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Come back old ASAS - all is forgiven!


ComradeGoat

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The new SAS definitely needs to be tuned a little, its not aggressive enough. I put together an SSTO a few minutes ago, and when I get into space and do my circularization burn it allows my heading to drift quite a bit.

Also, on the ascent it doesn't seem to be very precise. It drifts slightly and settles on a heading about a degree off of what I want. Then when I try to correct it, the SAS zeroes out the trim that it was using and causes the nose to drop, which requires more corrections and so on and so on. When I finally get it back to where I want it, it drifts a degree off again. /ragescream

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personally I like the changes and am not having anywhere near the troubles others are having. had to make a few changes especially where probe cores were involved but other than that seems to work great. either its a bug that only effects certain computer configurations or maybe a misunderstanding on what sas is/how it works?

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Well here ismy first craft from scratch taht made it into space:

17132603AD078984BEB441C126EACDFFF0064810

Had to add an additional 8 S.A.S just to make it stable enough to in addition to the probe and A.S.A.S. and S.A.S. that I had on it when I first tried the design. True. Imight need more struts. But, then again. Never had problems till now with completely symetric designs.

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w2vK1WS.jpg

i built this simple plane, which worked pretty well

i put the reaction wheels on BOTH end of the craft, as well as added many control surfaces.

worked like a charm.

I think the problem is that people are not putting enough reaction wheels and not putting them in teh right places

edit: oh also the lag problem was solved for me (credit to AncientAstronaut)

go to settings.cfg

set kerbin ocean min distance to 1, max subdivision to 1, worked wonders

Edited by spikeyhat09
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I suspect it has more to do with what rockets people are flying... looking at a lot of the people with problems it is larger, high part count, complex and beautiful rockets. The people having no trouble are those happy with a purely symetrical, low part craft. If it is the case that it's only effecting the ambition craft then it's really going to suck the creativity out of the game and leave us all flying dull stacks of dustbins with the aesthetics of a car crash as currently that's all the ASAS can cope with - I suspect the devs just test with the stock ships which don't even scratch the surface of what can bu built in KSP.

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People seem to think the old SAS is still a SAS, but it is not. It doesn't stabilize you anymore. It's something Scott built in one of his Spy Sat videos. Reaction wheels to slowly rotate the craft. ASAS works fine for me.

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I built a pretty simple orbiter a few minutes ago, worked pretty well getting out of the atmosphere but once I dropped the ascent stage the little orbiter wouldn't even bother using engine gimbal to stay on course. Granted, I deliberately added a single radial parachute to put it slightly off-balance, but it's like the ASAS isn't bothering to use the tools available to it.

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There may also be the issue that the inline reaction wheel (the old ASAS) doesn't have ASAS functionality, only the Advanced S.A.S part does. I think THIS is really what is tripping everyone up. The new SAS does counter forces but it doesn't control surfaces anymore.

Put an ASAS module on your ship (the large one, which is now the only one) and watch it perform normally again.

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No, I had problems with a 10 part rocket.

1 all my sstos are updated and fully fuctional.

C'on guys be smarts read the descriptions add cpu!!!!!!!!!!!!!!!!! Stop crying and work more, you may need 4or 5 cpus to make it stable.. Old times are gone welcome to the new system!

Bye bye pa

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I just build a rocket and had absolutely no trouble bringing it to a 100/101 orbit, with more fuel left than I am actually used to.

It was a simple design though, a bit unusual with the placement of the engines, but thats about it, I will have to try it with a more complex and really huge rocket to see how that works, but as of now... it definately is different to fly a rocket now, but it works perfectly fine, you just can't really fire and forget anymore, and always need to have an eye on the navball.

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There may also be the issue that the inline reaction wheel (the old ASAS) doesn't have ASAS functionality, only the Advanced S.A.S part does. I think THIS is really what is tripping everyone up. The new SAS does counter forces but it doesn't control surfaces anymore.

Put an ASAS module on your ship (the large one, which is now the only one) and watch it perform normally again.

Nope, that's not the case.

