Search the Community

Showing results for tags 'sas'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website
  • KSP Pre-release
    • 1.2.9 Pre-release Branch
    • 1.2.9 Pre-release Modding Discussions
    • 1.2.9 Pre-release Bug Tracker

Categories

  • Developer Articles

Found 11 results

  1. I would greatly appreciate an SAS mode that holds the navball orientation at the horizon, perhaps locking all remaining degrees of freedom (like roll and rotation along the horizon). This would allow aircraft to fly long distances across the planet without player intervention, which would be especially useful for long flights to contract related sites, e.g. on Kerbin. I do think it is reasonably simplistic to warrant being an SAS feature.
  2. Do you hate it when your craft is tugging along on SAS and you want to correct the course a bit? You touch pitch controls and it gets all wobbly. There is a simple solution to your problem: SAS should not control the control input, but work via the TRIM settings. You control input would be combined with the TRIM and you would have perfect controls even with SAS activated. Better yet: Allow the TRIM settings to be kept when leaving SAS (maybe with a modifier key or so) and move your craft from SAS to full manual control without even the slightest bump. Why we should do this? Because usually it is done like that. Your input is combined with stabilisation/trim. If it is still unclear what I mean exactly, move down three posts. User OHARA does explain it better!
  3. In my experience (1000+ hrs) SAS has always had a really difficult time negating steady-state error. As I understand it, SAS uses a PID controller to maintain a constant heading, and the wiki confirms this. However, the integral gain must be set to zero (a PD controller), because the system simply does not respond to steady-state error. You can see this yourself with any spacecraft where the thrust vector doesn't intersect the CoM. Setting the SAS and engaging the engines causes the craft to slew. The SAS will stop the slew after a few degrees (depending on the strength of your control schema), but it doesnt even try to get the heading back to the original state, even if the control axes are not pegged. It seems like the directional holds are slightly better at countering error but this may be blind optimism. If anyone has any insight into why this may be it would be greatly appreciated.
  4. I did a search and couldn't find anything, but I was wondering if/when this one is getting addressed? It's about the most frustrating thing for me right now, I don't want to suffer from it in campaign so I just stay in the sandbox which makes me feel like I'm missing out on something. http://bugs.kerbalspaceprogram.com/issues/10212
  5. Somethin I would like to see would be an SAS mode where the SAS tries its hardest to stay pointed at the angle it was facing in when enabled. Even if the player provides input, on release the craft would try to re-orient back to its initial angle. To actually change the craft's angle you would need to change the SAS mode or switch off the SAS, which can easily be done quickly with the F button. I think this would be useful for those crafts where you want to stay pointing in one direction, but the SAS slowly creeps away and you have to keep correcting it, leading to a loss of efficiency.
  6. The way stability assist seems to work at the moment is it holds your position based on some universal plane; while this is great for orbiting celestial bodies, it is a pain in the atmosphere. I suggest changing the plane of reference when surface mode is engaged to lock onto the current angle and orientation of the navball. If you wish to hold 20° vertically while travelling east, face east and aim at 20° then engage stability assist in surface mode. When the navball is changed to orbital mode then change the plane of reference back to its normal behavior (the way stability assist works now).
  7. Since the 1.1.xxx update/upgrade, any attempts I make to use SAS and target markers [retro, prograde, radial,...] the nav ball targets jitter, the craft wobbles erratically making those features totally unusable for me. I have to click a marker on the left of the nav ball, wait until it comes almost locked, then disengage SAS and re-engage it, make manual adjustments [WASD] to get aligned. HELP!??
  8. So this will happen I turn on SAS after flying a super light, long distance glider plane completely straight and horizontal. The wings are slightly curved dihedral, which provides some balancing. They're also mounted above the center of mass to take advatage of additional balancing advantage from the keel effect. SAS doesn't care, it starts gently turning the rudder elevon more and more to the right. Also I chose elevons for tail wings to save mass. It shouldn't make it particularly manoeuvrable, but this is a glider so manoeuvrability should not be an issue. Either way, elevons are not a great choice for lift purposes, but I think the wing placement relative to center of mass should compensate for the lack of that. Either way, I don't think it should affect my vector in SAS. So what is going on here? What could I do to fix it? Craft file: http://s000.tinyupload.com/index.php?file_id=94594297542320929992 Note: The landing gear are a bit poorly placed, but with reaction control it should be easy enough to prevent it from tipping during takeoff.
  9. Hi, I've been playing KSP for a few weeks now, and I'm new to these forums. Forgive me if this issue might have been discussed before, but I couldn't find it in the first 10 pages or so. When the craft is rotating when you activate time warp, it suddenly stops rotating (only doing an apparent rotation relative to the body you're orbiting because the absolute attitude remains the same). I admit I often use this glitch to cheat a little bit on craft that don't have a lot of attitude control (start rotation to desired attitude and then press "." and "," to instantly stop the rotation) but it kind of feels wrong. Maybe there's a good technical reason for this, but if at all possible, it would be nice if this could be changed. Also, SAS does not work during time warp but it DOES contiue to use energy! I have often found myself with dead batteries after timewarping through the solar system with SAS accidentally left on. It should either be officially off (and not use energy) or actually work if it does remain on. Right now it's the worst of both worlds, draining energy while not working. Also, some kind of warning or auto-off feature would be welcome for SAS. It's really easy to time warp through a multi-month solar system excursion and then realise that you just completely drained your batteries. Can trash an entire mission in a few seconds of inattention. Thanks, Michel
  10. When I started using SAS, I was a bit surprised how poorly it hunts for the intended target, often overshooting it, especially on craft with poor attitude control. I often have to help it and actually counteract its inputs, slowing it down as it approaches the target while SAS is still trying to accelerate towards it. It looks like the system's gains are tuned for high performance attitude control (working well using vectored engine thrust, with RCS or on very light craft with sufficiently large reaction wheels) but are woefully wrong when control is more limited. I can see it continue to accelerate towards the target while it's totally obvious it's going to overshoot and it ought to be slowing down. It would be nice if SAS would take the available torque into account so it stopped accelerating towards the target and started decelerating a lot earlier to avoid overshooting.
  11. Maybe already suggested (search function in forum have actually many issues), about manned spacecraft, assuming it's possible to maintain SAS (only stability function, if available and enabled) during EVAs, of course as long as a Kerbal pilot is staying in command pod (doesn't applicable for Mk1 like pods, for example). EVAs are really a pain, especially while the ship is rotating. IRL I've never seen, in NASA documentaries, the (real) Space Shuttle to rotate during astronaut EVAs (SSO seems stable).