Editor#
- class Editor#
Provides access to the vehicle assembly building and space plane hangar. Obtained by calling
editor.- facility#
The editor that is currently open.
- Attribute:
Read-only, cannot be set
- Return type:
- Game Scenes:
Editor Vab, Editor Sph
- vessel#
The vessel that is being constructed.
- Attribute:
Read-only, cannot be set
- Return type:
- 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.
- load_vessel(craft_directory, name)#
Load a vessel from a craft file into the editor, replacing the vessel that is currently being constructed.
- Parameters:
craft_directory (str) – Name of the directory in the current saves “Ships” directory, that contains the craft file. For example
"VAB"or"SPH".name (str) – 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.delta_v_ready.
- launch_vessel(launch_site[, crew=None][, recover=True][, flag_url=''])#
Launch the vessel that is being constructed, from the given launch site.
- Parameters:
launch_site (str) – Name of the launch site. For example
"LaunchPad"or"Runway".crew (list or None) – The Kerbals to place in the vessel, by name. Controls how the vessel is crewed, as described in the remarks.
recover (bool) – If true and there is a vessel on the launch site, recover it before launching.
flag_url (str) – If not
None, 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
launch_vessel(), and takes precedence over the crew assigned in the editor. Throws an exception if any of the games pre-flight checks fail.
- delta_v_body#
The body whose gravity and atmosphere the vessel’s delta-v, thrust, TWR and specific impulse figures assume.
- Attribute:
Can be read or written
- Return type:
- Game Scenes:
Editor Vab, Editor Sph
Note
This and
Editor.delta_v_altitudeare whatEditorVessel.delta_v,Stage.delta_vand 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 untilEditorVessel.delta_v_readyis true again.
- delta_v_altitude#
The altitude above
Editor.delta_v_body, 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 untilEditorVessel.delta_v_readyis true again.- Attribute:
Can be read or written
- Return type:
float
- Game Scenes:
Editor Vab, Editor Sph
- delta_v_situation#
Which situation the game’s own delta-v readout shows figures for.
- Attribute:
Can be read or written
- Return type:
- 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.delta_v_bodyandEditor.delta_v_altitudewhatever this is set to, and the sea-level and vacuum figures are reported directly asEditorVessel.sea_level_delta_vandEditorVessel.vacuum_delta_v. It is here for completeness with the app.
- class DeltaVSituation#
The situation the game’s own delta-v readout shows figures for. See
Editor.delta_v_situation.- sea_level#
At sea level on the selected body.
- altitude#
At the selected altitude on the selected body.
- vacuum#
In vacuum.
- class EditorVessel#
The vessel that is being constructed in the editor. Obtained by calling
Editor.vessel.- name#
The name of the vessel.
- Attribute:
Can be read or written
- Return type:
str
- Game Scenes:
Editor Vab, Editor Sph
- description#
The description of the vessel.
- Attribute:
Can be read or written
- Return type:
str
- Game Scenes:
Editor Vab, Editor Sph
- facility#
The editor the vessel is in.
- Attribute:
Read-only, cannot be set
- Return type:
- 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.
- mass#
The total mass of the vessel, including resources and crew, in kg.
- Attribute:
Read-only, cannot be set
- Return type:
float
- Game Scenes:
Editor Vab, Editor Sph
- dry_mass#
The total mass of the vessel, excluding resources, in kg.
- Attribute:
Read-only, cannot be set
- Return type:
float
- Game Scenes:
Editor Vab, Editor Sph
- moment_of_inertia#
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.reference_frame).- Attribute:
Read-only, cannot be set
- Return type:
tuple(float, float, float)
- Game Scenes:
Editor Vab, Editor Sph
- inertia_tensor#
The inertia tensor of the vessel around its center of mass, in the vessels reference frame (
EditorVessel.reference_frame). Returns the 3x3 matrix as a list of elements, in row-major order.- Attribute:
Read-only, cannot be set
- Return type:
list(float)
- Game Scenes:
Editor Vab, Editor Sph
- reference_frame#
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.
