# 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. 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. 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. 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. 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
Orbit Orbit { get; }

The orbit that results from executing the maneuver node.

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
Tuple<Double, Double, Double> 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. The position as a vector. Flight
Tuple<Double, Double, Double> Direction (ReferenceFrame referenceFrame)

The direction of the maneuver nodes burn.

Parameters: referenceFrame – The reference frame that the returned direction is in. The direction as a unit vector. Flight