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  1. I want to know how to Make SAS available without a pilot or a probe core in Science mode. It's ok if it is considered a cheat.
  2. As title says, SAS seems incapable of applying reaction wheels correctly on the roll axis so I keep getting rockets and stations that wriggle back and forth anywhere between a near invisible amount and up to several degrees, typically waaaay worse the bigger the craft is. Could only find quite old threads about this but none of the ones I read had any actual solution, nor has the game been patched to fix the issue. CLARIFICATION: The squirming will self agitate from the slightest fraction up to a certain point, even if a craft looks stable for several minutes it can start wriggling more and mo
  3. Had an idea for a new set of SAS buttons to add to the current set: Flight heading Buttons. Currently you can set your SAS autopilot to prograde, normal, etc., but it would be extremely helpful to be able to align your craft with the compass headings. 90°- (east) 0° - (north) 270° -(west) 180° - (south) While it would have many helpful uses, I currently have the greatest need for it when launching into orbit and want to keep my heading at exactly 90°. The only way to do this currently is to manually keep your marker lined up with the compass. The prograde ma
  4. When i use SAS button. Thats no prograde, retrograde, maneuver, target, anti target, radial in, radial out, normal and anti normal buttons. Just stability assist button. Why
  5. I am encountering one of the weirdest bugs I've ever seen. I cannot add ANY command part that has a built in SAS module. Not only can I not place them on the craft when I try to do so they remove the node on the part I'm attaching them to while not attaching and then they proceed to break placing any other part and more or less all controls in the VAB and SPH including moving the camera, the exit button, the new button at times, the save button, all mouse controls but clicking on new parts. And the only way to recover is to if I'm lucky click new and if not load some stock premade craft. Fo
  6. 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
  7. I was getting a satellite into orbit, and I was warping to my apoapsis so I could start burning prograde, but mid-warp my SAS menu disappeared, and the SAS & RCS buttons are disabled. What happened?
  8. This has been happening for months and has caused me to quit KSP each and every time. When I build a ship that is even remotely complicated, it slams the stick into some direction that it likes whenever I turn off SAS. Of course, this means docking is completely impossible. It is an INPUT ISSUE, so if I have RCS thrusters on the ship, guess what, they're going to start blasting juice to turn into that direction, and it has nothing to do with how the ships are designed or from aerodynamic forces. I have no idea where to even start. Here's an exhaustive list of the mods I'm using, coming straigh
  9. I've had a problem with controlling ships when controlling from docking ports at a right angle from the root part. Both SAS and mechjeb's Smart ASS have wild oscillations around the roll axis of the docking port, like its overshooting its attempt to stop rotation. This happens with both an inline docking port part like the shielded clamp-o-tron or with a normal docking port attached radially. I might try testing this in an unmodded install, but was wondering if anyone else has experienced this? I have several mods installed but the only one I can think that would effect SAS's ability to hold s
  10. I tried searching google and the forums for this, but couldn't find anything, so here goes. Everything seems to have full SAS. I noticed it with the Stayputnik, and now Bill (a non-pilot) in a lander can. I'm running a 100% stock game, freshly downloaded from Steam. I'm using 1.4.2 + Making History DLC. If I start a new sandbox game, open the VAB, add a single Stayputnik and then launch, I can activate SAS and can select all retrograde, radial, normal, etc. headings. The Stayputnik still doesn't have a reaction wheel, however. It also seems to happen on previous game versions, includ
  11. Have a ship, that was orbiting Mun before the 1.4 release. After 1.4 SAS will not work on it. Ship has a pilot (jeb). I hit the button for SAS, it toggles for a split second on and off. Manual flight controls dont respond (that would normally use sas. Ive messed with "control from here", de coupled a stage, eva and back,and a few other things, nothing makes it change. Reaction wheels according to the pod (mk1) keep flicking between working and idle.
  12. How come my SAS works exceptionally when i'm in map view or switched to another unit, but when i'm "in control" it doesn't work as good?
  13. This is a thread to list all missing functionality from the previous console version of KSP. I know we are all frustrated with Enhanced Edition but let's try to keep things civil and informative. Please be as detailed as possible. Console Xbox One The current issues that bother me most are: 1. Lack of physical time warp in space. When pressing LB/RB and B to increase time warp, the game assumes you mean 5x time warp rather than physical time warp while in space. While in atmosphere the same input allows for physical time warp, and if you exit an atmosphere while warpi
  14. Right now, SAS is hardwired to the SAS action group. As long as something can have SAS, it's toggled with SAS and ONLY with SAS. I think you should be able to remove and change this binding via the action groups menu. The SAS group would be automatically applied to every command pod/probe core/???. This way, you can toggle SAS with other action groups and have an action group that can invert itself briefly without any unintended results. An (extremely complex) example of where this would be useful is in a supermaneuverable fighter plane with an ejector seat; something I just happen to hav
  15. Holy sciencey title Batman! Basically what I'm suggesting is for SAS to be a module on command pods/probe cores that's automatically assigned to the SAS action group but can be removed and set on other action groups, just like the brakes on wheels and lights in lights and crew parts. What this would do is open up an entirely new action group with new properties. I know you can already set things to the SAS action group, but it's basically suicide to disable SAS mid-flight, especially in some aircraft. As for the "new properties" I mentioned a sentence or two ago, the SAS action group can be on
  16. Hello ! I've recently put a few satellite into orbit with 2 robot control units : The 1st one is supposed to be facing Normal and the 2nd one Radial In. But I'm encountering a problem : Once SAS activated I choose "Control From Here" for the 1st one and choose "Normal" after that I switch to the second control unit and it immediately turn up to Normal... My question is : Is there a way to choose 2 different orientations for the control units on the same craft ?
