Parts

The following classes allow interaction with a vessels individual parts.

Parts

class Parts

Instances of this class are used to interact with the parts of a vessel. An instance can be obtained by calling Vessel.parts.

all

A list of all of the vessels parts.

Attribute:Read-only, cannot be set
Return type:list(Part)
Game Scenes:All
root

The vessels root part.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All

Note

See the discussion on Trees of Parts.

controlling

The part from which the vessel is controlled.

Attribute:Can be read or written
Return type:Part
Game Scenes:All
with_name(name)

A list of parts whose Part.name is name.

Parameters:name (str) –
Return type:list(Part)
Game Scenes:All
with_title(title)

A list of all parts whose Part.title is title.

Parameters:title (str) –
Return type:list(Part)
Game Scenes:All
with_tag(tag)

A list of all parts whose Part.tag is tag.

Parameters:tag (str) –
Return type:list(Part)
Game Scenes:All
with_module(module_name)

A list of all parts that contain a Module whose Module.name is module_name.

Parameters:module_name (str) –
Return type:list(Part)
Game Scenes:All
in_stage(stage)

A list of all parts that are activated in the given stage.

Parameters:stage (int) –
Return type:list(Part)
Game Scenes:All

Note

See the discussion on Staging.

in_decouple_stage(stage)

A list of all parts that are decoupled in the given stage.

Parameters:stage (int) –
Return type:list(Part)
Game Scenes:All

Note

See the discussion on Staging.

modules_with_name(module_name)

A list of modules (combined across all parts in the vessel) whose Module.name is module_name.

Parameters:module_name (str) –
Return type:list(Module)
Game Scenes:All
antennas

A list of all antennas in the vessel.

Attribute:Read-only, cannot be set
Return type:list(Antenna)
Game Scenes:All
cargo_bays

A list of all cargo bays in the vessel.

Attribute:Read-only, cannot be set
Return type:list(CargoBay)
Game Scenes:All
control_surfaces

A list of all control surfaces in the vessel.

Attribute:Read-only, cannot be set
Return type:list(ControlSurface)
Game Scenes:All
decouplers

A list of all decouplers in the vessel.

Attribute:Read-only, cannot be set
Return type:list(Decoupler)
Game Scenes:All
docking_ports

A list of all docking ports in the vessel.

Attribute:Read-only, cannot be set
Return type:list(DockingPort)
Game Scenes:All
engines

A list of all engines in the vessel.

Attribute:Read-only, cannot be set
Return type:list(Engine)
Game Scenes:All

Note

This includes any part that generates thrust. This covers many different types of engine, including liquid fuel rockets, solid rocket boosters, jet engines and RCS thrusters.

experiments

A list of all science experiments in the vessel.

Attribute:Read-only, cannot be set
Return type:list(Experiment)
Game Scenes:All
fairings

A list of all fairings in the vessel.

Attribute:Read-only, cannot be set
Return type:list(Fairing)
Game Scenes:All
intakes

A list of all intakes in the vessel.

Attribute:Read-only, cannot be set
Return type:list(Intake)
Game Scenes:All
legs

A list of all landing legs attached to the vessel.

Attribute:Read-only, cannot be set
Return type:list(Leg)
Game Scenes:All
launch_clamps

A list of all launch clamps attached to the vessel.

Attribute:Read-only, cannot be set
Return type:list(LaunchClamp)
Game Scenes:All
lights

A list of all lights in the vessel.

Attribute:Read-only, cannot be set
Return type:list(Light)
Game Scenes:All
parachutes

A list of all parachutes in the vessel.

Attribute:Read-only, cannot be set
Return type:list(Parachute)
Game Scenes:All
radiators

A list of all radiators in the vessel.

Attribute:Read-only, cannot be set
Return type:list(Radiator)
Game Scenes:All
rcs

A list of all RCS blocks/thrusters in the vessel.

Attribute:Read-only, cannot be set
Return type:list(RCS)
Game Scenes:All
reaction_wheels

A list of all reaction wheels in the vessel.

Attribute:Read-only, cannot be set
Return type:list(ReactionWheel)
Game Scenes:All
resource_converters

A list of all resource converters in the vessel.

Attribute:Read-only, cannot be set
Return type:list(ResourceConverter)
Game Scenes:All
resource_harvesters

A list of all resource harvesters in the vessel.

Attribute:Read-only, cannot be set
Return type:list(ResourceHarvester)
Game Scenes:All
sensors

A list of all sensors in the vessel.

Attribute:Read-only, cannot be set
Return type:list(Sensor)
Game Scenes:All
solar_panels

A list of all solar panels in the vessel.

Attribute:Read-only, cannot be set
Return type:list(SolarPanel)
Game Scenes:All
wheels

A list of all wheels in the vessel.

Attribute:Read-only, cannot be set
Return type:list(Wheel)
Game Scenes:All

Part

class Part

Represents an individual part. Vessels are made up of multiple parts. Instances of this class can be obtained by several methods in Parts.

name

Internal name of the part, as used in part cfg files. For example “Mark1-2Pod”.

Attribute:Read-only, cannot be set
Return type:str
Game Scenes:All
title

Title of the part, as shown when the part is right clicked in-game. For example “Mk1-2 Command Pod”.

Attribute:Read-only, cannot be set
Return type:str
Game Scenes:All
tag

The name tag for the part. Can be set to a custom string using the in-game user interface.

Attribute:Can be read or written
Return type:str
Game Scenes:All

Note

This string is shared with kOS if it is installed.

highlighted

Whether the part is highlighted.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
highlight_color

The color used to highlight the part, as an RGB triple.

Attribute:Can be read or written
Return type:tuple(double, double, double)
Game Scenes:All
cost

The cost of the part, in units of funds.

Attribute:Read-only, cannot be set
Return type:double
Game Scenes:All
vessel

The vessel that contains this part.

Attribute:Read-only, cannot be set
Return type:Vessel
Game Scenes:All
parent

The parts parent. Returns None if the part does not have a parent. This, in combination with Part.children, can be used to traverse the vessels parts tree.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All

Note

See the discussion on Trees of Parts.

children

The parts children. Returns an empty list if the part has no children. This, in combination with Part.parent, can be used to traverse the vessels parts tree.

Attribute:Read-only, cannot be set
Return type:list(Part)
Game Scenes:All

Note

See the discussion on Trees of Parts.

axially_attached

Whether the part is axially attached to its parent, i.e. on the top or bottom of its parent. If the part has no parent, returns False.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All

Note

See the discussion on Attachment Modes.

radially_attached

Whether the part is radially attached to its parent, i.e. on the side of its parent. If the part has no parent, returns False.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All

Note

See the discussion on Attachment Modes.

stage

The stage in which this part will be activated. Returns -1 if the part is not activated by staging.

Attribute:Read-only, cannot be set
Return type:int
Game Scenes:All

Note

See the discussion on Staging.

decouple_stage

The stage in which this part will be decoupled. Returns -1 if the part is never decoupled from the vessel.

Attribute:Read-only, cannot be set
Return type:int
Game Scenes:All

Note

See the discussion on Staging.

massless

Whether the part is massless.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
mass

The current mass of the part, including resources it contains, in kilograms. Returns zero if the part is massless.

Attribute:Read-only, cannot be set
Return type:double
Game Scenes:All
dry_mass

The mass of the part, not including any resources it contains, in kilograms. Returns zero if the part is massless.