- Attribute:
Read-only, cannot be set
- Return type:
- Game Scenes:
Editor Vab, Editor Sph
Note
The axes are those of the root part. This is the frame
Vessel.reference_framegives at launch, with the root part as the control point.
- surface_reference_frame#
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.
- Attribute:
Read-only, cannot be set
- Return type:
- 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.
- flight([reference_frame=None])#
Returns a
SimulatedFlightobject that can be used to simulate the vessel in flight, in the specified reference frame.- Parameters:
reference_frame (ReferenceFrame or None) – Reference frame. Defaults to the simulated surface reference frame (
SimulatedFlight.surface_reference_frame), and follows it when it is set.- Return type:
- Game Scenes:
Editor Vab, Editor Sph
Note
Each call returns a new object, which is kept until the game leaves the editor.
- position(reference_frame)#
The position of the center of mass of the vessel, in the given reference frame.
- Parameters:
reference_frame (ReferenceFrame) – The reference frame that the returned position vector is in.
- Returns:
The position as a vector.
- Return type:
tuple(float, float, float)
- Game Scenes:
Editor Vab, Editor Sph
- bounding_box(reference_frame)#
The axis-aligned bounding box of the vessel in the given reference frame.
- Parameters:
reference_frame (ReferenceFrame) – The reference frame that the returned position vectors are in.
- Returns:
The positions of the minimum and maximum vertices of the box.
- Return type:
- Game Scenes:
Editor Vab, Editor Sph
- rotation(reference_frame)#
The rotation of the vessel, in the given reference frame.
- Parameters:
reference_frame (ReferenceFrame) – The reference frame that the returned rotation is in.
- Returns:
The rotation as a quaternion of the form \((x, y, z, w)\).
- Return type:
tuple(float, float, float, float)
- Game Scenes:
Editor Vab, Editor Sph
- direction(reference_frame)#
The direction in which the vessel is pointing, in the given reference frame.
- Parameters:
reference_frame (ReferenceFrame) – The reference frame that the returned direction is in.
- Returns:
The direction as a unit vector.
- Return type:
tuple(float, float, float)
- Game Scenes:
Editor Vab, Editor Sph
- cost#
The total cost of the vessel, including resources, in funds.
- Attribute:
Read-only, cannot be set
- Return type:
float
- Game Scenes:
Editor Vab, Editor Sph
- crew_capacity#
The total number of crew that the vessel can hold.
- Attribute:
Read-only, cannot be set
- Return type:
int
- Game Scenes:
Editor Vab, Editor Sph
- parts#
A
Partsobject, that can be used to interact with the parts that make up the vessel.- Attribute:
Read-only, cannot be set
- Return type:
- Game Scenes:
Editor Vab, Editor Sph
Note
Only the parts of
Partthat 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(),Part.center_of_mass(),Part.direction(),Part.rotation(),Part.bounding_box(), the part’s reference frames,Part.moment_of_inertiaandPart.inertia_tensorare available.
- resources#
A
EditorVessel.resourcesobject for the resources the vessel can hold.- Attribute:
Read-only, cannot be set
- Return type:
- 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.
- stages#
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.stage_at()with -1 to get those parts.- Attribute:
Read-only, cannot be set
- Return type:
list(
Stage)- Game Scenes:
Editor Vab, Editor Sph
- stage_at(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.
- Return type:
- Game Scenes:
Editor Vab, Editor Sph
- decouple_stages#
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.
- Attribute:
Read-only, cannot be set
- Return type:
list(
Stage)- Game Scenes:
Editor Vab, Editor Sph
- decouple_stage_at(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.
- Return type:
- Game Scenes:
Editor Vab, Editor Sph
- delta_v_ready#
Whether the stock delta-v figures for the vessel have been calculated.
- Attribute:
Read-only, cannot be set
- Return type:
bool
- Game Scenes:
Editor Vab, Editor Sph
Note
The game recalculates them in the background whenever the vessel changes, and whenever
Editor.delta_v_bodyorEditor.delta_v_altitudeis set, and they are out of date until it has finished. ReadingEditorVessel.delta_v, or any delta-v member of aStage, before then raises an error rather than returning a stale figure. Poll this after changing anything the figures depend on.
