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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>XMLDocumentation</name>
</assembly>
<members>
<member name="T:AtmosphericEngine">
<summary>
The old, deprecated class that implemented jet engine parts before PartModules.
Use an appropriately configured ModuleEngines instead of 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="T:AttachNode">
<summary>
An AttachNode represents the physical connection between a Part and its parent Part.
</summary>
</member>
<member name="F:AttachNode.attachedPart">
<summary>
The part attached to this node. Null if no part is attached.
</summary>
</member>
<member name="F:AttachNode.nodeType">
<summary>
Whether this node is a surface-attach node, a stack node, or a docking node.
</summary>
</member>
<member name="F:AttachNode.ResourceXFeed">
<summary>
Wether or not resource cross feed can pass through this node.
</summary>
</member>
<member name="F:AttachNode.NodeType.Stack">
<summary>
A stack node, like the connections between stacked fuel tanks
</summary>
</member>
<member name="F:AttachNode.NodeType.Surface">
<summary>
A surface node, like the connection between a radial decoupler and its parent.
</summary>
</member>
<member name="F:AttachNode.NodeType.Dock">
<summary>
The type of node that connects two docking ports?
</summary>
</member>
<member name="T:AvailablePart">
<summary>
An AvailablePart object contains the summary information about a single type of part
which is shown in the editor.
</summary>
</member>
<member name="F:AvailablePart.category">
<summary>
Which tab this part shows up in in the editor.
</summary>
</member>
<member name="F:AvailablePart.cost">
<summary>
The cost of this part, as displayed in the editor.
</summary>
</member>
<member name="F:AvailablePart.description">
<summary>
The description of this part, as displayed in the editor?
Does this include the GetInfo() of the part's PartModules?
</summary>
</member>
<member name="F:AvailablePart.partPrefab">
<summary>
The object that gets cloned when you create a new instance of this part in the editor?
</summary>
</member>
<member name="T:KSP.IO.BinaryReader">
<summary>
Identical to System.IO.BinaryReader, but with added IDisposable methods (for use in using structures), and a factory method instead of constructors.
</summary>
</member>
<member name="M:KSP.IO.BinaryReader.CreateForType``1(System.String,Vessel)">
<summary>
Create a binary reader with the desired filename.
</summary>
<typeparam name="T"></typeparam>
<param name="filename"></param>
<param name="flight"></param>
<returns></returns>
</member>
<member name="M:KSP.IO.BinaryReader.Dispose">
<summary>
Close the stream and any resources (e.g. files) it has open.
</summary>
</member>
<member name="M:KSP.IO.BinaryReader.Read(System.Byte[],System.Int32,System.Int32)">
<summary>
Read a block of bytes from the stream.
</summary>
<param name="buffer"></param>
<param name="index"></param>
<param name="count"></param>
<returns></returns>
</member>
<member name="M:KSP.IO.BinaryReader.Read(System.Char[],System.Int32,System.Int32)">
<summary>
Read a block of chars from the stream.
</summary>
<param name="buffer"></param>
<param name="index"></param>
<param name="count"></param>
<returns></returns>
</member>
<member name="T:KSP.IO.BinaryWriter">
<summary>
Identical to System.IO.BinaryWriter, but with added IDisposable methods (for use in using structures), and a factory method instead of constructors.
</summary>
</member>
<member name="M:KSP.IO.BinaryWriter.CreateForType``1(System.String,Vessel)">
<summary>
Create a binary file writer.
</summary>
<typeparam name="T"></typeparam>
<param name="filename"></param>
<param name="flight"></param>
<returns></returns>
</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.
Appears to only have an effect when useLegacyAtmosphere is toggled on
</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).
</summary>
</member>
<member name="F:CelestialBody.bodyName">
<summary>
The name of the body, as a string.
</summary>
</member>
<member name="F:CelestialBody.GeeASL">
<summary>
The gravitational acceleration of the body at sea level, in units of gees (1 gee = 9.81 m/s^2)
</summary>
</member>
<member name="F:CelestialBody.gMagnitudeAtCenter">
<summary>
The gravitational acceleration (in m/s^2) at a radius r (in m) from the body's center is gMagnitudeAtCenter / r^2
</summary>
</member>
<member name="F:CelestialBody.gravParameter">
<summary>
The gravitational parameter GM is the universal gravitational constant G times the mass M of the body.
In KSP the gravitational constant G is exactly 6.673 m^3 / (kg s^2), and the body mass is measured in
kilograms.