Attribute:Read-only, cannot be set
Return type:double
Game Scenes:All
shielded

Whether the part is shielded from the exterior of the vessel, for example by a fairing.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
dynamic_pressure

The dynamic pressure acting on the part, in Pascals.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
impact_tolerance

The impact tolerance of the part, in meters per second.

Attribute:Read-only, cannot be set
Return type:double
Game Scenes:All
temperature

Temperature of the part, in Kelvin.

Attribute:Read-only, cannot be set
Return type:double
Game Scenes:All
skin_temperature

Temperature of the skin of the part, in Kelvin.

Attribute:Read-only, cannot be set
Return type:double
Game Scenes:All
max_temperature

Maximum temperature that the part can survive, in Kelvin.

Attribute:Read-only, cannot be set
Return type:double
Game Scenes:All
max_skin_temperature

Maximum temperature that the skin of the part can survive, in Kelvin.

Attribute:Read-only, cannot be set
Return type:double
Game Scenes:All
thermal_mass

A measure of how much energy it takes to increase the internal temperature of the part, in Joules per Kelvin.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
thermal_skin_mass

A measure of how much energy it takes to increase the skin temperature of the part, in Joules per Kelvin.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
thermal_resource_mass

A measure of how much energy it takes to increase the temperature of the resources contained in the part, in Joules per Kelvin.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
thermal_conduction_flux

The rate at which heat energy is conducting into or out of the part via contact with other parts. Measured in energy per unit time, or power, in Watts. A positive value means the part is gaining heat energy, and negative means it is losing heat energy.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
thermal_convection_flux

The rate at which heat energy is convecting into or out of the part from the surrounding atmosphere. Measured in energy per unit time, or power, in Watts. A positive value means the part is gaining heat energy, and negative means it is losing heat energy.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
thermal_radiation_flux

The rate at which heat energy is radiating into or out of the part from the surrounding environment. Measured in energy per unit time, or power, in Watts. A positive value means the part is gaining heat energy, and negative means it is losing heat energy.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
thermal_internal_flux

The rate at which heat energy is begin generated by the part. For example, some engines generate heat by combusting fuel. Measured in energy per unit time, or power, in Watts. A positive value means the part is gaining heat energy, and negative means it is losing heat energy.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
thermal_skin_to_internal_flux

The rate at which heat energy is transferring between the part’s skin and its internals. Measured in energy per unit time, or power, in Watts. A positive value means the part’s internals are gaining heat energy, and negative means its skin is gaining heat energy.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
resources

A Resources object for the part.

Attribute:Read-only, cannot be set
Return type:Resources
Game Scenes:All
crossfeed

Whether this part is crossfeed capable.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
is_fuel_line

Whether this part is a fuel line.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
fuel_lines_from

The parts that are connected to this part via fuel lines, where the direction of the fuel line is into this part.

Attribute:Read-only, cannot be set
Return type:list(Part)
Game Scenes:All

Note

See the discussion on Fuel Lines.

fuel_lines_to

The parts that are connected to this part via fuel lines, where the direction of the fuel line is out of this part.

Attribute:Read-only, cannot be set
Return type:list(Part)
Game Scenes:All

Note

See the discussion on Fuel Lines.

modules

The modules for this part.

Attribute:Read-only, cannot be set
Return type:list(Module)
Game Scenes:All
antenna

A Antenna if the part is an antenna, otherwise None.

Attribute:Read-only, cannot be set
Return type:Antenna
Game Scenes:All
cargo_bay

A CargoBay if the part is a cargo bay, otherwise None.

Attribute:Read-only, cannot be set
Return type:CargoBay
Game Scenes:All
control_surface

A ControlSurface if the part is an aerodynamic control surface, otherwise None.

Attribute:Read-only, cannot be set
Return type:ControlSurface
Game Scenes:All
decoupler

A Decoupler if the part is a decoupler, otherwise None.

Attribute:Read-only, cannot be set
Return type:Decoupler
Game Scenes:All
docking_port

A DockingPort if the part is a docking port, otherwise None.

Attribute:Read-only, cannot be set
Return type:DockingPort
Game Scenes:All
engine

An Engine if the part is an engine, otherwise None.

Attribute:Read-only, cannot be set
Return type:Engine
Game Scenes:All
experiment

An Experiment if the part is a science experiment, otherwise None.

Attribute:Read-only, cannot be set
Return type:Experiment
Game Scenes:All
fairing

A Fairing if the part is a fairing, otherwise None.

Attribute:Read-only, cannot be set
Return type:Fairing
Game Scenes:All
intake

An Intake if the part is an intake, otherwise None.

Attribute:Read-only, cannot be set
Return type:Intake
Game Scenes:All

Note

This includes any part that generates thrust. This covers many different types of engine, including liquid fuel rockets, solid rocket boosters and jet engines. For RCS thrusters see RCS.

leg

A Leg if the part is a landing leg, otherwise None.

Attribute:Read-only, cannot be set
Return type:Leg
Game Scenes:All
launch_clamp

A LaunchClamp if the part is a launch clamp, otherwise None.

Attribute:Read-only, cannot be set
Return type:LaunchClamp
Game Scenes:All
light

A Light if the part is a light, otherwise None.

Attribute:Read-only, cannot be set
Return type:Light
Game Scenes:All
parachute

A Parachute if the part is a parachute, otherwise None.

Attribute:Read-only, cannot be set
Return type:Parachute
Game Scenes:All
radiator

A Radiator if the part is a radiator, otherwise None.

Attribute:Read-only, cannot be set
Return type:Radiator
Game Scenes:All
rcs

A RCS if the part is an RCS block/thruster, otherwise None.

Attribute:Read-only, cannot be set
Return type:RCS
Game Scenes:All
reaction_wheel

A ReactionWheel if the part is a reaction wheel, otherwise None.

Attribute:Read-only, cannot be set
Return type:ReactionWheel
Game Scenes:All
resource_converter

A ResourceConverter if the part is a resource converter, otherwise None.

Attribute:Read-only, cannot be set
Return type:ResourceConverter
Game Scenes:All
resource_harvester

A ResourceHarvester if the part is a resource harvester, otherwise None.

Attribute:Read-only, cannot be set
Return type:ResourceHarvester
Game Scenes:All
sensor

A Sensor if the part is a sensor, otherwise None.

Attribute:Read-only, cannot be set
Return type:Sensor
Game Scenes:All
solar_panel

A SolarPanel if the part is a solar panel, otherwise None.

Attribute:Read-only, cannot be set
Return type:SolarPanel
Game Scenes:All
wheel

A Wheel if the part is a wheel, otherwise None.

Attribute:Read-only, cannot be set
Return type:Wheel
Game Scenes:All
position(reference_frame)

The position of the part in the given reference frame.

Parameters:reference_frame (ReferenceFrame) – The reference frame that the returned position vector is in.
Returns:The position as a vector.
Return type:tuple(double, double, double)
Game Scenes:All

Note

This is a fixed position in the part, defined by the parts model. It s not necessarily the same as the parts center of mass. Use Part.center_of_mass() to get the parts center of mass.

center_of_mass(reference_frame)

The position of the parts center of mass in the given reference frame. If the part is physicsless, this is equivalent to Part.position().

Parameters:reference_frame (ReferenceFrame) – The reference frame that the returned position vector is in.
Returns:The position as a vector.
Return type:tuple(double, double, double)
Game Scenes:All
bounding_box(reference_frame)

The axis-aligned bounding box of the part in the given reference frame.

