Members
addressreadonly
altitudereadonly
angularVelocityreadonly
Current spin in hull axes, radians per second, for presentation.
characterreadonly
flightAssistreadonly
framereadonly
frameChainreadonly
frameVelocityreadonly
Velocity relative to its own frame, in universe axes, m/s — what the frame's body sees, rather than what an outside observer measures.
The one a "where am I going" mark has to be drawn from. A ship in low Earth orbit has a universe velocity of thirty kilometers a second, almost all of it Earth's own year, and a prograde mark taken from it points along the ecliptic whatever the orbit does.
idreadonly
kindreadonly
landedreadonly
localPositionreadonly
Position within its own frame — the small numbers gameplay works in.
localVelocityreadonly
namereadonly
orientationreadonly
Orientation in universe axes.
positionreadonly
Canonical universe position, interpolated.
speedreadonly
thrustreadonly
Current maneuvering demand, as fractions of authority in body axes, including assist damping. Presentation can add brief valve cues without changing this demand. Null for anything that cannot maneuver.
velocityreadonly
Velocity in universe axes, m/s.