SpaceCenter

class SpaceCenter

Provides functionality to interact with Kerbal Space Program. This includes controlling the active vessel, managing its resources, planning maneuver nodes and auto-piloting.

Single Science { get; }

The current amount of science.

Game Scenes:All
Double Funds { get; }

The current amount of funds.

Game Scenes:All
Single Reputation { get; }

The current amount of reputation.

Game Scenes:All
Vessel ActiveVessel { get; set; }

The currently active vessel.

Game Scenes:Flight
IList<Vessel> Vessels { get; }

A list of all the vessels in the game.

Game Scenes:All
IDictionary<String, CelestialBody> Bodies { get; }

A dictionary of all celestial bodies (planets, moons, etc.) in the game, keyed by the name of the body.

Game Scenes:All
CelestialBody TargetBody { get; set; }

The currently targeted celestial body.

Game Scenes:Flight
Vessel TargetVessel { get; set; }

The currently targeted vessel.

Game Scenes:Flight
DockingPort TargetDockingPort { get; set; }

The currently targeted docking port.

Game Scenes:Flight
void ClearTarget ()

Clears the current target.

Game Scenes:Flight
IList<String> LaunchableVessels (String craftDirectory)

Returns a list of vessels from the given craftDirectory that can be launched.

Parameters:
  • craftDirectory – Name of the directory in the current saves “Ships” directory. For example "VAB" or "SPH".
Game Scenes:

All

void LaunchVessel (String craftDirectory, String name, String launchSite, Boolean recover = true)

Launch a vessel.

Parameters:
  • craftDirectory – Name of the directory in the current saves “Ships” directory, that contains the craft file. For example "VAB" or "SPH".
  • name – Name of the vessel to launch. This is the name of the “.craft” file in the save directory, without the “.craft” file extension.
  • launchSite – Name of the launch site. For example "LaunchPad" or "Runway".
  • recover – If true and there is a vessel on the launch site, recover it before launching.
Game Scenes:

All

Note

Throws an exception if any of the games pre-flight checks fail.

void LaunchVesselFromVAB (String name, Boolean recover = true)

Launch a new vessel from the VAB onto the launchpad.

Parameters:
  • name – Name of the vessel to launch.
  • recover – If true and there is a vessel on the launch pad, recover it before launching.
Game Scenes:

All

Note

This is equivalent to calling SpaceCenter.LaunchVessel with the craft directory set to “VAB” and the launch site set to “LaunchPad”. Throws an exception if any of the games pre-flight checks fail.

void LaunchVesselFromSPH (String name, Boolean recover = true)

Launch a new vessel from the SPH onto the runway.

Parameters:
  • name – Name of the vessel to launch.
  • recover – If true and there is a vessel on the runway, recover it before launching.
Game Scenes:

All

Note

This is equivalent to calling SpaceCenter.LaunchVessel with the craft directory set to “SPH” and the launch site set to “Runway”. Throws an exception if any of the games pre-flight checks fail.

void Save (String name)

Save the game with a given name. This will create a save file called name.sfs in the folder of the current save game.

Parameters:
Game Scenes:All
void Load (String name)

Load the game with the given name. This will create a load a save file called name.sfs from the folder of the current save game.

Parameters:
Game Scenes:All
void Quicksave ()

Save a quicksave.

Game Scenes:All

Note

This is the same as calling SpaceCenter.Save with the name “quicksave”.

void Quickload ()

Load a quicksave.

Game Scenes:All

Note

This is the same as calling SpaceCenter.Load with the name “quicksave”.

Boolean UIVisible { get; set; }

Whether the UI is visible.

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

Whether the navball is visible.

Game Scenes:Flight
Double UT { get; }

The current universal time in seconds.

Game Scenes:All
Double G { get; }

The value of the gravitational constant G in \(N(m/kg)^2\).

Game Scenes:All
Single WarpRate { get; }

The current warp rate. This is the rate at which time is passing for either on-rails or physical time warp. For example, a value of 10 means time is passing 10x faster than normal. Returns 1 if time warp is not active.

Game Scenes:Flight
Single WarpFactor { get; }

The current warp factor. This is the index of the rate at which time is passing for either regular “on-rails” or physical time warp. Returns 0 if time warp is not active. When in on-rails time warp, this is equal to SpaceCenter.RailsWarpFactor, and in physics time warp, this is equal to SpaceCenter.PhysicsWarpFactor.

Game Scenes:Flight
Int32 RailsWarpFactor { get; set; }

The time warp rate, using regular “on-rails” time warp. A value between 0 and 7 inclusive. 0 means no time warp. Returns 0 if physical time warp is active.

If requested time warp factor cannot be set, it will be set to the next lowest possible value. For example, if the vessel is too close to a planet. See the KSP wiki for details.

Game Scenes:Flight
Int32 PhysicsWarpFactor { get; set; }

The physical time warp rate. A value between 0 and 3 inclusive. 0 means no time warp. Returns 0 if regular “on-rails” time warp is active.

Game Scenes:Flight
Boolean CanRailsWarpAt (Int32 factor = 1)

Returns true if regular “on-rails” time warp can be used, at the specified warp factor. The maximum time warp rate is limited by various things, including how close the active vessel is to a planet. See the KSP wiki for details.

