Vessel#

class Vessel#

These objects are used to interact with vessels in KSP. This includes getting orbital and flight data, manipulating control inputs and managing resources. Created using SpaceCenter.ActiveVessel or SpaceCenter.Vessels.

string Name { get; set; }#

The name of the vessel.

Game Scenes:

All

VesselType Type { get; set; }#

The type of the vessel.

Game Scenes:

All

VesselSituation Situation { get; }#

The situation the vessel is in.

Game Scenes:

All

bool Loaded { get; }#

Whether the vessel is loaded, i.e. its parts are instantiated in the scene because it is within loading range of the active vessel. A vessel that is not loaded exists only as orbital data and is always on-rails (see Vessel.Packed).

Game Scenes:

All

bool Packed { get; }#

Whether the vessel is packed (on-rails). A packed vessel has its physics simulation suspended and follows its orbit analytically. A vessel that is not loaded (see Vessel.Loaded) is always packed.

Game Scenes:

All

float PhysicsRange { get; set; }#

The distance from the active vessel, in meters, out to which this vessel keeps running its physics simulation, and so stays controllable, able to burn its engines and respond to its autopilot. Setting this raises the vessel out of the stock physics bubble, so that it keeps flying while the active vessel is far away. Set to zero to restore the game’s default range.

Game Scenes:

Flight

Note

This always reports the vessel’s live range, so reading it when no range has been set gives the game’s default for the vessel’s current Vessel.Situation, which is much shorter than the distance at which the vessel unloads. In orbit a vessel is put on rails just 350m away, long before it unloads at 2.5km, and a vessel on rails produces no thrust and ignores control input even though it is still loaded.

There is a 10% margin below the range, so that a vessel hovering at the threshold does not repeatedly drop out of the simulation and rejoin it. The vessel leaves the simulation at the distance set here, and rejoins it at 90% of that distance; in between it keeps whichever state it is already in.

The requested range applies in every situation. The game’s own defaults are not uniform, and a vessel flying in atmosphere stays loaded out to 22.5km, so setting a small range can shorten the range such a vessel would otherwise have had.

A range lasts until it is set back to zero or the game is exited. Unlike most state a client sets, it is not released when that client disconnects, because dropping a distant vessel back to the default range would put it on-rails part way through a maneuver.

Holding a vessel off-rails a long way from the active vessel costs performance, and accumulates positional error that can destroy it. Raise the range on the vessels that need it, by as little as they need.

bool Recoverable { get; }#

Whether the vessel is recoverable.

Game Scenes:

All

void Recover ()#

Recover the vessel. The crew return to the astronaut complex, and the funds and science the vessel is worth are awarded.

Game Scenes:

All

Note

Recovering the active vessel ends the flight and returns to the space center, as pressing recover in game does. When a non-active vessel is recovered the current scene is unaffected, and the mission completion dialog is not shown, so a script flying several vessels keeps control of the rest of them.

Returns immediately, does not wait for the vessel to be recovered.

void Terminate ()#

Terminate the vessel. The vessel and its parts are removed from the game, and its crew are lost, as when the vessel is terminated from the tracking station. Nothing is recovered: no funds, no science and no crew.

Game Scenes:

All

Note

The crew are reported missing, and return to the astronaut complex once their respawn timer expires, or never if the game is set up so that missing crews do not respawn.

The active vessel cannot be terminated, because the vessel being flown cannot be taken out of the scene it is being flown in. Switch to another vessel first, or use Vessel.Recover, which ends the flight and returns to the space center.

Returns immediately, does not wait for the vessel to be terminated.

double MET { get; }#

The mission elapsed time in seconds.

Game Scenes:

All

string Biome { get; }#

The name of the biome the vessel is currently in.

Game Scenes:

All

Flight Flight (ReferenceFrame referenceFrame = null)#

Returns a Vessel.Flight object that can be used to get flight telemetry for the vessel, in the specified reference frame.

Parameters:
Game Scenes:

Flight

Note

When this is called with no arguments, the vessel’s surface reference frame is used. This reference frame moves with the vessel, therefore velocities and speeds returned by the flight object will be zero. See the reference frames tutorial for examples of getting the orbital and surface speeds of a vessel.

