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Assembly-CSharp.xml
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Assembly-CSharp.xml
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<?xml version="1.0"?>
<doc>
<assembly>
<name>KSPDocumentation</name>
</assembly>
<members>
<member name="T:PartModule">
<summary>
Extending PartModule lets you add new functionality to parts. The main class of many plugins
will be a subclass of PartModule. See this forum thread for the official instructions on
using PartModule:
<para>http://forum.kerbalspaceprogram.com/showthread.php/10296-0-15-code-update-PartModule-KSPField-KSPEvent-ConfigNode-and-PartResource</para>
</summary>
</member>
<member name="M:PartModule.GetInfo">
<summary>
The return value of this function appears in the part's description in the editor.
</summary>
<returns>Editor info for the part</returns>
</member>
<member name="M:PartModule.OnActive">
<summary>
This function is called once when the part gets activated.
</summary>
</member>
<member name="M:PartModule.OnAwake">
<summary>
This function gets called only once, during the KSP loading screen. See the Unity documentation on Awake for more information.
</summary>
</member>
<member name="M:PartModule.OnFixedUpdate">
<summary>
This function gets called once every Unity FixedUpdate cycle (once per physics frame) once the part has been activated.
See the Unity documentation on FixedUpdate for more information. You can get the time between FixedUpdates from
TimeWarp.fixedDeltaTime. Do any physics stuff in OnFixedUpdate, not OnUpdate.
</summary>
</member>
<member name="M:PartModule.OnInactive">
<summary>
When does this get called?
</summary>
</member>
<member name="M:PartModule.OnLoad(ConfigNode)">
<summary>
This function is called to initialize the part. The ConfigNode contains the parameters of the module
as specified in the part.cfg file, or as you last saved them in OnSave.
</summary>
<param name="node">A ConfigNode containing the module's parameters from part.cfg or persistent.sfs</param>
</member>
<member name="M:PartModule.OnSave(ConfigNode)">
<summary>
This function is called when the game is saved to let the part save persistent data. Add any data you want
to persist to the ConfigNode. The ConfigNode will then be saved as part of persistent.sfs.
When the game is resumed, you can then read this data back out in OnLoad.
</summary>
<param name="node"></param>
</member>
<member name="M:PartModule.OnStart(PartModule.StartState)">
<summary>
Called when the flight starts, or when the part is created in the editor. OnStart will be called
before OnUpdate or OnFixedUpdate are ever called.
</summary>
<param name="state">Some information about what situation the vessel is starting in.</param>
</member>
<member name="M:PartModule.OnUpdate">
<summary>
Called once per Unity Update cycle once the part has been activated. See the
Unity documentation on Update for more information. Poll for user input in OnUpdate, not OnFixedUpdate
</summary>
</member>
<member name="P:PartModule.Actions">
<summary>
A list of KSPActions which can be added to action groups.
</summary>
</member>
<member name="P:PartModule.Events">
<summary>
A list of KSPEvents, which can be triggered by code or by the user through the part's right-click menu.
</summary>
</member>
<member name="P:PartModule.Fields">
<summary>
A list of the KSPFields which the module lods from the part.cfg file.
</summary>
</member>
<member name="P:PartModule.part">
<summary>
The Part to which this PartModule is attached. Use this to reference the part from your module code.
</summary>
</member>
<member name="P:PartModule.vessel">
<summary>
The Vessel of the Part to which this PartModule is attached.
</summary>
</member>
<member name="T:PartModule.StartState">
<summary>
A StartState is passed on OnStart in order to provide the PartModule with some information
about where it is starting up.
</summary>
</member>
<member name="T:FlightGlobals">
<summary>
FlightGlobals contains lists of all CelestialBodies and Vessels in the game.
It also provides static utility functions for computing the atmospheric and gravitational properties of CelestialBodies.
</summary>
</member>
<member name="F:FlightGlobals.fetch">
<summary>
Use this FlightGlobals instance to access non-static members of FlightGlobals.
For example, the current target is FlightGlobals.fetch.VesselTarget.
