.. default-domain:: csharp .. highlight:: csharp .. namespace:: KRPC.Client.Services.SpaceCenter Node ==== .. class:: Node Represents a maneuver node. Can be created using :meth:`Control.AddNode`. .. property:: double Prograde { get; set; } The magnitude of the maneuver nodes delta-v in the prograde direction, in meters per second. :Game Scenes: Flight .. property:: double Normal { get; set; } The magnitude of the maneuver nodes delta-v in the normal direction, in meters per second. :Game Scenes: Flight .. property:: double Radial { get; set; } The magnitude of the maneuver nodes delta-v in the radial direction, in meters per second. :Game Scenes: Flight .. property:: double DeltaV { get; set; } The delta-v of the maneuver node, in meters per second. :Game Scenes: Flight .. note:: Does not change when executing the maneuver node. See :prop:`Node.RemainingDeltaV`. .. property:: double RemainingDeltaV { get; } Gets the remaining delta-v of the maneuver node, in meters per second. Changes as the node is executed. This is equivalent to the delta-v reported in-game. :Game Scenes: Flight .. method:: System.Tuple BurnVector(ReferenceFrame referenceFrame = null) Returns the burn vector for the maneuver node. :parameters: * **referenceFrame** -- The reference frame that the returned vector is in. Defaults to :prop:`Vessel.OrbitalReferenceFrame`. :returns: A vector whose direction is the direction of the maneuver node burn, and magnitude is the delta-v of the burn in meters per second. :Game Scenes: Flight .. note:: Does not change when executing the maneuver node. See :meth:`Node.RemainingBurnVector`. .. method:: System.Tuple RemainingBurnVector(ReferenceFrame referenceFrame = null) Returns the remaining burn vector for the maneuver node. :parameters: * **referenceFrame** -- The reference frame that the returned vector is in. Defaults to :prop:`Vessel.OrbitalReferenceFrame`. :returns: A vector whose direction is the direction of the maneuver node burn, and magnitude is the delta-v of the burn in meters per second. :Game Scenes: Flight .. note:: Changes as the maneuver node is executed. See :meth:`Node.BurnVector`. .. property:: double UT { get; set; } The universal time at which the maneuver will occur, in seconds. :Game Scenes: Flight .. property:: double TimeTo { get; } The time until the maneuver node will be encountered, in seconds. :Game Scenes: Flight .. property:: Orbit Orbit { get; } The orbit that results from executing the maneuver node. :Game Scenes: Flight .. method:: void Remove() Removes the maneuver node. :Game Scenes: Flight .. property:: ReferenceFrame ReferenceFrame { get; } The reference frame that is fixed relative to the maneuver node's burn. * The origin is at the position of the maneuver node. * The y-axis points in the direction of the burn. * The x-axis and z-axis point in arbitrary but fixed directions. :Game Scenes: Flight .. property:: ReferenceFrame OrbitalReferenceFrame { get; } The reference frame that is fixed relative to the maneuver node, and orientated with the orbital prograde/normal/radial directions of the original orbit at the maneuver node's position. * The origin is at the position of the maneuver node. * The x-axis points in the orbital anti-radial direction of the original orbit, at the position of the maneuver node. * The y-axis points in the orbital prograde direction of the original orbit, at the position of the maneuver node. * The z-axis points in the orbital normal direction of the original orbit, at the position of the maneuver node. :Game Scenes: Flight .. method:: System.Tuple Position(ReferenceFrame referenceFrame) The position vector of the maneuver node in the given reference frame. :parameters: * **referenceFrame** -- The reference frame that the returned position vector is in. :returns: The position as a vector. :Game Scenes: Flight .. method:: System.Tuple Direction(ReferenceFrame referenceFrame) The direction of the maneuver nodes burn. :parameters: * **referenceFrame** -- The reference frame that the returned direction is in. :returns: The direction as a unit vector. :Game Scenes: Flight