Flight

public class Flight

Used to get flight telemetry for a vessel, by calling Vessel.flight(ReferenceFrame). All of the information returned by this class is given in the reference frame passed to that method. Obtained by calling Vessel.flight(ReferenceFrame).

Note

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

float getGForce()

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

Game Scenes:

Flight

double getMeanAltitude()

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

Game Scenes:

Flight

double getSurfaceAltitude()

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 getBedrockAltitude()

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 getElevation()

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 getLatitude()

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

Game Scenes:

Flight

double getLongitude()

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

Game Scenes:

Flight

org.javatuples.Triplet<Double, Double, Double> getVelocity()

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 getSpeed()

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

Game Scenes:

Flight

double getHorizontalSpeed()

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

Game Scenes:

Flight

double getVerticalSpeed()

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

Game Scenes:

Flight

org.javatuples.Triplet<Double, Double, Double> getCenterOfMass()

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

Returns:

The position as a vector.

Game Scenes:

Flight

org.javatuples.Quartet<Double, Double, Double, Double> getRotation()

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

org.javatuples.Triplet<Double, Double, Double> getDirection()

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

Returns:

The direction as a unit vector.

Game Scenes:

Flight

float getPitch()

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

Game Scenes:

Flight

float getHeading()

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

Game Scenes:

Flight

float getRoll()

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

Game Scenes:

Flight

org.javatuples.Triplet<Double, Double, Double> getPrograde()

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

Returns:

The direction as a unit vector.

Game Scenes:

Flight

org.javatuples.Triplet<Double, Double, Double> getRetrograde()

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

Returns:

The direction as a unit vector.

Game Scenes:

Flight

org.javatuples.Triplet<Double, Double, Double> getNormal()

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

Returns:

The direction as a unit vector.

Game Scenes:

Flight

org.javatuples.Triplet<Double, Double, Double> getAntiNormal()

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

org.javatuples.Triplet<Double, Double, Double> getRadial()

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

Returns:

The direction as a unit vector.

Game Scenes:

Flight

org.javatuples.Triplet<Double, Double, Double> getAntiRadial()

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 getAtmosphereDensity()

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

Game Scenes:

Flight

float getDynamicPressure()

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 getStaticPressure()

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

Game Scenes:

Flight

float getStaticPressureAtMSL()

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

Game Scenes:

Flight

org.javatuples.Triplet<Double, Double, Double> getAerodynamicForce()

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

org.javatuples.Triplet<Double, Double, Double> simulateAerodynamicForceAt(CelestialBody body, org.javatuples.Triplet<Double, Double, Double> position, org.javatuples.Triplet<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:
  • body (CelestialBody) –

  • position (org.javatuples.Triplet) –

  • velocity (org.javatuples.Triplet) –

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

org.javatuples.Triplet<Double, Double, Double> getLift()

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

org.javatuples.Triplet<Double, Double, Double> getDrag()

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 getSpeedOfSound()

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

Game Scenes:

Flight

float getMach()

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

Game Scenes:

Flight

float getReynoldsNumber()

The vessels Reynolds number.

Game Scenes:

Flight

Note

Requires Ferram Aerospace Research.

float getTrueAirSpeed()

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

Game Scenes:

Flight

float getEquivalentAirSpeed()

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

Game Scenes:

Flight

float getTerminalVelocity()

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 getAngleOfAttack()

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

Game Scenes:

Flight

float getSideslipAngle()

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

Game Scenes:

Flight

float getTotalAirTemperature()

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

Game Scenes:

Flight

float getStaticAirTemperature()

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

Game Scenes:

Flight

float getStallFraction()

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 getDragCoefficient()

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 getLiftCoefficient()

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 getBallisticCoefficient()

The ballistic coefficient.

Game Scenes:

Flight

Note

Requires Ferram Aerospace Research.

float getThrustSpecificFuelConsumption()

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.