Editor#

public class Editor#

Provides access to the vehicle assembly building and space plane hangar. Obtained by calling getEditor().

EditorFacility getFacility()#

The editor that is currently open.

Game Scenes:

Editor Vab, Editor Sph

EditorVessel getVessel()#

The vessel that is being constructed.

Game Scenes:

Editor Vab, Editor Sph

Note

An editor that has not had a vessel loaded into it holds an empty vessel, with no parts, rather than nothing at all.

void loadVessel(String craftDirectory, String name)#

Load a vessel from a craft file into the editor, replacing the vessel that is currently being constructed.

Parameters:
  • craftDirectory (String) – Name of the directory in the current saves “Ships” directory, that contains the craft file. For example "VAB" or "SPH".

  • name (String) – Name of the vessel to load. This is the name of the “.craft” file in the save directory, without the “.craft” file extension.

Game Scenes:

Editor Vab, Editor Sph

Note

The vessel is loaded into whichever editor is open, regardless of which directory it came from. Its delta-v figures are recalculated in the background afterwards; see EditorVessel.getDeltaVReady().

void launchVessel(String launchSite, java.util.List<String> crew, boolean recover, String flagUrl)#

Launch the vessel that is being constructed, from the given launch site.

Parameters:
  • launchSite (String) – Name of the launch site. For example "LaunchPad" or "Runway".

  • crew (java.util.List) – The Kerbals to place in the vessel, by name. Controls how the vessel is crewed, as described in the remarks.

  • recover (boolean) – If true and there is a vessel on the launch site, recover it before launching.

  • flagUrl (String) – If not null, the asset URL of the mission flag to use for the launch.

Game Scenes:

Editor Vab, Editor Sph

Note

The vessel being constructed is not a craft file, so it is written to the editor’s auto-saved craft file and that is launched, as the game’s own launch button does. The vessel’s own craft file, if it was loaded from one, is left alone. The crew parameter works as it does for launchVessel(String, String, String, java.util.List<String>, boolean, String), and takes precedence over the crew assigned in the editor. Throws an exception if any of the games pre-flight checks fail.

CelestialBody getDeltaVBody()#
void setDeltaVBody(CelestialBody value)#

The body whose gravity and atmosphere the vessel’s delta-v, thrust, TWR and specific impulse figures assume.

Game Scenes:

Editor Vab, Editor Sph

Note

This and Editor.getDeltaVAltitude() are what EditorVessel.getDeltaV(), Stage.getDeltaV() and the other current-situation figures are computed for. The body sets the gravity the thrust-to-weight ratios are against, and, with the altitude, the atmospheric pressure and density the specific impulses and thrusts are against. This is global game state rather than editor state: the same setting backs the game’s delta-v readout in flight, and it persists across scene changes. Setting it asks the game to re-run the simulation and returns straight away; the figures are out of date until EditorVessel.getDeltaVReady() is true again.

double getDeltaVAltitude()#
void setDeltaVAltitude(double value)#

The altitude above Editor.getDeltaVBody(), in meters, that the vessel’s delta-v, thrust, TWR and specific impulse figures assume. The atmospheric pressure and density at this altitude are what the figures are computed for, so raising it from zero to above the body’s atmosphere moves them from the vessel’s sea-level figures to its vacuum ones. Setting it asks the game to re-run the simulation and returns straight away; the figures are out of date until EditorVessel.getDeltaVReady() is true again.

Game Scenes:

Editor Vab, Editor Sph

DeltaVSituation getDeltaVSituation()#
void setDeltaVSituation(DeltaVSituation value)#

Which situation the game’s own delta-v readout shows figures for.

Game Scenes:

Editor Vab, Editor Sph

Note

This selects which column the game’s own delta-v app displays, and nothing else. It does not affect anything kRPC reports: the current-situation figures follow Editor.getDeltaVBody() and Editor.getDeltaVAltitude() whatever this is set to, and the sea-level and vacuum figures are reported directly as EditorVessel.getSeaLevelDeltaV() and EditorVessel.getVacuumDeltaV(). It is here for completeness with the app.

public enum DeltaVSituation#

The situation the game’s own delta-v readout shows figures for. See Editor.getDeltaVSituation().

public DeltaVSituation SEA_LEVEL#

At sea level on the selected body.

public DeltaVSituation ALTITUDE#

At the selected altitude on the selected body.

public DeltaVSituation VACUUM#

In vacuum.

public class EditorVessel#

The vessel that is being constructed in the editor. Obtained by calling Editor.getVessel().