</summary>
</member>
<member name="M:FlightGlobals.getAltitudeAtPos(UnityEngine.Vector3)">
<summary>
The altitude above the sea level of the current main body of the given world space position.
</summary>
<param name="position">World space position</param>
<returns>Altitude above sea level</returns>
</member>
<member name="M:FlightGlobals.getAltitudeAtPos(Vector3d)">
<summary>
The altitude above the sea level of the current main body of the given world space position.
</summary>
<param name="position">World space position</param>
<returns>Altitude above sea level</returns>
</member>
<member name="M:FlightGlobals.getAltitudeAtPos(Vector3d,CelestialBody)">
<summary>
The altitude above the sea level of the given body of the given world space position.
</summary>
<param name="position">World space position</param>
<param name="body">The body in question</param>
<returns>Altitude above sea level</returns>
</member>
<member name="M:FlightGlobals.getAtmDensity(System.Double)">
<summary>
Converts an atmospheric pressure into an atmospheric density. Atmospheric density is what
appears in the KSP drag equation. This function seems to just multiply the input by 1.2230948554874
</summary>
<param name="pressure">Use the output of getStaticPressure</param>
<returns>An atmospheric density, suitable for use in calculating drag.</returns>
</member>
<member name="M:FlightGlobals.getExternalTemperature(Vector3d)">
<summary>
Finds the temperature at a given world space position.
</summary>
<param name="pos">World space position</param>
<returns>Temperature</returns>
</member>
<member name="M:FlightGlobals.getExternalTemperature(System.Single,CelestialBody)">
<summary>
Finds the temperature at a given altitude above a given body.
</summary>
<param name="altitude">An altitude (in meters?)</param>
<param name="body">The body of interest</param>
<returns>Temperture</returns>
</member>
<member name="M:FlightGlobals.getGeeForceAtPosition(Vector3d)">
<summary>
Returns the gravitational *acceleration* vector at a given position.
Contrary to its name, it does *not* return force.
</summary>
<param name="pos">World space position</param>
<returns>Gravitational acceleration vector</returns>
</member>
<member name="M:FlightGlobals.getMainBody">
<summary>
Returns the current dominant body?
</summary>
<returns></returns>
</member>
<member name="M:FlightGlobals.getMainBody(Vector3d)">
<summary>
Returns the body whose sphere of influence contains a given position?
</summary>
<param name="refPos">World space position?</param>
<returns></returns>
</member>
<member name="M:FlightGlobals.getStaticPressure">
<summary>
Returns the current atmospheric pressure?
</summary>
<returns>Atmospheric pressure, in units of Kerbin's atmospheric pressure at sea level</returns>
</member>
<member name="M:FlightGlobals.getStaticPressure(Vector3d)">
<summary>
Returns the atmospheric pressure at a given position. Feed the output of this
function into getAtmDensity to get the atmopsheric density.
</summary>
<param name="position">World space position</param>
<returns>Atmospheric pressure, in units of Kerbin's atmospheric pressure at sea level</returns>
</member>
<member name="M:FlightGlobals.getStaticPressure(System.Double,CelestialBody)">
<summary>
Returns the atmospheric pressure at a given altitude above a given body
</summary>
<param name="altitude">Altitude in meters?</param>
<param name="body">The body in question</param>
<returns>Atmospheric pressure, in units of Kerbin's atmospheric pressure at sea level</returns>
</member>
<member name="M:FlightGlobals.getStaticPressure(Vector3d,CelestialBody)">
<summary>
Returns the atmospheric pressure of a given body's atmopshere at a given position
</summary>
<param name="position">World space position</param>
<param name="body">The body in question</param>
<returns>Atmospheric pressure, in units of Kerbin's atmospheric pressure at sea level</returns>
</member>
<member name="M:FlightGlobals.SetVesselTarget(ITargetable)">
<summary>
Sets the currently selected target vessel, celestial body, or docking node
</summary>
<param name="tgt">The Vessel, CelestialBody, or ModuleDockingNode to target</param>
</member>
<member name="P:FlightGlobals.ActiveVessel">
<summary>
The vessel the player is currently controlling.
