Stage#

class Stage#

A single stage of a vessel. Obtain activation (burn) stages from Vessel.Stages / Vessel.StageAt, and decouple stages from Vessel.DecoupleStages / Vessel.DecoupleStageAt.

Note

Delta-v, thrust, TWR, specific impulse, burn time and mass members are only available on activation stages. On decouple stages those members throw InvalidOperationException because stock delta-v data does not apply. Thrust is reported in newtons and masses in kilograms (stock values are converted from kilonewtons and tonnes).

int Number { get; }#

The stage number (activation stage for burn stages, decouple stage otherwise).

Game Scenes:

All

IList<Part> Parts { get; }#

The parts that belong to this stage.

Game Scenes:

All

Resources Resources (bool cumulative = true)#

Returns a Stage.Resources object for this stage.

Parameters:
  • cumulative – When false, only resources assigned to this stage. When true, resources for this stage and all later activation or decouple stage numbers are included. On activation stages, unstaged resource containers (for example fuel tanks) are grouped with the first higher activation stage before they are detached.

Game Scenes:

All

Note

This is an RPC method: call resources() (optional cumulative argument). For activation stages, unstaged resource containers (for example fuel tanks) are grouped with the first higher activation stage before they detach, matching the C# Resources() documentation.

float DeltaV { get; }#

Delta-v for this stage in the current situation, in m/s.

Game Scenes:

All

Note

Delta-v is only defined for activation stages (decouple is false). Calling this on a decouple stage raises an error.

float VacuumDeltaV { get; }#

Vacuum delta-v for this stage, in m/s.

Game Scenes:

All

float SeaLevelDeltaV { get; }#

Sea-level delta-v for this stage, in m/s.

Game Scenes:

All

float Thrust { get; }#

Thrust in the current situation, in newtons.

Game Scenes:

All

float VacuumThrust { get; }#

Vacuum thrust, in newtons.

Game Scenes:

All

float SeaLevelThrust { get; }#

Sea-level thrust, in newtons.

Game Scenes:

All

float TWR { get; }#

Thrust-to-weight ratio in the current situation.

Game Scenes:

All

float VacuumTWR { get; }#

Vacuum thrust-to-weight ratio.

Game Scenes:

All

float SeaLevelTWR { get; }#

Sea-level thrust-to-weight ratio.

Game Scenes:

All

float SpecificImpulse { get; }#

Specific impulse in the current situation, in seconds.

Game Scenes:

All

float VacuumSpecificImpulse { get; }#

Vacuum specific impulse, in seconds.

Game Scenes:

All

float SeaLevelSpecificImpulse { get; }#

Sea-level specific impulse, in seconds.

Game Scenes:

All

float BurnTime { get; }#

Burn time for this stage, in seconds.

Game Scenes:

All

float StartMass { get; }#

The mass of the vessel after the stage activates, in kg.

Game Scenes:

All

float EndMass { get; }#

The mass of the vessel when the stage burns out, in kg.

Game Scenes:

All

float DryMass { get; }#

The dry mass of the vessel after the stage activates, in kg.

Game Scenes:

All

Note

Includes the parts of all later stages.

float FuelMass { get; }#

The fuel mass of the vessel when the stage activates, in kg.

Game Scenes:

All

Note

Includes the fuel of all later stages, and the fuel left in the parts the stage decouples. The stage burns Stage.StartMass minus Stage.EndMass.