Alarms#

class AlarmManager#

Alarm manager. Obtained by calling SpaceCenter.AlarmManager.

IList<Alarm> Alarms { get; }#

A list of all alarms.

Game Scenes:

All

IList<Alarm> AlarmsWithType (AlarmType type)#

A list of all alarms of the given type.

Parameters:
  • type – The type of alarm to return.

Game Scenes:

All

Alarm AlarmWithName (String name)#

Returns the first alarm with the given title, or null if no such alarm exists. Alarm titles are not guaranteed to be unique; if more than one alarm shares the given title, the first one found is returned.

Parameters:
  • name – The title of the alarm to return.

Game Scenes:

All

static Alarm AddAlarm (IConnection connection, Double time, String title = "Alarm", String description = "")#

Create an alarm.

Parameters:
  • time – Number of seconds from now that the alarm should trigger.

  • title – Title for the alarm.

  • description – Description for the alarm.

Game Scenes:

All

static Alarm AddVesselAlarm (IConnection connection, Double time, Vessel vessel, String title = "Vessel Alarm", String description = "")#

Create an alarm linked to a vessel.

Parameters:
  • time – Number of seconds from now that the alarm should trigger.

  • vessel – Vessel to link the alarm to.

  • title – Title for the alarm.

  • description – Description for the alarm.

Game Scenes:

All

static Alarm AddApoapsisAlarm (IConnection connection, Vessel vessel, Double offset = 60.0, String title = "Apoapsis Alarm", String description = "")#

Create an alarm for the given vessel’s next apoapsis.

Parameters:
  • vessel – The vessel.

  • offset – Time in seconds to offset the alarm by.

  • title – Title for the alarm.

  • description – Description for the alarm.

Game Scenes:

All

static Alarm AddPeriapsisAlarm (IConnection connection, Vessel vessel, Double offset = 60.0, String title = "Periapsis Alarm", String description = "")#

Create an alarm for the given vessel’s next periapsis.

Parameters:
  • vessel – The vessel.

  • offset – Time in seconds to offset the alarm by.

  • title – Title for the alarm.

  • description – Description for the alarm.

Game Scenes:

All

static Alarm AddManeuverNodeAlarm (IConnection connection, Vessel vessel, Node node, Double offset = 60.0, Boolean addBurnTime = true, String title = "Maneuver Node Alarm", String description = "")#

Create an alarm for the given vessel and maneuver node.

Parameters:
  • vessel – The vessel.

  • node – The maneuver node.

  • offset – Time in seconds to offset the alarm by.

  • addBurnTime – Whether the node’s burn time should be included in the alarm.

  • title – Title for the alarm.

  • description – Description for the alarm.

Game Scenes:

All

static Alarm AddSOIAlarm (IConnection connection, Vessel vessel, Double offset = 60.0, String title = "SOI Change Alarm", String description = "")#

Create an alarm for the given vessel’s next sphere of influence change.

Parameters:
  • vessel – The vessel.

  • offset – Time in seconds to offset the alarm by.

  • title – Title for the alarm.

  • description – Description for the alarm.

Game Scenes:

All

static Alarm AddTransferWindowAlarm (IConnection connection, Vessel vessel, CelestialBody target, String title = "Transfer Window Alarm", String description = "")#

Create an alarm for the next planetary transfer window from the vessel’s current parent body to the target body.

Parameters:
  • vessel – The vessel.

  • target – The target body.

  • title – Title for the alarm.

  • description – Description for the alarm.

Game Scenes:

All

Note

This relies on KSP’s stock transfer-window alarm logic. If KSP cannot compute a transfer from the vessel’s current parent body to the target, the resulting alarm may not fire at a useful time; in that case the properties on the returned alarm can still be used to inspect or adjust it.

class Alarm#

An alarm. Can be accessed using SpaceCenter.AlarmManager.

UInt32 ID { get; }#

Unique identifier of the alarm. KSP destroys and recreates an alarm when it is edited. This id will remain constant between the old and new alarms.

Game Scenes:

All

AlarmType Type { get; }#

Type of alarm.

Game Scenes:

All

String Title { get; set; }#

Title of the alarm.

Game Scenes:

All

String Description { get; set; }#

Description of the alarm.

Game Scenes:

All

Double Time { get; set; }#

Time the alarm will trigger, in seconds since epoch.

Game Scenes:

All

Double TimeUntil { get; }#

Time until the alarm triggers, in seconds.

Game Scenes:

All

Double EventOffset { get; set; }#

Seconds between the alarm going off and the event it references.

Game Scenes:

All

Vessel Vessel { get; }#

Vessel the alarm references. null if it does not reference a vessel.

Game Scenes:

All

Node Node { get; set; }#

Maneuver node the alarm references. Only valid for alarms of type AlarmType.Maneuver.

Game Scenes:

All

Note

Throws an exception if the alarm is not of type AlarmType.Maneuver.

CelestialBody OriginBody { get; set; }#

Origin body for the transfer window. Only valid for alarms of type AlarmType.TransferWindow.

Game Scenes:

All

Note

Throws an exception if the alarm is not of type AlarmType.TransferWindow.

CelestialBody DestinationBody { get; set; }#

Destination body for the transfer window. Only valid for alarms of type AlarmType.TransferWindow.

Game Scenes:

All

Note

Throws an exception if the alarm is not of type AlarmType.TransferWindow.

AlarmWarpAction WarpAction { get; set; }#

The action taken on time warp when the alarm fires.

Game Scenes:

All

AlarmMessageAction MessageAction { get; set; }#

The on-screen message behavior when the alarm fires.

Game Scenes:

All

Boolean PlaySound { get; set; }#

Whether the alarm plays a sound when it fires.

Game Scenes:

All

Boolean DeleteOnDismiss { get; set; }#

Whether the alarm is deleted automatically once the player has dismissed the triggered message.

Game Scenes:

All

Boolean Triggered { get; }#

Whether the time of the alarm has passed and its actions have been triggered.

Game Scenes:

All

Boolean Actioned { get; }#

Whether the alarm’s actions were triggered and then completed or closed.

Game Scenes:

All

void Remove ()#

Removes the alarm.

Game Scenes:

All

enum AlarmType#

The type of an alarm. See Alarm.Type.

Raw#

An alarm for a specific date/time or a specific period in the future.

Apoapsis#

An alarm for the next apoapsis of a vessel.

Periapsis#

An alarm for the next periapsis of a vessel.

Maneuver#

An alarm based on a maneuver node on the vessel’s flight path.

SOIChange#

An alarm for the next sphere of influence change on the vessel’s flight path.

TransferWindow#

An alarm for the next planetary transfer window from the vessel’s current orbit to a target body.

Unknown#

The alarm is of a type not recognized by kRPC. Typically this is a type introduced by a mod.

enum AlarmWarpAction#

The warp action taken when an alarm fires. See Alarm.WarpAction.

NoChange#

Do not change time warp when the alarm fires.

StopWarp#

Drop out of time warp when the alarm fires.

PauseGame#

Pause the game when the alarm fires.

enum AlarmMessageAction#

The on-screen message action taken when an alarm fires. See Alarm.MessageAction.

NoMessage#

Do not display a message when the alarm fires.

Message#

Display a message when the alarm fires.

MessageIfNotActiveVessel#

Display a message only if the alarm’s vessel is not the currently active vessel.