</summary>
</member>
<member name="P:FlightGlobals.Bodies">
<summary>
A list of all CelestialBodies in the universe. Contents in 0.18.2:
<para>Bodies[0] = Sun</para>
<para>Bodies[1] = Kerbin</para>
<para>Bodies[2] = Mun</para>
<para>Bodies[3] = Minmus</para>
<para>Bodies[4] = Moho</para>
<para>Bodies[5] = Eve</para>
<para>Bodies[6] = Dun</para>
<para>Bodies[7] = Ike</para>
<para>Bodies[8] = Jool</para>
<para>Bodies[9] = Laythe</para>
<para>Bodies[10] = Vall</para>
<para>Bodies[11] = Bop</para>
<para>Bodies[12] = Tylo</para>
<para>Bodies[13] = Gilly</para>
<para>Bodies[14] = Pol</para>
<para>Bodies[15] = Dres</para>
<para>Bodies[16] = Eeloo</para>
</summary>
</member>
<member name="P:FlightGlobals.DragMultiplier">
<summary>
The KSP formula for the drag force on a part is
(1/2) * DragMultiplier * part.mass * part.mass_drag * airspeed^2
</summary>
</member>
<member name="P:FlightGlobals.RefFrameIsRotating">
<summary>
Whether KSP is doing its computations in an inertial reference frame, or the reference frame that
rotates with the current dominant celestial body.
</summary>
</member>
<member name="P:FlightGlobals.Vessels">
<summary>
A list of all the Vessels that currently exist
</summary>
</member>
<member name="P:FlightGlobals.VesselTarget">
<summary>
The currently selected target vessel, celestial body, or docking node. If no target is selected, this is null.
</summary>
</member>
<member name="T:ManeuverNode">
<summary>
Represents a maneuver node.
</summary>
</member>
<member name="F:ManeuverNode.DeltaV">
<summary>
The delta-V of the burn represented by this maneuver node, in m/s. NOTE: maneuver nodes use a special coordinate system for delta-V.
The x-component of DeltaV represents the delta-V in the radial-plus direction. The y-component of DeltaV
represents the delta-V in the normal-minus direction. The z-component of DeltaV represents the delta-V in the
prograde direction.
</summary>
</member>
<member name="F:ManeuverNode.nextPatch">
<summary>
The orbit patch that starts at this maneuver node.
</summary>
</member>
<member name="F:ManeuverNode.patch">
<summary>
The orbit patch that ends at this maneuver node?
</summary>
</member>
<member name="F:ManeuverNode.UT">
<summary>
The universal time of the burn represented by this maneuver node.
</summary>
</member>
<member name="M:ManeuverNode.GetBurnVector(Orbit)">
<summary>
Perhaps this translates the DeltaV vector into a world-space vector?
</summary>
<param name="currentOrbit"></param>
<returns></returns>
</member>
<member name="M:ManeuverNode.OnGizmoUpdated(Vector3d,System.Double)">
<summary>
You can call this function to change the delta-V and time of a maneuver node.
</summary>
<param name="dV">The new delta-V. See the DeltaV for notes about the coordinate system used.</param>
<param name="ut">The new universal time.</param>
</member>
<member name="T:KSPEvent">
<summary>
Apply this attribute to a function in a PartModule to make it callable by the player via
the right click menu of the part, or from other plugin code via Part.SendEvent.
</summary>
</member>
<member name="F:KSPEvent.active">
<summary>
Whether this event can be triggered through Part.SendEvent.
</summary>
</member>
<member name="F:KSPEvent.externalToEVAOnly">
<summary>
Whether the event is only available when out on EVA.
</summary>
</member>
<member name="F:KSPEvent.guiActive">
<summary>
Whether the event is shown as available in the right click menu (active must also be true).
</summary>
</member>
<member name="F:KSPEvent.guiActiveUnfocused">
<summary>
Whether the event is shown as available in the right click menu even when
the part is on a ship not currently being controlled by the player (but
close enough to right click).
</summary>
</member>
<member name="F:KSPEvent.guiName">
<summary>
The name shown for the event in the right click menu.