</summary>
</member>
<member name="F:CelestialBody.hillSphere">
<summary>
Unused?
</summary>
</member>
<member name="F:CelestialBody.Mass">
<summary>
The mass of the body in kilograms. Computed
</summary>
</member>
<member name="F:CelestialBody.maxAtmosphereAltitude">
<summary>
The height of the upper edge of the body's atmosphere, in meters above sea level. Except,
not really. The atmosphere really cuts off at an altitude (in meters) of
<code>body.atmosphereScaleHeight * 1000 * Math.Log(1e6)</code>
</summary>
</member>
<member name="F:CelestialBody.ocean">
<summary>
Whether this planet has an ocean at "sea level"
</summary>
</member>
<member name="F:CelestialBody.orbitDriver">
<summary>
this is what gives the celestial body its orbit and makes it go along the orbit as well
</summary>
</member>
<member name="F:CelestialBody.orbitingBodies">
<summary>
A list of this body's moons (or, in the case of the Sun, a list of the planets).
</summary>
</member>
<member name="F:CelestialBody.pqsController">
<summary>
The pqsController computes the terrain of the planet. Note that for the Sun, pqsController = null.
</summary>
</member>
<member name="F:CelestialBody.Radius">
<summary>
The radius of the planet in meters. Note that this is only the radius of "sea level"; the actual terrain may be higher.
</summary>
</member>
<member name="F:CelestialBody.rotationPeriod">
<summary>
The time, in seconds, for the body to complete one rotation around its axis
</summary>
</member>
<member name="F:CelestialBody.sphereOfInfluence">
<summary>
The radius of this body's sphere of influence (measured from the center of the body), in meters.
</summary>
</member>
<member name="F:CelestialBody.tidallyLocked">
<summary>
Presumably, whether this body is tidally locked to the body around with it orbits.
</summary>
</member>
<member name="F:CelestialBody.timeWarpAltitudeLimits">
<summary>
Presumably, this gives the minimum altitude you must have in order to be allowed to use each
warp rate when in this body's sphere of influence.
</summary>
</member>
<member name="F:CelestialBody.useLegacyAtmosphere">
<summary>
It appears that this setting toggles between old and new atmosphere system
</summary>
</member>
<member name="M:CelestialBody.GetAltitude(Vector3d)">
<summary>
Gets the height of a given position above this body's sea level, in meters.
</summary>
<param name="worldPos">A position in world coordinates</param>
<returns>Altitude in meters</returns>
</member>
<member name="M:CelestialBody.GetLatitude(Vector3d)">
<summary>
Gets the latitude of a given position, in degrees.
</summary>
<param name="worldPos">A position in world coordinates</param>
<returns>Latitude in degrees</returns>
</member>
<member name="M:CelestialBody.GetLongitude(Vector3d)">
<summary>
Gets the longitude of a given position, in degrees. Note that you CANNOT count on this value being in any particular range.
This function may for example return 420, meaning 60 degrees east. You would be well advised to coerce it into a standard
range like -180 to 180 before using it.
</summary>
<param name="worldPos">A position in world coordinates</param>
<returns>Longitude in degrees</returns>
</member>
<member name="M:CelestialBody.GetRelSurfacePosition(System.Double,System.Double,System.Double)">
<summary>
Returns a vector pointing from the center of the body to the given latitude, longitude, and altitude.
</summary>
<param name="lat">Latitude in degrees</param>
<param name="lon">Longitude in degrees</param>
<param name="alt">Altitude above sea level in meters</param>
<returns>A position vector relative to the center of the body</returns>
</member>
<member name="M:CelestialBody.getRFrmVel(Vector3d)">
<summary>
Returns the velocity at a given position of the frame of reference that rotates with the planet.
This velocity is the difference between the "orbit" and "surface" velocities.
</summary>
<param name="worldPos">A position in world coordinates</param>
<returns>Velocity of the rotating reference frame</returns>
</member>
<member name="M:CelestialBody.GetSurfaceNVector(System.Double,System.Double)">
<summary>
Returns a unit vector perpendicular to the surface of the body at the given latitude and
longitude (pretending for the moment that the body is a perfect sphere).