Parameters:reference_frame (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.
Return type:tuple(tuple(double, double, double), tuple(double, double, double))
Game Scenes:All

Note

This is computed from the collision mesh of the part. If the part is not collidable, the box has zero volume and is centered on the Part.position() of the part.

direction(reference_frame)

The direction the part points in, in the given reference frame.

Parameters:reference_frame (ReferenceFrame) – The reference frame that the returned direction is in.
Returns:The direction as a unit vector.
Return type:tuple(double, double, double)
Game Scenes:All
velocity(reference_frame)

The linear velocity of the part in the given reference frame.

Parameters:reference_frame (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.
Return type:tuple(double, double, double)
Game Scenes:All
rotation(reference_frame)

The rotation of the part, in the given reference frame.

Parameters:reference_frame (ReferenceFrame) – The reference frame that the returned rotation is in.
Returns:The rotation as a quaternion of the form \((x, y, z, w)\).
Return type:tuple(double, double, double, double)
Game Scenes:All
moment_of_inertia

The moment of inertia of the part in \(kg.m^2\) around its center of mass in the parts reference frame (ReferenceFrame).

Attribute:Read-only, cannot be set
Return type:tuple(double, double, double)
Game Scenes:All
inertia_tensor

The inertia tensor of the part in the parts reference frame (ReferenceFrame). Returns the 3x3 matrix as a list of elements, in row-major order.

Attribute:Read-only, cannot be set
Return type:list(double)
Game Scenes:All
reference_frame

The reference frame that is fixed relative to this part, and centered on a fixed position within the part, defined by the parts model.

  • The origin is at the position of the part, as returned by Part.position().
  • The axes rotate with the part.
  • The x, y and z axis directions depend on the design of the part.
Attribute:Read-only, cannot be set
Return type:ReferenceFrame
Game Scenes:All

Note

For docking port parts, this reference frame is not necessarily equivalent to the reference frame for the docking port, returned by DockingPort.reference_frame.

../../../_images/part.png

Mk1 Command Pod reference frame origin and axes

center_of_mass_reference_frame

The reference frame that is fixed relative to this part, and centered on its center of mass.

  • The origin is at the center of mass of the part, as returned by Part.center_of_mass().
  • The axes rotate with the part.
  • The x, y and z axis directions depend on the design of the part.
Attribute:Read-only, cannot be set
Return type:ReferenceFrame
Game Scenes:All

Note

For docking port parts, this reference frame is not necessarily equivalent to the reference frame for the docking port, returned by DockingPort.reference_frame.

add_force(force, position, reference_frame)

Exert a constant force on the part, acting at the given position.

Parameters:
  • force (tuple) – A vector pointing in the direction that the force acts, with its magnitude equal to the strength of the force in Newtons.
  • position (tuple) – The position at which the force acts, as a vector.
  • reference_frame (ReferenceFrame) – The reference frame that the force and position are in.
Returns:

An object that can be used to remove or modify the force.

Return type:

Force

Game Scenes:

All

instantaneous_force(force, position, reference_frame)

Exert an instantaneous force on the part, acting at the given position.

Parameters:
  • force (tuple) – A vector pointing in the direction that the force acts, with its magnitude equal to the strength of the force in Newtons.
  • position (tuple) – The position at which the force acts, as a vector.
  • reference_frame (ReferenceFrame) – The reference frame that the force and position are in.
Game Scenes:

All

Note

The force is applied instantaneously in a single physics update.

class Force

Obtained by calling Part.add_force().

part

The part that this force is applied to.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
force_vector

The force vector, in Newtons.

Attribute:Can be read or written
Returns:A vector pointing in the direction that the force acts, with its magnitude equal to the strength of the force in Newtons.
Return type:tuple(double, double, double)
Game Scenes:All
position

The position at which the force acts, in reference frame ReferenceFrame.

Attribute:Can be read or written
Returns:The position as a vector.
Return type:tuple(double, double, double)
Game Scenes:All
reference_frame

The reference frame of the force vector and position.

Attribute:Can be read or written
Return type:ReferenceFrame
Game Scenes:All
remove()

Remove the force.

Game Scenes:All

Module

class Module

This can be used to interact with a specific part module. This includes part modules in stock KSP, and those added by mods.

In KSP, each part has zero or more PartModules associated with it. Each one contains some of the functionality of the part. For example, an engine has a “ModuleEngines” part module that contains all the functionality of an engine.

name

Name of the PartModule. For example, “ModuleEngines”.

Attribute:Read-only, cannot be set
Return type:str
Game Scenes:All
part

The part that contains this module.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
fields

The modules field names and their associated values, as a dictionary. These are the values visible in the right-click menu of the part.

Attribute:Read-only, cannot be set
Return type:dict(str, str)
Game Scenes:All
has_field(name)

Returns True if the module has a field with the given name.

Parameters:name (str) – Name of the field.
Return type:bool
Game Scenes:All
get_field(name)

Returns the value of a field.

Parameters:name (str) – Name of the field.
Return type:str
Game Scenes:All
set_field_int(name, value)

Set the value of a field to the given integer number.

Parameters:
  • name (str) – Name of the field.
  • value (int) – Value to set.
Game Scenes:

All

set_field_float(name, value)

Set the value of a field to the given floating point number.

Parameters:
  • name (str) – Name of the field.
  • value (float) – Value to set.
Game Scenes:

All

set_field_string(name, value)

Set the value of a field to the given string.

Parameters:
  • name (str) – Name of the field.
  • value (str) – Value to set.
Game Scenes:

All

reset_field(name)

Set the value of a field to its original value.

Parameters:name (str) – Name of the field.
Game Scenes:All
events

A list of the names of all of the modules events. Events are the clickable buttons visible in the right-click menu of the part.

Attribute:Read-only, cannot be set
Return type:list(str)
Game Scenes:All
has_event(name)

True if the module has an event with the given name.

Parameters:name (str) –
Return type:bool
Game Scenes:All
trigger_event(name)

Trigger the named event. Equivalent to clicking the button in the right-click menu of the part.

Parameters:name (str) –
Game Scenes:All
actions

A list of all the names of the modules actions. These are the parts actions that can be assigned to action groups in the in-game editor.

Attribute:Read-only, cannot be set
Return type:list(str)
Game Scenes:All
has_action(name)

True if the part has an action with the given name.

Parameters:name (str) –
Return type:bool
Game Scenes:All
set_action(name[, value = True])

Set the value of an action with the given name.

Parameters:
  • name (str) –
  • value (bool) –
Game Scenes:

All

Specific Types of Part

The following classes provide functionality for specific types of part.

Antenna

class Antenna

An antenna. Obtained by calling Part.antenna.

part

The part object for this antenna.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
state

The current state of the antenna.

Attribute:Read-only, cannot be set
Return type:AntennaState
Game Scenes:All
deployable

Whether the antenna is deployable.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
deployed

Whether the antenna is deployed.

Attribute:Can be read or written
Return type:bool
Game Scenes:All

Note

Fixed antennas are always deployed. Returns an error if you try to deploy a fixed antenna.

can_transmit

Whether data can be transmitted by this antenna.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
transmit()

Transmit data.

Game Scenes:All
cancel()

Cancel current transmission of data.

Game Scenes:All
allow_partial

Whether partial data transmission is permitted.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
power

The power of the antenna.

