# Control¶

class Control

Used to manipulate the controls of a vessel. This includes adjusting the throttle, enabling/disabling systems such as SAS and RCS, or altering the direction in which the vessel is pointing. Obtained by calling Vessel.Control.

Note

Control inputs (such as pitch, yaw and roll) are zeroed when all clients that have set one or more of these inputs are no longer connected.

ControlSource Source { get; }

The source of the vessels control, for example by a kerbal or a probe core.

Game Scenes: Flight
ControlState State { get; }

The control state of the vessel.

Game Scenes: Flight
Boolean SAS { get; set; }

The state of SAS.

Game Scenes: Flight

Note

Equivalent to AutoPilot.SAS

SASMode SASMode { get; set; }

The current SASMode. These modes are equivalent to the mode buttons to the left of the navball that appear when SAS is enabled.

Game Scenes: Flight

Note

Equivalent to AutoPilot.SASMode

SpeedMode SpeedMode { get; set; }

The current SpeedMode of the navball. This is the mode displayed next to the speed at the top of the navball.

Game Scenes: Flight
Boolean RCS { get; set; }

The state of RCS.

Game Scenes: Flight
Boolean ReactionWheels { get; set; }

Returns whether all reactive wheels on the vessel are active, and sets the active state of all reaction wheels. See ReactionWheel.Active.

Game Scenes: Flight
Boolean Gear { get; set; }

The state of the landing gear/legs.

Game Scenes: Flight
Boolean Legs { get; set; }

Returns whether all landing legs on the vessel are deployed, and sets the deployment state of all landing legs. Does not include wheels (for example landing gear). See Leg.Deployed.

Game Scenes: Flight
Boolean Wheels { get; set; }

Returns whether all wheels on the vessel are deployed, and sets the deployment state of all wheels. Does not include landing legs. See Wheel.Deployed.

Game Scenes: Flight
Boolean Lights { get; set; }

The state of the lights.

Game Scenes: Flight
Boolean Brakes { get; set; }

The state of the wheel brakes.

Game Scenes: Flight
Boolean Antennas { get; set; }

Returns whether all antennas on the vessel are deployed, and sets the deployment state of all antennas. See Antenna.Deployed.

Game Scenes: Flight
Boolean CargoBays { get; set; }

Returns whether any of the cargo bays on the vessel are open, and sets the open state of all cargo bays. See CargoBay.Open.

Game Scenes: Flight
Boolean Intakes { get; set; }

Returns whether all of the air intakes on the vessel are open, and sets the open state of all air intakes. See Intake.Open.

Game Scenes: Flight
Boolean Parachutes { get; set; }

Returns whether all parachutes on the vessel are deployed, and sets the deployment state of all parachutes. Cannot be set to false. See Parachute.Deployed.

Game Scenes: Flight
Boolean Radiators { get; set; }

Returns whether all radiators on the vessel are deployed, and sets the deployment state of all radiators. See Radiator.Deployed.

Game Scenes: Flight
Boolean ResourceHarvesters { get; set; }

Returns whether all of the resource harvesters on the vessel are deployed, and sets the deployment state of all resource harvesters. See ResourceHarvester.Deployed.

Game Scenes: Flight
Boolean ResourceHarvestersActive { get; set; }

Returns whether any of the resource harvesters on the vessel are active, and sets the active state of all resource harvesters. See ResourceHarvester.Active.

Game Scenes: Flight
Boolean SolarPanels { get; set; }

Returns whether all solar panels on the vessel are deployed, and sets the deployment state of all solar panels. See SolarPanel.Deployed.

Game Scenes: Flight
Boolean Abort { get; set; }

The state of the abort action group.

Game Scenes: Flight
Single Throttle { get; set; }

The state of the throttle. A value between 0 and 1.

Game Scenes: Flight
ControlInputMode InputMode { get; set; }

Sets the behavior of the pitch, yaw, roll and translation control inputs. When set to additive, these inputs are added to the vessels current inputs. This mode is the default. When set to override, these inputs (if non-zero) override the vessels inputs. This mode prevents keyboard control, or SAS, from interfering with the controls when they are set.

Game Scenes: Flight
Single Pitch { get; set; }

The state of the pitch control. A value between -1 and 1. Equivalent to the w and s keys.

Game Scenes: Flight
Single Yaw { get; set; }

The state of the yaw control. A value between -1 and 1. Equivalent to the a and d keys.

Game Scenes: Flight
Single Roll { get; set; }

The state of the roll control. A value between -1 and 1. Equivalent to the q and e keys.

Game Scenes: Flight
Single Forward { get; set; }

The state of the forward translational control. A value between -1 and 1. Equivalent to the h and n keys.

Game Scenes: Flight
Single Up { get; set; }

The state of the up translational control. A value between -1 and 1. Equivalent to the i and k keys.

Game Scenes: Flight
Single Right { get; set; }

The state of the right translational control. A value between -1 and 1. Equivalent to the j and l keys.

Game Scenes: Flight
Single WheelThrottle { get; set; }

The state of the wheel throttle. A value between -1 and 1. A value of 1 rotates the wheels forwards, a value of -1 rotates the wheels backwards.

Game Scenes: Flight
Single WheelSteering { get; set; }

The state of the wheel steering. A value between -1 and 1. A value of 1 steers to the left, and a value of -1 steers to the right.

Game Scenes: Flight
Int32 CurrentStage { get; }

The current stage of the vessel. Corresponds to the stage number in the in-game UI.

Game Scenes: Flight
IList<Vessel> ActivateNextStage ()

Activates the next stage. Equivalent to pressing the space bar in-game.

Returns: A list of vessel objects that are jettisoned from the active vessel. 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.

Boolean GetActionGroup (UInt32 group)

Returns true if the given action group is enabled.

Parameters: group – A number between 0 and 9 inclusive, or between 0 and 250 inclusive when the Extended Action Groups mod is installed. Flight
void SetActionGroup (UInt32 group, Boolean state)

Sets the state of the given action group.

Parameters: group – A number between 0 and 9 inclusive, or between 0 and 250 inclusive when the Extended Action Groups mod is installed. Flight
void ToggleActionGroup (UInt32 group)

Toggles the state of the given action group.

Parameters: group – A number between 0 and 9 inclusive, or between 0 and 250 inclusive when the Extended Action Groups mod is installed. Flight
Node AddNode (Double ut, Single prograde = 0.0f, Single normal = 0.0f, Single radial = 0.0f)

Creates a maneuver node at the given universal time, and returns a Node object that can be used to modify it. Optionally sets the magnitude of the delta-v for the maneuver node in the prograde, normal and radial directions.

Parameters: ut – Universal time of the maneuver node. prograde – Delta-v in the prograde direction. normal – Delta-v in the normal direction. radial – Delta-v in the radial direction. Flight
IList<Node> Nodes { get; }

Returns a list of all existing maneuver nodes, ordered by time from first to last.

Game Scenes: Flight
void RemoveNodes ()

Remove all maneuver nodes.

Game Scenes: Flight
enum ControlState

The control state of a vessel. See Control.State.

Full

Full controllable.

Partial

Partially controllable.

None

Not controllable.

enum ControlSource

The control source of a vessel. See Control.Source.

Kerbal

Vessel is controlled by a Kerbal.

Probe

Vessel is controlled by a probe core.

None

Vessel is not controlled.

enum SASMode

The behavior of the SAS auto-pilot. See AutoPilot.SASMode.

StabilityAssist

Stability assist mode. Dampen out any rotation.

Maneuver

Point in the burn direction of the next maneuver node.

Prograde

Retrograde

Normal

Point in the orbit normal direction.

AntiNormal

Point in the orbit anti-normal direction.

Radial

Point in the orbit radial direction.

AntiRadial

Point in the orbit anti-radial direction.

Target

Point in the direction of the current target.

AntiTarget

Point away from the current target.

enum SpeedMode

The mode of the speed reported in the navball. See Control.SpeedMode.

Orbit

Speed is relative to the vessel’s orbit.

Surface

Speed is relative to the surface of the body being orbited.

Target

Speed is relative to the current target.

enum ControlInputMode
Additive

Control inputs are added to the vessels current control inputs.

Override

Control inputs (when they are non-zero) override the vessels current control inputs.