</summary>
<param name="lat">Latitude in degrees</param>
<param name="lon">Longitude in degrees</param>
<returns>A unit normal vector to the surface</returns>
</member>
<member name="M:CelestialBody.GetWorldSurfacePosition(System.Double,System.Double,System.Double)">
<summary>
Returns the position, in world coordinates, of a given latitude, longitude, and altitude
</summary>
<param name="lat">Latitude in degrees</param>
<param name="lon">Longitude in degrees</param>
<param name="alt">Altitude above sea level in meters</param>
<returns>Position in world coordinates</returns>
</member>
<member name="M:CelestialBody.RevealAltitude">
<summary>Returns the body's altitude above the reference sphere of its primary</summary>
<remarks>Implements IDiscoverable</remarks>
</member>
<member name="M:CelestialBody.RevealMass">
<summary>Returns the body's mass, in kg</summary>
<remarks>Implements IDiscoverable</remarks>
</member>
<member name="M:CelestialBody.RevealName">
<summary>Returns the body's tracking station name</summary>
<remarks>Implements IDiscoverable</remarks>
</member>
<member name="M:CelestialBody.RevealSituationString">
<summary>Describes the state of the body</summary>
<returns>A string containing the sphere of influence and trajectory of the object</returns>
<example>"Orbiting the Sun"</example>
<remarks>Implements IDiscoverable</remarks>
</member>
<member name="M:CelestialBody.RevealSpeed">
<summary>Returns the body's speed</summary>
<remarks>Implements IDiscoverable</remarks>
</member>
<member name="M:CelestialBody.RevealType">
<summary>Returns the type of the body</summary>
<returns>One of "Sun", "Planet", or "Moon"</returns>
<remarks>Implements IDiscoverable</remarks>
</member>
<member name="P:CelestialBody.DiscoveryInfo">
<summary>Describes to what extent this body has been explored</summary>
</member>
<member name="P:CelestialBody.orbit">
<summary>
Describes the orbit of this body around its primary.
</summary>
</member>
<member name="P:CelestialBody.position">
<summary>
The position of the center of the body, in world coordinates.
</summary>
</member>
<member name="P:CelestialBody.referenceBody">
<summary>
Presumably, the body this body orbits around
</summary>
</member>
<member name="T:ConfigNode">
<summary>
A ConfigNode represents a collection of data that can be serialized to or deserialized from a file.
A ConfigNode contains a set of values, and optionally
one or more ConfigNodes, so they can be used recursively.
</summary>
</member>
<member name="M:ConfigNode.AddNode(System.String)">
<summary>
Add a sub-ConfigNode with a given name to this node.
</summary>
<param name="name">The name of the new node</param>
<returns>The newly created sub-ConfigNode</returns>
</member>
<member name="M:ConfigNode.AddValue(System.String,System.Object)">
<summary>
Add a new piece of data to this ConfigNode. Values show up in serialized ConfigNodes as lines of the form
<para><code>name = value</code></para>
</summary>
<param name="name">The name of the new value.</param>
<param name="value">The data to store.</param>
</member>
<member name="M:ConfigNode.AddValue(System.String,System.String)">
<summary>
Add a new piece of data to this ConfigNode. Values show up in serialized ConfigNodes as lines of the form
<para><code>name = value</code></para>
</summary>
<param name="name">The name of the new value.</param>
<param name="value">The data to store.</param>
</member>
<member name="M:ConfigNode.ClearData">
<summary>
Remove all nodes and values?
</summary>
</member>
<member name="M:ConfigNode.ClearNodes">
<summary>
Remove all sub-ConfigNodes from this ConfigNode?
</summary>
</member>
<member name="M:ConfigNode.ClearValues">
<summary>
Remove all values from this ConfigNode?
</summary>
</member>
<member name="M:ConfigNode.CopyTo(ConfigNode)">
<summary>
Copies the contents of this node into a different ConfigNode
</summary>
<param name="node">The ConfigNode to copy this one into.</param>
</member>
<member name="M:ConfigNode.CreateConfigFromObject(System.Object)">
<summary>
Create a ConfigNode from a given object. This function will use reflection to scan the given object
looking for fields with the [Persistent] attribute. When it finds such a field
it adds it as a name-value pair to the returned ConfigNode. The name wil be the name
of the field, and the value will the the serialized version of the field's data.
</summary>
<param name="obj">The object to scan to create a ConfigNode</param>
<returns>A ConfigNode containing the persistent fields of the object.</returns>
</member>
<member name="M:ConfigNode.CreateConfigFromObject(System.Object,System.Int32)">
<summary>
Like CreateConfigFromObject, but only pays attention to fields with the "pass"
field of the [Persistent] attribute set to pass.
