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:
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:
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

Orbit getOrbit()

The orbit that results from executing the maneuver node.

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