Debug#

Provides functionality to modify the state of the simulation directly, in ways the game normally does not allow: teleporting a vessel, setting its attitude, applying forces to its parts, refilling its tanks and enabling the game’s cheat options.

Note

Everything in this service is cheating. It has the same effect on a save as the game’s own debug menu (Alt+F12), and the same consequences: contracts, records and career progress made with it are not earned. It is intended for setting up a scenario to fly or a script to test, without flying there first.

static set_circular_orbit(body, altitude)#

Move the active vessel onto a circular orbit around a body.

Parameters:
  • body (SpaceCenter.CelestialBody) – Body to orbit.

  • altitude (number) – Altitude of the orbit, in meters above sea level.

static set_orbit(body, semi_major_axis, eccentricity, inclination, longitude_of_ascending_node, argument_of_periapsis, mean_anomaly_at_epoch, epoch)#

Move the active vessel onto the orbit with the given orbital elements. The angles use the same units and conventions as SpaceCenter.Orbit.

Parameters:
  • body (SpaceCenter.CelestialBody) – Body to orbit.

  • semi_major_axis (number) – Semi-major axis of the orbit, in meters.

  • eccentricity (number) – Eccentricity of the orbit.

  • inclination (number) – Inclination of the orbit, in radians.

  • longitude_of_ascending_node (number) – Longitude of the ascending node, in radians.

  • argument_of_periapsis (number) – Argument of periapsis, in radians.

  • mean_anomaly_at_epoch (number) – Mean anomaly at epoch, in radians.

  • epoch (number) – Universal time of the epoch, in seconds.

static set_landed(body, latitude, longitude[, altitude = 0.0])#

Place the active vessel on the surface of a body at the given latitude and longitude, and wait for it to come to rest.

Parameters:
  • body (SpaceCenter.CelestialBody) – Body to land on.

  • latitude (number) – Latitude in degrees.

  • longitude (number) – Longitude in degrees.

  • altitude (number) – Height above the terrain to settle at, in meters. Defaults to 0, resting on the surface.

static set_flight(body, latitude, longitude, altitude, speed, heading[, pitch = 0.0][, roll = 0.0][, angle_of_attack = 0.0])#

Place the active vessel in atmospheric flight over the given point: at the given altitude and airspeed, pointing along the given heading at the given pitch and roll, and let physics resume so that it is flying. Use this to set up an in-air scenario without flying the craft up from the runway.

Parameters:
  • body (SpaceCenter.CelestialBody) – Body to fly over.

  • latitude (number) – Latitude in degrees.

  • longitude (number) – Longitude in degrees.

  • altitude (number) – Altitude in meters above sea level.

  • speed (number) – Airspeed in meters per second, relative to the surface.

  • heading (number) – Compass heading to point along, in degrees (90 is east).

  • pitch (number) – Pitch above the horizon, in degrees. Defaults to 0 (level).

  • roll (number) – Roll, in degrees. Defaults to 0 (wings level).

  • angle_of_attack (number) – Angle of attack in degrees: how far the airspeed vector sits below the nose, in the pitch plane. 0 (the default) puts the airspeed along the nose; a positive value gives a nose-up attitude relative to the flight path, so the flight-path angle is pitch minus this.

Note

The pitch, heading and roll match those reported by the vessel’s SpaceCenter.Flight.

static set_position(position[, reference_frame = Types.none])#

Move the active vessel to the given position, leaving its velocity as it is. To put it alongside another vessel, pass a position in that vessel’s reference frame.

Parameters:
  • position (Tuple) – Position of the vessel’s center of mass, in meters.

  • reference_frame (SpaceCenter.ReferenceFrame or Types.none) – Reference frame the position is in. Defaults to the reference frame of the body being orbited.

Note

This is the inverse of SpaceCenter.Vessel.position() in the same reference frame.

static set_velocity(velocity[, reference_frame = Types.none])#

Set the velocity of the active vessel, leaving it where it is. The vessel is moved onto the orbit that passes through its current position at the new velocity, so this works in orbit and in the atmosphere alike.

Parameters:
  • velocity (Tuple) – Velocity in meters per second.

  • reference_frame (SpaceCenter.ReferenceFrame or Types.none) – Reference frame the velocity is in. Defaults to the reference frame of the body being orbited, which rotates with it, so a zero velocity leaves the vessel at rest relative to the ground.

Note

This is the inverse of SpaceCenter.Vessel.velocity() in the same reference frame.

static set_pitch_heading_roll(pitch, heading, roll[, reference_frame = Types.none][, vessel = Types.none])#

Set the attitude of a vessel to the given pitch, heading and roll in the given reference frame, and stop it rotating. Lets a script start from a fixed, still pose without first flying the autopilot there.

Parameters:
  • pitch (number) – Target pitch, in degrees.

  • heading (number) – Target heading, in degrees.

  • roll (number) – Target roll, in degrees.

  • reference_frame (SpaceCenter.ReferenceFrame or Types.none) – Reference frame the angles are in. Defaults to the vessel’s surface reference frame.

  • vessel (SpaceCenter.Vessel or Types.none) – Vessel to rotate. Defaults to the active vessel.

Note

The angles match those reported by the vessel’s SpaceCenter.Flight.

static set_direction(direction, roll[, reference_frame = Types.none][, vessel = Types.none])#

Point a vessel along the given direction in the given reference frame, and stop it rotating. This is Debug.set_pitch_heading_roll() with a pointing vector instead of a pitch and heading, matching the attitude the autopilot holds for the same target direction and roll.

Parameters:
  • direction (Tuple) – Direction to point the nose of the vessel in.

  • roll (number) – Target roll, in degrees, or NaN to leave the roll uncontrolled.

