vessel’s center of mass, in Newton meters. The vector is in the vessel’s reference frame (Vessel.ReferenceFrame). Returns zero if the RCS is inactive.

Game Scenes:

Flight

Wrench OverrideWrench (Tuple<double, double, double> rotation, Tuple<double, double, double> translation)#

The force and torque the given demands would produce, in Newtons and Newton meters.

Parameters:
Returns:

The force, and the torque about the vessel’s center of mass, in the vessel’s reference frame (Vessel.ReferenceFrame), or zero if the RCS is inactive.

Game Scenes:

Flight

Note

The demands do not have to be applied. The prediction leaves out full thrust, which RCS.Force and RCS.Torque include.

float AvailableThrust { get; }#

The amount of thrust, in Newtons, that would be produced by the thruster when activated. Returns zero if the thruster does not have any fuel. Takes the thrusters current RCS.ThrustLimit and atmospheric conditions into account.

Game Scenes:

Flight

float MaxThrust { get; }#

The maximum amount of thrust that can be produced by the RCS thrusters when active, in Newtons, with the RCS.ThrustLimit set to 100%. Takes atmospheric conditions into account.

Game Scenes:

Flight

float MaxVacuumThrust { get; }#

The maximum amount of thrust that can be produced by the RCS thrusters when active in a vacuum, in Newtons.

Game Scenes:

Flight, Editor Vab, Editor Sph

float ThrustLimit { get; set; }#

The thrust limiter of the thruster. A value between 0 and 1.

Game Scenes:

Flight, Editor Vab, Editor Sph

IList<Thruster> Thrusters { get; }#

A list of thrusters, one of each nozzel in the RCS part.

Game Scenes:

Flight

float SpecificImpulse { get; }#

The current specific impulse of the RCS, in seconds. Returns zero if the RCS is not active.

Game Scenes:

Flight

float VacuumSpecificImpulse { get; }#

The vacuum specific impulse of the RCS, in seconds.

Game Scenes:

Flight, Editor Vab, Editor Sph

float KerbinSeaLevelSpecificImpulse { get; }#

The specific impulse of the RCS at sea level on Kerbin, in seconds.

Game Scenes:

Flight, Editor Vab, Editor Sph

IList<string> Propellants { get; }#

The names of resources that the RCS consumes.

Game Scenes:

Flight, Editor Vab, Editor Sph

IDictionary<string, float> PropellantRatios { get; }#

The ratios of resources that the RCS consumes. A dictionary mapping resource names to the ratios at which they are consumed by the RCS.

Game Scenes:

Flight

bool HasFuel { get; }#

Whether the RCS has fuel available.

Game Scenes:

Flight

Sensor#

class Sensor#

A sensor, such as a thermometer. Obtained by calling Part.Sensor.

Part Part { get; }#

The part object for this sensor.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool Active { get; set; }#

Whether the sensor is active.

Game Scenes:

Flight

string Value { get; }#

The current value of the sensor.

Game Scenes:

Flight

Note

This is the same readout string shown in the part’s right-click menu in-game, and is intended for display rather than for parsing. Both its units and the way it formats numbers follow the language the game is running in, so it is not stable across locales. For programmatic access to the underlying quantities, use Part.Temperature (temperature sensors), Flight.GForce (accelerometers) or Flight.StaticPressure (barometers).

Solar Panel#

class SolarPanel#

A solar panel. Obtained by calling Part.SolarPanel.

Part Part { get; }#

The part object for this solar panel.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool Deployable { get; }#

Whether the solar panel is deployable.

Game Scenes:

Flight, Editor Vab, Editor Sph

bool Deployed { get; set; }#

Whether the solar panel is extended.

Game Scenes:

Flight

DeployableState State { get; }#

The current state of the solar panel.

Game Scenes:

Flight

float EnergyFlow { get; }#

The current amount of energy being generated by the solar panel, in units of charge per second.

Game Scenes:

Flight

float SunExposure { get; }#

The current amount of sunlight that is incident on the solar panel, as a percentage. A value between 0 and 1.

Game Scenes:

Flight

Thruster#

class Thruster#

The component of an Engine or RCS part that generates thrust. Can obtained by calling Engine.Thrusters or RCS.Thrusters.

Note

Engines can consist of multiple thrusters. For example, the S3 KS-25x4 “Mammoth” has four rocket nozzels, and so consists of four thrusters.

Part Part { get; }#

The Thruster.Part that contains this thruster.

Game Scenes:

Flight

float Thrust { get; }#

The thrust being produced by the thruster, in Newtons.

Game Scenes:

Flight

Tuple<double, double, double> ThrustPosition (ReferenceFrame referenceFrame)#

The position at which the thruster generates thrust, in the given reference frame. For gimballed engines, this takes into account the current rotation of the gimbal.