Attribute:Read-only, cannot be set
Return type:double
Game Scenes:All
combinable

Whether the antenna can be combined with other antennae on the vessel to boost the power.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
combinable_exponent

Exponent used to calculate the combined power of multiple antennae on a vessel.

Attribute:Read-only, cannot be set
Return type:double
Game Scenes:All
packet_interval

Interval between sending packets in seconds.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
packet_size

Amount of data sent per packet in Mits.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
packet_resource_cost

Units of electric charge consumed per packet sent.

Attribute:Read-only, cannot be set
Return type:double
Game Scenes:All
class AntennaState

The state of an antenna. See Antenna.state.

deployed

Antenna is fully deployed.

retracted

Antenna is fully retracted.

deploying

Antenna is being deployed.

retracting

Antenna is being retracted.

broken

Antenna is broken.

Cargo Bay

class CargoBay

A cargo bay. Obtained by calling Part.cargo_bay.

part

The part object for this cargo bay.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
state

The state of the cargo bay.

Attribute:Read-only, cannot be set
Return type:CargoBayState
Game Scenes:All
open

Whether the cargo bay is open.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
class CargoBayState

The state of a cargo bay. See CargoBay.state.

open

Cargo bay is fully open.

closed

Cargo bay closed and locked.

opening

Cargo bay is opening.

closing

Cargo bay is closing.

Control Surface

class ControlSurface

An aerodynamic control surface. Obtained by calling Part.control_surface.

part

The part object for this control surface.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
pitch_enabled

Whether the control surface has pitch control enabled.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
yaw_enabled

Whether the control surface has yaw control enabled.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
roll_enabled

Whether the control surface has roll control enabled.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
authority_limiter

The authority limiter for the control surface, which controls how far the control surface will move.

Attribute:Can be read or written
Return type:float
Game Scenes:All
inverted

Whether the control surface movement is inverted.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
deployed

Whether the control surface has been fully deployed.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
surface_area

Surface area of the control surface in \(m^2\).

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
available_torque

The available torque, in Newton meters, that can be produced by this control surface, in the positive and negative pitch, roll and yaw axes of the vessel. These axes correspond to the coordinate axes of the Vessel.reference_frame.

Attribute:Read-only, cannot be set
Return type:tuple(tuple(double, double, double), tuple(double, double, double))
Game Scenes:All

Decoupler

class Decoupler

A decoupler. Obtained by calling Part.decoupler

part

The part object for this decoupler.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
decouple()

Fires the decoupler. Returns the new vessel created when the decoupler fires. Throws an exception if the decoupler has already fired.

Return type:Vessel
Game Scenes:All

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 active_vessel no longer refer to the active vessel.

decoupled

Whether the decoupler has fired.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
staged

Whether the decoupler is enabled in the staging sequence.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
impulse

The impulse that the decoupler imparts when it is fired, in Newton seconds.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All

Docking Port

class DockingPort

A docking port. Obtained by calling Part.docking_port

part

The part object for this docking port.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
state

The current state of the docking port.

Attribute:Read-only, cannot be set
Return type:DockingPortState
Game Scenes:All
docked_part

The part that this docking port is docked to. Returns None if this docking port is not docked to anything.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
undock()

Undocks the docking port and returns the new Vessel that is created. This method can be called for either docking port in a docked pair. Throws an exception if the docking port is not docked to anything.

Return type:Vessel
Game Scenes:All

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 active_vessel no longer refer to the active vessel.

reengage_distance

The distance a docking port must move away when it undocks before it becomes ready to dock with another port, in meters.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
has_shield

Whether the docking port has a shield.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
shielded

The state of the docking ports shield, if it has one.

Returns True if the docking port has a shield, and the shield is closed. Otherwise returns False. When set to True, the shield is closed, and when set to False the shield is opened. If the docking port does not have a shield, setting this attribute has no effect.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
position(reference_frame)

The position of the docking port, in the given reference frame.

Parameters:reference_frame (ReferenceFrame) – The reference frame that the returned position vector is in.
Returns:The position as a vector.
Return type:tuple(double, double, double)
Game Scenes:All
direction(reference_frame)

The direction that docking port points in, in the given reference frame.

Parameters:reference_frame (ReferenceFrame) – The reference frame that the returned direction is in.
Returns:The direction as a unit vector.
Return type:tuple(double, double, double)
Game Scenes:All
rotation(reference_frame)

The rotation of the docking port, in the given reference frame.

Parameters:reference_frame (ReferenceFrame) – The reference frame that the returned rotation is in.
Returns:The rotation as a quaternion of the form \((x, y, z, w)\).
Return type:tuple(double, double, double, double)
Game Scenes:All
reference_frame

The reference frame that is fixed relative to this docking port, and oriented with the port.

  • The origin is at the position of the docking port.
  • The axes rotate with the docking port.
  • The x-axis points out to the right side of the docking port.
  • The y-axis points in the direction the docking port is facing.
  • The z-axis points out of the bottom off the docking port.
Attribute:Read-only, cannot be set
Return type:ReferenceFrame
Game Scenes:All

Note

This reference frame is not necessarily equivalent to the reference frame for the part, returned by Part.reference_frame.

../../../_images/docking-port.png

Docking port reference frame origin and axes

../../../_images/docking-port-inline.png

Inline docking port reference frame origin and axes

class DockingPortState

The state of a docking port. See DockingPort.state.

ready

The docking port is ready to dock to another docking port.

docked

The docking port is docked to another docking port, or docked to another part (from the VAB/SPH).

docking

The docking port is very close to another docking port, but has not docked. It is using magnetic force to acquire a solid dock.

undocking

The docking port has just been undocked from another docking port, and is disabled until it moves away by a sufficient distance (DockingPort.reengage_distance).

shielded

The docking port has a shield, and the shield is closed.

moving

The docking ports shield is currently opening/closing.

Engine

class Engine

An engine, including ones of various types. For example liquid fuelled gimballed engines, solid rocket boosters and jet engines. Obtained by calling Part.engine.

Note

For RCS thrusters Part.rcs.

part

The part object for this engine.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
active

Whether the engine is active. Setting this attribute may have no effect, depending on Engine.can_shutdown and Engine.can_restart.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
thrust

The current amount of thrust being produced by the engine, in Newtons.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
available_thrust

The amount of thrust, in Newtons, that would be produced by the engine when activated and with its throttle set to 100%. Returns zero if the engine does not have any fuel. Takes the engine’s current Engine.thrust_limit and atmospheric conditions into account.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
max_thrust

The amount of thrust, in Newtons, that would be produced by the engine when activated and fueled, with its throttle and throttle limiter set to 100%.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
max_vacuum_thrust

The maximum amount of thrust that can be produced by the engine in a vacuum, in Newtons. This is the amount of thrust produced by the engine when activated, Engine.thrust_limit is set to 100%, the main vessel’s throttle is set to 100% and the engine is in a vacuum.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
thrust_limit

The thrust limiter of the engine. A value between 0 and 1. Setting this attribute may have no effect, for example the thrust limit for a solid rocket booster cannot be changed in flight.

Attribute:Can be read or written
Return type:float
Game Scenes:All
thrusters

The components of the engine that generate thrust.