</summary>
<param name="obj">The object to scan to create a ConfigNode.</param>
<param name="pass">A flag indicate which fields to serialize.</param>
<returns>A ConfigNode containing the desired persistent fields of the object.</returns>
</member>
<member name="M:ConfigNode.LoadObjectFromConfig(System.Object,ConfigNode)">
<summary>
Initialize an existing object using data from the ConfigNode. This method
will scan the object looking for fields with the [Persistent] attribute. When it
finds such a field, it looks in the ConfigNode for a matching name-value pair, and then
parses the value and sets the field to the result.
</summary>
<param name="obj">The object to initialize</param>
<param name="node">The ConfigNode used to initialize the object.</param>
<returns></returns>
</member>
<member name="M:ConfigNode.LoadObjectFromConfig(System.Object,ConfigNode,System.Int32)">
<summary>
Like LoadObjectFromConfig, but only pays attention to fields for which the "pass"
field of the [Persistent] attribute is equal to pass.
</summary>
<param name="obj">The object to initialize</param>
<param name="node">The ConfigNode used to initialize the object.</param>
<param name="pass">A flag indicating which fields to initialize.</param>
<returns></returns>
</member>
<member name="M:ConfigNode.Save(System.String)">
<summary>
Seralize this ConfigNode to a file.
</summary>
<param name="fileFullName">A filename (absolute path?)</param>
<returns>?</returns>
</member>
<member name="M:ConfigNode.ToString">
<summary>
Seralizes this ConfigNode to a string.
</summary>
<returns>A serialized version of this ConfigNode</returns>
</member>
<member name="T:ControlTypes">
<summary>
The different controls that it is possible to lock the player out of
using InputLockManager. You can OR them together to lock the player
out of multiple controls at once.
</summary>
</member>
<member name="F:ControlTypes.ALL_SHIP_CONTROLS">
<summary>
Locking ALL_SHIP_CONTROLS will prevent the player from steering the ship,
as if they had run out of ElectricCharge.
</summary>
</member>
<member name="T:Decoupler">
<summary>
The old, deprecated class that used to be used to implement decouplers before PartModules.
Use ModuleDecouple or ModuleAnchoredDecoupler instead.
</summary>
</member>
<member name="T:DecouplerGUI">
<summary>
An old, deprecated class that used to be used to implement decouplers before PartModules.
Use ModuleDecouple or ModuleAnchoredDecoupler instead.
</summary>
</member>
<member name="T:DiscoverableObjectsUtil">
<summary>Static methods used by asteroids</summary>
</member>
<member name="M:DiscoverableObjectsUtil.GenerateAsteroidName">
<summary>Generates an suitably science-y asteroid name</summary>
<returns>A random string of the form "XXX-###".</returns>
</member>
<member name="T:DiscoveryInfo">
<summary>Represents the "remote sensing" information available for an IDiscoverable</summary>
<invariant>this.fadeUT = this.lastObservedTime + this.unobservedLifetime</invariant>
</member>
<member name="F:DiscoveryInfo.distance">
<summary>Tracking station wrapper for IDiscoverable.RevealAltitude()</summary>
<remarks>Requires DiscoveryLevels.StateVectors</remarks>
</member>
<member name="F:DiscoveryInfo.situation">
<summary>Tracking station wrapper for IDiscoverable.RevealSituationString()</summary>
<remarks>Requires DiscoveryLevels.StateVectors</remarks>
</member>
<member name="F:DiscoveryInfo.speed">
<summary>Tracking station wrapper for IDiscoverable.RevealSpeed()</summary>
<remarks>Requires DiscoveryLevels.StateVectors</remarks>
</member>
<member name="F:DiscoveryInfo.mass">
<summary>Tracking station wrapper for IDiscoverable.RevealMass()</summary>
<remarks>Requires DiscoveryLevels.Appearance</remarks>
</member>
<member name="F:DiscoveryInfo.type">
<summary>Tracking station wrapper for IDiscoverable.RevealType()</summary>
<remarks>Requires DiscoveryLevels.Appearance</remarks>
</member>
<member name="F:DiscoveryInfo.size">
<summary>Tracking station wrapper for this.objectSize</summary>
<remarks>Always visible</remarks>
</member>
<member name="F:DiscoveryInfo.trackingStatus">
<summary>Tracking station wrapper for Level?</summary>
<remarks>Always visible</remarks>
</member>
<member name="F:DiscoveryInfo.signalStrengthPercent">
<summary>Tracking station wrapper for GetSignalStrength()</summary>
<remarks>Rounded to the nearest 0.1%.