- delta_v#
Total delta-v for the vessel in the situation the game’s delta-v readout assumes, in m/s. See
Editor.delta_v_body.- Attribute:
Read-only, cannot be set
- Return type:
float
- Game Scenes:
Editor Vab, Editor Sph
- vacuum_delta_v#
Total vacuum delta-v for the vessel, in m/s.
- Attribute:
Read-only, cannot be set
- Return type:
float
- Game Scenes:
Editor Vab, Editor Sph
- sea_level_delta_v#
Total sea-level delta-v for the vessel, in m/s.
- Attribute:
Read-only, cannot be set
- Return type:
float
- Game Scenes:
Editor Vab, Editor Sph
- burn_time#
Total burn time for the vessel, in seconds.
- Attribute:
Read-only, cannot be set
- Return type:
float
- Game Scenes:
Editor Vab, Editor Sph
- 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 toEditorVessel.flight(), or inSimulatedFlight.surface_reference_frameif none was passed. Obtained by callingEditorVessel.flight().Note
The simulated attitude is set by
SimulatedFlight.surface_reference_frame, and belongs to this object. The vessel is read from the editor on each call, so the object follows every edit.- surface_reference_frame#
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.surface_reference_frame.- Attribute:
Can be read or written
- Return type:
- Game Scenes:
Editor Vab, Editor Sph
Note
Only the rotation of the frame is used. A frame created relative to
EditorVessel.reference_framefollows the vessel as it is edited.
- center_of_mass#
The position of the center of mass of the vessel, in the reference frame
ReferenceFrame- Attribute:
Read-only, cannot be set
- Returns:
The position as a vector.
- Return type:
tuple(float, float, float)
- Game Scenes:
Editor Vab, Editor Sph
- rotation#
The rotation of the vessel, in the reference frame
ReferenceFrame- Attribute:
Read-only, cannot be set
- Returns:
The rotation as a quaternion of the form \((x, y, z, w)\).
- Return type:
tuple(float, float, float, float)
- Game Scenes:
Editor Vab, Editor Sph
- direction#
The direction that the vessel is pointing in, in the reference frame
ReferenceFrame.- Attribute:
Read-only, cannot be set
- Returns:
The direction as a unit vector.
- Return type:
tuple(float, float, float)
- Game Scenes:
Editor Vab, Editor Sph
- pitch#
The pitch of the vessel relative to the horizon, in degrees. A value between -90° and +90°.
- Attribute:
Read-only, cannot be set
- Return type:
float
- 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.rotationorSimulatedFlight.direction.
- roll#
The roll of the vessel relative to the horizon, in degrees. A value between -180° and +180°.
- Attribute:
Read-only, cannot be set
- Return type:
float
- 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.rotation.
- displacement#
The volume of water the vessel displaces when fully submerged, in \(m^3\).
- Attribute:
Read-only, cannot be set
- Return type:
float
- Game Scenes:
Editor Vab, Editor Sph
- fully_submerged_center_of_buoyancy#
The point the buoyant force acts through with the vessel fully submerged, in reference frame
ReferenceFrame. ReturnsNoneif no part of the vessel displaces any water.- Attribute:
Read-only, cannot be set
- Returns:
The position as a vector.
- Return type:
tuple(float, float, float) or None
- Game Scenes:
Editor Vab, Editor Sph
Note
A hull at rest carries this on the same vertical line as
SimulatedFlight.center_of_mass.
- buoyant_force_at(density, gravity)#
The buoyant force on the vessel when fully submerged in a fluid of the given density, in Newtons.
- Parameters:
density (float) – The density of the fluid, in \(kg/m^3\).
gravity (float) – The acceleration due to gravity, in \(m/s^2\).
- Return type:
float
- Game Scenes:
Editor Vab, Editor Sph
- buoyant_torque_at(density, 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 ofSimulatedFlight.surface_reference_frame.- Parameters:
density (float) – The density of the fluid, in \(kg/m^3\).
gravity (float) – 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.
- Return type:
tuple(float, float, float)
- Game Scenes:
Editor Vab, Editor Sph