String getName()#
void setName(String value)#

The name of the vessel.

Game Scenes:

Editor Vab, Editor Sph

String getDescription()#
void setDescription(String value)#

The description of the vessel.

Game Scenes:

Editor Vab, Editor Sph

EditorFacility getFacility()#

The editor the vessel is in.

Game Scenes:

Editor Vab, Editor Sph

Note

This is the editor the vessel is currently loaded into, not the one it was designed in. A vessel moved from the vehicle assembly building to the space plane hangar reports the space plane hangar.

float getMass()#

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

Game Scenes:

Editor Vab, Editor Sph

float getDryMass()#

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

Game Scenes:

Editor Vab, Editor Sph

org.javatuples.Triplet<Double, Double, Double> getMomentOfInertia()#

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 (EditorVessel.getReferenceFrame()).

Game Scenes:

Editor Vab, Editor Sph

java.util.List<Double> getInertiaTensor()#

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

Game Scenes:

Editor Vab, Editor Sph

ReferenceFrame getReferenceFrame()#

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:

Editor Vab, Editor Sph

Note

The axes are those of the root part. This is the frame Vessel.getReferenceFrame() gives at launch, with the root part as the control point.

ReferenceFrame getSurfaceReferenceFrame()#

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

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

  • The axes are fixed in the editor.

  • The x-axis points upwards.

  • The y-axis and z-axis are horizontal.

Game Scenes:

Editor Vab, Editor Sph

Note

This is the vessel as it stands in the editor, and as it stands at launch. The editor has no north or east, so the horizontal axes are fixed in the editor.

SimulatedFlight flight(ReferenceFrame referenceFrame)#

Returns a SimulatedFlight object that can be used to simulate the vessel in flight, in the specified reference frame.

Parameters:
Game Scenes:

Editor Vab, Editor Sph

Note

Each call returns a new object, which is kept until the game leaves the editor.

org.javatuples.Triplet<Double, Double, Double> position(ReferenceFrame referenceFrame)#

The position of the center of mass of the vessel, in the given reference frame.

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

Returns:

The position as a vector.

Game Scenes:

Editor Vab, Editor Sph

BoundingBox boundingBox(ReferenceFrame referenceFrame)#

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

Parameters:
  • referenceFrame (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:

Editor Vab, Editor Sph

org.javatuples.Quartet<Double, Double, Double, Double> rotation(ReferenceFrame referenceFrame)#

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

Parameters:
  • referenceFrame (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:

Editor Vab, Editor Sph

org.javatuples.Triplet<Double, Double, Double> direction(ReferenceFrame referenceFrame)#

The direction in which the vessel is pointing, in the given reference frame.

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

Returns:

The direction as a unit vector.

Game Scenes:

Editor Vab, Editor Sph

float getCost()#

The total cost of the vessel, including resources, in funds.

Game Scenes:

Editor Vab, Editor Sph

int getCrewCapacity()#

The total number of crew that the vessel can hold.

Game Scenes:

Editor Vab, Editor Sph

Parts getParts()#

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

Game Scenes:

Editor Vab, Editor Sph

Note

Only the parts of Part that describe the design are available in the editor. Those that need a vessel in flight or running physics, such as the thermal members, are restricted to the flight scene. Part.position(ReferenceFrame), Part.centerOfMass(ReferenceFrame), Part.direction(ReferenceFrame), Part.rotation(ReferenceFrame), Part.boundingBox(ReferenceFrame), the part’s reference frames, Part.getMomentOfInertia() and Part.getInertiaTensor() are available.

Resources getResources()#

A EditorVessel.getResources() object for the resources the vessel can hold.

Game Scenes:

Editor Vab, Editor Sph

Note

This is a view of what the vessel can hold as designed. The flow-state members work, as they are part of the design, but nothing here reports how a resource would be drawn on in flight.

java.util.List<Stage> getStages()#

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

Game Scenes:

Editor Vab, Editor Sph

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 (int) – Get activation stage at this index.

Game Scenes:

Editor Vab, Editor Sph

java.util.List<Stage> getDecoupleStages()#

Decouple stages for the 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:

Editor Vab, Editor Sph

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 (int) – Get decouple stage at this index.

Game Scenes:

Editor Vab, Editor Sph

boolean getDeltaVReady()#

Whether the stock delta-v figures for the vessel have been calculated.

