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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:ApplicationLauncher">
<summary>
The application launcher is the set of buttons that appear in the upper right, including
for example the resource tab. You can add your own buttons to this toolbar.
See http://forum.kerbalspaceprogram.com/threads/86682-Appilcation-Launcher-and-Mods?p=1303921#post1303921
</summary>
</member>
<member name="F:ApplicationLauncher.Ready">
<summary>
Don't try to add buttons before ApplicationLauncher.Ready is true. If it's currently false, you
can register for the GameEvents.onGUIApplicationLauncherReady event which will fire when the
application launcher becomes ready to have buttons added to it.
</summary>
</member>
<member name="M:ApplicationLauncher.AddModApplication(RUIToggleButton.OnTrue,RUIToggleButton.OnFalse,RUIToggleButton.OnHover,RUIToggleButton.OnHoverOut,RUIToggleButton.OnEnable,RUIToggleButton.OnDisable,ApplicationLauncher.AppScenes,PackedSprite)">
<summary>
Add a MOD(3rd party) application to the Application Launcher. Use ApplicationLauncherButton.VisibleInScenes to set where the button should be displayed.
</summary>
<remarks>
Note that the application launcher is destroyed when the player exits to the main menu. If the player then
loads up a new save the application launcher will be recreated and you will have to re-add your button.
Register for GameEvents.onGUIApplicationLauncherDestroyed and GameEvents.onGUIApplicationLauncherReady
to detect when the application launcher has been destroyed and when it has been re-created.
</remarks>
<param name="onTrue">Callback for when the button is toggeled on</param>
<param name="onFalse">Callback for when the button is toggeled off</param>
<param name="onHover">Callback for when the mouse is hovering over the button</param>
<param name="onHoverOut">Callback for when the mouse hoveris off the button</param>
<param name="onEnable">Callback for when the button is shown or enabled by the application launcher</param>
<param name="onDisable">Callback for when the button is hidden or disabled by the application launcher</param>
<param name="visibleInScenes">The "scenes" this button will be visible in. For example VisibleInScenes = ApplicationLauncher.AppScenes.FLIGHT | ApplicationLauncher.AppScenes.MAPVIEW;</param>
<param name="sprite">The 38x38 PackedSprite animation to use for the button icon. Use ApplicationLauncherButton.PlayAnim() to play the animation.</param>
<returns></returns>
</member>
<member name="M:ApplicationLauncher.AddModApplication(RUIToggleButton.OnTrue,RUIToggleButton.OnFalse,RUIToggleButton.OnHover,RUIToggleButton.OnHoverOut,RUIToggleButton.OnEnable,RUIToggleButton.OnDisable,ApplicationLauncher.AppScenes,UnityEngine.Texture)">
<summary>
Add a MOD(3rd party) application to the Application Launcher. Use ApplicationLauncherButton.VisibleInScenes to set where the button should be displayed.
</summary>
<remarks>
Note that the application launcher is destroyed when the player exits to the main menu. If the player then
loads up a new save the application launcher will be recreated and you will have to re-add your button.
Register for GameEvents.onGUIApplicationLauncherDestroyed and GameEvents.onGUIApplicationLauncherReady
to detect when the application launcher has been destroyed and when it has been re-created.
</remarks>
<param name="onTrue">Callback for when the button is toggeled on</param>
<param name="onFalse">Callback for when the button is toggeled off</param>
<param name="onHover">Callback for when the mouse is hovering over the button</param>
<param name="onHoverOut">Callback for when the mouse hoveris off the button</param>
<param name="onEnable">Callback for when the button is shown or enabled by the application launcher</param>
<param name="onDisable">Callback for when the button is hidden or disabled by the application launcher</param>
<param name="visibleInScenes">The "scenes" this button will be visible in. For example VisibleInScenes = ApplicationLauncher.AppScenes.FLIGHT | ApplicationLauncher.AppScenes.MAPVIEW;</param>
<param name="texture">The 38x38 Texture to use for the button icon.</param>
<returns></returns>
</member>
<member name="M:ApplicationLauncher.AddOnHideCallback(ApplicationLauncher.OnHide)">
<summary>
Register a method that will be called when the ApplicationLauncher GUI hides itself.
</summary>
<param name="del"></param>
</member>
<member name="M:ApplicationLauncher.AddOnRepositionCallback(ApplicationLauncher.OnReposition)">
<summary>
Register a method that will be called when the ApplicationLauncher moves from the top
right to the bottom right, or vice versa.