Orbit Orbit { get; }#

The current orbit of the vessel.

Game Scenes:

All

Control Control { get; }#

Returns a Vessel.Control object that can be used to manipulate the vessel’s control inputs. For example, its pitch/yaw/roll controls, RCS and thrust.

Game Scenes:

Flight

Comms Comms { get; }#

Returns a Vessel.Comms object that can be used to interact with CommNet for this vessel.

Game Scenes:

Flight

AutoPilot AutoPilot { get; }#

An Vessel.AutoPilot object, that can be used to perform simple auto-piloting of the vessel.

Game Scenes:

Flight

int CrewCapacity { get; }#

The number of crew that can occupy the vessel.

Game Scenes:

All

int CrewCount { get; }#

The number of crew that are occupying the vessel.

Game Scenes:

All

IList<CrewMember> Crew { get; }#

The crew in the vessel.

Game Scenes:

All

Resources Resources { get; }#

A Vessel.Resources object, that can used to get information about resources stored in the vessel.

Game Scenes:

Flight

IList<Stage> Stages { get; }#

Activation (burn) stages for this vessel, in ascending stage order. This does not include the -1 stage (parts with no staging icon), as it carries no delta-v; use Vessel.StageAt with -1 to get those parts.

Game Scenes:

Flight

Note

Lists activation stages only (decouple is false). See also Staging.

Stage StageAt (int stage)#

The activation stage with the given number. Pass -1 to get the parts that are never activated (those with no staging icon).

Parameters:
  • stage – Get activation stage at this index.

Game Scenes:

Flight

IList<Stage> DecoupleStages { get; }#

Decouple stages for this vessel, in ascending stage order. The -1 stage, containing the parts that are never decoupled and remain on the vessel, is included first when any such parts exist.

Game Scenes:

Flight

Note

Lists decouple stages only. Delta-v is not defined on these stages.

Stage DecoupleStageAt (int stage)#

The decouple stage with the given number. Pass -1 to get the parts that are never decoupled and remain on the vessel after all stages have fired.

Parameters:
  • stage – Get decouple stage at this index.

Game Scenes:

Flight

bool DeltaVReady { get; }#

Whether the vessel’s delta-v figures are current.

Game Scenes:

Flight

Note

The game calculates delta-v for the active vessel alone, over the several ticks after the vessel changes. A delta-v member reports the figures from the last calculation, and waits only when the game has calculated none.

void RecalculateDeltaV ()#

Recalculates the vessel’s delta-v figures, and waits until they are current. Throws an exception if the vessel is not the active vessel.

Game Scenes:

Flight

float DeltaV { get; }#

Total delta-v for the vessel in the current situation, in m/s.

Game Scenes:

Flight

Note

Requires the stock delta-v display to be ready. Units are meters per second.

float VacuumDeltaV { get; }#

Total vacuum delta-v for the vessel, in m/s.

Game Scenes:

Flight

float SeaLevelDeltaV { get; }#

Total sea-level delta-v for the vessel, in m/s.

Game Scenes:

Flight

float BurnTime { get; }#

Total burn time for the vessel, in seconds.

Game Scenes:

Flight

Parts Parts { get; }#

A Parts object, that can used to interact with the parts that make up this vessel.

Game Scenes:

Flight

float Mass { get; }#

The total mass of the vessel, including resources, in kg.

Game Scenes:

Flight

float DryMass { get; }#

The total mass of the vessel, excluding resources, in kg.

Game Scenes:

Flight

float Thrust { get; }#

The total thrust currently being produced by the vessel’s engines, in Newtons. This is computed by summing Engine.Thrust for every engine in the vessel.

Game Scenes:

Flight

float AvailableThrust { get; }#

Gets the total available thrust that can be produced by the vessel’s active engines, in Newtons. This is computed by summing Engine.AvailableThrust for every active engine in the vessel.

Game Scenes:

Flight

float AvailableThrustAt (double pressure)#

Gets the total available thrust that can be produced by the vessel’s active engines, in Newtons. This is computed by summing Engine.AvailableThrustAt for every active engine in the vessel. Takes the given pressure into account.