Parameters:
  • referenceFrame – The reference frame that the returned position vector is in.

Returns:

The position as a vector.

Game Scenes:

Flight

Tuple<double, double, double> ThrustDirection (ReferenceFrame referenceFrame)#

The direction of the force generated by the thruster, in the given reference frame. This is opposite to the direction in which the thruster expels propellant. For gimballed engines, this takes into account the current rotation of the gimbal.

Parameters:
  • referenceFrame – The reference frame that the returned direction is in.

Returns:

The direction as a unit vector.

Game Scenes:

Flight

ReferenceFrame ThrustReferenceFrame { get; }#

A reference frame that is fixed relative to the thruster and orientated with its thrust direction (Thruster.ThrustDirection). For gimballed engines, this takes into account the current rotation of the gimbal.

  • The origin is at the position of thrust for this thruster (Thruster.ThrustPosition).

  • The axes rotate with the thrust direction. This is the direction in which the thruster expels propellant, including any gimballing.

  • The y-axis points along the thrust direction.

  • The x-axis and z-axis are perpendicular to the thrust direction.

Game Scenes:

Flight

bool Gimballed { get; }#

Whether the thruster is gimballed.

Game Scenes:

Flight

Tuple<double, double, double> GimbalPosition (ReferenceFrame referenceFrame)#

Position around which the gimbal pivots.

Parameters:
  • referenceFrame – The reference frame that the returned position vector is in.

Returns:

The position as a vector.

Game Scenes:

Flight

Tuple<double, double, double> GimbalAngle { get; }#

The current gimbal angle in the pitch, roll and yaw axes, in degrees.

Game Scenes:

Flight

Tuple<double, double, double> InitialThrustPosition (ReferenceFrame referenceFrame)#

The position at which the thruster generates thrust, when the engine is in its initial position (no gimballing), in the given reference frame.

Parameters:
  • referenceFrame – The reference frame that the returned position vector is in.

Returns:

The position as a vector.

Game Scenes:

Flight

Note

This position can move when the gimbal rotates. This is because the thrust position and gimbal position are not necessarily the same.

Tuple<double, double, double> InitialThrustDirection (ReferenceFrame referenceFrame)#

The direction of the force generated by the thruster, when the engine is in its initial position (no gimballing), in the given reference frame. This is opposite to the direction in which the thruster expels propellant.

Parameters:
  • referenceFrame – The reference frame that the returned direction is in.

Returns:

The direction as a unit vector.

Game Scenes:

Flight

Wheel#

class Wheel#

A wheel. Includes landing gear and rover wheels. Obtained by calling Part.Wheel. Can be used to control the motors, steering and deployment of wheels, among other things.

Part Part { get; }#

The part object for this wheel.

Game Scenes:

All

DeployableState State { get; }#

The current state of the wheel.

Game Scenes:

All

float Radius { get; }#

Radius of the wheel, in meters.

Game Scenes:

All

bool Grounded { get; }#

Whether the wheel is touching the ground.

Game Scenes:

All

bool HasBrakes { get; }#

Whether the wheel has brakes.

Game Scenes:

All

float Brakes { get; set; }#

The braking force, as a percentage of maximum, when the brakes are applied.

Game Scenes:

All

bool AutoFrictionControl { get; set; }#

Whether automatic friction control is enabled.

Game Scenes:

All

float ManualFrictionControl { get; set; }#

Manual friction control value. Only has an effect if automatic friction control is disabled. A value between 0 and 5 inclusive.

Game Scenes:

All

bool Deployable { get; }#

Whether the wheel is deployable.

Game Scenes:

All

bool Deployed { get; set; }#

Whether the wheel is deployed.

Game Scenes:

All

bool Powered { get; }#

Whether the wheel is powered by a motor.

Game Scenes:

All

bool MotorEnabled { get; set; }#

Whether the motor is enabled.

Game Scenes:

All

bool MotorInverted { get; set; }#

Whether the direction of the motor is inverted.

Game Scenes:

All

MotorState MotorState { get; }#

Whether the direction of the motor is inverted.

Game Scenes:

All

float MotorOutput { get; }#

The output of the motor. This is the torque currently being generated, in Newton meters.

Game Scenes:

All

bool TractionControlEnabled { get; set; }#

Whether automatic traction control is enabled. A wheel only has traction control if it is powered.

Game Scenes:

All

float TractionControl { get; set; }#

Setting for the traction control. Only takes effect if the wheel has automatic traction control enabled. A value between 0 and 5 inclusive.

Game Scenes:

All

float DriveLimiter { get; set; }#

Manual setting for the motor limiter. Only takes effect if the wheel has automatic traction control disabled. A value between 0 and 100 inclusive.