Parameters:
  • factor – The warp factor to check.
Game Scenes:

Flight

Int32 MaximumRailsWarpFactor { get; }

The current maximum regular “on-rails” warp factor that can be set. A value between 0 and 7 inclusive. See the KSP wiki for details.

Game Scenes:Flight
void WarpTo (Double ut, Single maxRailsRate = 100000.0f, Single maxPhysicsRate = 2.0f)

Uses time acceleration to warp forward to a time in the future, specified by universal time ut. This call blocks until the desired time is reached. Uses regular “on-rails” or physical time warp as appropriate. For example, physical time warp is used when the active vessel is traveling through an atmosphere. When using regular “on-rails” time warp, the warp rate is limited by maxRailsRate, and when using physical time warp, the warp rate is limited by maxPhysicsRate.

Parameters:
  • ut – The universal time to warp to, in seconds.
  • maxRailsRate – The maximum warp rate in regular “on-rails” time warp.
  • maxPhysicsRate – The maximum warp rate in physical time warp.
Returns:

When the time warp is complete.

Game Scenes:

Flight

Tuple<Double, Double, Double> TransformPosition (Tuple<Double, Double, Double> position, ReferenceFrame from, ReferenceFrame to)

Converts a position from one reference frame to another.

Parameters:
  • position – Position, as a vector, in reference frame from.
  • from – The reference frame that the position is in.
  • to – The reference frame to covert the position to.
Returns:

The corresponding position, as a vector, in reference frame to.

Game Scenes:

All

Tuple<Double, Double, Double> TransformDirection (Tuple<Double, Double, Double> direction, ReferenceFrame from, ReferenceFrame to)

Converts a direction from one reference frame to another.

Parameters:
  • direction – Direction, as a vector, in reference frame from.
  • from – The reference frame that the direction is in.
  • to – The reference frame to covert the direction to.
Returns:

The corresponding direction, as a vector, in reference frame to.

Game Scenes:

All

Tuple<Double, Double, Double, Double> TransformRotation (Tuple<Double, Double, Double, Double> rotation, ReferenceFrame from, ReferenceFrame to)

Converts a rotation from one reference frame to another.

Parameters:
  • rotation – Rotation, as a quaternion of the form \((x, y, z, w)\), in reference frame from.
  • from – The reference frame that the rotation is in.
  • to – The reference frame to covert the rotation to.
Returns:

The corresponding rotation, as a quaternion of the form \((x, y, z, w)\), in reference frame to.

Game Scenes:

All

Tuple<Double, Double, Double> TransformVelocity (Tuple<Double, Double, Double> position, Tuple<Double, Double, Double> velocity, ReferenceFrame from, ReferenceFrame to)

Converts a velocity (acting at the specified position) from one reference frame to another. The position is required to take the relative angular velocity of the reference frames into account.

Parameters:
  • position – Position, as a vector, in reference frame from.
  • velocity – Velocity, as a vector that points in the direction of travel and whose magnitude is the speed in meters per second, in reference frame from.
  • from – The reference frame that the position and velocity are in.
  • to – The reference frame to covert the velocity to.
Returns:

The corresponding velocity, as a vector, in reference frame to.

Game Scenes:

All

Double RaycastDistance (Tuple<Double, Double, Double> position, Tuple<Double, Double, Double> direction, ReferenceFrame referenceFrame)

Cast a ray from a given position in a given direction, and return the distance to the hit point. If no hit occurs, returns infinity.

Parameters:
  • position – Position, as a vector, of the origin of the ray.
  • direction – Direction of the ray, as a unit vector.
  • referenceFrame – The reference frame that the position and direction are in.
Returns:

The distance to the hit, in meters, or infinity if there was no hit.

Game Scenes:

All

Part RaycastPart (Tuple<Double, Double, Double> position, Tuple<Double, Double, Double> direction, ReferenceFrame referenceFrame)

Cast a ray from a given position in a given direction, and return the part that it hits. If no hit occurs, returns null.

Parameters:
  • position – Position, as a vector, of the origin of the ray.
  • direction – Direction of the ray, as a unit vector.
  • referenceFrame – The reference frame that the position and direction are in.
Returns:

The part that was hit or null if there was no hit.

Game Scenes:

Flight

Boolean FARAvailable { get; }

Whether Ferram Aerospace Research is installed.

Game Scenes:All
GameMode GameMode { get; }

The current mode the game is in.

Game Scenes:All
WarpMode WarpMode { get; }

The current time warp mode. Returns WarpMode.None if time warp is not active, WarpMode.Rails if regular “on-rails” time warp is active, or WarpMode.Physics if physical time warp is active.

Game Scenes:Flight
Camera Camera { get; }

An object that can be used to control the camera.

Game Scenes:Flight
WaypointManager WaypointManager { get; }

The waypoint manager.

Game Scenes:Flight
ContractManager ContractManager { get; }

The contract manager.

Game Scenes:All
enum GameMode

The game mode. Returned by GameMode

Sandbox

Sandbox mode.

Career

Career mode.

Science

Science career mode.

ScienceSandbox

Science sandbox mode.

Mission

Mission mode.

MissionBuilder

Mission builder mode.

Scenario

Scenario mode.

ScenarioNonResumable

Scenario mode that cannot be resumed.

enum WarpMode

The time warp mode. Returned by WarpMode

Rails

Time warp is active, and in regular “on-rails” mode.

Physics

Time warp is active, and in physical time warp mode.

None

Time warp is not active.