Parameters:
  • pressure – Atmospheric pressure in atmospheres

Game Scenes:

Flight

float MaxThrust { get; }#

The total maximum thrust that can be produced by the vessel’s active engines, in Newtons. This is computed by summing Engine.MaxThrust for every active engine.

Game Scenes:

Flight

float MaxThrustAt (double pressure)#

The total maximum thrust that can be produced by the vessel’s active engines, in Newtons. This is computed by summing Engine.MaxThrustAt for every active engine. Takes the given pressure into account.

Parameters:
  • pressure – Atmospheric pressure in atmospheres

Game Scenes:

Flight

float MaxVacuumThrust { get; }#

The total maximum thrust that can be produced by the vessel’s active engines when the vessel is in a vacuum, in Newtons. This is computed by summing Engine.MaxVacuumThrust for every active engine.

Game Scenes:

Flight

float Acceleration { get; }#

The acceleration currently produced by the vessel’s engines, in \(m/s^2\). This is Vessel.Thrust divided by the vessel’s Vessel.Mass.

Game Scenes:

Flight

float AvailableAcceleration { get; }#

The total available acceleration that can be produced by the vessel’s active engines, in \(m/s^2\). This is Vessel.AvailableThrust divided by the vessel’s Vessel.Mass.

Game Scenes:

Flight

float AvailableAccelerationAt (double pressure)#

The total available acceleration that can be produced by the vessel’s active engines, in \(m/s^2\). This is Vessel.AvailableThrustAt divided by the vessel’s Vessel.Mass. Takes the given pressure into account.

Parameters:
  • pressure – Atmospheric pressure in atmospheres

Game Scenes:

Flight

float MaxAcceleration { get; }#

The total maximum acceleration that can be produced by the vessel’s active engines, in \(m/s^2\). This is Vessel.MaxThrust divided by the vessel’s Vessel.Mass.

Game Scenes:

Flight

float MaxAccelerationAt (double pressure)#

The total maximum acceleration that can be produced by the vessel’s active engines, in \(m/s^2\). This is Vessel.MaxThrustAt divided by the vessel’s Vessel.Mass. Takes the given pressure into account.

Parameters:
  • pressure – Atmospheric pressure in atmospheres

Game Scenes:

Flight

float MaxVacuumAcceleration { get; }#

The total maximum acceleration that can be produced by the vessel’s active engines when the vessel is in a vacuum, in \(m/s^2\). This is Vessel.MaxVacuumThrust divided by the vessel’s Vessel.Mass.

Game Scenes:

Flight

float SpecificImpulse { get; }#

The combined specific impulse of all active engines, in seconds. This is computed using the formula described here.

Game Scenes:

Flight

float SpecificImpulseAt (double pressure)#

The combined specific impulse of all active engines, in seconds. This is computed using the formula described here. Takes the given pressure into account.

Parameters:
  • pressure – Atmospheric pressure in atmospheres

Game Scenes:

Flight

float VacuumSpecificImpulse { get; }#

The combined vacuum specific impulse of all active engines, in seconds. This is computed using the formula described here.

Game Scenes:

Flight

float KerbinSeaLevelSpecificImpulse { get; }#

The combined specific impulse of all active engines at sea level on Kerbin, in seconds. This is computed using the formula described here.

Game Scenes:

Flight

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

The moment of inertia of the vessel around its center of mass in \(kg.m^2\). The inertia values in the returned 3-tuple are around the pitch, roll and yaw directions respectively. This corresponds to the vessels reference frame (Vessel.ReferenceFrame).

Game Scenes:

Flight

IList<double> InertiaTensor { get; }#

The inertia tensor of the vessel around its center of mass, in the vessels reference frame (Vessel.ReferenceFrame). Returns the 3x3 matrix as a list of elements, in row-major order.

Game Scenes:

Flight

AxisRange AvailableTorque { get; }#

The maximum torque that the vessel generates. Includes contributions from reaction wheels, RCS, gimballed engines and aerodynamic control surfaces. Returns the torques in \(N.m\) around each of the coordinate axes of the vessels reference frame (Vessel.ReferenceFrame). These axes are equivalent to the pitch, roll and yaw axes of the vessel.

