Stage#

class Stage#

A single stage of a vessel. Obtain activation (burn) stages from Vessel.Stages / Vessel.StageAt, and decouple stages from Vessel.DecoupleStages / Vessel.DecoupleStageAt.

Note

Delta-v, thrust, TWR, specific impulse, burn time and mass members are only available on activation stages. On decouple stages those members throw InvalidOperationException because stock delta-v data does not apply. Thrust is reported in newtons and masses in kilograms (stock values are converted from kilonewtons and tonnes).

Int32 Number { get; }#

The stage number (activation stage for burn stages, decouple stage otherwise).

Game Scenes:

All

IList<Part> Parts { get; }#

The parts that belong to this stage.

Game Scenes:

All

Resources Resources (Boolean cumulative = true)#

Returns a Stage.Resources object for this stage.

Parameters:
  • cumulative – When false, only resources assigned to this stage. When true, resources for this stage and all later activation or decouple stage numbers are included. On activation stages, unstaged resource containers (for example fuel tanks) are grouped with the first higher activation stage before they are detached. Defaults to true so decouple-stage calls match the legacy Vessel.ResourcesInDecoupleStage RPC.

Game Scenes:

All

Note

This is an RPC method: call resources() (optional cumulative argument). The default cumulative=true matches the legacy Vessel.ResourcesInDecoupleStage RPC. For decouple stages, grouping is the same as that deprecated method. For activation stages, unstaged resource containers (for example fuel tanks) are grouped with the first higher activation stage before they detach, matching the C# Resources() documentation.

Single DeltaV { get; }#

Delta-v for this stage in the current situation, in m/s.

Game Scenes:

All

Note

Delta-v is only defined for activation stages (decouple is false). Calling this on a decouple stage raises an error.

Single VacuumDeltaV { get; }#

Vacuum delta-v for this stage, in m/s.

Game Scenes:

All

Single SeaLevelDeltaV { get; }#

Sea-level delta-v for this stage, in m/s.

Game Scenes:

All

Single Thrust { get; }#

Thrust in the current situation, in newtons.

Game Scenes:

All

Single VacuumThrust { get; }#

Vacuum thrust, in newtons.

Game Scenes:

All

Single SeaLevelThrust { get; }#

Sea-level thrust, in newtons.

Game Scenes:

All

Single TWR { get; }#

Thrust-to-weight ratio in the current situation.

Game Scenes:

All

Single VacuumTWR { get; }#

Vacuum thrust-to-weight ratio.

Game Scenes:

All

Single SeaLevelTWR { get; }#

Sea-level thrust-to-weight ratio.

Game Scenes:

All

Single SpecificImpulse { get; }#

Specific impulse in the current situation, in seconds.

Game Scenes:

All

Single VacuumSpecificImpulse { get; }#

Vacuum specific impulse, in seconds.

Game Scenes:

All

Single SeaLevelSpecificImpulse { get; }#

Sea-level specific impulse, in seconds.

Game Scenes:

All

Single BurnTime { get; }#

Burn time for this stage, in seconds.

Game Scenes:

All

Single StartMass { get; }#

Start mass for this stage, in kg.

Game Scenes:

All

Single EndMass { get; }#

End mass for this stage, in kg.

Game Scenes:

All

Single DryMass { get; }#

Dry mass for this stage, in kg.

Game Scenes:

All

Single FuelMass { get; }#

Fuel mass for this stage, in kg.

Game Scenes:

All