Flight¶
-
class Flight¶
Used to get flight telemetry for a vessel, by calling
Vessel::flight()
. All of the information returned by this class is given in the reference frame passed to that method. Obtained by callingVessel::flight()
.Note
To get orbital information, such as the apoapsis or inclination, see
Orbit
.-
float g_force()¶
The current G force acting on the vessel in \(g\).
- Game Scenes:
Flight
-
double mean_altitude()¶
The altitude above sea level, in meters. Measured from the center of mass of the vessel.
- Game Scenes:
Flight
-
double surface_altitude()¶
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
-
double bedrock_altitude()¶
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
-
double elevation()¶
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
-
double latitude()¶
The latitude of the vessel for the body being orbited, in degrees.
- Game Scenes:
Flight
-
double longitude()¶
The longitude of the vessel for the body being orbited, in degrees.
- Game Scenes:
Flight
-
std::tuple<double, double, double> velocity()¶
The velocity of the vessel, in the reference frame
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
-
double speed()¶
The speed of the vessel in meters per second, in the reference frame
ReferenceFrame
.- Game Scenes:
Flight
-
double horizontal_speed()¶
The horizontal speed of the vessel in meters per second, in the reference frame
ReferenceFrame
.- Game Scenes:
Flight
-
double vertical_speed()¶
The vertical speed of the vessel in meters per second, in the reference frame
ReferenceFrame
.- Game Scenes:
Flight
-
std::tuple<double, double, double> center_of_mass()¶
The position of the center of mass of the vessel, in the reference frame
ReferenceFrame
- Returns:
The position as a vector.
- Game Scenes:
Flight
-
std::tuple<double, double, double, double> rotation()¶
The rotation of the vessel, in the reference frame
ReferenceFrame
- Returns:
The rotation as a quaternion of the form \((x, y, z, w)\).
- Game Scenes:
Flight
-
std::tuple<double, double, double> direction()¶
The direction that the vessel is pointing in, in the reference frame
ReferenceFrame
.- Returns:
The direction as a unit vector.
- Game Scenes:
Flight
-
float pitch()¶
The pitch of the vessel relative to the horizon, in degrees. A value between -90° and +90°.
- Game Scenes:
Flight
-
float heading()¶
The heading of the vessel (its angle relative to north), in degrees. A value between 0° and 360°.
- Game Scenes:
Flight
-
float roll()¶
The roll of the vessel relative to the horizon, in degrees. A value between -180° and +180°.
- Game Scenes:
Flight
-
std::tuple<double, double, double> prograde()¶
The prograde direction of the vessels orbit, in the reference frame
ReferenceFrame
.- Returns:
The direction as a unit vector.
- Game Scenes:
Flight
-
std::tuple<double, double, double> retrograde()¶
The retrograde direction of the vessels orbit, in the reference frame
ReferenceFrame
.- Returns:
The direction as a unit vector.
- Game Scenes:
Flight
-
std::tuple<double, double, double> normal()¶
The direction normal to the vessels orbit, in the reference frame
ReferenceFrame
.- Returns:
The direction as a unit vector.
- Game Scenes:
Flight
-
std::tuple<double, double, double> anti_normal()¶
The direction opposite to the normal of the vessels orbit, in the reference frame
ReferenceFrame
.- Returns:
The direction as a unit vector.
- Game Scenes:
Flight
-
std::tuple<double, double, double> radial()¶
The radial direction of the vessels orbit, in the reference frame
ReferenceFrame
.- Returns:
The direction as a unit vector.
- Game Scenes:
Flight
-
std::tuple<double, double, double> anti_radial()¶
The direction opposite to the radial direction of the vessels orbit, in the reference frame
ReferenceFrame
.- Returns:
The direction as a unit vector.
- Game Scenes:
Flight
-
float atmosphere_density()¶
The current density of the atmosphere around the vessel, in \(kg/m^3\).
- Game Scenes:
Flight
-
float dynamic_pressure()¶
The dynamic pressure acting on the vessel, in Pascals. This is a measure of the strength of the aerodynamic forces. It is equal to \(\frac{1}{2} . \mbox{air density} . \mbox{velocity}^2\). It is commonly denoted \(Q\).
- Game Scenes:
Flight
-
float static_pressure()¶
The static atmospheric pressure acting on the vessel, in Pascals.
- Game Scenes:
Flight
-
float static_pressure_at_msl()¶
The static atmospheric pressure at mean sea level, in Pascals.
- Game Scenes:
Flight
-
std::tuple<double, double, double> aerodynamic_force()¶
The total aerodynamic forces acting on the vessel, in reference frame
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
-
std::tuple<double, double, double> simulate_aerodynamic_force_at(CelestialBody body, std::tuple<double, double, double> position, std::tuple<double, double, double> 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
-
std::tuple<double, double, double> lift()¶
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
-
std::tuple<double, double, double> drag()¶
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
-
float speed_of_sound()¶
The speed of sound, in the atmosphere around the vessel, in \(m/s\).
- Game Scenes:
Flight
-
float mach()¶
The speed of the vessel, in multiples of the speed of sound.
- Game Scenes:
Flight
-
float reynolds_number()¶
The vessels Reynolds number.
- Game Scenes:
Flight
Note
Requires Ferram Aerospace Research.
-
float true_air_speed()¶
The true air speed of the vessel, in meters per second.
- Game Scenes:
Flight
-
float equivalent_air_speed()¶
The equivalent air speed of the vessel, in meters per second.
- Game Scenes:
Flight
-
float terminal_velocity()¶
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
-
float angle_of_attack()¶
The pitch angle between the orientation of the vessel and its velocity vector, in degrees.
- Game Scenes:
Flight
-
float sideslip_angle()¶
The yaw angle between the orientation of the vessel and its velocity vector, in degrees.
- Game Scenes:
Flight
-
float total_air_temperature()¶
The total air temperature of the atmosphere around the vessel, in Kelvin. This includes the
Flight::static_air_temperature()
and the vessel’s kinetic energy.- Game Scenes:
Flight
-
float static_air_temperature()¶
The static (ambient) temperature of the atmosphere around the vessel, in Kelvin.
- Game Scenes:
Flight
-
float stall_fraction()¶
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.
-
float drag_coefficient()¶
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.
-
float lift_coefficient()¶
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.
-
float ballistic_coefficient()¶
-
- Game Scenes:
Flight
Note
Requires Ferram Aerospace Research.
-
float thrust_specific_fuel_consumption()¶
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.
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float g_force()¶