Game Scenes:

Flight

AxisRange AvailableReactionWheelTorque { get; }#

The maximum torque that the currently active and powered reaction wheels can generate. Returns the torques in \(N.m\) around each of the coordinate axes of the vessels reference frame (Vessel.ReferenceFrame). These axes are equivalent to the pitch, roll and yaw axes of the vessel.

Game Scenes:

Flight

AxisRange AvailableRCSTorque { get; }#

The maximum torque that the currently active RCS thrusters can generate. Returns the torques in \(N.m\) around each of the coordinate axes of the vessels reference frame (Vessel.ReferenceFrame). These axes are equivalent to the pitch, roll and yaw axes of the vessel.

Game Scenes:

Flight

AxisRange AvailableRCSForce { get; }#

The maximum force that the currently active RCS thrusters can generate. Returns the forces in \(N\) along each of the coordinate axes of the vessels reference frame (Vessel.ReferenceFrame). These axes are equivalent to the right, forward and bottom directions of the vessel.

Game Scenes:

Flight

AxisRange AvailableRCSAcceleration { get; }#

The maximum acceleration that the currently active RCS thrusters can generate. This is Vessel.AvailableRCSForce divided by the vessel’s Vessel.Mass. Returns the accelerations in \(m/s^2\) along each of the coordinate axes of the vessels reference frame (Vessel.ReferenceFrame). These axes are equivalent to the right, forward and bottom directions of the vessel.

Game Scenes:

Flight

AxisRange AvailableEngineTorque { get; }#

The maximum torque that the currently active and gimballed engines can generate. Returns the torques in \(N.m\) around each of the coordinate axes of the vessels reference frame (Vessel.ReferenceFrame). These axes are equivalent to the pitch, roll and yaw axes of the vessel.

Game Scenes:

Flight

AxisRange AvailableControlSurfaceTorque { get; }#

The maximum torque that the aerodynamic control surfaces can generate. Returns the torques in \(N.m\) around each of the coordinate axes of the vessels reference frame (Vessel.ReferenceFrame). These axes are equivalent to the pitch, roll and yaw axes of the vessel.

Game Scenes:

Flight

AxisRange AvailableOtherTorque { get; }#

The maximum torque that parts (excluding reaction wheels, gimballed engines, RCS and control surfaces) can generate. Returns the torques in \(N.m\) around each of the coordinate axes of the vessels reference frame (Vessel.ReferenceFrame). These axes are equivalent to the pitch, roll and yaw axes of the vessel.

Game Scenes:

Flight

AxisRange AvailableAngularAcceleration { get; }#

The maximum angular acceleration that the vessel can generate. Includes contributions from reaction wheels, RCS, gimballed engines and aerodynamic control surfaces. This is Vessel.AvailableTorque divided by the vessel’s Vessel.MomentOfInertia. Returns the angular accelerations in \(rad/s^2\) around each of the coordinate axes of the vessels reference frame (Vessel.ReferenceFrame). These axes are equivalent to the pitch, roll and yaw axes of the vessel.

Game Scenes:

Flight

AxisRange AvailableReactionWheelAngularAcceleration { get; }#

The maximum angular acceleration that the currently active and powered reaction wheels can generate. This is Vessel.AvailableReactionWheelTorque divided by the vessel’s Vessel.MomentOfInertia. Returns the angular accelerations in \(rad/s^2\) around each of the coordinate axes of the vessels reference frame (Vessel.ReferenceFrame). These axes are equivalent to the pitch, roll and yaw axes of the vessel.

Game Scenes:

Flight

AxisRange AvailableRCSAngularAcceleration { get; }#

The maximum angular acceleration that the currently active RCS thrusters can generate. This is Vessel.AvailableRCSTorque divided by the vessel’s Vessel.MomentOfInertia. Returns the angular accelerations in \(rad/s^2\) around each of the coordinate axes of the vessels reference frame (Vessel.ReferenceFrame). These axes are equivalent to the pitch, roll and yaw axes of the vessel.

