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 calling Vessel.Flight.

Note

To get orbital information, such as the apoapsis or inclination, see Orbit.

Single GForce { get; }

The current G force acting on the vessel in \(g\).

Game Scenes:

Flight

Double MeanAltitude { get; }

The altitude above sea level, in meters. Measured from the center of mass of the vessel.

Game Scenes:

Flight

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

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

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

Double Latitude { get; }

The latitude of the vessel for the body being orbited, in degrees.

Game Scenes:

Flight

Double Longitude { get; }

The longitude of the vessel for the body being orbited, in degrees.

Game Scenes:

Flight

Tuple<Double, Double, Double> Velocity { get; }

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 { get; }

The speed of the vessel in meters per second, in the reference frame ReferenceFrame.

Game Scenes:

Flight

Double HorizontalSpeed { get; }

The horizontal speed of the vessel in meters per second, in the reference frame ReferenceFrame.

Game Scenes:

Flight

Double VerticalSpeed { get; }

The vertical speed of the vessel in meters per second, in the reference frame ReferenceFrame.

Game Scenes:

Flight

Tuple<Double, Double, Double> CenterOfMass { get; }

The position of the center of mass of the vessel, in the reference frame ReferenceFrame

Returns:

The position as a vector.

Game Scenes:

Flight

Tuple<Double, Double, Double, Double> Rotation { get; }

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

Tuple<Double, Double, Double> Direction { get; }

The direction that the vessel is pointing in, in the reference frame ReferenceFrame.

Returns:

The direction as a unit vector.

Game Scenes:

Flight

Single Pitch { get; }

The pitch of the vessel relative to the horizon, in degrees. A value between -90° and +90°.

Game Scenes:

Flight

Single Heading { get; }

The heading of the vessel (its angle relative to north), in degrees. A value between 0° and 360°.

Game Scenes:

Flight

Single Roll { get; }

The roll of the vessel relative to the horizon, in degrees. A value between -180° and +180°.

Game Scenes:

Flight

Tuple<Double, Double, Double> Prograde { get; }

The prograde direction of the vessels orbit, in the reference frame ReferenceFrame.

Returns:

The direction as a unit vector.

Game Scenes:

Flight

Tuple<Double, Double, Double> Retrograde { get; }

The retrograde direction of the vessels orbit, in the reference frame ReferenceFrame.

Returns:

The direction as a unit vector.

Game Scenes:

Flight

Tuple<Double, Double, Double> Normal { get; }

The direction normal to the vessels orbit, in the reference frame ReferenceFrame.

Returns:

The direction as a unit vector.

Game Scenes:

Flight

Tuple<Double, Double, Double> AntiNormal { get; }

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

Tuple<Double, Double, Double> Radial { get; }

The radial direction of the vessels orbit, in the reference frame ReferenceFrame.

Returns:

The direction as a unit vector.

Game Scenes:

Flight

Tuple<Double, Double, Double> AntiRadial { get; }

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

Single AtmosphereDensity { get; }

The current density of the atmosphere around the vessel, in \(kg/m^3\).

Game Scenes:

Flight

Single 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 \(\frac{1}{2} . \mbox{air density} . \mbox{velocity}^2\). It is commonly denoted \(Q\).

Game Scenes:

Flight

Single StaticPressure { get; }

The static atmospheric pressure acting on the vessel, in Pascals.

Game Scenes:

Flight

Single StaticPressureAtMSL { get; }

The static atmospheric pressure at mean sea level, in Pascals.

Game Scenes:

Flight

Tuple<Double, Double, Double> AerodynamicForce { get; }

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

Tuple<Double, Double, Double> SimulateAerodynamicForceAt (CelestialBody body, Tuple<Double, Double, Double> position, 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

Tuple<Double, Double, Double> 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

Tuple<Double, Double, Double> 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

Single SpeedOfSound { get; }

The speed of sound, in the atmosphere around the vessel, in \(m/s\).

Game Scenes:

Flight

Single Mach { get; }

The speed of the vessel, in multiples of the speed of sound.

Game Scenes:

Flight

Single ReynoldsNumber { get; }

The vessels Reynolds number.

Game Scenes:

Flight

Note

Requires Ferram Aerospace Research.

Single TrueAirSpeed { get; }

The true air speed of the vessel, in meters per second.

Game Scenes:

Flight

Single EquivalentAirSpeed { get; }

The equivalent air speed of the vessel, in meters per second.

Game Scenes:

Flight

Single 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

Single AngleOfAttack { get; }

The pitch angle between the orientation of the vessel and its velocity vector, in degrees.

Game Scenes:

Flight

Single SideslipAngle { get; }

The yaw angle between the orientation of the vessel and its velocity vector, in degrees.

Game Scenes:

Flight

Single TotalAirTemperature { get; }

The total air temperature of the atmosphere around the vessel, in Kelvin. This includes the Flight.StaticAirTemperature and the vessel’s kinetic energy.

Game Scenes:

Flight

Single StaticAirTemperature { get; }

The static (ambient) temperature of the atmosphere around the vessel, in Kelvin.

Game Scenes:

Flight

Single 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.

Single 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.

Single 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.

Single BallisticCoefficient { get; }

The ballistic coefficient.

Game Scenes:

Flight

Note

Requires Ferram Aerospace Research.

Single 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.