Game Scenes:

All

bool Steerable { get; }#

Whether the wheel has steering.

Game Scenes:

All

bool SteeringEnabled { get; set; }#

Whether the wheel steering is enabled.

Game Scenes:

All

bool SteeringInverted { get; set; }#

Whether the wheel steering is inverted.

Game Scenes:

All

bool SteeringAngleAuto { get; set; }#

Whether the steering angle is automatically limited based on the vessel’s speed, reducing the maximum angle as the vessel moves faster. See also Wheel.SteeringAngleLimit.

Game Scenes:

All

float SteeringAngleLimit { get; set; }#

The steering angle limit.

Game Scenes:

All

float SteeringResponseTime { get; set; }#

Steering response time.

Game Scenes:

All

bool HasSuspension { get; }#

Whether the wheel has suspension.

Game Scenes:

All

float SuspensionSpringStrength { get; }#

Suspension spring strength, as set in the editor.

Game Scenes:

All

float SuspensionDamperStrength { get; }#

Suspension damper strength, as set in the editor.

Game Scenes:

All

bool Broken { get; }#

Whether the wheel is broken.

Game Scenes:

All

bool Repairable { get; }#

Whether the wheel is repairable.

Game Scenes:

All

float Stress { get; }#

Current stress on the wheel.

Game Scenes:

All

float StressTolerance { get; }#

Stress tolerance of the wheel.

Game Scenes:

All

float StressPercentage { get; }#

Current stress on the wheel as a percentage of its stress tolerance.

Game Scenes:

All

float Deflection { get; }#

Current deflection of the wheel.

Game Scenes:

All

float Slip { get; }#

Current slip of the wheel.

Game Scenes:

All

enum MotorState#

The state of the motor on a powered wheel. See Wheel.MotorState.

Idle#

The motor is idle.

Running#

The motor is running.

Disabled#

The motor is disabled.

Inoperable#

The motor is inoperable.

NotEnoughResources#

The motor does not have enough resources to run.

Trees of Parts#

Vessels in KSP are comprised of a number of parts, connected to one another in a tree structure. An example vessel is shown in Figure 1, and the corresponding tree of parts in Figure 2. The craft file for this example can also be downloaded here.

../../../_images/parts.png

Figure 1 – Example parts making up a vessel.#

../../../_images/parts-tree.png

Figure 2 – Tree of parts for the vessel in Figure 1. Arrows point from the parent part to the child part.#

Traversing the Tree#

The tree of parts can be traversed using the attributes Parts.Root, Part.Parent and Part.Children.

The root of the tree is the same as the vessels root part (part number 1 in the example above) and can be obtained by calling Parts.Root. A parts children can be obtained by calling Part.Children. If the part does not have any children, Part.Children returns an empty list. A parts parent can be obtained by calling Part.Parent. If the part does not have a parent (as is the case for the root part), Part.Parent returns null.

The following C# example uses these attributes to perform a depth-first traversal over all of the parts in a vessel:

using System;
using System.Collections.Generic;
using System.Net;
using KRPC.Client;
using KRPC.Client.Services.SpaceCenter;

class TreeTraversal
{
    public static void Main ()
    {
        using (var connection = new Connection ()) {
            var vessel = connection.SpaceCenter ().ActiveVessel;
            var root = vessel.Parts.Root;
            var stack = new Stack<Tuple<Part,int>> ();
            stack.Push (new Tuple<Part,int> (root, 0));
            while (stack.Count > 0) {
                var item = stack.Pop ();
                Part part = item.Item1;
                int depth = item.Item2;
                Console.WriteLine (new String (' ', depth) + part.Title);
                foreach (var child in part.Children)
                    stack.Push (new Tuple<Part,int> (child, depth + 1));
            }
        }
    }
}

When this code is execute using the craft file for the example vessel pictured above, the following is printed out:

Command Pod Mk1
 TR-18A Stack Decoupler
  FL-T400 Fuel Tank
   LV-909 Liquid Fuel Engine
    TR-18A Stack Decoupler
     FL-T800 Fuel Tank
      LV-909 Liquid Fuel Engine
      TT-70 Radial Decoupler
       FL-T400 Fuel Tank
        TT18-A Launch Stability Enhancer
        FTX-2 External Fuel Duct
        LV-909 Liquid Fuel Engine
        Aerodynamic Nose Cone
      TT-70 Radial Decoupler
       FL-T400 Fuel Tank
        TT18-A Launch Stability Enhancer
        FTX-2 External Fuel Duct
        LV-909 Liquid Fuel Engine
        Aerodynamic Nose Cone
   LT-1 Landing Struts
   LT-1 Landing Struts
 Mk16 Parachute

Attachment Modes#

Parts can be attached to other parts either radially (on the side of the parent part) or axially (on the end of the parent part, to form a stack).