Game Scenes:

Flight

AxisRange AvailableEngineAngularAcceleration { get; }#

The maximum angular acceleration that the currently active and gimballed engines can generate. This is Vessel.AvailableEngineTorque divided by the vessel’s Vessel.MomentOfInertia. Returns the angular accelerations in \(rad/s^2\) around each of the coordinate axes of the vessels reference frame (Vessel.ReferenceFrame). These axes are equivalent to the pitch, roll and yaw axes of the vessel.

Game Scenes:

Flight

AxisRange AvailableControlSurfaceAngularAcceleration { get; }#

The maximum angular acceleration that the aerodynamic control surfaces can generate. This is Vessel.AvailableControlSurfaceTorque divided by the vessel’s Vessel.MomentOfInertia. Returns the angular accelerations in \(rad/s^2\) around each of the coordinate axes of the vessels reference frame (Vessel.ReferenceFrame). These axes are equivalent to the pitch, roll and yaw axes of the vessel.

Game Scenes:

Flight

AxisRange AvailableOtherAngularAcceleration { get; }#

The maximum angular acceleration that parts (excluding reaction wheels, gimballed engines, RCS and control surfaces) can generate. This is Vessel.AvailableOtherTorque divided by the vessel’s Vessel.MomentOfInertia. Returns the angular accelerations in \(rad/s^2\) around each of the coordinate axes of the vessels reference frame (Vessel.ReferenceFrame). These axes are equivalent to the pitch, roll and yaw axes of the vessel.

Game Scenes:

Flight

ReferenceFrame ReferenceFrame { get; }#

The reference frame that is fixed relative to the vessel, and orientated with the vessel.

  • The origin is at the center of mass of the vessel.

  • The axes rotate with the vessel.

  • The x-axis points out to the right of the vessel.

  • The y-axis points in the forward direction of the vessel.

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

Game Scenes:

Flight

../../../_images/vessel-aircraft.png

Vessel reference frame origin and axes for the Aeris 3A aircraft#

../../../_images/vessel-rocket.png

Vessel reference frame origin and axes for the Kerbal-X rocket#

ReferenceFrame OrbitalReferenceFrame { get; }#

The reference frame that is fixed relative to the vessel, and orientated with the vessels orbital prograde/normal/radial directions.

  • The origin is at the center of mass of the vessel.

  • The axes rotate with the orbital prograde/normal/radial directions.

  • The x-axis points in the orbital anti-radial direction.

  • The y-axis points in the orbital prograde direction.

  • The z-axis points in the orbital normal direction.

Game Scenes:

Flight

Note

Be careful not to confuse this with ‘orbit’ mode on the navball.

../../../_images/vessel-orbital.png

Vessel orbital reference frame origin and axes#

ReferenceFrame SurfaceReferenceFrame { get; }#

The reference frame that is fixed relative to the vessel, and orientated with the surface of the body being orbited.

  • The origin is at the center of mass of the vessel.

  • The axes rotate with the north and up directions on the surface of the body.

  • The x-axis points in the zenith direction (upwards, normal to the body being orbited, from the center of the body towards the center of mass of the vessel).

  • The y-axis points northwards towards the astronomical horizon (north, and tangential to the surface of the body – the direction in which a compass would point when on the surface).

  • The z-axis points eastwards towards the astronomical horizon (east, and tangential to the surface of the body – east on a compass when on the surface).

Game Scenes:

Flight

Note

Be careful not to confuse this with ‘surface’ mode on the navball.

../../../_images/vessel-surface.png

Vessel surface reference frame origin and axes#

ReferenceFrame SurfaceVelocityReferenceFrame { get; }#

The reference frame that is fixed relative to the vessel, and orientated with the velocity vector of the vessel relative to the surface of the body being orbited.

  • The origin is at the center of mass of the vessel.

  • The axes rotate with the vessel’s velocity vector.

  • The y-axis points in the direction of the vessel’s velocity vector, relative to the surface of the body being orbited.

  • The z-axis is in the plane of the astronomical horizon.

