Louhikarme Posted July 24, 2013 Share Posted July 24, 2013 just tested some old saves that i had couple spacestations that before ripped itself apart and wobled like no end to them. now, turn on asas, no propblem. it is bit sluggish but what do you expect when changing rotation of a 100ton spacetation. only mod i have is engineering redux, but none of the stations have that part even equipped. Link to comment Share on other sites More sharing options...
Pbhead Posted July 24, 2013 Share Posted July 24, 2013 ANyone who is not experiencing this wierdness, load of the kerbalX, and remove the fins, at around 25km, things get funky. Link to comment Share on other sites More sharing options...
spikeyhat09 Posted July 24, 2013 Share Posted July 24, 2013 WHAt? Im ConFuSeD?!?? ThErE iS eVeN AsAs AT ALL iN 0.21?! IvE SeeN No SuCh AsAs To SpEAk Of! Link to comment Share on other sites More sharing options...
skyace65 Posted July 24, 2013 Share Posted July 24, 2013 I have to say to the community this: when you are on easy level its normal to be ashemed to switch to an harder one. This ASAS is giving a punch to the ssto and im really happy of it. Now i have to fly my sstos. But everything is fine (once you have rebalanced all due to the weight increase). The real bad thing is to see viecles inside your hangar.I wouldn't even say its increased difficulty, it sounds more like a bug with how varied people are with experiencing it. hmmm I remember one of the preview videos had the really small stock plane flying fantastically, time to test that in the final version. Link to comment Share on other sites More sharing options...
Giggleplex777 Posted July 24, 2013 Share Posted July 24, 2013 The Aeris 3A flies better without SAS than with it.Also, SAS is making my rocket fly like a worm. Link to comment Share on other sites More sharing options...
spikeyhat09 Posted July 24, 2013 Share Posted July 24, 2013 just tested some old saves that i had couple spacestations that before ripped itself apart and wobled like no end to them. now, turn on asas, no propblem. it is bit sluggish but what do you expect when changing rotation of a 100ton spacetation. only mod i have is engineering redux, but none of the stations have that part even equipped.that is the point. its not wobbling because it hardly does anything Link to comment Share on other sites More sharing options...
bogpad Posted July 24, 2013 Share Posted July 24, 2013 I just tried planes yet, no rockets, and the new SAS works like a charm for me. I never had so much fun flying a plane in KSP, if it works even better for rockets as many people stated, it should be absolutely great.Just used it for atmosphere though, no spaceplanes yet, it sure will be different from now on, but if it works as good as for normal planes, it should be fantastic. Link to comment Share on other sites More sharing options...
Beachernaut Posted July 24, 2013 Share Posted July 24, 2013 (edited) The SAS IS working, but its on using like 1% of rotational torque. The result: Ship spins 100 times until SAS sloooooooooowly stops it.I agree. Also, it's not using the gimbaling of the engines or RCS. If you've got a small compact rocket, this system is a dream. However, on a huge launch attempting to put 50+ tons (payload only) into orbit, it is literally useless.Edit: Almost forgot. These are new builds with no mods. Edited July 24, 2013 by Beachernaut Link to comment Share on other sites More sharing options...
skyace65 Posted July 24, 2013 Share Posted July 24, 2013 (edited) okay I just tested out the really small stock plane to compare how it handles now, to how it handled in one of the preview videos when someone used it. it is DEFENIATLY worse now than it was in the video, squad either nerfed it severely or there is a huge bug with it.EDIT: okay it looks like the dip down planes do was present in that version, but it wasn't as severe or just not as noticeable because he(Scott Manley) was making smaller more precise movements. I still think it's probably a bug, if not it needs to change. Edited July 24, 2013 by skyace65 Link to comment Share on other sites More sharing options...
Giggleplex777 Posted July 24, 2013 Share Posted July 24, 2013 Brand-new rocket built in 0.21 and even with a normal SAS. It's still not helping.This same design works great in 0.20. Link to comment Share on other sites More sharing options...
M'jolnir Posted July 24, 2013 Share Posted July 24, 2013 This new update has caused literally nothing but issues for me, the ASAS is terrible, all I get now is my rocket rolling around uncontrollably, if I fight the roll it takes forever to have any effect, then when I do get it running straight again and just leave is with the SAS activated it decides "**** you I want to roll" and off it goes, I can now no longer get into orbit with rockets I made it to Mun and Minmus and back earlier today. Bring back the old ASAS/SAS, otherwise this game has just become another pointlessly messed up game that I simply won't be able to play anymore and I don't think I will be the only one. Link to comment Share on other sites More sharing options...
spikeyhat09 Posted July 24, 2013 Share Posted July 24, 2013 okay I just tested out the really small stock plane to compare how it handles now, to how it handled in one of the preview videos when someone used it. it is DEFENIATLY worse now than it was in the video, squad either nerfed it severely or there is a huge bug with it.im starting to suspect bug, since half the forum says its great and half says its complete sh*t. Link to comment Share on other sites More sharing options...