Attribute:Read-only, cannot be set
Return type:list(Thruster)
Game Scenes:All

Note

For example, this corresponds to the rocket nozzel on a solid rocket booster, or the individual nozzels on a RAPIER engine. The overall thrust produced by the engine, as reported by Engine.available_thrust, Engine.max_thrust and others, is the sum of the thrust generated by each thruster.

specific_impulse

The current specific impulse of the engine, in seconds. Returns zero if the engine is not active.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
vacuum_specific_impulse

The vacuum specific impulse of the engine, in seconds.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
kerbin_sea_level_specific_impulse

The specific impulse of the engine at sea level on Kerbin, in seconds.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
propellant_names

The names of the propellants that the engine consumes.

Attribute:Read-only, cannot be set
Return type:list(str)
Game Scenes:All
propellant_ratios

The ratio of resources that the engine consumes. A dictionary mapping resource names to the ratio at which they are consumed by the engine.

Attribute:Read-only, cannot be set
Return type:dict(str, float)
Game Scenes:All

Note

For example, if the ratios are 0.6 for LiquidFuel and 0.4 for Oxidizer, then for every 0.6 units of LiquidFuel that the engine burns, it will burn 0.4 units of Oxidizer.

propellants

The propellants that the engine consumes.

Attribute:Read-only, cannot be set
Return type:list(Propellant)
Game Scenes:All
has_fuel

Whether the engine has any fuel available.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All

Note

The engine must be activated for this property to update correctly.

throttle

The current throttle setting for the engine. A value between 0 and 1. This is not necessarily the same as the vessel’s main throttle setting, as some engines take time to adjust their throttle (such as jet engines).

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
throttle_locked

Whether the Control.throttle affects the engine. For example, this is True for liquid fueled rockets, and False for solid rocket boosters.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
can_restart

Whether the engine can be restarted once shutdown. If the engine cannot be shutdown, returns False. For example, this is True for liquid fueled rockets and False for solid rocket boosters.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
can_shutdown

Whether the engine can be shutdown once activated. For example, this is True for liquid fueled rockets and False for solid rocket boosters.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
has_modes

Whether the engine has multiple modes of operation.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
mode

The name of the current engine mode.

Attribute:Can be read or written
Return type:str
Game Scenes:All
modes

The available modes for the engine. A dictionary mapping mode names to Engine objects.

Attribute:Read-only, cannot be set
Return type:dict(str, Engine)
Game Scenes:All
toggle_mode()

Toggle the current engine mode.

Game Scenes:All
auto_mode_switch

Whether the engine will automatically switch modes.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
gimballed

Whether the engine is gimballed.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
gimbal_range

The range over which the gimbal can move, in degrees. Returns 0 if the engine is not gimballed.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
gimbal_locked

Whether the engines gimbal is locked in place. Setting this attribute has no effect if the engine is not gimballed.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
gimbal_limit

The gimbal limiter of the engine. A value between 0 and 1. Returns 0 if the gimbal is locked.

Attribute:Can be read or written
Return type:float
Game Scenes:All
available_torque

The available torque, in Newton meters, that can be produced by this engine, in the positive and negative pitch, roll and yaw axes of the vessel. These axes correspond to the coordinate axes of the Vessel.reference_frame. Returns zero if the engine is inactive, or not gimballed.

Attribute:Read-only, cannot be set
Return type:tuple(tuple(double, double, double), tuple(double, double, double))
Game Scenes:All
class Propellant

A propellant for an engine. Obtains by calling Engine.propellants.

name

The name of the propellant.

Attribute:Read-only, cannot be set
Return type:str
Game Scenes:All
current_amount

The current amount of propellant.

Attribute:Read-only, cannot be set
Return type:double
Game Scenes:All
current_requirement

The required amount of propellant.

Attribute:Read-only, cannot be set
Return type:double
Game Scenes:All
total_resource_available

The total amount of the underlying resource currently reachable given resource flow rules.

Attribute:Read-only, cannot be set
Return type:double
Game Scenes:All
total_resource_capacity

The total vehicle capacity for the underlying propellant resource, restricted by resource flow rules.

Attribute:Read-only, cannot be set
Return type:double
Game Scenes:All
ignore_for_isp

If this propellant should be ignored when calculating required mass flow given specific impulse.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
ignore_for_thrust_curve

If this propellant should be ignored for thrust curve calculations.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
draw_stack_gauge

If this propellant has a stack gauge or not.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
is_deprived

If this propellant is deprived.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
ratio

The propellant ratio.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All

Experiment

class Experiment

Obtained by calling Part.experiment.

part

The part object for this experiment.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
run()

Run the experiment.

Game Scenes:All
transmit()

Transmit all experimental data contained by this part.

Game Scenes:All
dump()

Dump the experimental data contained by the experiment.

Game Scenes:All
reset()

Reset the experiment.

Game Scenes:All
deployed

Whether the experiment has been deployed.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
rerunnable

Whether the experiment can be re-run.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
inoperable

Whether the experiment is inoperable.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
has_data

Whether the experiment contains data.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
data

The data contained in this experiment.

Attribute:Read-only, cannot be set
Return type:list(ScienceData)
Game Scenes:All
biome

The name of the biome the experiment is currently in.

Attribute:Read-only, cannot be set
Return type:str
Game Scenes:All
available

Determines if the experiment is available given the current conditions.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
science_subject

Containing information on the corresponding specific science result for the current conditions. Returns None if the experiment is unavailable.

Attribute:Read-only, cannot be set
Return type:ScienceSubject
Game Scenes:All
class ScienceData

Obtained by calling Experiment.data.

data_amount

Data amount.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
science_value

Science value.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
transmit_value

Transmit value.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
class ScienceSubject

Obtained by calling Experiment.science_subject.

title

Title of science subject, displayed in science archives

Attribute:Read-only, cannot be set
Return type:str
Game Scenes:All
is_complete

Whether the experiment has been completed.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
science

Amount of science already earned from this subject, not updated until after transmission/recovery.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
science_cap

Total science allowable for this subject.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
data_scale

Multiply science value by this to determine data amount in mits.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
subject_value

Multiplier for specific Celestial Body/Experiment Situation combination.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
scientific_value

Diminishing value multiplier for decreasing the science value returned from repeated experiments.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All

Fairing

class Fairing

A fairing. Obtained by calling Part.fairing.

part

The part object for this fairing.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
jettison()

Jettison the fairing. Has no effect if it has already been jettisoned.

Game Scenes:All
jettisoned

Whether the fairing has been jettisoned.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All

Intake

class Intake

An air intake. Obtained by calling Part.intake.

part

The part object for this intake.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
open

Whether the intake is open.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
speed

Speed of the flow into the intake, in \(m/s\).

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
flow

The rate of flow into the intake, in units of resource per second.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
area

The area of the intake’s opening, in square meters.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All

Leg

class Leg

A landing leg. Obtained by calling Part.leg.

part

The part object for this landing leg.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
state

The current state of the landing leg.

Attribute:Read-only, cannot be set
Return type:LegState
Game Scenes:All
deployable

Whether the leg is deployable.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
deployed

Whether the landing leg is deployed.

Attribute:Can be read or written
Return type:bool
Game Scenes:All

Note

Fixed landing legs are always deployed. Returns an error if you try to deploy fixed landing gear.

is_grounded

Returns whether the leg is touching the ground.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
class LegState

The state of a landing leg. See Leg.state.

deployed

Landing leg is fully deployed.

retracted

Landing leg is fully retracted.

deploying

Landing leg is being deployed.

retracting

Landing leg is being retracted.

broken

Landing leg is broken.

Launch Clamp

class LaunchClamp

A launch clamp. Obtained by calling Part.launch_clamp.

part

The part object for this launch clamp.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
release()

Releases the docking clamp. Has no effect if the clamp has already been released.

