Vessel¶

class Vessel
¶ These objects are used to interact with vessels in KSP. This includes getting orbital and flight data, manipulating control inputs and managing resources. Created using
SpaceCenter.ActiveVessel
orSpaceCenter.Vessels
.
VesselType
Type
{ get; set; }¶ The type of the vessel.
Game Scenes: All

VesselSituation
Situation
{ get; }¶ The situation the vessel is in.
Game Scenes: All

void
Recover
()¶ Recover the vessel.
Game Scenes: All

Flight
Flight
(ReferenceFrame referenceFrame = null)¶ Returns a
Flight
object that can be used to get flight telemetry for the vessel, in the specified reference frame.Parameters:  referenceFrame – Reference frame. Defaults to the vessel’s surface reference frame (
Vessel.SurfaceReferenceFrame
).
Game Scenes: Flight
Note
When this is called with no arguments, the vessel’s surface reference frame is used. This reference frame moves with the vessel, therefore velocities and speeds returned by the flight object will be zero. See the reference frames tutorial for examples of getting the orbital and surface speeds of a vessel.
 referenceFrame – Reference frame. Defaults to the vessel’s surface reference frame (

Control
Control
{ get; }¶ Returns a
Control
object that can be used to manipulate the vessel’s control inputs. For example, its pitch/yaw/roll controls, RCS and thrust.Game Scenes: Flight

Comms
Comms
{ get; }¶ Returns a
Comms
object that can be used to interact with CommNet for this vessel.Game Scenes: Flight

AutoPilot
AutoPilot
{ get; }¶ An
AutoPilot
object, that can be used to perform simple autopiloting of the vessel.Game Scenes: Flight

IList<CrewMember>
Crew
{ get; }¶ The crew in the vessel.
Game Scenes: All

Resources
Resources
{ get; }¶ A
Resources
object, that can used to get information about resources stored in the vessel.Game Scenes: Flight

Resources
ResourcesInDecoupleStage
(Int32 stage, Boolean cumulative = true)¶ Returns a
Resources
object, that can used to get information about resources stored in a given stage.Parameters:  stage – Get resources for parts that are decoupled in this stage.
 cumulative – When
false
, returns the resources for parts decoupled in just the given stage. Whentrue
returns the resources decoupled in the given stage and all subsequent stages combined.
Game Scenes: Flight
Note
For details on stage numbering, see the discussion on Staging.

Parts
Parts
{ get; }¶ A
Parts
object, that can used to interact with the parts that make up this vessel.Game Scenes: Flight

Single
DryMass
{ get; }¶ The total mass of the vessel, excluding resources, in kg.
Game Scenes: Flight

Single
Thrust
{ get; }¶ The total thrust currently being produced by the vessel’s engines, in Newtons. This is computed by summing
Engine.Thrust
for every engine in the vessel.Game Scenes: Flight

Single
AvailableThrust
{ get; }¶ Gets the total available thrust that can be produced by the vessel’s active engines, in Newtons. This is computed by summing
Engine.AvailableThrust
for every active engine in the vessel.Game Scenes: Flight

Single
MaxThrust
{ get; }¶ The total maximum thrust that can be produced by the vessel’s active engines, in Newtons. This is computed by summing
Engine.MaxThrust
for every active engine.Game Scenes: Flight

Single
MaxVacuumThrust
{ get; }¶ The total maximum thrust that can be produced by the vessel’s active engines when the vessel is in a vacuum, in Newtons. This is computed by summing
Engine.MaxVacuumThrust
for every active engine.Game Scenes: Flight

Single
SpecificImpulse
{ get; }¶ The combined specific impulse of all active engines, in seconds. This is computed using the formula described here.
Game Scenes: Flight

Single
VacuumSpecificImpulse
{ get; }¶ The combined vacuum specific impulse of all active engines, in seconds. This is computed using the formula described here.
Game Scenes: Flight

Single
KerbinSeaLevelSpecificImpulse
{ get; }¶ The combined specific impulse of all active engines at sea level on Kerbin, in seconds. This is computed using the formula described here.
Game Scenes: Flight