  • The x-axis is orthogonal to the other two axes.

Game Scenes:

Flight

../../../_images/vessel-surface-velocity.png

Vessel surface velocity reference frame origin and axes#

ReferenceFrame OrbitSpeedReferenceFrame { get; }#

The reference frame that the navball measures speed against in ‘orbit’ mode.

  • The origin is at the center of mass of the vessel.

  • The axes are those of Vessel.OrbitalReferenceFrame, which are the directions the navball marks in this mode: the x-axis points in the orbital anti-radial direction, the y-axis in the orbital prograde direction and the z-axis in the orbital normal direction.

  • The frame moves with the body being orbited, but does not rotate with it.

Game Scenes:

Flight

Note

The velocity of the vessel in this frame is the one the navball shows in ‘orbit’ mode: Flight.Speed is the speed it displays, and Flight.Velocity points along the y-axis, towards its prograde marker.

ReferenceFrame SurfaceSpeedReferenceFrame { get; }#

The reference frame that the navball measures speed against in ‘surface’ mode.

  • The origin is at the center of mass of the vessel.

  • The axes are the directions the navball marks in this mode, in the same arrangement as Vessel.OrbitalReferenceFrame: the y-axis points in the direction the vessel is moving relative to the surface, which is where the prograde marker points; the z-axis is normal to the plane of that motion; and the x-axis is anti-radial, pointing towards the body and perpendicular to the other two.

  • The frame moves with the surface of the body being orbited, so it rotates with the body.

Game Scenes:

Flight

Note

The velocity of the vessel in this frame is the one the navball shows in ‘surface’ mode: Flight.Speed is the speed it displays, and Flight.Velocity points along the y-axis, towards its prograde marker. The velocity gives the frame its orientation, so, as with Vessel.SurfaceVelocityReferenceFrame, the frame is singular and raises an error when the vessel is stationary relative to the surface.

ReferenceFrame TargetSpeedReferenceFrame { get; }#

The reference frame that the navball measures speed against in ‘target’ mode.

  • The origin is at the center of mass of the vessel.

  • The axes are the directions the navball marks in this mode, in the same arrangement as Vessel.OrbitalReferenceFrame: the y-axis points in the direction the vessel is moving relative to the target, which is where the prograde marker points; the z-axis is normal to the plane of that motion; and the x-axis is anti-radial, pointing towards the body being orbited and perpendicular to the other two.

  • The frame moves with the vessels target.

Game Scenes:

Flight

Note

The velocity of the vessel in this frame is the one the navball shows in ‘target’ mode: Flight.Speed is the speed it displays, and Flight.Velocity points along the y-axis, towards its prograde marker. The target is the one set for the active vessel, via for example SpaceCenter.TargetVessel or SpaceCenter.TargetBody. This is undefined when no target is set. The velocity gives the frame its orientation, so it is also singular, and raises an error, when the vessel matches the velocity of its target.

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

The position of the center of mass of the vessel, 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

BoundingBox BoundingBox (ReferenceFrame referenceFrame)#

The axis-aligned bounding box of the vessel 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

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

The velocity of the center of mass of the vessel, 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 vessel, 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

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

The direction in which the vessel is pointing, 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> AngularVelocity (ReferenceFrame referenceFrame)#

The angular velocity of the vessel, in the given reference frame.

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

Returns:

The angular velocity as a vector. The magnitude of the vector is the rotational speed of the vessel, in radians per second. The direction of the vector indicates the axis of rotation, using the right-hand rule.

Game Scenes:

Flight

struct AxisRange#

The largest value of a quantity, such as a torque or a force, in the positive and the negative direction of each of three axes.

AxisRange (Tuple<double, double, double> positive, Tuple<double, double, double> negative)#

Construct a AxisRange from the values of its fields.

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

The value in the positive direction of each axis.

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

The value in the negative direction of each axis, which is zero or less.

struct BoundingBox#

An axis-aligned bounding box, as the positions of its minimum and maximum vertices.

BoundingBox (Tuple<double, double, double> min, Tuple<double, double, double> max)#

Construct a BoundingBox from the values of its fields.