Game Scenes:All

Light

class Light

A light. Obtained by calling Part.light.

part

The part object for this light.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
active

Whether the light is switched on.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
color

The color of the light, as an RGB triple.

Attribute:Can be read or written
Return type:tuple(float, float, float)
Game Scenes:All
power_usage

The current power usage, in units of charge per second.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All

Parachute

class Parachute

A parachute. Obtained by calling Part.parachute.

part

The part object for this parachute.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
deploy()

Deploys the parachute. This has no effect if the parachute has already been deployed.

Game Scenes:All
deployed

Whether the parachute has been deployed.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
arm()

Deploys the parachute. This has no effect if the parachute has already been armed or deployed. Only applicable to RealChutes parachutes.

Game Scenes:All
armed

Whether the parachute has been armed or deployed. Only applicable to RealChutes parachutes.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
state

The current state of the parachute.

Attribute:Read-only, cannot be set
Return type:ParachuteState
Game Scenes:All
deploy_altitude

The altitude at which the parachute will full deploy, in meters. Only applicable to stock parachutes.

Attribute:Can be read or written
Return type:float
Game Scenes:All
deploy_min_pressure

The minimum pressure at which the parachute will semi-deploy, in atmospheres. Only applicable to stock parachutes.

Attribute:Can be read or written
Return type:float
Game Scenes:All
class ParachuteState

The state of a parachute. See Parachute.state.

stowed

The parachute is safely tucked away inside its housing.

armed

The parachute is armed for deployment. (RealChutes only)

active

The parachute is still stowed, but ready to semi-deploy. (Stock parachutes only)

semi_deployed

The parachute has been deployed and is providing some drag, but is not fully deployed yet. (Stock parachutes only)

deployed

The parachute is fully deployed.

cut

The parachute has been cut.

Radiator

class Radiator

A radiator. Obtained by calling Part.radiator.

part

The part object for this radiator.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
deployable

Whether the radiator is deployable.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
deployed

For a deployable radiator, True if the radiator is extended. If the radiator is not deployable, this is always True.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
state

The current state of the radiator.

Attribute:Read-only, cannot be set
Return type:RadiatorState
Game Scenes:All

Note

A fixed radiator is always RadiatorState.extended.

class RadiatorState

The state of a radiator. RadiatorState

extended

Radiator is fully extended.

retracted

Radiator is fully retracted.

extending

Radiator is being extended.

retracting

Radiator is being retracted.

broken

Radiator is being broken.

Resource Converter

class ResourceConverter

A resource converter. Obtained by calling Part.resource_converter.

part

The part object for this converter.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
count

The number of converters in the part.

Attribute:Read-only, cannot be set
Return type:int
Game Scenes:All
name(index)

The name of the specified converter.

Parameters:index (int) – Index of the converter.
Return type:str
Game Scenes:All
active(index)

True if the specified converter is active.

Parameters:index (int) – Index of the converter.
Return type:bool
Game Scenes:All
start(index)

Start the specified converter.

Parameters:index (int) – Index of the converter.
Game Scenes:All
stop(index)

Stop the specified converter.

Parameters:index (int) – Index of the converter.
Game Scenes:All
state(index)

The state of the specified converter.

Parameters:index (int) – Index of the converter.
Return type:ResourceConverterState
Game Scenes:All
status_info(index)

Status information for the specified converter. This is the full status message shown in the in-game UI.

Parameters:index (int) – Index of the converter.
Return type:str
Game Scenes:All
inputs(index)

List of the names of resources consumed by the specified converter.

Parameters:index (int) – Index of the converter.
Return type:list(str)
Game Scenes:All
outputs(index)

List of the names of resources produced by the specified converter.

Parameters:index (int) – Index of the converter.
Return type:list(str)
Game Scenes:All
optimum_core_temperature

The core temperature at which the converter will operate with peak efficiency, in Kelvin.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
core_temperature

The core temperature of the converter, in Kelvin.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
thermal_efficiency

The thermal efficiency of the converter, as a percentage of its maximum.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
class ResourceConverterState

The state of a resource converter. See ResourceConverter.state().

running

Converter is running.

idle

Converter is idle.

missing_resource

Converter is missing a required resource.

storage_full

No available storage for output resource.

capacity

At preset resource capacity.

unknown

Unknown state. Possible with modified resource converters. In this case, check ResourceConverter.status_info() for more information.

Resource Harvester

class ResourceHarvester

A resource harvester (drill). Obtained by calling Part.resource_harvester.

part

The part object for this harvester.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
state

The state of the harvester.

Attribute:Read-only, cannot be set
Return type:ResourceHarvesterState
Game Scenes:All
deployed

Whether the harvester is deployed.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
active

Whether the harvester is actively drilling.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
extraction_rate

The rate at which the drill is extracting ore, in units per second.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
thermal_efficiency

The thermal efficiency of the drill, as a percentage of its maximum.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
core_temperature

The core temperature of the drill, in Kelvin.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
optimum_core_temperature

The core temperature at which the drill will operate with peak efficiency, in Kelvin.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
class ResourceHarvesterState

The state of a resource harvester. See ResourceHarvester.state.

deploying

The drill is deploying.

deployed

The drill is deployed and ready.

retracting

The drill is retracting.

retracted

The drill is retracted.

active

The drill is running.

Reaction Wheel

class ReactionWheel

A reaction wheel. Obtained by calling Part.reaction_wheel.

part

The part object for this reaction wheel.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
active

Whether the reaction wheel is active.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
broken

Whether the reaction wheel is broken.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
available_torque

The available torque, in Newton meters, that can be produced by this reaction wheel, in the positive and negative pitch, roll and yaw axes of the vessel. These axes correspond to the coordinate axes of the Vessel.reference_frame. Returns zero if the reaction wheel is inactive or broken.

Attribute:Read-only, cannot be set
Return type:tuple(tuple(double, double, double), tuple(double, double, double))
Game Scenes:All
max_torque

The maximum torque, in Newton meters, that can be produced by this reaction wheel, when it is active, in the positive and negative pitch, roll and yaw axes of the vessel. These axes correspond to the coordinate axes of the Vessel.reference_frame.

Attribute:Read-only, cannot be set
Return type:tuple(tuple(double, double, double), tuple(double, double, double))
Game Scenes:All

RCS

class RCS

An RCS block or thruster. Obtained by calling Part.rcs.

part

The part object for this RCS.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
active

Whether the RCS thrusters are active. An RCS thruster is inactive if the RCS action group is disabled (Control.rcs), the RCS thruster itself is not enabled (RCS.enabled) or it is covered by a fairing (Part.shielded).

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
enabled

Whether the RCS thrusters are enabled.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
pitch_enabled

Whether the RCS thruster will fire when pitch control input is given.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
yaw_enabled

Whether the RCS thruster will fire when yaw control input is given.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
roll_enabled

Whether the RCS thruster will fire when roll control input is given.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
forward_enabled

Whether the RCS thruster will fire when pitch control input is given.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
up_enabled

Whether the RCS thruster will fire when yaw control input is given.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
right_enabled

Whether the RCS thruster will fire when roll control input is given.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
available_torque

The available torque, in Newton meters, that can be produced by this RCS, in the positive and negative pitch, roll and yaw axes of the vessel. These axes correspond to the coordinate axes of the Vessel.reference_frame. Returns zero if RCS is disable.

