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 largescale 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.

float