  • reference_frame (SpaceCenter.ReferenceFrame or Types.none) – Reference frame the direction and roll are in. Defaults to the vessel’s surface reference frame.

  • vessel (SpaceCenter.Vessel or Types.none) – Vessel to rotate. Defaults to the active vessel.

static apply_rotation(angle, axis[, vessel = Types.none])#

Rotate a vessel about the given axis, in its own reference frame, by the given angle.

Parameters:
  • angle (number) – Angle to rotate by, in degrees.

  • axis (Tuple) – Axis to rotate about.

  • vessel (SpaceCenter.Vessel or Types.none) – Vessel to rotate. Defaults to the active vessel.

static set_angular_velocity(angular_velocity[, reference_frame = Types.none][, vessel = Types.none])#

Set the angular velocity of a vessel, expressed in the given reference frame. Pass a zero vector to stop the vessel rotating.

Parameters:
  • angular_velocity (Tuple) – Angular velocity, in radians per second. The direction is the axis of rotation and the magnitude is the rate.

  • reference_frame (SpaceCenter.ReferenceFrame or Types.none) – Reference frame the angular velocity is in. Defaults to the vessel’s surface reference frame.

  • vessel (SpaceCenter.Vessel or Types.none) – Vessel to rotate. Defaults to the active vessel.

Note

The whole vessel is put into a rigid rotation about its center of mass, so it spins in place rather than shearing apart or translating.

static add_force(part, force, position, reference_frame)#

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

Parameters:
  • part (SpaceCenter.Part) – The part to apply the force to.

  • force (Tuple) – A vector pointing in the direction that the force acts, with its magnitude equal to the strength of the force in Newtons.

  • position (Tuple) – The position at which the force acts, as a vector.

  • reference_frame (SpaceCenter.ReferenceFrame) – The reference frame that the force and position are in.

Returns:

An object that can be used to remove or modify the force.

Return type:

SpaceCenter.Force

Note

The force is removed when the client that added it disconnects.

static instantaneous_force(part, force, position, reference_frame)#

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

Parameters:
  • part (SpaceCenter.Part) – The part to apply the force to.

  • force (Tuple) – A vector pointing in the direction that the force acts, with its magnitude equal to the strength of the force in Newtons.

  • position (Tuple) – The position at which the force acts, as a vector.

  • reference_frame (SpaceCenter.ReferenceFrame) – The reference frame that the force and position are in.

Note

The force is applied instantaneously in a single physics update.

static fill_all_resources([vessel = Types.none])#

Fill every resource tank on a vessel to its maximum capacity.

Parameters:

vessel (SpaceCenter.Vessel or Types.none) – Vessel to fill. Defaults to the active vessel.

static fill_resources(resource_name[, vessel = Types.none])#

Fill the tanks of a single resource on a vessel to their maximum capacity.

Parameters:
  • resource_name (string) – Name of the resource to fill, for example "LiquidFuel".

  • vessel (SpaceCenter.Vessel or Types.none) – Vessel to fill. Defaults to the active vessel.

infinite_propellant: boolean#

Whether engines and RCS thrusters draw no propellant.

Attribute:

Can be read or written

Return type:

boolean

infinite_electricity: boolean#

Whether parts draw no electric charge.

Attribute:

Can be read or written

Return type:

boolean

no_crash_damage: boolean#

Whether parts survive collisions that would otherwise destroy them.

Attribute:

Can be read or written

Return type:

boolean

unbreakable_joints: boolean#

Whether the joints between parts are rigid and cannot break.

Attribute:

Can be read or written

Return type:

boolean

ignore_max_temperature: boolean#

Whether parts survive temperatures above their maximum, instead of exploding.

Attribute:

Can be read or written

Return type:

boolean

allow_part_clipping: boolean#

Whether parts may be placed so that they intersect one another in the editor.

Attribute:

Can be read or written

Return type:

boolean

non_strict_attachment_orientation: boolean#

Whether parts may be attached in any orientation, rather than only the ones their attachment nodes allow.

Attribute:

Can be read or written

Return type:

boolean

ignore_kerbal_inventory_limits: boolean#

Whether a kerbal’s inventory may hold more than its slot and mass limits allow.

Attribute:

Can be read or written

Return type:

boolean

ignore_eva_construction_mass_limit: boolean#

Whether EVA construction may move parts heavier than a kerbal can normally carry.

Attribute:

Can be read or written

Return type:

boolean

ignore_agency_mindset_on_contracts: boolean#

Whether contracts are offered regardless of the agency mindset that normally restricts which ones appear.

Attribute:

Can be read or written

Return type:

boolean

pause_on_vessel_unpack: boolean#

Whether the game pauses whenever a vessel comes off rails.

Attribute:

Can be read or written

Return type:

boolean

biomes_visible: boolean#

Whether biome boundaries are drawn on the surface of bodies.

Attribute:

Can be read or written

Return type:

boolean

gravity_multiplier: number#

Multiplier applied to the force of gravity on every vessel. 1 is normal gravity, 0 is weightlessness.

Attribute:

Can be read or written

Return type:

number

funds: number#

The number of funds the player has. Only available in career mode.

Attribute:

Can be read or written

Return type:

number

science: number#

The amount of science the player has. Only available in career and science mode.

Attribute:

Can be read or written

Return type:

number

reputation: number#

The player’s reputation. Only available in career mode.

Attribute:

Can be read or written

Return type:

number

static unlock_technology_tree()#

Research every node in the technology tree and purchase every part in it. Only available in career and science mode.

static upgrade_facilities()#

Upgrade every building at the space center to its highest level. Only available in career mode.

static max_kerbal_experience()#

Raise every kerbal in the roster to the highest experience level.