</summary>
<param name="del"></param>
</member>
<member name="M:ApplicationLauncher.AddOnShowCallback(ApplicationLauncher.OnShow)">
<summary>
Register a method that will be called when the ApplicationLauncher GUI shows itself.
</summary>
<param name="del"></param>
</member>
<member name="M:ApplicationLauncher.DisableMutuallyExclusive(ApplicationLauncherButton)">
<summary>
Reverses the effect of EnableMutuallyExclusive()
</summary>
<param name="launcherButton"></param>
</member>
<member name="M:ApplicationLauncher.EnableMutuallyExclusive(ApplicationLauncherButton)">
<summary>
Makes your application hide the stock applications when opened, and makes stock applications hide
your appliction when opened.
</summary>
<param name="launcherButton"></param>
</member>
<member name="M:ApplicationLauncher.RemoveModApplication(ApplicationLauncherButton)">
<summary>
Removes your button from the application launcher toolbar.
</summary>
<param name="button"></param>
</member>
<member name="M:ApplicationLauncher.RemoveOnHideCallback(ApplicationLauncher.OnHide)">
<summary>
Un-register a method that will be called when the ApplicationLauncher GUI hides itself.
</summary>
<param name="del"></param>
</member>
<member name="M:ApplicationLauncher.RemoveOnRepositionCallback(ApplicationLauncher.OnReposition)">
<summary>
Un-register a method that will be called when the ApplicationLauncher moves from the top
right to the bottom right, or vice versa.
</summary>
<param name="del"></param>
</member>
<member name="M:ApplicationLauncher.RemoveOnShowCallback(ApplicationLauncher.OnShow)">
<summary>
Un-register a method that will be called when the ApplicationLauncher GUI shows itself.
</summary>
<param name="del"></param>
</member>
<member name="P:ApplicationLauncher.Instance">
<summary>
The single instance of ApplicationLauncher; call all the methods of this class using this instance.
</summary>
</member>
<member name="P:ApplicationLauncher.IsPositionedAtTop">
<summary>
Whether the application launcher toolbar is positioned in the top right or in the bottom right
(it's in the bottom right in the editor).
</summary>
</member>
<member name="T:ApplicationLauncher.AppScenes">
<summary>
Or together these flags and pass them to AddModApplication to specify when your button
should appear on the application launcher toolbar.
</summary>
</member>
<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.attachMode">
<summary>
Whether this part is attached to its parent via a stack AttachNode or a surface AttachNode.
</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.flightID">
<summary>
A unique identifider for this part. Note that despite the name, each part on the same vessel will still have a different value in this field.
This value is persistent and not affected by game load or docking/undocking or similar.
This is the 'uid' value at the PART level of the persistent.sfs file.
</summary>
</member>
<member name="F:Part.fuelCrossFeed">
<summary>
Whether this part allows fuel crossfeed.
</summary>
</member>
<member name="F:Part.fuelLookupTargets">
<summary>
In the flight scene, fuelLookupTargets is the list of fuel lines through
which this part can draw fuel. Also if this part is a docking node docked
to a another docking node through which it can draw fuel, then the attached
docking node will also be in fuelLookupTargets.
</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.missionID">
<summary>
A unique identifier assigned to the part when the vessel it is a part of is created.
All parts on the vessel get the same missionID and it does not change.
Splitting a vessel with a decoupler will result with two vessels whose parts have the same missionID.
When two vessels spawned seperately dock, each part keeps its original missionID, undocking does not change this field either.
</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.uid">
<summary>
The purpose of uid is unknown. It changes everytime a vessel is swithched to, even within the same flight scene.
Swith to a nearby vessel and back with [ and ] and the uid of the parts on a vessel will change.
This value does not save to persistent.sfs, the uid value at the PART level is the part.flightID value instead.
</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.DrainFuel(System.Single)">
<summary>
Deprecated.
</summary>
<param name="amount"></param>
<returns></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.findAttachNodeByPart(Part)">
<summary>
Given a child part of this part, find the AttachNode representing the connection between this
part and that child.
</summary>
<param name="connectedPart">A child part of this part.</param>
<returns>The AttachNode connecting this part to the given child.</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="M:Part.RequestFuel(Part,System.Single,System.UInt32)">
<summary>
Deprecated.