Attribute:Read-only, cannot be set
Return type:tuple(tuple(double, double, double), tuple(double, double, double))
Game Scenes:All
max_thrust

The maximum amount of thrust that can be produced by the RCS thrusters when active, in Newtons.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
max_vacuum_thrust

The maximum amount of thrust that can be produced by the RCS thrusters when active in a vacuum, in Newtons.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
thrusters

A list of thrusters, one of each nozzel in the RCS part.

Attribute:Read-only, cannot be set
Return type:list(Thruster)
Game Scenes:All
specific_impulse

The current specific impulse of the RCS, in seconds. Returns zero if the RCS is not active.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
vacuum_specific_impulse

The vacuum specific impulse of the RCS, in seconds.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
kerbin_sea_level_specific_impulse

The specific impulse of the RCS at sea level on Kerbin, in seconds.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
propellants

The names of resources that the RCS consumes.

Attribute:Read-only, cannot be set
Return type:list(str)
Game Scenes:All
propellant_ratios

The ratios of resources that the RCS consumes. A dictionary mapping resource names to the ratios at which they are consumed by the RCS.

Attribute:Read-only, cannot be set
Return type:dict(str, float)
Game Scenes:All
has_fuel

Whether the RCS has fuel available.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All

Note

The RCS thruster must be activated for this property to update correctly.

Sensor

class Sensor

A sensor, such as a thermometer. Obtained by calling Part.sensor.

part

The part object for this sensor.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
active

Whether the sensor is active.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
value

The current value of the sensor.

Attribute:Read-only, cannot be set
Return type:str
Game Scenes:All

Solar Panel

class SolarPanel

A solar panel. Obtained by calling Part.solar_panel.

part

The part object for this solar panel.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
deployable

Whether the solar panel is deployable.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
deployed

Whether the solar panel is extended.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
state

The current state of the solar panel.

Attribute:Read-only, cannot be set
Return type:SolarPanelState
Game Scenes:All
energy_flow

The current amount of energy being generated by the solar panel, in units of charge per second.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
sun_exposure

The current amount of sunlight that is incident on the solar panel, as a percentage. A value between 0 and 1.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
class SolarPanelState

The state of a solar panel. See SolarPanel.state.

extended

Solar panel is fully extended.

retracted

Solar panel is fully retracted.

extending

Solar panel is being extended.

retracting

Solar panel is being retracted.

broken

Solar panel is broken.

Thruster

class Thruster

The component of an Engine or RCS part that generates thrust. Can obtained by calling Engine.thrusters or RCS.thrusters.

Note

Engines can consist of multiple thrusters. For example, the S3 KS-25x4 “Mammoth” has four rocket nozzels, and so consists of four thrusters.

part

The Part that contains this thruster.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
thrust_position(reference_frame)

The position at which the thruster generates thrust, in the given reference frame. For gimballed engines, this takes into account the current rotation of the gimbal.

Parameters:reference_frame (ReferenceFrame) – The reference frame that the returned position vector is in.
Returns:The position as a vector.
Return type:tuple(double, double, double)
Game Scenes:All
thrust_direction(reference_frame)

The direction of the force generated by the thruster, in the given reference frame. This is opposite to the direction in which the thruster expels propellant. For gimballed engines, this takes into account the current rotation of the gimbal.

Parameters:reference_frame (ReferenceFrame) – The reference frame that the returned direction is in.
Returns:The direction as a unit vector.
Return type:tuple(double, double, double)
Game Scenes:All
thrust_reference_frame

A reference frame that is fixed relative to the thruster and orientated with its thrust direction (Thruster.thrust_direction()). For gimballed engines, this takes into account the current rotation of the gimbal.

  • The origin is at the position of thrust for this thruster (Thruster.thrust_position()).
  • The axes rotate with the thrust direction. This is the direction in which the thruster expels propellant, including any gimballing.
  • The y-axis points along the thrust direction.
  • The x-axis and z-axis are perpendicular to the thrust direction.
Attribute:Read-only, cannot be set
Return type:ReferenceFrame
Game Scenes:All
gimballed

Whether the thruster is gimballed.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
gimbal_position(reference_frame)

Position around which the gimbal pivots.

Parameters:reference_frame (ReferenceFrame) – The reference frame that the returned position vector is in.
Returns:The position as a vector.
Return type:tuple(double, double, double)
Game Scenes:All
gimbal_angle

The current gimbal angle in the pitch, roll and yaw axes, in degrees.

Attribute:Read-only, cannot be set
Return type:tuple(double, double, double)
Game Scenes:All
initial_thrust_position(reference_frame)

The position at which the thruster generates thrust, when the engine is in its initial position (no gimballing), in the given reference frame.

Parameters:reference_frame (ReferenceFrame) – The reference frame that the returned position vector is in.
Returns:The position as a vector.
Return type:tuple(double, double, double)
Game Scenes:All

Note

This position can move when the gimbal rotates. This is because the thrust position and gimbal position are not necessarily the same.

initial_thrust_direction(reference_frame)

The direction of the force generated by the thruster, when the engine is in its initial position (no gimballing), in the given reference frame. This is opposite to the direction in which the thruster expels propellant.

Parameters:reference_frame (ReferenceFrame) – The reference frame that the returned direction is in.
Returns:The direction as a unit vector.
Return type:tuple(double, double, double)
Game Scenes:All

Wheel

class Wheel

A wheel. Includes landing gear and rover wheels. Obtained by calling Part.wheel. Can be used to control the motors, steering and deployment of wheels, among other things.

part

The part object for this wheel.

Attribute:Read-only, cannot be set
Return type:Part
Game Scenes:All
state

The current state of the wheel.

Attribute:Read-only, cannot be set
Return type:WheelState
Game Scenes:All
radius

Radius of the wheel, in meters.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
grounded

Whether the wheel is touching the ground.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
has_brakes

Whether the wheel has brakes.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
brakes

The braking force, as a percentage of maximum, when the brakes are applied.

Attribute:Can be read or written
Return type:float
Game Scenes:All
auto_friction_control

Whether automatic friction control is enabled.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
manual_friction_control

Manual friction control value. Only has an effect if automatic friction control is disabled. A value between 0 and 5 inclusive.

Attribute:Can be read or written
Return type:float
Game Scenes:All
deployable

Whether the wheel is deployable.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
deployed

Whether the wheel is deployed.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
powered

Whether the wheel is powered by a motor.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
motor_enabled

Whether the motor is enabled.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
motor_inverted

Whether the direction of the motor is inverted.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
motor_state

Whether the direction of the motor is inverted.

Attribute:Read-only, cannot be set
Return type:MotorState
Game Scenes:All
motor_output

The output of the motor. This is the torque currently being generated, in Newton meters.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
traction_control_enabled

Whether automatic traction control is enabled. A wheel only has traction control if it is powered.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
traction_control

Setting for the traction control. Only takes effect if the wheel has automatic traction control enabled. A value between 0 and 5 inclusive.

Attribute:Can be read or written
Return type:float
Game Scenes:All
drive_limiter

Manual setting for the motor limiter. Only takes effect if the wheel has automatic traction control disabled. A value between 0 and 100 inclusive.

Attribute:Can be read or written
Return type:float
Game Scenes:All
steerable

Whether the wheel has steering.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
steering_enabled

Whether the wheel steering is enabled.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
steering_inverted

Whether the wheel steering is inverted.