Always visible</remarks>
</member>
<member name="F:DiscoveryInfo.name">
<summary>Tracking station wrapper for IDiscoverable.RevealName()</summary>
<remarks>Requires DiscoveryLevels.Name</remarks>
</member>
<member name="F:DiscoveryInfo.signalStrengthLevel">
<summary>Tracking station wrapper for GetSignalStrengthCaption()</summary>
<remarks>Always visible</remarks>
</member>
<member name="M:DiscoveryInfo.#ctor(IDiscoverable,DiscoveryLevels,System.Double)">
<summary>Initializes a Class C asteroid</summary>
<param name="host">The vessel or celestial body to which this DiscoveryInfo applies</param>
<param name="level">The amount of knowledge for the asteroid</param>
<param name="untrackedLifetime">The amount of time the asteroid can remain untracked
before disappearing</param>
</member>
<member name="M:DiscoveryInfo.#ctor(IDiscoverable,System.Double)">
<summary>Initializes a Class C asteroid, and assumes all properties are already known.</summary>
<param name="host">The vessel or celestial body to which this DiscoveryInfo applies</param>
<param name="untrackedLifetime">The amount of time the asteroid can remain untracked
before disappearing</param>
</member>
<member name="M:DiscoveryInfo.#ctor(IDiscoverable)">
<summary>Initializes a Class C asteroid, and assumes all properties are already known.</summary>
<param name="host">The vessel or celestial body to which this DiscoveryInfo applies</param>
</member>
<member name="M:DiscoveryInfo.GetSignalStrengthCaption(System.Double)">
<summary>Returns a text description of the signal strength</summary>
<returns>If <paramref name="signal"/> is in [0.0, 0.2), returns "Very Weak"</returns>
<returns>If <paramref name="signal"/> is in [0.2, 0.4), returns "Weak"</returns>
<returns>If <paramref name="signal"/> is in [0.4, 0.6), returns "Average"</returns>
<returns>If <paramref name="signal"/> is in [0.6, 0.8), returns "Good"</returns>
<returns>If <paramref name="signal"/> is in [0.8, 1.0], returns "Strong"</returns>
</member>
<member name="M:DiscoveryInfo.GetSizeClassDescription(UntrackedObjectClass)">
<summary>Returns long description of asteroid type</summary>
<param name="sizeClass">The asteroid type to label</param>
<returns>The asteroid class explanation printed on the tracking station's info panel.
<example>"Class C Objects are about average-sized..."</example>
If not a valid value of UntrackedObjectClass, returns "This seems to be a non-standard size class. Who knows what it'll look like?"
</returns>
</member>
<member name="M:DiscoveryInfo.GetSizeClassSizes(UntrackedObjectClass)">
<summary>Returns asteroid size displayed in map view</summary>
<param name="sizeClass">The asteroid type to label</param>
<returns>The asteroid class printed beneath an untracked asteroid.
<example>"C (Medium)"</example>
If not a valid value of UntrackedObjectClass, returns "???"
