.. default-domain:: csharp .. highlight:: csharp .. namespace:: KRPC.Client.Services.SpaceCenter Flight ====== .. class:: Flight Used to get flight telemetry for a vessel, by calling :meth:`Vessel.Flight`. All of the information returned by this class is given in the reference frame passed to that method. Obtained by calling :meth:`Vessel.Flight`. .. note:: To get orbital information, such as the apoapsis or inclination, see :type:`Orbit`. .. property:: float GForce { get; } The current G force acting on the vessel in :math:`g`. :Game Scenes: Flight .. property:: double MeanAltitude { get; } The altitude above sea level, in meters. Measured from the center of mass of the vessel. :Game Scenes: Flight .. property:: double SurfaceAltitude { get; } The altitude above the surface of the body or sea level, whichever is closer, in meters. Measured from the center of mass of the vessel. :Game Scenes: Flight .. property:: double BedrockAltitude { get; } The altitude above the surface of the body, in meters. When over water, this is the altitude above the sea floor. Measured from the center of mass of the vessel. :Game Scenes: Flight .. property:: double Elevation { get; } The elevation of the terrain under the vessel, in meters. This is the height of the terrain above sea level, and is negative when the vessel is over the sea. :Game Scenes: Flight .. property:: double Latitude { get; } The `latitude `_ of the vessel for the body being orbited, in degrees. :Game Scenes: Flight .. property:: double Longitude { get; } The `longitude `_ of the vessel for the body being orbited, in degrees. :Game Scenes: Flight .. property:: System.Tuple Velocity { get; } The velocity of the vessel, in the reference frame :type:`ReferenceFrame`. :returns: The velocity as a vector. The vector points in the direction of travel, and its magnitude is the speed of the vessel in meters per second. :Game Scenes: Flight .. property:: double Speed { get; } The speed of the vessel in meters per second, in the reference frame :type:`ReferenceFrame`. :Game Scenes: Flight .. property:: double HorizontalSpeed { get; } The horizontal speed of the vessel in meters per second, in the reference frame :type:`ReferenceFrame`. :Game Scenes: Flight .. property:: double VerticalSpeed { get; } The vertical speed of the vessel in meters per second, in the reference frame :type:`ReferenceFrame`. :Game Scenes: Flight .. property:: System.Tuple CenterOfMass { get; } The position of the center of mass of the vessel, in the reference frame :type:`ReferenceFrame` :returns: The position as a vector. :Game Scenes: Flight .. property:: System.Tuple Rotation { get; } The rotation of the vessel, in the reference frame :type:`ReferenceFrame` :returns: The rotation as a quaternion of the form :math:`(x, y, z, w)`. :Game Scenes: Flight .. property:: System.Tuple Direction { get; } The direction that the vessel is pointing in, in the reference frame :type:`ReferenceFrame`. :returns: The direction as a unit vector. :Game Scenes: Flight .. property:: float Pitch { get; } The pitch of the vessel relative to the horizon, in degrees. A value between -90° and +90°. :Game Scenes: Flight .. property:: float Heading { get; } The heading of the vessel (its angle relative to north), in degrees. A value between 0° and 360°. :Game Scenes: Flight .. property:: float Roll { get; } The roll of the vessel relative to the horizon, in degrees. A value between -180° and +180°. :Game Scenes: Flight .. property:: System.Tuple Prograde { get; } The prograde direction of the vessels orbit, in the reference frame :type:`ReferenceFrame`. :returns: The direction as a unit vector. :Game Scenes: Flight .. property:: System.Tuple Retrograde { get; } The retrograde direction of the vessels orbit, in the reference frame :type:`ReferenceFrame`. :returns: The direction as a unit vector. :Game Scenes: Flight .. property:: System.Tuple Normal { get; } The direction normal to the vessels orbit, in the reference frame :type:`ReferenceFrame`. :returns: The direction as a unit vector. :Game Scenes: Flight .. property:: System.Tuple AntiNormal { get; } The direction opposite to the normal of the vessels orbit, in the reference frame :type:`ReferenceFrame`. :returns: The direction as a unit vector. :Game Scenes: Flight .. property:: System.Tuple Radial { get; } The radial direction of the vessels orbit, in the reference frame :type:`ReferenceFrame`. :returns: The direction as a unit vector. :Game Scenes: Flight .. property:: System.Tuple AntiRadial { get; } The direction opposite to the radial direction of the vessels orbit, in the reference frame :type:`ReferenceFrame`. :returns: The direction as a unit vector. :Game Scenes: Flight .. property:: float AtmosphereDensity { get; } The current density of the atmosphere