Attribute:Can be read or written
Return type:bool
Game Scenes:All
has_suspension

Whether the wheel has suspension.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
suspension_spring_strength

Suspension spring strength, as set in the editor.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
suspension_damper_strength

Suspension damper strength, as set in the editor.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
broken

Whether the wheel is broken.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
repairable

Whether the wheel is repairable.

Attribute:Read-only, cannot be set
Return type:bool
Game Scenes:All
stress

Current stress on the wheel.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
stress_tolerance

Stress tolerance of the wheel.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
stress_percentage

Current stress on the wheel as a percentage of its stress tolerance.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
deflection

Current deflection of the wheel.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
slip

Current slip of the wheel.

Attribute:Read-only, cannot be set
Return type:float
Game Scenes:All
class WheelState

The state of a wheel. See Wheel.state.

deployed

Wheel is fully deployed.

retracted

Wheel is fully retracted.

deploying

Wheel is being deployed.

retracting

Wheel is being retracted.

broken

Wheel is broken.

class MotorState

The state of the motor on a powered wheel. See Wheel.motor_state.

idle

The motor is idle.

running

The motor is running.

disabled

The motor is disabled.

inoperable

The motor is inoperable.

not_enough_resources

The motor does not have enough resources to run.

Trees of Parts

Vessels in KSP are comprised of a number of parts, connected to one another in a tree structure. An example vessel is shown in Figure 1, and the corresponding tree of parts in Figure 2. The craft file for this example can also be downloaded here.

../../../_images/parts.png

Figure 1 – Example parts making up a vessel.

../../../_images/parts-tree.png

Figure 2 – Tree of parts for the vessel in Figure 1. Arrows point from the parent part to the child part.

Traversing the Tree

The tree of parts can be traversed using the attributes Parts.root, Part.parent and Part.children.

The root of the tree is the same as the vessels root part (part number 1 in the example above) and can be obtained by calling Parts.root. A parts children can be obtained by calling Part.children. If the part does not have any children, Part.children returns an empty list. A parts parent can be obtained by calling Part.parent. If the part does not have a parent (as is the case for the root part), Part.parent returns None.

The following Python example uses these attributes to perform a depth-first traversal over all of the parts in a vessel:

import krpc
conn = krpc.connect()
vessel = conn.space_center.active_vessel

root = vessel.parts.root
stack = [(root, 0)]
while stack:
    part, depth = stack.pop()
    print(' '*depth, part.title)
    for child in part.children:
        stack.append((child, depth+1))

When this code is execute using the craft file for the example vessel pictured above, the following is printed out:

Command Pod Mk1
 TR-18A Stack Decoupler
  FL-T400 Fuel Tank
   LV-909 Liquid Fuel Engine
    TR-18A Stack Decoupler
     FL-T800 Fuel Tank
      LV-909 Liquid Fuel Engine
      TT-70 Radial Decoupler
       FL-T400 Fuel Tank
        TT18-A Launch Stability Enhancer
        FTX-2 External Fuel Duct
        LV-909 Liquid Fuel Engine
        Aerodynamic Nose Cone
      TT-70 Radial Decoupler
       FL-T400 Fuel Tank
        TT18-A Launch Stability Enhancer
        FTX-2 External Fuel Duct
        LV-909 Liquid Fuel Engine
        Aerodynamic Nose Cone
   LT-1 Landing Struts
   LT-1 Landing Struts
 Mk16 Parachute

Attachment Modes

Parts can be attached to other parts either radially (on the side of the parent part) or axially (on the end of the parent part, to form a stack).

For example, in the vessel pictured above, the parachute (part 2) is axially connected to its parent (the command pod – part 1), and the landing leg (part 5) is radially connected to its parent (the fuel tank – part 4).

The root part of a vessel (for example the command pod – part 1) does not have a parent part, so does not have an attachment mode. However, the part is consider to be axially attached to nothing.

The following Python example does a depth-first traversal as before, but also prints out the attachment mode used by the part:

import krpc
conn = krpc.connect()
vessel = conn.space_center.active_vessel

root = vessel.parts.root
stack = [(root, 0)]
while stack:
    part, depth = stack.pop()
    if part.axially_attached:
        attach_mode = 'axial'
    else:  # radially_attached
        attach_mode = 'radial'
    print(' '*depth, part.title, '-', attach_mode)
    for child in part.children:
        stack.append((child, depth+1))

When this code is execute using the craft file for the example vessel pictured above, the following is printed out:

Command Pod Mk1 - axial
 TR-18A Stack Decoupler - axial
  FL-T400 Fuel Tank - axial
   LV-909 Liquid Fuel Engine - axial
    TR-18A Stack Decoupler - axial
     FL-T800 Fuel Tank - axial
      LV-909 Liquid Fuel Engine - axial
      TT-70 Radial Decoupler - radial
       FL-T400 Fuel Tank - radial
        TT18-A Launch Stability Enhancer - radial
        FTX-2 External Fuel Duct - radial
        LV-909 Liquid Fuel Engine - axial
        Aerodynamic Nose Cone - axial
      TT-70 Radial Decoupler - radial
       FL-T400 Fuel Tank - radial
        TT18-A Launch Stability Enhancer - radial
        FTX-2 External Fuel Duct - radial
        LV-909 Liquid Fuel Engine - axial
        Aerodynamic Nose Cone - axial
   LT-1 Landing Struts - radial
   LT-1 Landing Struts - radial
 Mk16 Parachute - axial

Fuel Lines

../../../_images/parts-fuel-lines.png

Figure 5 – Fuel lines from the example in Figure 1. Fuel flows from the parts highlighted in green, into the part highlighted in blue.

../../../_images/parts-fuel-lines-tree.png

Figure 4 – A subset of the parts tree from Figure 2 above.

Fuel lines are considered parts, and are included in the parts tree (for example, as pictured in Figure 4). However, the parts tree does not contain information about which parts fuel lines connect to. The parent part of a fuel line is the part from which it will take fuel (as shown in Figure 4) however the part that it will send fuel to is not represented in the parts tree.

Figure 5 shows the fuel lines from the example vessel pictured earlier. Fuel line part 15 (in red) takes fuel from a fuel tank (part 11 – in green) and feeds it into another fuel tank (part 9 – in blue). The fuel line is therefore a child of part 11, but its connection to part 9 is not represented in the tree.

The attributes Part.fuel_lines_from and Part.fuel_lines_to can be used to discover these connections. In the example in Figure 5, when Part.fuel_lines_to is called on fuel tank part 11, it will return a list of parts containing just fuel tank part 9 (the blue part). When Part.fuel_lines_from is called on fuel tank part 9, it will return a list containing fuel tank parts 11 and 17 (the parts colored green).

Staging

../../../_images/parts-staging.png

Figure 6 – Example vessel from Figure 1 with a staging sequence.

Each part has two staging numbers associated with it: the stage in which the part is activated and the stage in which the part is decoupled. These values can be obtained using Part.stage and Part.decouple_stage respectively. For parts that are not activated by staging, Part.stage returns -1. For parts that are never decoupled, Part.decouple_stage returns a value of -1.

Figure 6 shows an example staging sequence for a vessel. Figure 7 shows the stages in which each part of the vessel will be activated. Figure 8 shows the stages in which each part of the vessel will be decoupled.

../../../_images/parts-staging-activate.png

Figure 7 – The stage in which each part is activated.

../../../_images/parts-staging-decouple.png

Figure 8 – The stage in which each part is decoupled.