</summary>
<param name="source"></param>
<param name="amount"></param>
<param name="reqId"></param>
<returns></returns>
</member>
<member name="M:Part.RequestRCS(System.Single,System.Int32)">
<summary>
Deprecated.
</summary>
<param name="amount"></param>
<param name="earliestStage"></param>
<returns></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="T:Part.PhysicalSignificance">
<summary>
Represents whether a part has physics.
</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.name">
<summary>
The name of this kind of part, as specified in the "name =" line of its part.cfg.
</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:BaseAction">
<summary>
A BaseAction object is the basic action object.
There is one of these automatically created for each 'KSPAction' field in a partModule
</summary>
</member>
<member name="F:BaseAction.actionGroup">
<summary>
Unconfirmed: The action groups this action is currently assigned to.
</summary>
</member>
<member name="F:BaseAction.active">
<summary>
Is this action available? Setting this false disables the action so it will not show in the available actions list.
</summary>
</member>
<member name="F:BaseAction.defaultActionGroup">
<summary>
Unconfirmed: Assign this action to action groups upon creation ('Gear' group for landing legs)
</summary>
</member>
<member name="F:BaseAction.guiName">
<summary>
Name shown in editor action groups panel
</summary>
</member>
<member name="F:BaseAction.listParent">
<summary>
Information about what the action is attached to.
listParent.module = partModule this action is a memeber of
listParent.part = part this action is a member of
</summary>
</member>
<member name="F:BaseAction.name">
<summary>
Name of the action group as seen in code where the KSPAction field exists
</summary>
</member>
<member name="M:BaseAction.Invoke(KSPActionParam)">
<summary>
Activate this action. Note that there is no toggle activation, you must check state yourself in code
and activate or deactivate as appropriate
**Example code start to activate an action: KSP version 0.24.2**
<code>
KSPActionParam actParam = new KSPActionParam(KSPActionGroup.None, KSPActionType.Activate); //okay to create this new just before invoking
exampleAction.Invoke(actParam); //action defined as a KSPAction in a partModule
</code>
**Example code start to deactivate an action: KSP version 0.24.2**
<code>
KSPActionParam actParam = new KSPActionParam(KSPActionGroup.None, KSPActionType.Deactivate); //okay to create this new just before invoking
exampleAction.Invoke(actParam); //action defined as a KSPAction in a partModule
</code>
</summary>
</member>
<member name="T:BaseActionList">
<summary>
A BaseActionList is an object to manipulate actions.
</summary>
</member>
<member name="F:BaseActionList.module">
<summary>
The partModule this list of actions belongs to
</summary>
</member>
<member name="F:BaseActionList.part">
<summary>
The Part this list of actions belongs to
</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.GetFrameVel">
<summary>
The velocity of the CelestialBody, {AliceWorld, Sun}. (See Orbit.cs for
the reference frame definitions).
</summary>
</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>
<remarks>
TaranisElsu compiled this list of the binary values of the enum members as of KSP 0.24.2, which makes
it clearer which controls are locked in each case:
<code>None 0
PITCH 1
ROLL 100
YAW 1000
THROTTLE 10000
SAS 100000
PAUSE 1000000
STAGING 10000000
CAMERAMODES 1 00000000
MISC 10 00000000
CAMERACONTROLS 100 00000000
TIMEWARP 1000 00000000
MAP 10000 00000000
LINEAR 100000 00000000
QUICKSAVE 1000000 00000000
QUICKLOAD 10000000 00000000
VESSEL_SWITCHING 1 00000000 00000000
CUSTOM_ACTION_GROUPS 10 00000000 00000000
GROUP_ABORT 100 00000000 00000000
GROUP_GEARS 1000 00000000 00000000
GROUP_LIGHTS 10000 00000000 00000000
GROUP_BRAKES 100000 00000000 00000000
GROUP_STAGE 1000000 00000000 00000000
GROUPS_ALL 1111110 00000000 00000000
ACTIONS_SHIP 10000000 00000000 00000000
ACTIONS_EXTERNAL 1 00000000 00000000 00000000
ACTIONS_ALL 1 10000000 00000000 00000000
RCS 10 00000000 00000000 00000000
WHEEL_STEER 100 00000000 00000000 00000000
WHEEL_THROTTLE 1000 00000000 00000000 00000000
EVA_INPUT 10000 00000000 00000000 00000000