Node¶
- public class Node¶
Represents a maneuver node. Can be created using
Control.addNode(double, float, float, float)
.- double getPrograde()¶
- void setPrograde(double value)¶
The magnitude of the maneuver nodes delta-v in the prograde direction, in meters per second.
- Game Scenes:
Flight
- double getNormal()¶
- void setNormal(double value)¶
The magnitude of the maneuver nodes delta-v in the normal direction, in meters per second.
- Game Scenes:
Flight
- double getRadial()¶
- void setRadial(double value)¶
The magnitude of the maneuver nodes delta-v in the radial direction, in meters per second.
- Game Scenes:
Flight
- double getDeltaV()¶
- void setDeltaV(double value)¶
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.getRemainingDeltaV()
.
- double getRemainingDeltaV()¶
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
- org.javatuples.Triplet<Double, Double, Double> burnVector(ReferenceFrame referenceFrame)¶
Returns the burn vector for the maneuver node.
- Parameters:
referenceFrame (
ReferenceFrame
) – The reference frame that the returned vector is in. Defaults toVessel.getOrbitalReferenceFrame()
.
- 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(ReferenceFrame)
.
- org.javatuples.Triplet<Double, Double, Double> remainingBurnVector(ReferenceFrame referenceFrame)¶
Returns the remaining burn vector for the maneuver node.
- Parameters:
referenceFrame (
ReferenceFrame
) – The reference frame that the returned vector is in. Defaults toVessel.getOrbitalReferenceFrame()
.
- 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(ReferenceFrame)
.
- double getUT()¶
- void setUT(double value)¶
The universal time at which the maneuver will occur, in seconds.
- Game Scenes:
Flight
- double getTimeTo()¶
The time until the maneuver node will be encountered, in seconds.
- Game Scenes:
Flight
- void remove()¶
Removes the maneuver node.
- Game Scenes:
Flight
- ReferenceFrame getReferenceFrame()¶
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 getOrbitalReferenceFrame()¶
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
- org.javatuples.Triplet<Double, Double, Double> position(ReferenceFrame referenceFrame)¶
The position vector of the maneuver node in the given reference frame.
- Parameters:
referenceFrame (
ReferenceFrame
) – The reference frame that the returned position vector is in.
- Returns:
The position as a vector.
- Game Scenes:
Flight
- org.javatuples.Triplet<Double, Double, Double> direction(ReferenceFrame referenceFrame)¶
The direction of the maneuver nodes burn.
- Parameters:
referenceFrame (
ReferenceFrame
) – The reference frame that the returned direction is in.
- Returns:
The direction as a unit vector.
- Game Scenes:
Flight