</summary>
</member>
<member name="F:KSPEvent.name">
<summary>
The name of the event, which can be used to trigger the event using from plugin code using Part.SendEvent.
</summary>
</member>
<member name="F:KSPEvent.unfocusedRange">
<summary>
When the part is on a ship not being controlled by the player,
how close the player needs to be (in meters) in order for the event to appear in the right click menu.
</summary>
</member>
<member name="T:FlightCtrlState">
<summary>
A FlightCtrlState is a snapshot of the state of all control inputs to a vessel at a given instant in time.
See FlightInputHandler.state and Vessel.OnFlyByWire.
</summary>
</member>
<member name="F:FlightCtrlState.fastThrottle">
<summary>
Unused?
</summary>
</member>
<member name="F:FlightCtrlState.gearDown">
<summary>
Unused? Landing gear are lowered by sending an Event.
</summary>
</member>
<member name="F:FlightCtrlState.gearUp">
<summary>
Unused? Landing gear are raised by sending an Event.
</summary>
</member>
<member name="F:FlightCtrlState.headlight">
<summary>
Presumably, whether the EVA headlight is turned on.
</summary>
</member>
<member name="F:FlightCtrlState.killRot">
<summary>
Whether SAS is turned on.
</summary>
</member>
<member name="F:FlightCtrlState.mainThrottle">
<summary>
The throttle setting; this must be between 0 and 1.
</summary>
</member>
<member name="F:FlightCtrlState.pitch">
<summary>
The pitch control input; this must be between -1 and 1.
</summary>
</member>
<member name="F:FlightCtrlState.pitchTrim">
<summary>
Presumably, the pitch trim setting, i.e., the pitch input that will
be given if no other input is given.
</summary>
</member>
<member name="F:FlightCtrlState.roll">
<summary>
The roll control input; this must be between -1 and 1.
</summary>
</member>
<member name="F:FlightCtrlState.rollTrim">
<summary>
Presumably, the roll trim setting, i.e., the roll input that will
be given if no other input is given.
</summary>
</member>
<member name="F:FlightCtrlState.X">
<summary>
The RCS x-axis control input.
</summary>
</member>
<member name="F:FlightCtrlState.Y">
<summary>
The RCS y-axis control input.
</summary>
</member>
<member name="F:FlightCtrlState.yaw">
<summary>
The yaw control input; this must be between -1 and 1.
</summary>
</member>
<member name="F:FlightCtrlState.yawTrim">
<summary>
Presumably, the yaw trim input; i.e., the yaw input that will be
given if no other input is given.
</summary>
</member>
<member name="F:FlightCtrlState.Z">
<summary>
The RCS z-axis control input.
</summary>
</member>
<member name="M:FlightCtrlState.CopyFrom(FlightCtrlState)">
<summary>
Presumably, copies the state of the FlightCtrlState st into this FlightCtrlState object.
</summary>
<param name="st"></param>
</member>
<member name="P:FlightCtrlState.isNeutral">
<summary>
Presumably, whether this flight control represents "neutral" controls, i.e., no input and zero throttle.
</summary>
</member>
<member name="T:ResourceFlowMode">
<summary>
An enumeration of the different behaviors resources can have with respect to fuel flow.
</summary>
</member>
<member name="F:ResourceFlowMode.NO_FLOW">
<summary>
This resource cannot flow between parts (like SolidFuel).
</summary>
</member>
<member name="F:ResourceFlowMode.ALL_VESSEL">
<summary>
This resource can flow between any two parts on the ship
without restrictions or intermediate fuel lines (like MonoPropellant).
</summary>
</member>
<member name="F:ResourceFlowMode.EVEN_FLOW">
<summary>
Unused?
</summary>
</member>
<member name="F:ResourceFlowMode.STACK_PRIORITY_SEARCH">
<summary>
This resource behaves like LiquidFuel or Oxidizer, and can only flow
through crossfeed-enabled parts and fuel lines.
</summary>
</member>
<member name="T:PlanetariumCamera">
<summary>
A class related to the map view camera.
</summary>
</member>
<member name="F:PlanetariumCamera.fetch">
<summary>
Use this instance to access non-static members of this class.