Tuple<Double, Double, Double>
MomentOfInertia
{ get; }¶ The moment of inertia of the vessel around its center of mass in \(kg.m^2\). The inertia values in the returned 3tuple are around the pitch, roll and yaw directions respectively. This corresponds to the vessels reference frame (
ReferenceFrame
).Game Scenes: Flight

IList<Double>
InertiaTensor
{ get; }¶ The inertia tensor of the vessel around its center of mass, in the vessels reference frame (
ReferenceFrame
). Returns the 3x3 matrix as a list of elements, in rowmajor order.Game Scenes: All

Tuple<Tuple<Double, Double, Double>, Tuple<Double, Double, Double>>
AvailableTorque
{ get; }¶ The maximum torque that the vessel generates. Includes contributions from reaction wheels, RCS, gimballed engines and aerodynamic control surfaces. Returns the torques in \(N.m\) around each of the coordinate axes of the vessels reference frame (
ReferenceFrame
). These axes are equivalent to the pitch, roll and yaw axes of the vessel.Game Scenes: Flight

Tuple<Tuple<Double, Double, Double>, Tuple<Double, Double, Double>>
AvailableReactionWheelTorque
{ get; }¶ The maximum torque that the currently active and powered reaction wheels can generate. Returns the torques in \(N.m\) around each of the coordinate axes of the vessels reference frame (
ReferenceFrame
). These axes are equivalent to the pitch, roll and yaw axes of the vessel.Game Scenes: Flight

Tuple<Tuple<Double, Double, Double>, Tuple<Double, Double, Double>>
AvailableRCSTorque
{ get; }¶ The maximum torque that the currently active RCS thrusters can generate. Returns the torques in \(N.m\) around each of the coordinate axes of the vessels reference frame (
ReferenceFrame
). These axes are equivalent to the pitch, roll and yaw axes of the vessel.Game Scenes: Flight

Tuple<Tuple<Double, Double, Double>, Tuple<Double, Double, Double>>
AvailableEngineTorque
{ get; }¶ The maximum torque that the currently active and gimballed engines can generate. Returns the torques in \(N.m\) around each of the coordinate axes of the vessels reference frame (
ReferenceFrame
). These axes are equivalent to the pitch, roll and yaw axes of the vessel.Game Scenes: Flight

Tuple<Tuple<Double, Double, Double>, Tuple<Double, Double, Double>>
AvailableControlSurfaceTorque
{ get; }¶ The maximum torque that the aerodynamic control surfaces can generate. Returns the torques in \(N.m\) around each of the coordinate axes of the vessels reference frame (
ReferenceFrame
). These axes are equivalent to the pitch, roll and yaw axes of the vessel.Game Scenes: Flight

Tuple<Tuple<Double, Double, Double>, Tuple<Double, Double, Double>>
AvailableOtherTorque
{ get; }¶ The maximum torque that parts (excluding reaction wheels, gimballed engines, RCS and control surfaces) can generate. Returns the torques in \(N.m\) around each of the coordinate axes of the vessels reference frame (
ReferenceFrame
). These axes are equivalent to the pitch, roll and yaw axes of the vessel.Game Scenes: Flight

ReferenceFrame
ReferenceFrame
{ get; }¶ 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 xaxis points out to the right of the vessel.
 The yaxis points in the forward direction of the vessel.
 The zaxis points out of the bottom off the vessel.
Game Scenes: Flight

ReferenceFrame
OrbitalReferenceFrame
{ get; }¶ The reference frame that is fixed relative to the vessel, and orientated with the vessels orbital prograde/normal/radial directions.
 The origin is at the center of mass of the vessel.
 The axes rotate with the orbital prograde/normal/radial directions.
 The xaxis points in the orbital antiradial direction.
 The yaxis points in the orbital prograde direction.
 The zaxis points in the orbital normal direction.
Game Scenes: Flight Note
Be careful not to confuse this with ‘orbit’ mode on the navball.