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

The position of the minimum vertex of the box.

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

The position of the maximum vertex of the box.

enum VesselType#

The type of a vessel. See Vessel.Type.

Base#

Base.

Debris#

Debris.

Lander#

Lander.

Plane#

Plane.

Probe#

Probe.

Relay#

Relay.

Rover#

Rover.

Ship#

Ship.

Station#

Station.

SpaceObject#

SpaceObject.

Unknown#

Unknown.

EVA#

EVA.

Flag#

Flag.

DeployedScienceController#

DeployedScienceController.

DeployedSciencePart#

DeploedSciencePart.

DroppedPart#

DroppedPart.

DeployedGroundPart#

DeployedGroundPart.

enum VesselSituation#

The situation a vessel is in. See Vessel.Situation.

Docked#

Vessel is docked to another.

Escaping#

Escaping.

Flying#

Vessel is flying through an atmosphere.

Landed#

Vessel is landed on the surface of a body.

Orbiting#

Vessel is orbiting a body.

PreLaunch#

Vessel is awaiting launch.

Splashed#

Vessel has splashed down in an ocean.

SubOrbital#

Vessel is on a sub-orbital trajectory.

class CrewMember#

Represents crew in a vessel. Can be obtained using Vessel.Crew.

string Name { get; set; }#

The crew members name.

Game Scenes:

All

CrewMemberType Type { get; }#

The type of crew member.

Game Scenes:

All

bool OnMission { get; }#

Whether the crew member is on a mission.

Game Scenes:

All

float Courage { get; set; }#

The crew members courage.

Game Scenes:

All

float Stupidity { get; set; }#

The crew members stupidity.

Game Scenes:

All

float Experience { get; set; }#

The crew members experience.

Game Scenes:

All

bool Badass { get; set; }#

Whether the crew member is a badass.

Game Scenes:

All

bool Veteran { get; set; }#

Whether the crew member is a veteran.

Game Scenes:

All

string Trait { get; }#

The crew member’s job.

Game Scenes:

All

CrewMemberGender Gender { get; }#

The crew member’s gender.

Game Scenes:

All

RosterStatus RosterStatus { get; }#

The crew member’s current roster status.

Game Scenes:

All

Part Part { get; }#

The part containing the crew member. Returns null if the crew member is not occupying a part, or the vessel containing the part is not loaded.

Game Scenes:

Flight

Vessel EVA ()#

Send the crew member outside on EVA, through the hatch of the part it is in, and return the vessel it becomes. The game switches to that vessel, which can then be walked around and flown using its Vessel.Control, and brought back in with Control.Board. The kerbal climbs out onto the ladder by the hatch, if there is one.

Game Scenes:

Flight

Note

Throws an exception if EVA is disabled for the game, if the crew member is not in a loaded vessel, if it is already on EVA, or if every hatch out of the part it is in is obstructed.

SuitType SuitType { get; set; }#

The crew member’s suit type.

Game Scenes:

All

IList<FlightLogEntry> CareerLog { get; }#

The entries in the crew member’s career flight log.

Game Scenes:

All

struct FlightLogEntry#

An entry in a crew member’s career flight log.

FlightLogEntry (int flight, string type, string target)#

Construct a FlightLogEntry from the values of its fields.

int Flight { get; }#

The flight identifier of the entry.

string Type { get; }#

The type of the entry, e.g. Orbit or Land.

string Target { get; }#

The name of the body the entry is for.

enum CrewMemberType#

The type of a crew member. See CrewMember.Type.

Applicant#

An applicant for crew.

Crew#

Rocket crew.

Tourist#

A tourist.

Unowned#

An unowned crew member.

enum CrewMemberGender#

A crew member’s gender. See CrewMember.Gender.

Male#

Male.

Female#

Female.

enum RosterStatus#

A crew member’s roster status. See CrewMember.RosterStatus.

Available#

Available.

Assigned#

Assigned.

Dead#

Dead.

Missing#

Missing.

enum SuitType#

A crew member’s suit type. See CrewMember.SuitType.

Default#

Default.

Vintage#

Vintage.

Future#

Future.

Slim#

Slim.