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I confirmed, fresh install, fresh rocket, and there is something causing it so rotate faster and faster even without SAS on. I have 1 fuel tank, command pod, 2 batts, 2 solar panels, and a LV-909. Something is broken

EDIT: so I disabled torque on the MK I and it stops spinning

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I do believe the problem here is everyone who is complaining is way too used to the agressive ASAS that they can't adjust to the absolute lack of ASAS in general (just sas now). Everyone has to completely redo how they fly otherwise they will never get the benefit of this update.

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I do believe the problem here is everyone who is complaining is way too used to the agressive ASAS that they can't adjust to the absolute lack of ASAS in general (just sas now). Everyone has to completely redo how they fly otherwise they will never get the benefit of this update.

no, there is something causing unwanted spin in vessels, I can recreate it on demand. If you disable torque on the command module it stops spinning

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I have a hypothesis.

I believe the new SAS is pretty dependent on the physics delta set in the settings. If this is accurate, then every single person having jet SAS trouble has altered those sliders.

Therefore, I ask each of you with SAS trouble to try setting your physics delta slider to center and see if this issue persists. Additionally, those of you without trouble, I ask you slide that slider all the way to the right and left and attempt to replicate.

#EDIT: I'd chip in, but given I didn't touch the jets pre-patch, my opinion of the results will be baseless.

Edited by Whackjob
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ok new test complete. used the same basic design as my sat launcher without the sat (so obv not as top heavy) but with the ASAS on the top of the command module and it does handle alot better, still spins in stage 2 but i'll try without torque now

Edit: nope disabling torque made it worse

Edited by Fernbhoy
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I have a hypothesis.

I believe the new SAS is pretty dependent on the physics delta set in the settings. If this is accurate, then every single person having jet SAS trouble has altered those sliders.

Therefore, I ask each of you with SAS trouble to try setting your physics delta slider to center and see if this issue persists. Additionally, those of you without trouble, I ask you slide that slider all the way to the right and left and attempt to replicate.

#EDIT: I'd chip in, but given I didn't touch the jets pre-patch, my opinion of the results will be baseless.

I haven't adjusted anything other than to mute the game, make it 1080p and put it in Fullscreen mode. I'm flying a jet while I'm typing this, and if I'm at a high altitude, the SAS works really well. But when I'm flying at lower altitudes, it will wobble exactly like ASAS used to. It also becomes far more aggressive at low altitudes. For rockets, the new SAS creates much less wobble but also doesn't help all that much either.

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no, there is something causing unwanted spin in vessels, I can recreate it on demand. If you disable torque on the command module it stops spinning

That is probably a real bug but the other problems I'm seeing is more likely than what I said.

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The Answer!

Guys, this is how to do it.

OVERVIEW

Basically, Squad tuned down the ASAS's torque. But, this is were it reveals the true purpose of the ASAS.

The ASAS was originally made to control the SAS, winglets, and RCS of a space craft. I think everyone is now simply just using ASAS, winglets, anda few RCS ports here and there. But, to get the full use of ASAS, add more SAS modules.

Here is a vessel I made to prove this theory:

qhDWbn2.png

So, to sum it up, SAS modules add torque. That's all we are missing from the ASAS from last time. Torque.

Edited by Bioman222
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So I took the liberty of throwing each A/SAS module into where the large one is into the screenshot below:

D4uMImS.jpg

very simple probe body design and what not. Even with something that little, it most def. works well in limiting the rotation. But it can be acknowledged that the 'snappy response' we were used to with <.20 ASAS is def. missing and would be appreciated if we can get it back somehow. Nova/C7, know of anything we can tweak to see if we can fix it? Maybe I don't <quite> understand what the big difference is between .2 SAS and .21 SAS.

Also, is it just me, or does it seem that the torque values are just rediculously low?

Edited by Dexee
added moar!
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I do believe the problem here is everyone who is complaining is way too used to the agressive ASAS that they can't adjust to the absolute lack of ASAS in general (just sas now). Everyone has to completely redo how they fly otherwise they will never get the benefit of this update.

My plane will not hold a heading in vacuum under a tiny amount of thrust. How am I supposed to do orbital transfers like that?

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