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Showing results for tags 'sas'.
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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.
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- sas
- vector drift
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I would like to see a toggle in the tweakables of every command module, to set how SAS should handle RCS if RCS is available. In the current version, SAS overuses RCS to a huge extent and causes a lot of problems with docking. So much so that you often need to make sure that one or the other is always off. So I would really prefer to be able to set a tweakable to either completely prevent SAS from using RCS, or to have the SAS system rely much more heavily on gyro stabilizers, even if the RCS system is turned on. PS. Oh, and things like Mk2 fuel tanks should mass slightly less than the equivalent Mk1 tanks. They are supposed to be higher tech, so there should be a benefit (besides a little lift) from using them (and going to all the effort to unlock them) -- you shouldn't be punished for it.
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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
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- sas
- time warp a
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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.
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I recently launched a ship carrying multiple unmanned probes. The main ship is able to target orbital vectors without issue, but the probes will not do this once separated. Here is a screenshot to give some idea of what's happening. Here I have selected the prograde vector in the SAS menu. The probe has power, RCS thrusters and monopropellant, but will not face prograde without manual repositioning. Instead it "jiggles" slightly in what can best be described as a less fuel efficient alternative to stability assist. I have not found a solution to this so far and any help would be greatly appreciated.
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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).
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Another little micro-mod. This one adjusts stock KSP behaviour so that when you re-engage SAS, it flicks to stability-assist mode instead of whatever mode you had it on last. Apparently some people don't like the default behaviour, and would rather it work like this. Well, this mod is for them. The Curseforge project page. The alternative download. The Source. MIT-licensed. License included in zip, github and curseforge project pages. Installation the same as every other mod. Just unzip into GameData. May it prove useful!