For example, in the vessel pictured above, the parachute (part 2) is axially connected to its parent (the command pod – part 1), and the landing leg (part 5) is radially connected to its parent (the fuel tank – part 4).

The root part of a vessel (for example the command pod – part 1) does not have a parent part, so does not have an attachment mode. However, the part is consider to be axially attached to nothing.

The following C# example does a depth-first traversal as before, but also prints out the attachment mode used by the part:

using System;
using System.Collections.Generic;
using System.Net;
using KRPC.Client;
using KRPC.Client.Services.SpaceCenter;

class AttachmentModes
{
    public static void Main ()
    {
        using (var connection = new Connection ()) {
            var vessel = connection.SpaceCenter ().ActiveVessel;
            var root = vessel.Parts.Root;
            var stack = new Stack<Tuple<Part,int>> ();
            stack.Push (new Tuple<Part,int> (root, 0));
            while (stack.Count > 0) {
                var item = stack.Pop ();
                Part part = item.Item1;
                int depth = item.Item2;
                string attachMode = (part.AxiallyAttached ? "axial" : "radial");
                Console.WriteLine (new String (' ', depth) + part.Title + " - " + attachMode);
                foreach (var child in part.Children)
                    stack.Push (new Tuple<Part,int> (child, depth + 1));
            }
        }
    }
}

When this code is execute using the craft file for the example vessel pictured above, the following is printed out:

Command Pod Mk1 - axial
 TR-18A Stack Decoupler - axial
  FL-T400 Fuel Tank - axial
   LV-909 Liquid Fuel Engine - axial
    TR-18A Stack Decoupler - axial
     FL-T800 Fuel Tank - axial
      LV-909 Liquid Fuel Engine - axial
      TT-70 Radial Decoupler - radial
       FL-T400 Fuel Tank - radial
        TT18-A Launch Stability Enhancer - radial
        FTX-2 External Fuel Duct - radial
        LV-909 Liquid Fuel Engine - axial
        Aerodynamic Nose Cone - axial
      TT-70 Radial Decoupler - radial
       FL-T400 Fuel Tank - radial
        TT18-A Launch Stability Enhancer - radial
        FTX-2 External Fuel Duct - radial
        LV-909 Liquid Fuel Engine - axial
        Aerodynamic Nose Cone - axial
   LT-1 Landing Struts - radial
   LT-1 Landing Struts - radial
 Mk16 Parachute - axial

Fuel Lines#

../../../_images/parts-fuel-lines.png

Figure 5 – Fuel lines from the example in Figure 1. Fuel flows from the parts highlighted in green, into the part highlighted in blue.#

../../../_images/parts-fuel-lines-tree.png

Figure 4 – A subset of the parts tree from Figure 2 above.#

Fuel lines are considered parts, and are included in the parts tree (for example, as pictured in Figure 4). However, the parts tree does not contain information about which parts fuel lines connect to. The parent part of a fuel line is the part from which it will take fuel (as shown in Figure 4) however the part that it will send fuel to is not represented in the parts tree.

Figure 5 shows the fuel lines from the example vessel pictured earlier. Fuel line part 15 (in red) takes fuel from a fuel tank (part 11 – in green) and feeds it into another fuel tank (part 9 – in blue). The fuel line is therefore a child of part 11, but its connection to part 9 is not represented in the tree.

The attributes Part.FuelLinesFrom and Part.FuelLinesTo can be used to discover these connections. In the example in Figure 5, when Part.FuelLinesTo is called on fuel tank part 11, it will return a list of parts containing just fuel tank part 9 (the blue part). When Part.FuelLinesFrom is called on fuel tank part 9, it will return a list containing fuel tank parts 11 and 17 (the parts colored green).

Staging#

For vessel-level summaries (delta-v, thrust, fuel, and resources grouped per stage), use the Stage class via Vessel.Stages and Vessel.DecoupleStages.

../../../_images/parts-staging.png

Figure 6 – Example vessel from Figure 1 with a staging sequence.#

Each part has two staging numbers associated with it: the stage in which the part is activated and the stage in which the part is decoupled. These values can be obtained using Part.Stage and Part.DecoupleStage respectively. For parts that are not activated by staging, Part.Stage returns -1. For parts that are never decoupled, Part.DecoupleStage returns a value of -1.

Figure 6 shows an example staging sequence for a vessel. Figure 7 shows the stages in which each part of the vessel will be activated. Figure 8 shows the stages in which each part of the vessel will be decoupled.

../../../_images/parts-staging-activate.png

Figure 7 – The stage in which each part is activated.#

../../../_images/parts-staging-decouple.png

Figure 8 – The stage in which each part is decoupled.#