Probably the most useful function here is Planetarium.GetUniversalTime().
More...
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static bool | FrameIsRotating () |
| 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 More...
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static double | GetUniversalTime () |
| The simulation time, in seconds, since this save was started. More...
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static void | SetUniversalTime (double t) |
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static Vector3d | forward [get] |
| Along with "up" and "right," one of the three vectors defining the fixed celestial reference frame. More...
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static double | InverseRotAngle [get, set] |
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static List< OrbitDriver > | Orbits [get] |
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static bool | Pause [get] |
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static Vector3d | right [get] |
| Along with "up" and "forward," one of the three vectors defining the fixed celestial reference frame. The LAN (longitude of the ascending node) of every orbit is defined in reference to Planetarium.right. Specifically, the LAN is the angle between Planetarium.right and the orbit's ascending node, as viewed along Planetarium.up. More...
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static QuaternionD | Rotation [get, set] |
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static double | TimeScale [get, set] |
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static Vector3d | up [get] |
| Along with "right" and "forward," one of the three vectors defining the fixed celestial reference frame. As of 0.23.5, all planet rotation axes are aligned with Planetarium.up. More...
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static QuaternionD | ZupRotation [get, set] |
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Probably the most useful function here is Planetarium.GetUniversalTime().
Planetarium.Planetarium |
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static bool Planetarium.FrameIsRotating |
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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
- Returns
static double Planetarium.GetUniversalTime |
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The simulation time, in seconds, since this save was started.
- Returns
- Universal time, in seconds
static void Planetarium.SetUniversalTime |
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t | ) |
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Presumably, the main body of the active vessel?
Use this instance to access non-static fields.
double Planetarium.fixedDeltaTime |
double Planetarium.inverseRotAngle |
List<OrbitDriver> Planetarium.orbits |
QuaternionD Planetarium.rotation |
double Planetarium.timeScale |
QuaternionD Planetarium.zUpRotation |
Along with "up" and "right," one of the three vectors defining the fixed celestial reference frame.
double Planetarium.InverseRotAngle |
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staticgetset |
List<OrbitDriver> Planetarium.Orbits |
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staticget |
Along with "up" and "forward," one of the three vectors defining the fixed celestial reference frame. The LAN (longitude of the ascending node) of every orbit is defined in reference to Planetarium.right. Specifically, the LAN is the angle between Planetarium.right and the orbit's ascending node, as viewed along Planetarium.up.
QuaternionD Planetarium.Rotation |
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staticgetset |
double Planetarium.TimeScale |
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staticgetset |
Along with "right" and "forward," one of the three vectors defining the fixed celestial reference frame. As of 0.23.5, all planet rotation axes are aligned with Planetarium.up.
QuaternionD Planetarium.ZupRotation |
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staticgetset |
The documentation for this class was generated from the following file: