Debug and visual tools
Everything on this page is under debug/ and requires debug_namespace=true. These are sharp tools,
which is a nicer way of saying that a 50 km/s impulse will faithfully do exactly what you asked.
Vessel and world cheats
Section titled “Vessel and world cheats”| Path family | Value / behavior |
| -------------------------------------------- | ------------------------------------------------------------------------------ | ---------------------------------------------------- |
| vessels/<id>/teleport | six CCI values: position m then velocity m/s; one-tick, nonphysical reposition |
| vessels/<id>/impulse | x y z [body | cci] [dv]; default is N·s, dv makes it direct m/s |
| vessels/<id>/refill_fuel, refill_battery | trigger 1; fuel includes SRB grain |
| time/warp | game warp factor |
| focus, control_vessel | view or control a named vessel |
| always_render_iva | 0 | 1; force IVA meshes visible outside IVA |
Teleport and impulse require a live parent body. Impulse is instantaneous, spends no propellant, and accepts zero as a no-op. A body-frame impulse follows the vessel’s current body axes.
Welds and cosmetics
Section titled “Welds and cosmetics”vessels/<id>/{weld,weld_here,unweld} creates/removes rigid vessel joins. weld_here captures the
current relative pose. welds/<source>/ exposes target, part, offset, rotation, lock_rotation, and
enabled; welds/clear removes all. Use stable top-level or subpart instance_id values from
parts/json, not a mutable part-list index.
thug_life/{add,clear,count,<id>/...} manages face/world-space sunglasses quads. Entries expose vessel,
part, position, rotation, size, visible, remove, and spec. The relevant vessel must be a kitten for
face-anchored cosmetics. vessels/<id>/scale and always_render are not debug paths: they are normal
per-vessel visual states and deliberately authority-gate exempt.
IVA cabin physics
Section titled “IVA cabin physics”iva/enabled defaults to 0: no physics world exists until it is enabled. adopt, adopt_all,
release, clear, and nudge manage free-floating subparts inside IVA art. The object leaves report
vessel, part, transform, linear/angular velocity, mass, shape, size, sleep state, and spec.
Use a subpart instance_id, never a top-level part. The feature drives a prop transform that KSA does not
save, so disabling it restores rest poses without touching your save. Objects park outside IVA and during
warp unless run_outside_iva=1. iva.impact, iva.escape, and iva.release arrive on events.
FX editors
Section titled “FX editors”engineplume, plumetrail, clouds, and terrain expose the four in-game render editors as writable
files. Each family has help, JSON discovery, field leaves with inclusive ranges, and reset.
Engine-plume changes are per template, plume trail is global, clouds are body/layer/type scoped, and terrain
is body-scoped with global wireframe. FX values are float32 on read-back, session-only, and restored on
unload. Use help and the root specification for each individual range and unit; *_km, *_deg, *_px,
and channel names tell the truth more reliably than an assumption that every number is meters.
Vehicle and EVA coloring is a separate, non-debug opt-in surface. See Vehicle and EVA paint for its shader lifecycle, scopes, precedence, and material-clone behavior.