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 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 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 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
. SeeParachute.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
- 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
- Single CustomAxis01 { get; set; }¶
The state of CustomAxis01. A value between -1 and 1.
- Game Scenes:
Flight
- Single CustomAxis02 { get; set; }¶
The state of CustomAxis02. A value between -1 and 1.
- Game Scenes:
Flight
- Single CustomAxis03 { get; set; }¶
The state of CustomAxis03. A value between -1 and 1.
- Game Scenes:
Flight
- Single CustomAxis04 { get; set; }¶
The state of CustomAxis04. A value between -1 and 1.
- 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.
- Game Scenes:
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. Throws an exception if staging is locked.
- Boolean StageLock { get; set; }¶
Whether staging is locked on the vessel.
- Game Scenes:
Flight
Note
This is equivalent to locking the staging using Alt+L
- 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.
- Game Scenes:
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.
- Game Scenes:
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.
- Game Scenes:
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.
- Game Scenes:
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¶
Point in the prograde direction.
- Retrograde¶
Point in the retrograde direction.
- 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¶
See
Control.InputMode
.- 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.