</returns>
</member>
<member name="M:DiscoveryInfo.GetSignalLife(System.Double)">
<summary>Returns the fraction of the asteroid's unobservedLifetime that remains</summary>
<param name="UT">The time at which the signal life is measured</param>
<remarks>GetSignalLife(t_discover) == 1.0
GetSignalLife(fadeUT) == 0.0</remarks>
</member>
<member name="M:DiscoveryInfo.GetSignalStrength(System.Double)">
<summary>Returns amount of time remaining until the asteroid is lost, in units of referenceLifetime</summary>
<param name="UT">The time at which the signal strength is measured</param>
<remarks>GetSignalStrength(t_discover) == unobservedLifetime / referenceLifetime
GetSignalStrength(fadeUT) == 0.0</remarks>
</member>
<member name="M:DiscoveryInfo.HaveKnowledgeAbout(DiscoveryLevels)">
<summary>Function testing if an asteroid has a particular discovery level</summary>
<param name="lvl">The flag(s) whose presence must be tested.</param>
<returns>True if at least one of the flags in <paramref name="lvl"/> is in
this object, false otherwise</returns>
</member>
<member name="M:DiscoveryInfo.SetLastObservedTime(System.Double)">
<summary>Logs an asteroid observation</summary>
<param name="UT">The new time of last observation</param>
</member>
<member name="M:DiscoveryInfo.SetLevel(DiscoveryLevels)">
<summary>Sets the level of knowledge the player has for the asteroid</summary>
<param name="level">The flags representing the asteroid's exploration state</param>
</member>
<member name="M:DiscoveryInfo.SetReferenceLifetime(System.Double)">
<summary>Updates the reference lifetime</summary>
<param name="time">Changes the scaling of signal strength.</param>
</member>
<member name="M:DiscoveryInfo.SetUnobservedLifetime(System.Double)">
<summary>Updates the time for which the asteroid can go untracked, preserving class invariants</summary>
<param name="time">The maximum time to track the asteroid</param>
</member>
<member name="M:DiscoveryInfo.SetUntrackedObjectSize(UntrackedObjectClass)">
<summary>Updates the asteroid size</summary>
<param name="size">The asteroid class (A-E)</param>
</member>
<member name="P:DiscoveryInfo.fadeUT">
<summary>The time at which the asteroid is scheduled to be deleted</summary>
</member>
<member name="P:DiscoveryInfo.lastObservedTime">
<summary>The time at which the asteroid was last tracked</summary>
<remarks>Stored in persistence file</remarks>
</member>
<member name="P:DiscoveryInfo.Level">
<summary>The asteroid's tracking state</summary>
<remarks>Stored in persistence file as state</remarks>
</member>
<member name="P:DiscoveryInfo.objectSize">
<summary>The size class (A-E) of the asteroid</summary>
<remarks>Stored in persistence file as size</remarks>
</member>
<member name="P:DiscoveryInfo.referenceLifetime">
<summary>The time for which an asteroid can go untracked if it starts at full signal strength</summary>
<remarks>Alternate definition: the time needed for the signal strength to fall by 1 unit.
Always equals 86400 × ScenarioDiscoverableObjects.maxUntrackedLifetime.
For the default spawn settings, this is 1728000 seconds, or 20 Earth days.
Stored in persistence file as refTime</remarks>
</member>
<member name="P:DiscoveryInfo.unobservedLifetime">
<summary>The time for which the asteroid can go untracked before it is deleted</summary>
<remarks>Stored in persistence file as lifetime</remarks>
</member>
<member name="T:DiscoveryLevels">
<summary>Describes an IDiscoverable object's state regarding tracking and exploration</summary>
</member>
<member name="F:DiscoveryLevels.Presence">
<summary>Object has been detected in tracking station</summary>
</member>
<member name="F:DiscoveryLevels.Name">
<summary>Object has been tracked</summary>
</member>
<member name="F:DiscoveryLevels.StateVectors">
<summary>Object is currently tracked</summary>
</member>
<member name="F:DiscoveryLevels.Appearance">
<summary>Unlocks mass and type fields; intended for discoverable CelestialBodies?</summary>
</member>
<member name="F:DiscoveryLevels.Owned">
<summary>Alias for "all flags"</summary>
<remarks>Set for docked asteroids and all normal ship parts.</remarks>
</member>
<member name="T:DockingPort">
<summary>
An unused class; use ModuleDockingNode instead.
</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="M:KSP.IO.File.AppendAllText``1(System.String,System.String,Vessel)">
<summary>
Append a string to a file, or creates it if it doesn't exist.
</summary>
<typeparam name="T"></typeparam>
<param name="data"></param>
<param name="filename"></param>
<param name="flight"></param>
</member>
<member name="M:KSP.IO.File.AppendText``1(System.String,Vessel)">
<summary>
Open a stream that appends to a file.
</summary>
<typeparam name="T"></typeparam>
<param name="filename"></param>
<param name="flight"></param>
<returns></returns>
</member>
<member name="M:KSP.IO.File.Create``1(System.String,Vessel)">
<summary>
Open a stream that creates a file.
</summary>
<typeparam name="T"></typeparam>
<param name="filename"></param>
<param name="flight"></param>
<returns></returns>
</member>
<member name="M:KSP.IO.File.CreateText``1(System.String,Vessel)">
<summary>
Open a stream that creates a file.
</summary>
<typeparam name="T"></typeparam>
<param name="filename"></param>
<param name="flight"></param>
<returns></returns>
</member>
<member name="M:KSP.IO.File.Delete``1(System.String,Vessel)">