ReferenceFrame
SurfaceReferenceFrame
{ get; }¶ The reference frame that is fixed relative to the vessel, and orientated with the surface of the body being orbited.
 The origin is at the center of mass of the vessel.
 The axes rotate with the north and up directions on the surface of the body.
 The xaxis points in the zenith direction (upwards, normal to the body being orbited, from the center of the body towards the center of mass of the vessel).
 The yaxis points northwards towards the astronomical horizon (north, and tangential to the surface of the body – the direction in which a compass would point when on the surface).
 The zaxis points eastwards towards the astronomical horizon (east, and tangential to the surface of the body – east on a compass when on the surface).
Game Scenes: Flight Note
Be careful not to confuse this with ‘surface’ mode on the navball.

ReferenceFrame
SurfaceVelocityReferenceFrame
{ get; }¶ The reference frame that is fixed relative to the vessel, and orientated with the velocity vector of the vessel relative to the surface of the body being orbited.
 The origin is at the center of mass of the vessel.
 The axes rotate with the vessel’s velocity vector.
 The yaxis points in the direction of the vessel’s velocity vector, relative to the surface of the body being orbited.
 The zaxis is in the plane of the astronomical horizon.
 The xaxis is orthogonal to the other two axes.
Game Scenes: Flight

Tuple<Double, Double, Double>
Position
(ReferenceFrame referenceFrame)¶ The position of the center of mass of the vessel, in the given reference frame.
Parameters:  referenceFrame – The reference frame that the returned position vector is in.
Returns: The position as a vector.
Game Scenes: Flight

Tuple<Tuple<Double, Double, Double>, Tuple<Double, Double, Double>>
BoundingBox
(ReferenceFrame referenceFrame)¶ The axisaligned bounding box of the vessel in the given reference frame.
Parameters:  referenceFrame – The reference frame that the returned position vectors are in.
Returns: The positions of the minimum and maximum vertices of the box, as position vectors.
Game Scenes: Flight

Tuple<Double, Double, Double>
Velocity
(ReferenceFrame referenceFrame)¶ The velocity of the center of mass of the vessel, in the given reference frame.
Parameters:  referenceFrame – The reference frame that the returned velocity vector is in.
Returns: The velocity as a vector. The vector points in the direction of travel, and its magnitude is the speed of the body in meters per second.
Game Scenes: Flight

Tuple<Double, Double, Double, Double>
Rotation
(ReferenceFrame referenceFrame)¶ The rotation of the vessel, in the given reference frame.
Parameters:  referenceFrame – The reference frame that the returned rotation is in.
Returns: The rotation as a quaternion of the form \((x, y, z, w)\).
Game Scenes: Flight

Tuple<Double, Double, Double>
Direction
(ReferenceFrame referenceFrame)¶ The direction in which the vessel is pointing, in the given reference frame.
Parameters:  referenceFrame – The reference frame that the returned direction is in.
Returns: The direction as a unit vector.
Game Scenes: Flight

Tuple<Double, Double, Double>
AngularVelocity
(ReferenceFrame referenceFrame)¶ The angular velocity of the vessel, in the given reference frame.
Parameters:  referenceFrame – The reference frame the returned angular velocity is in.
Returns: The angular velocity as a vector. The magnitude of the vector is the rotational speed of the vessel, in radians per second. The direction of the vector indicates the axis of rotation, using the righthand rule.
Game Scenes: Flight

VesselType

enum VesselType
¶ The type of a vessel. See
Vessel.Type
.
Base
¶ Base.

Debris
¶ Debris.

Lander
¶ Lander.

Plane
¶ Plane.

Probe
¶ Probe.

Relay
¶ Relay.

Rover
¶ Rover.

Ship
¶ Ship.

Station
¶ Station.


enum VesselSituation
¶ The situation a vessel is in. See
Vessel.Situation
.
Docked
¶ Vessel is docked to another.

Escaping
¶ Escaping.

Flying
¶ Vessel is flying through an atmosphere.

Landed
¶ Vessel is landed on the surface of a body.

Orbiting
¶ Vessel is orbiting a body.

PreLaunch
¶ Vessel is awaiting launch.

Splashed
¶ Vessel has splashed down in an ocean.

SubOrbital
¶ Vessel is on a suborbital trajectory.


class CrewMember
¶ Represents crew in a vessel. Can be obtained using
Vessel.Crew
.
CrewMemberType
Type
{ get; }¶ The type of crew member.
Game Scenes: All

CrewMemberType