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.
- IList<LaunchSite> LaunchSites { get; }¶
A list of available launch sites.
- 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
- 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, IList<String> crew = { }, String flagUrl = "")¶
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.
crew – If not
null
, a list of names of Kerbals to place in the craft. Otherwise the crew will use default assignments.flagUrl – If not
null
, the asset URL of the mission flag to use for the launch.
- 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:
name – Name of the save.
- 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:
name – Name of the save.
- 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 CanRevertToLaunch ()¶
Whether the current flight can be reverted to launch.
- Game Scenes:
All
- void RevertToLaunch ()¶
Revert the current flight to launch.
- Game Scenes:
All
- void TransferCrew (CrewMember crewMember, Part targetPart)¶
Transfers a crew member to a different part.
- Parameters:
crewMember – The crew member to transfer.
targetPart – The part to move them to.
- Game Scenes:
Flight
Whether the navball is visible.
- Game Scenes:
Flight
- 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 toSpaceCenter.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
- void CreateKerbal (String name, String job, Boolean male)¶
Creates a Kerbal.
- Parameters:
- Game Scenes:
All
- CrewMember GetKerbal (String name)¶
Find a Kerbal by name.
- Parameters:
- Game Scenes:
All
- void LoadSpaceCenter ()¶
Switch to the space center view.
- Game Scenes:
All
- MapFilterType MapFilter { get; set; }¶
The visible objects in map mode.
- Game Scenes:
All
- void Screenshot (String filePath, Int32 scale = 1)¶
Saves a screenshot.
- Parameters:
filePath – The path of the file to save.
scale – Resolution scaling factor
- Game Scenes:
Flight
- 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, orWarpMode.Physics
if physical time warp is active.- Game Scenes:
Flight
- WaypointManager WaypointManager { get; }¶
The waypoint manager.
- Game Scenes:
Flight
- ContractManager ContractManager { get; }¶
The contract manager.
- Game Scenes:
All
- AlarmManager AlarmManager { get; }¶
The alarm 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.
- enum MapFilterType¶
The set of things that are visible in map mode. These may be combined with bitwise logic.
- All¶
Everything.
- None¶
Nothing.
- Debris¶
Debris.
- Unknown¶
Unknown.
- SpaceObjects¶
SpaceObjects.
- Probes¶
Probes.
- Rovers¶
Rovers.
- Landers¶
Landers.
- Ships¶
Ships.
- Stations¶
Stations.
- Bases¶
Bases.
- EVAs¶
EVAs.
- Flags¶
Flags.
- Plane¶
Planes.
- Relay¶
Relays.
- Site¶
Launch Sites.
- DeployedScienceController¶
Deployed Science Controllers.
- class LaunchSite¶
A place where craft can be launched from. More of these can be added with mods like Kerbal Konstructs.
- CelestialBody Body { get; }¶
The celestial body the launch site is on.
- Game Scenes:
All
- EditorFacility EditorFacility { get; }¶
Which editor is normally used for this launch site.
- Game Scenes:
All
- enum EditorFacility¶
Editor facility. See
LaunchSite.EditorFacility
.- VAB¶
Vehicle Assembly Building.
- SPH¶
Space Plane Hanger.
- None¶
None.