</summary>
</member>
<member name="P:PlanetariumCamera.Camera">
<summary>
This is the Camera that looks at the planetarium scene. See the Unity documentation on Camera
to see what you can do with this object.
</summary>
</member>
<member name="T:Planetarium">
<summary>
Probably the most useful function here is Planetarium.GetUniversalTime().
</summary>
</member>
<member name="F:Planetarium.CurrentMainBody">
<summary>
Presumably, the main body of the active vessel?
</summary>
</member>
<member name="F:Planetarium.fetch">
<summary>
Use this instance to access non-static fields.
</summary>
</member>
<member name="F:Planetarium.Sun">
<summary>
The CelestialBody representing the Sun.
</summary>
</member>
<member name="M:Planetarium.FrameIsRotating">
<summary>
Presumably, whether the game is currently using a rotating
frame for physics (as opposed to an unrotating inertial frame).
Below a certain altitude (CelestialBody.inverseRot
</summary>
<returns></returns>
</member>
<member name="M:Planetarium.GetUniversalTime">
<summary>
The simulation time, in seconds, since this save was started.
</summary>
<returns>Universal time, in seconds</returns>
</member>
<member name="T:PartResource">
<summary>
A PartResource object represents the store of a single type of resource within a Part.
</summary>
</member>
<member name="F:PartResource.amount">
<summary>
How much of the resource is in this part, in whatever units the resource uses.
</summary>
</member>
<member name="F:PartResource.info">
<summary>
The definition of this type of resource, which contains all information about this resource type.
</summary>
</member>
<member name="F:PartResource.maxAmount">
<summary>
The maximum amount of this resource that this part can hold.
</summary>
</member>
<member name="F:PartResource.part">
<summary>
The part whose stored resource this object represents
</summary>
</member>
<member name="F:PartResource.resourceName">
<summary>
The name of this resource, as a string, e.g. "ElectricCharge"
</summary>
</member>
<member name="T:FuelLine">
<summary>
Stock fuel lines are not yet PartModules, but are implemented through this class.
</summary>
</member>
<member name="T:Part">
<summary>
Each part on a vessel is represented by a Part object. Plugins can add new functionality to parts by defining new
PartModules, which can then be added to Parts. It is also possible to define new subclasses of Part, but this
is deprecated in favor of PartModules.
</summary>
</member>
<member name="F:Part.ActivatesEvenIfDisconnected">
<summary>
Whether this part will actually activate if it schedule to be activated in the same stage as it
is decoupled from the rocket. In particular, sepratrons must have ActivatesEvenIfDisconnected set
to true if they are to function properly.
</summary>
</member>
<member name="F:Part.attachNodes">
<summary>
An AttachNode represents the link between two attached parts. attachNodes is a list of possible nodes to
which other parts can be attached to this part. You can find the parts that actually are attached using
AttachNode.attachedPart.
</summary>
</member>
<member name="F:Part.children">
<summary>
The parts that are children of this part in the part tree (parts that were attached to this part in the editor
after this part was already part of the vessel).
</summary>
</member>
<member name="F:Part.CrewCapacity">
<summary>
How many crew members this part can fit.
</summary>
</member>
<member name="F:Part.dragModel">
<summary>
Unused?
</summary>
</member>
<member name="F:Part.dragModelType">
<summary>
Unused?
</summary>
</member>
<member name="F:Part.fuelCrossFeed">
<summary>
Whether this part allows fuel crossfeed.
</summary>
</member>
<member name="F:Part.fuelLookupTargets">
<summary>
Seems to be always empty?
</summary>
</member>
<member name="F:Part.inverseStage">
<summary>
The stage in which this part will activate, as shown in the staging display. (Possibly called inverseStage
because the stages in KSP count down instead of up).
</summary>
</member>
<member name="F:Part.mass">
<summary>
The DRY mass of this part, not including the mass of any resources it contains
</summary>
</member>
<member name="F:Part.maximum_drag">
<summary>
The drag coefficient of this part is equal to (total mass) * (maximum_drag)
</summary>
</member>
<member name="F:Part.maxTemp">
<summary>
The temperature at which this part will explode.
