Node¶
- class Node¶
Represents a maneuver node. Can be created using
Control.AddNode
.- Double Prograde { get; set; }¶
The magnitude of the maneuver nodes delta-v in the prograde direction, in meters per second.
- Game Scenes:
Flight
- Double Normal { get; set; }¶
The magnitude of the maneuver nodes delta-v in the normal direction, in meters per second.
- Game Scenes:
Flight
- Double Radial { get; set; }¶
The magnitude of the maneuver nodes delta-v in the radial direction, in meters per second.
- Game Scenes:
Flight
- 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
Node.RemainingDeltaV
.
- 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
- Tuple<Double, Double, Double> 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
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
Node.RemainingBurnVector
.
- Tuple<Double, Double, Double> 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
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
Node.BurnVector
.
- Double UT { get; set; }¶
The universal time at which the maneuver will occur, in seconds.
- Game Scenes:
Flight
- Double TimeTo { get; }¶
The time until the maneuver node will be encountered, in seconds.
- Game Scenes:
Flight
- void Remove ()¶
Removes the maneuver node.
- Game Scenes:
Flight
- 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
- 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