  17. So lately I have taken to the habit of building many of my rovers with reaction wheels, and I set all the electric torque components to "SAS Only" mode. I find that this helps a lot on flat(ish) terrain, making the rover less likely to flip over when aggressively breaking or making sharp turns, as the torque of the reaction wheels in SAS mode helps cancel out forces that might send the rover spinning. But experience has taught me that on rougher terrain where gravity is lower and changes in elevation more sharp than on much of Kerbin (like, say, the Mun) I have to "pulse" deactivation of the
  18. I'm having a frustrating problem. I have a lander in orbit around the Moon (this is with RSS). I cannot control the orbiter's direction, for some reason. I hit the normal keys to rotate, and it just won't move. I have MechJeb on it, and if I use Smart A.S.S. to orient to prograde, retrograde, whatever, that works, but other than that, the keys that orient the spacecraft don't work. It worked fine through several reloads, trying different landing approaches, but now it just... doesn't work any more. I have two different saves for this vehicle at various stages. If I load either of the
  19. I am working on a plugin for docking and am trying to align the current vessel with the docking axis of the target. I am trying to use the vessel Autopilot.SAS to do this and so far it does not seem to work. In my FixedUpdate() handler I am first ensuring that it is in StabilityAssist mode: if (vessel.Autopilot.Mode != VesselAutopilot.AutopilotMode.StabilityAssist) { Deb.Log("Engaging StabilityAssist"); vessel.Autopilot.SetMode(VesselAutopilot.AutopilotMode.StabilityAssist); sas_orientation_set = false;
  20. S.A.S. Issues... Everubody knows that in versions 1.3.0 and downwards there is a major glitch, one that everybody dreads... the famous S.A.S. Wobble glitch that occurs when you have too tall of a rocket. I was just wondering has this been fixed (because I have not played on K.S.P. 1.3.1 due to a broken computer, you can see my other post if you have knolage about building pc’s)? And if it has not been fixed, how do you get around the glitch, I found that if you put something to control your rocket closest to the engines than it will fix the glitch, but that is expensive, inconvenient, and
  21. I am having an issue where ships that are not currently the active vessel are not maintaining heading with SAS. https://imgur.com/a/pZWRu The ship that has my Kerbal is in atmo on Kerbin and detaches a probe. I switch focus to this probe, set SAS and set heading to be retrograde. This works great and the probe maintains a retrograde direction as it decends. I switch focus back to the other ship and watch as the probe descends and I can see it start to tumble. I switch back to the probe and it has indeed started tumbling around, but now that it is the active vessel it regains
  22. 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.
  23. Hi, I've got a vessel stuck in low Kerbin orbit which desperately needs a Level 1 or better pilot to re-enter safely. The re-entry module was badly designed and it wants to tip over the wrong way (heat shield up, Mk1 command pod down) in the atmosphere; I've tried (many times) and failed to re-enter it manually without hitting the ground too hard. However, when I fly the same craft with Jebediah Kerman (who's currently at Level 1) on board, he can keep it stable all the way down with the "hold retrograde" SAS option. :-) The stranded vessel has three tourists on board, so all it has
  24. Not sure if i am doing something wrong but when i do an EVA it is not acting the way it used to. When i do an EVA the kerbal just spins out of control even with the RCS switched on he is always slowly rotating, meaning constant corrections and usually over corrections. Turning on the SAS also has no stabilising effect to the Kerbal. I've noticed that the navball on the screen does not link to the Kerbal either. It seems to still just show the reading for the ship i just got out of. Spinning the Kerbal around does not move the navball at all. It did used to. This is all made worse by not h
  25. Hey guys, quick question here. BTW, I tried my best to search for an answer, but couldn't seem to find one, so I apologize if it's been asked before. Are there hotkeys for the SAS hold buttons? I especially use the 'hold prograde' throughout a lot of the ascent of my rockets. I'm visually impaired, so it's been a thing where I have to pause the game to give me time to find and click the button, and it's kind of getting old. Might there be a mod that allows me to assign these SAS holds to action-groups? Thanks!
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