SpaceCenter

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

science

The current amount of science.

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

The current amount of funds.

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

The current amount of reputation.

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

The currently active vessel.

Attribute:Can be read or written
Return type:Vessel
Game Scenes:Flight
vessels

A list of all the vessels in the game.

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

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

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

The currently targeted celestial body.

Attribute:Can be read or written
Return type:CelestialBody
Game Scenes:Flight
target_vessel

The currently targeted vessel.

Attribute:Can be read or written
Return type:Vessel
Game Scenes:Flight
target_docking_port

The currently targeted docking port.

Attribute:Can be read or written
Return type:DockingPort
Game Scenes:Flight
static clear_target()

Clears the current target.

Game Scenes:Flight
static launchable_vessels(craft_directory)

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

Parameters:craft_directory (str) – Name of the directory in the current saves “Ships” directory. For example "VAB" or "SPH".
Return type:list(str)
Game Scenes:All
static launch_vessel(craft_directory, name, launch_site[, recover = True])

Launch a vessel.

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

All

Note

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

static launch_vessel_from_vab(name[, recover = True])

Launch a new vessel from the VAB onto the launchpad.

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

All

Note

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

static launch_vessel_from_sph(name[, recover = True])

Launch a new vessel from the SPH onto the runway.

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

All

Note

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

static save(name)

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

Parameters:name (str) –
Game Scenes:All
static load(name)

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

Parameters:name (str) –
Game Scenes:All
static quicksave()

Save a quicksave.

Game Scenes:All

Note

This is the same as calling save() with the name “quicksave”.

static quickload()

Load a quicksave.

Game Scenes:All

Note

This is the same as calling load() with the name “quicksave”.

ui_visible

Whether the UI is visible.

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

Whether the navball is visible.

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

The current universal time in seconds.

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

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

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

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

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

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

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

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

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

Attribute:Can be read or written
Return type:int
Game Scenes:Flight
physics_warp_factor

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

Attribute:Can be read or written
Return type:int
Game Scenes:Flight
static can_rails_warp_at([factor = 1])

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

Parameters:factor (int) – The warp factor to check.
Return type:bool
Game Scenes:Flight
maximum_rails_warp_factor

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

Attribute:Read-only, cannot be set
Return type:int
Game Scenes:Flight
static warp_to(ut[, max_rails_rate = 100000.0][, max_physics_rate = 2.0])

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

Parameters:
  • ut (double) – The universal time to warp to, in seconds.
  • max_rails_rate (float) – The maximum warp rate in regular “on-rails” time warp.
  • max_physics_rate (float) – The maximum warp rate in physical time warp.
Returns:

When the time warp is complete.

Game Scenes:

Flight

static transform_position(position, from, to)

Converts a position from one reference frame to another.

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

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

Return type:

tuple(double, double, double)

Game Scenes:

All

static transform_direction(direction, from, to)

Converts a direction from one reference frame to another.

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

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

Return type:

tuple(double, double, double)

Game Scenes:

All

static transform_rotation(rotation, from, to)

Converts a rotation from one reference frame to another.

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

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

Return type:

tuple(double, double, double, double)

Game Scenes:

All

static transform_velocity(position, velocity, from, to)

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

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

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

Return type:

tuple(double, double, double)

Game Scenes:

All

static raycast_distance(position, direction, reference_frame)

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

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

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

Return type:

double

Game Scenes:

All

static raycast_part(position, direction, reference_frame)

Cast a ray from a given position in a given direction, and return the part that it hits. If no hit occurs, returns None.

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

The part that was hit or None if there was no hit.

Return type:

Part

Game Scenes:

Flight

far_available

Whether Ferram Aerospace Research is installed.

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

The current mode the game is in.

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

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

Attribute:Read-only, cannot be set
Return type:WarpMode
Game Scenes:Flight
camera

An object that can be used to control the camera.

Attribute:Read-only, cannot be set
Return type:Camera
Game Scenes:Flight
waypoint_manager

The waypoint manager.

Attribute:Read-only, cannot be set
Return type:WaypointManager
Game Scenes:Flight
contract_manager

The contract manager.

Attribute:Read-only, cannot be set
Return type:ContractManager
Game Scenes:All
class GameMode

The game mode. Returned by GameMode

sandbox

Sandbox mode.

career

Career mode.

science

Science career mode.

science_sandbox

Science sandbox mode.

mission

Mission mode.

mission_builder

Mission builder mode.

scenario

Scenario mode.

scenario_non_resumable

Scenario mode that cannot be resumed.

class WarpMode

The time warp mode. Returned by WarpMode

rails

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

physics

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

none

Time warp is not active.