</summary>
</member>
<member name="F:Part.minimum_drag">
<summary>
Unused.
</summary>
</member>
<member name="F:Part.NoCrossFeedNodeKey">
<summary>
Specifies the name of a node through which this part will NOT draw resources. See the part.cfg of the
stock tricoupler for an example of using this to prevent fuel from flowing backwards.
</summary>
</member>
<member name="F:Part.OnEditorAttach">
<summary>
Add a function to this callback and it will be called when your part is attached to another part in the editor.
</summary>
</member>
<member name="F:Part.OnEditorDestroy">
<summary>
Add a function to this callback and it will be called when your part is deleted in the editor.
</summary>
</member>
<member name="F:Part.OnEditorDetach">
<summary>
Add a function to this callback and it will be called when your part is detached, or is part of a set of parts
that are detached, in the editor.
</summary>
</member>
<member name="F:Part.OnJustAboutToBeDestroyed">
<summary>
Add a function to this callback and it will be called when your part is about to be destroyed during flight.
</summary>
</member>
<member name="F:Part.parent">
<summary>
The parent of this part in the part tree: the part to which this part was attached in the editor.
</summary>
</member>
<member name="F:Part.partInfo">
<summary>
Some of the part info that is displayed about this part in the editor.
</summary>
</member>
<member name="F:Part.physicalSignificance">
<summary>
If physicalSignificance == Part.PhysicalSignificance.NONE, then this part doesn't actually
have any physics. In particular, it has no mass, regardless of what its "mass" field is set to, and no drag.
</summary>
</member>
<member name="F:Part.PhysicsSignificance">
<summary>
Unused?
</summary>
</member>
<member name="F:Part.srfAttachNode">
<summary>
IF this part is surface-attached to its parent, srfAttachNode is the attach node describing this connection.
</summary>
</member>
<member name="F:Part.stackIcon">
<summary>
The sicon shown for this part in the staging display.
</summary>
</member>
<member name="F:Part.temperature">
<summary>
The temperature of this part, in some arbitrary units.
</summary>
</member>
<member name="F:Part.vessel">
<summary>
The vessel to which this part belongs. Beware that vessel == null in the editor.
</summary>
</member>
<member name="M:Part.AddModule(System.String)">
<summary>
Add a PartModule to this part. PartModules that are dynamically added to parts and don't exist in the original
part.cfg will not be properly restored from persistence.
</summary>
<param name="moduleName">The class name of the PartModule to add, as a string</param>
<returns>The added PartModule</returns>
</member>
<member name="M:Part.explode">
<summary>
Calling this causes the part to explode. But you guessed that, didn't you?
</summary>
</member>
<member name="M:Part.findAttachNode(System.String)">
<summary>
Find an AttachNode by its name, as a string.
</summary>
<param name="nodeId">The name of the node to search for. The names of nodes are found in the part.cfg. For instance,
node_stack_top describes a node with name "stack_top."</param>
<returns>The AttachNode of the given name.</returns>
</member>
<member name="M:Part.force_activate">
<summary>
Activates the part now, regardless of when it was scheduled to be activated in the staging order.
</summary>
</member>
<member name="M:Part.GetResourceMass">
<summary>
The total mass of the resources held by the part. The total mass of the part is <code>mass + GetResourceMass()</code>
</summary>
<returns>Total resource mass, in tonnes</returns>
</member>
<member name="P:Part.orbit">
<summary>
Don't use this; use Vessel.orbit instead.
</summary>
</member>
<member name="P:Part.Resources">
<summary>
A list of the resources contained by this part. You can loop over them with
<code>foreach(PartResource resource in part.Resources) { ... }</code>
</summary>
</member>
<member name="P:Part.Rigidbody">
<summary>
The rigidbody of this part. See the Unity documentation on rigidbodies for more information.
</summary>
</member>
<member name="F:Part.PhysicalSignificance.FULL">
<summary>
Part is a normal, physics-enabled part.
</summary>
</member>
<member name="F:Part.PhysicalSignificance.NONE">
<summary>
Part has no physics, and in particular no mass or drag.
