Vampereon Posted September 8, 2012 Share Posted September 8, 2012 Hello, in the past few flights i've been just using the advanced SAS and i sometimes had trouble controlling the ship, aparently putting the normal SAS on a ship helps you control the vehicle, but i don't see a difference between normal SAS and ASAS except the ASAS can control RCS and winglets. Link to comment Share on other sites More sharing options...
amore555 Posted September 8, 2012 Share Posted September 8, 2012 ASAS is the brain, only one per ship is needed. SAS is the muscle, use a few of these in key locations Link to comment Share on other sites More sharing options...
robly18 Posted September 8, 2012 Share Posted September 8, 2012 ASAS is the brain, only one per ship is needed. SAS is the muscle, use a few of these in key locationsPretty much this. ASAS is like an autopilot, wich helps your ship stay upright. SAS is like a gyroscope that helps your ship control itself. Link to comment Share on other sites More sharing options...
vexx32 Posted September 8, 2012 Share Posted September 8, 2012 Yeah, just to explain it from a slightly different angle:You want to use SAS modules on large ships so that you can maneuver the ship -- usually one per stack per stage is sufficient for most applications. ASAS will be able to take control of SAS, pitch/roll/yaw, control surfaces and vectoring engines in order to maintain a fixed heading. Activate it to fly straight, basically. It won't work if you don't have enough control authority, though, so use vectoring engines, RCS and SAS modules in conjunction for the most effective results. Link to comment Share on other sites More sharing options...
EndlessWaves Posted September 8, 2012 Share Posted September 8, 2012 Yeah, SAS/command module SAS are gyros that will resist course change, ASAS is a flight computer that will use all steering mechanisms at it's disposal (including SAS) to keep the ship to the course it was on when you enabled ASAS.I don't use the Avionics package much but I believe it's a blend of the two, something like ASAS behavior for roll but SAS-like behavior for pitch and yaw - although it contains no gyro itself.Unlike the command pod gyros I don't think there's any way to use the normal SAS modules to turn the ship rather than keeping it on course - you have to use RCS. Link to comment Share on other sites More sharing options...
vexx32 Posted September 8, 2012 Share Posted September 8, 2012 The Avionics is just a modified ASAS with slightly different behaviour. It has the same underlying code, though, just with some tweaked settings. Link to comment Share on other sites More sharing options...
EndlessWaves Posted September 8, 2012 Share Posted September 8, 2012 There are also alternate methods of achieving stability. Rotating the ship often helps as it ensures uneven drag/thrust is evenly distributed in all directions and won't tip the ship over, although not possible for all designs as it imposes additional stresses. Fixing the problem that's causing the stability problems in the first place can also be an option. Link to comment Share on other sites More sharing options...
Vanamonde Posted September 8, 2012 Share Posted September 8, 2012 But then, SAS and ASAS together on the upper stages tends to conflict and cause uncontrollable ships. Since I had a lot of trouble with that, I've stopped using SAS altogether and haven't missed it. Link to comment Share on other sites More sharing options...
EndlessWaves Posted September 8, 2012 Share Posted September 8, 2012 But then, SAS and ASAS together on the upper stages tends to conflict and cause uncontrollable ships. Since I had a lot of trouble with that, I've stopped using SAS altogether and haven't missed it.I've never had that problem, all that I've read and my own experience says that ASAS uses/works with SAS. Was it in the current version you had problems? Link to comment Share on other sites More sharing options...
amore555 Posted September 8, 2012 Share Posted September 8, 2012 I put one SAS towards the top of my ship, and one towards the bottom. Works fine for me Link to comment Share on other sites More sharing options...
Vanamonde Posted September 8, 2012 Share Posted September 8, 2012 Was it in the current version you had problems? Yes. On the advice of some helpful other players, removing the SAS was one of several measures that made the problem go away. Link to comment Share on other sites More sharing options...
Serratus Posted September 8, 2012 Share Posted September 8, 2012 Maybe it wasn't about SAS/ASAS conflict, but rather a case of too much control authority? Rocket is like a car with rear-wheel drive, and engine in the back. If You turn the light front end, with too much force You will loose control. Link to comment Share on other sites More sharing options...
vexx32 Posted September 8, 2012 Share Posted September 8, 2012 Yeah... I've noticed that ASAS has a tendency to overcompensate when there's too much control authority. Particularly the new engines. Link to comment Share on other sites More sharing options...
Bluejayek Posted September 9, 2012 Share Posted September 9, 2012 ASAS has a tendency to be absolutely terrible at controlling your craft. When I was testing aircraft recently, on one of them the ASAS was consistently sticking my heading 10-20 degrees above what a set at, despite it being easy to manually hold it at the setting.Also, even if your craft is stable the ASAS will tend to do small oscillations, that can cause unnecessarry stress on your craft. Link to comment Share on other sites More sharing options...
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