Game Scenes:

Editor Vab, Editor Sph

Note

The game recalculates them in the background whenever the vessel changes, and whenever Editor.getDeltaVBody() or Editor.getDeltaVAltitude() is set, and they are out of date until it has finished. Reading EditorVessel.getDeltaV(), or any delta-v member of a Stage, before then raises an error rather than returning a stale figure. Poll this after changing anything the figures depend on.

float getDeltaV()#

Total delta-v for the vessel in the situation the game’s delta-v readout assumes, in m/s. See Editor.getDeltaVBody().

Game Scenes:

Editor Vab, Editor Sph

float getVacuumDeltaV()#

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

Game Scenes:

Editor Vab, Editor Sph

float getSeaLevelDeltaV()#

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

Game Scenes:

Editor Vab, Editor Sph

float getBurnTime()#

Total burn time for the vessel, in seconds.

Game Scenes:

Editor Vab, Editor Sph

public class SimulatedFlight#

Used to simulate the vessel in the editor in flight. The counterpart of Flight. All of the information returned by this class is given in the reference frame passed to EditorVessel.flight(ReferenceFrame), or in SimulatedFlight.getSurfaceReferenceFrame() if none was passed. Obtained by calling EditorVessel.flight(ReferenceFrame).

Note

The simulated attitude is set by SimulatedFlight.getSurfaceReferenceFrame(), and belongs to this object. The vessel is read from the editor on each call, so the object follows every edit.

ReferenceFrame getSurfaceReferenceFrame()#
void setSurfaceReferenceFrame(ReferenceFrame value)#

The reference frame of the surface the vessel is simulated over. Its x-axis points upwards, and gravity acts along the negative x-axis. Defaults to EditorVessel.getSurfaceReferenceFrame().

Game Scenes:

Editor Vab, Editor Sph

Note

Only the rotation of the frame is used. A frame created relative to EditorVessel.getReferenceFrame() follows the vessel as it is edited.

org.javatuples.Triplet<Double, Double, Double> getCenterOfMass()#

The position of the center of mass of the vessel, in the reference frame ReferenceFrame

Returns:

The position as a vector.

Game Scenes:

Editor Vab, Editor Sph

org.javatuples.Quartet<Double, Double, Double, Double> getRotation()#

The rotation of the vessel, in the reference frame ReferenceFrame

Returns:

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

Game Scenes:

Editor Vab, Editor Sph

org.javatuples.Triplet<Double, Double, Double> getDirection()#

The direction that the vessel is pointing in, in the reference frame ReferenceFrame.

Returns:

The direction as a unit vector.

Game Scenes:

Editor Vab, Editor Sph

float getPitch()#

The pitch of the vessel relative to the horizon, in degrees. A value between -90° and +90°.

Game Scenes:

Editor Vab, Editor Sph

Note

An absolute Euler angle, ill-conditioned when the vessel points near vertical (a pitch near -90° or +90°). For an always-defined attitude use SimulatedFlight.getRotation() or SimulatedFlight.getDirection().

float getRoll()#

The roll of the vessel relative to the horizon, in degrees. A value between -180° and +180°.

Game Scenes:

Editor Vab, Editor Sph

Note

An absolute Euler angle, ill-conditioned when the vessel points near vertical (a pitch near -90° or +90°). For an always-defined attitude use SimulatedFlight.getRotation().

double getDisplacement()#

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

Game Scenes:

Editor Vab, Editor Sph

org.javatuples.Triplet<Double, Double, Double> getFullySubmergedCenterOfBuoyancy()#

The point the buoyant force acts through with the vessel fully submerged, in reference frame ReferenceFrame. Returns null if no part of the vessel displaces any water.

Returns:

The position as a vector.

Game Scenes:

Editor Vab, Editor Sph

Note

A hull at rest carries this on the same vertical line as SimulatedFlight.getCenterOfMass().

double buoyantForceAt(double density, double gravity)#

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

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

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

Game Scenes:

Editor Vab, Editor Sph

org.javatuples.Triplet<Double, Double, Double> buoyantTorqueAt(double density, double gravity)#

The torque the buoyant force exerts about the vessel’s center of mass when fully submerged in a fluid of the given density, in reference frame ReferenceFrame. Gravity acts along the negative x-axis of SimulatedFlight.getSurfaceReferenceFrame().

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

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

Returns:

A vector pointing along the axis of the torque, with its magnitude equal to the strength of the torque in newton-meters.

Game Scenes:

Editor Vab, Editor Sph