</summary>
</member>
<member name="F:FuelLine.target">
<summary>
The part that can draw fuel through this fuel line. This fuel line in turn draws fuel from its parent.
</summary>
</member>
<member name="T:ScreenMessages">
<summary>
A class that lets you post temporary messages to the screen. If you use this class your messages will
automatically have the same style as regular in-game messages.
</summary>
</member>
<member name="F:ScreenMessages.activeMessages">
<summary>
The set of currently active screen messages. This is a non-static member, but you can get a
reference to the ScreenMessages instance via
<code>ScreenMessages sm = (ScreenMessages)GameObject.FindObjectOfType(typeof(ScreenMessages));</code>
</summary>
</member>
<member name="M:ScreenMessages.PostScreenMessage(ScreenMessage)">
<summary>
Post a temporary message to the screen. Examples of screen messages are the "Warp = {number}x" message
and the "Quicksaving..." message.
</summary>
<param name="msg">The message to post</param>
</member>
<member name="M:ScreenMessages.PostScreenMessage(System.String)">
<summary>
Post a temporary message to the screen. Examples of screen messages are the "Warp = {number}x" message
and the "Quicksaving..." message.
</summary>
<param name="message">The message to post.</param>
<returns>A reference to the posted message</returns>
</member>
<member name="M:ScreenMessages.PostScreenMessage(System.String,System.Single)">
<summary>
Post a temporary message to the screen. Examples of screen messages are the "Warp = {number}x" message
and the "Quicksaving..." message.
</summary>
<param name="message">The message to post</param>
<param name="duration">How long the message should remain on the screen, in seconds.</param>
<returns>A reference to the posted message</returns>
</member>
<member name="M:ScreenMessages.PostScreenMessage(System.String,System.Single,ScreenMessageStyle)">
<summary>
Post a temporary message to the screen. Examples of screen messages are the "Warp = {number}x" message
and the "Quicksaving..." message.
</summary>
<param name="message">The message to post</param>
<param name="duration">How long the message should remain on the screen, in seconds.</param>
<param name="style">Which style of screen message to post--for instance, should it by like the warp message, the quicksaving message, etc.</param>
<returns>A reference to the posted message</returns>
</member>
<member name="M:ScreenMessages.RemoveMessage(ScreenMessage)">
<summary>
Remove a currently active message from the screen.
</summary>
<param name="msg">The message to remove</param>
</member>
<member name="T:ScreenMessageStyle">
<summary>
An enumeration of the different styles of message you can display.
</summary>
</member>
<member name="F:ScreenMessageStyle.UPPER_CENTER">
<summary>
This results in a message in the same font and position as the "Warp = {number}x" message.
</summary>
</member>
<member name="F:ScreenMessageStyle.UPPER_LEFT">
<summary>
What sort of message style does this produce?
</summary>
</member>
<member name="F:ScreenMessageStyle.UPPER_RIGHT">
<summary>
This results in a message in the same font and position as the "Quicksaving..." message.
</summary>
</member>
<member name="F:ScreenMessageStyle.LOWER_CENTER">
<summary>
What sort of message style does this produce?
</summary>
</member>
<member name="T:MapView">
<summary>
This class stores some global information related to the map view.
</summary>
</member>
<member name="F:MapView.MapIsEnabled">
<summary>
Whether the game is currently in map view or not.
</summary>
</member>
<member name="M:MapView.EnterMapView">
<summary>
Calling this function will cause the game to switch to map view from the flight view.
</summary>
</member>
<member name="M:MapView.ExitMapView">
<summary>
Calling this function will cause the game to switch to flight view from the map view.
</summary>
</member>
<member name="T:HighLogic">
<summary>
This class stores some very high-level information about the current game state.
</summary>
</member>
<member name="F:HighLogic.fetch">
<summary>
Use this instance to access non-static members of this class.
</summary>
</member>
<member name="F:HighLogic.LoadedSceneIsEditor">
<summary>
Whether the game is currently in the VAB or SPH scenes.
</summary>
</member>
<member name="F:HighLogic.LoadedSceneIsFlight">
<summary>
Whether the game is currently in the flight scene.