around the vessel, in :math:`kg/m^3`. :Game Scenes: Flight .. property:: float DynamicPressure { get; } The dynamic pressure acting on the vessel, in Pascals. This is a measure of the strength of the aerodynamic forces. It is equal to :math:`\frac{1}{2} . \mbox{air density} . \mbox{velocity}^2`. It is commonly denoted :math:`Q`. :Game Scenes: Flight .. property:: float StaticPressure { get; } The static atmospheric pressure acting on the vessel, in Pascals. :Game Scenes: Flight .. property:: float StaticPressureAtMSL { get; } The static atmospheric pressure at mean sea level, in Pascals. :Game Scenes: Flight .. property:: System.Tuple AerodynamicForce { get; } The total aerodynamic forces acting on the vessel, in reference frame :type:`ReferenceFrame`. :returns: A vector pointing in the direction that the force acts, with its magnitude equal to the strength of the force in Newtons. :Game Scenes: Flight .. method:: System.Tuple SimulateAerodynamicForceAt(CelestialBody body, System.Tuple position, System.Tuple velocity) Simulate and return the total aerodynamic forces acting on the vessel, if it where to be traveling with the given velocity at the given position in the atmosphere of the given celestial body. :parameters: :returns: A vector pointing in the direction that the force acts, with its magnitude equal to the strength of the force in Newtons. :Game Scenes: Flight .. property:: System.Tuple Lift { get; } The `aerodynamic lift `_ currently acting on the vessel. :returns: A vector pointing in the direction that the force acts, with its magnitude equal to the strength of the force in Newtons. :Game Scenes: Flight .. property:: System.Tuple Drag { get; } The `aerodynamic drag `_ currently acting on the vessel. :returns: A vector pointing in the direction of the force, with its magnitude equal to the strength of the force in Newtons. :Game Scenes: Flight .. property:: float SpeedOfSound { get; } The speed of sound, in the atmosphere around the vessel, in :math:`m/s`. :Game Scenes: Flight .. property:: float Mach { get; } The speed of the vessel, in multiples of the speed of sound. :Game Scenes: Flight .. property:: float ReynoldsNumber { get; } The vessels Reynolds number. :Game Scenes: Flight .. note:: Requires `Ferram Aerospace Research `_. .. property:: float TrueAirSpeed { get; } The `true air speed `_ of the vessel, in meters per second. :Game Scenes: Flight .. property:: float EquivalentAirSpeed { get; } The `equivalent air speed `_ of the vessel, in meters per second. :Game Scenes: Flight .. property:: float TerminalVelocity { get; } An estimate of the current terminal velocity of the vessel, in meters per second. This is the speed at which the drag forces cancel out the force of gravity. :Game Scenes: Flight .. property:: float AngleOfAttack { get; } The pitch angle between the orientation of the vessel and its velocity vector, in degrees. :Game Scenes: Flight .. property:: float SideslipAngle { get; } The yaw angle between the orientation of the vessel and its velocity vector, in degrees. :Game Scenes: Flight .. property:: float TotalAirTemperature { get; } The `total air temperature `_ of the atmosphere around the vessel, in Kelvin. This includes the :prop:`Flight.StaticAirTemperature` and the vessel's kinetic energy. :Game Scenes: Flight .. property:: float StaticAirTemperature { get; } The `static (ambient) temperature `_ of the atmosphere around the vessel, in Kelvin. :Game Scenes: Flight .. property:: float StallFraction { get; } The current amount of stall, between 0 and 1. A value greater than 0.005 indicates a minor stall and a value greater than 0.5 indicates a large-scale stall. :Game Scenes: Flight .. note:: Requires `Ferram Aerospace Research `_. .. property:: float DragCoefficient { get; } The coefficient of drag. This is the amount of drag produced by the vessel. It depends on air speed, air density and wing area. :Game Scenes: Flight .. note:: Requires `Ferram Aerospace Research `_. .. property:: float LiftCoefficient { get; } The coefficient of lift. This is the amount of lift produced by the vessel, and depends on air speed, air density and wing area. :Game Scenes: Flight .. note:: Requires `Ferram Aerospace Research `_. .. property:: float BallisticCoefficient { get; } The `ballistic coefficient `_. :Game Scenes: Flight .. note:: Requires `Ferram Aerospace Research `_. .. property:: float ThrustSpecificFuelConsumption { get; } The thrust specific fuel consumption for the jet engines on the vessel. This is a measure of the efficiency of the engines, with a lower value indicating a more efficient vessel. This value is the number of Newtons of fuel that are burned, per hour, to produce one newton of thrust. :Game Scenes: Flight .. note:: Requires `Ferram Aerospace Research `_.