</summary>
</member>
<member name="P:HighLogic.Skin">
<summary>
The GUISkin used by the game. Set GUI.skin = HighLogic.Skin at the start of your GUI function to use it yourself.
</summary>
</member>
<member name="T:ScaledSpace">
<summary>
A class that handles the transformations between the scaled-down coordinate system used by the map view and the
regular coordinate system used by the main flight view and the physics.
</summary>
</member>
<member name="M:ScaledSpace.LocalToScaledSpace(Vector3d)">
<summary>
Convert a position in world coordinates into a position in planetarium coordinates.
</summary>
<param name="localSpacePoint">A position in world coordinates</param>
<returns>The corresponding position in planetarium coordinates</returns>
</member>
<member name="M:ScaledSpace.ScaledToLocalSpace(Vector3d)">
<summary>
Convert a position in planetarium coordinates into a position in world coordinates.
</summary>
<param name="scaledSpacePoint">A position in planetarium coordinates.</param>
<returns>The corresponding position in world coordinates.</returns>
</member>
<member name="P:ScaledSpace.ScaleFactor">
<summary>
"Scaled space" is the coordinate system used by the planetarium view. It's the same coordinate system as
the world coordinates used by the physics, except scaled down by this scale factor.
</summary>
</member>
<member name="T:EditorLogic">
<summary>
This class has information about what is going on in the editor. In particular see SortedShipList.
</summary>
</member>
<member name="P:EditorLogic.SortedShipList">
<summary>
A list of all parts in the vessel that is being edited.
</summary>
</member>
<member name="T:PartResourceLibrary">
<summary>
The PartResourceLibrary lets you retrieve information about a resource type, given its name or integer id.
</summary>
</member>
<member name="M:PartResourceLibrary.GetDefinition(System.Int32)">
<summary>
Gets information about a resource, specified by its integer ID.
</summary>
<param name="id">The integer ID of the resource</param>
<returns>A PartResourceDefinition, which contains all the information about the resource</returns>
</member>
<member name="M:PartResourceLibrary.GetDefinition(System.String)">
<summary>
Gets information about a resource, specified by its name as a string.
</summary>
<param name="name">The name of the resource, e.g. "ElectricCharge"</param>
<returns>A PartResourceDefinition, which contains all the information about the resource</returns>
</member>
<member name="P:PartResourceLibrary.Instance">
<summary>
Use this instance to access the methods of this class
</summary>
</member>
<member name="T:FlightCamera">
<summary>
This class is related to control of the main camera used in the flight scene.
</summary>
</member>
<member name="P:FlightCamera.CamHdg">
<summary>
You can set this to change the look direction of the in-flight camera (value is in radians).
</summary>
</member>
<member name="P:FlightCamera.CamPitch">
<summary>
You can set this to change the look direction of the in-flight camera (value is in radians).
</summary>
</member>
<member name="T:CelestialBody">
<summary>
The Sun, the planets, and the moons are all CelestialBodies.
</summary>
</member>
<member name="F:CelestialBody.angularV">
<summary>
The magnitude of the angular velocity of the body's rotation, in radians per second.
</summary>
</member>
<member name="F:CelestialBody.angularVelocity">
<summary>
The body's angular velocity vector, in rotations per second. This points along the axis of
rotation and its magnitude is the rotation rate in radians per second.
</summary>
</member>
<member name="F:CelestialBody.atmosphere">
<summary>
Whether this body has an atmosphere
</summary>
</member>
<member name="F:CelestialBody.atmosphereContainsOxygen">
<summary>
Presumably, whether jet engines will work in this body's atmosphere
</summary>
</member>
<member name="F:CelestialBody.atmosphereMultiplier">
<summary>
Seems to be the pressure of the body's atmosphere at sea level, in units of Kerbin atmospheres at sea level.
</summary>
</member>
<member name="F:CelestialBody.atmosphereScaleHeight">
<summary>
The atmosphere's scale height, in KILOMETERS (not meters). The atmospheric pressure at a given altitude
above sea level is proportional to Math.Exp(-altitude / atmosphereScaleHeight).