Fernbhoy Posted July 24, 2013 Share Posted July 24, 2013 Satellite shuttle that was working fine in 0.20 is fine up until i jettision first engines, then it just drops right down outta the sky.Basic rocket with 4 engines and just SAS was fine till my gravity turn and then i had to fight it again. Link to comment Share on other sites More sharing options...
GalaxyGryphon Posted July 24, 2013 Share Posted July 24, 2013 At first i thought everyone was complaining about nothing but as soon as i started KSP 0.21 for the first time i saw how bad the new ASAS was, it literally cannot even hold a heading on my perfectly stable rocket, what is this? Link to comment Share on other sites More sharing options...
Raelsmar Posted July 24, 2013 Share Posted July 24, 2013 I can't say as I'm enjoying the new ASAS/SAS, either. For some applications the new "soft" SAS helps matters greatly. However, for most situations (e.g., ones where you want to be completely locked in a direction) it's hardly better than not having SAS active at all. It would be nice if we had parts that could use this "soft" system when needed and others that could be activated when precision heading lock is required. Link to comment Share on other sites More sharing options...
OceanFire Posted July 24, 2013 Share Posted July 24, 2013 Nope. Brand new craft, still as crap as before.Erm, I think I found your problem that craft is a-systematical Link to comment Share on other sites More sharing options...
Giggleplex777 Posted July 24, 2013 Share Posted July 24, 2013 Erm, I think I found your problem that craft is a-systematicalFlew fine since 0.18.I can fly it manually, but the SAS doesn't do crap when I use it. Link to comment Share on other sites More sharing options...
regex Posted July 24, 2013 Share Posted July 24, 2013 Erm, I think I found your problem that craft is a-systematicalA proper SAS implementation should be able to easily compensate for that using the existing controls surfaces (or gimbals, in this case). Link to comment Share on other sites More sharing options...
Fox967 Posted July 24, 2013 Share Posted July 24, 2013 Been playing for about an hour now - no problems. At all. I've launched 5 or 6 rockets, and the ASAS works beautifully for me - no spinning, no wobbling, holds a heading. RCS performs wonderfully as well. In fact, in the older versions i regularly put rockets into orbit at weird angles cos my rockets would spin and stuff - now im launching them on a 90 degree angle, everytime.Its weird how some people are having trouble - even the planes i launched work (and i am no pilot, let me tell you - i don't go anywhere near planes if i can help it). Strange Link to comment Share on other sites More sharing options...
PolecatEZ Posted July 24, 2013 Share Posted July 24, 2013 My observation while testing this thing was that now you actually need control fins to compensate for missing torque. I see the zepto rockets above have no fins. You used to not need them, now you need them. There's a reason for control fins in real life.All old designs will need a bit of tweaking. The old ASAS and SAS modules now weigh a lot more, and are completely unnecessary on smaller craft now. Control surfaces (fins especially) are now necessary to compensate for changes in the torque system. Put some fins on your rockets. Link to comment Share on other sites More sharing options...
ComradeGoat Posted July 24, 2013 Author Share Posted July 24, 2013 All old designs will need a bit of tweaking. The old ASAS and SAS modules now weigh a lot more, and are completely unnecessary on smaller craft now. Control surfaces (fins especially) are now necessary to compensate for changes in the torque system. Put some fins on your rockets.None of this explains why my spaceplane, powered by a mere 2 24-77s, can't hold a heading in space. Link to comment Share on other sites More sharing options...
Jonathonm Posted July 24, 2013 Share Posted July 24, 2013 We could always beg Squad to add functionality which would allow us to tune the (A)SAS manually. From memory, I think they used a standard PID type control system to control the craft. It would be rather hard to implement(if they did it mathematically correctly, it will be a little difficult to rewrite the code to generate the equation without a program like Mathematica), but if they have used 'school boy PID' (usually used in PIC microcontrollers when the system is reasonably well behaved) then we could tune the reaction of the (A)SAS to be however you wanted it for your tastes/craft. It would also add an extra development stage for getting your ship into space but might be worth it. For those that are interested: http://en.wikipedia.org/wiki/PID_controller Link to comment Share on other sites More sharing options...
spikeyhat09 Posted July 24, 2013 Share Posted July 24, 2013 My observation while testing this thing was that now you actually need control fins to compensate for missing torque. I see the zepto rockets above have no fins. You used to not need them, now you need them. There's a reason for control fins in real life.All old designs will need a bit of tweaking. The old ASAS and SAS modules now weigh a lot more, and are completely unnecessary on smaller craft now. Control surfaces (fins especially) are now necessary to compensate for changes in the torque system. Put some fins on your rockets.what about space? control fins dont work in a vacuum, but the ASAS' still broken Link to comment Share on other sites More sharing options...
Mygnol Posted July 24, 2013 Share Posted July 24, 2013 Have you guys tried sharing a .craft file around, just to see if it's a localized bug?Either that or it's something wrong with our designs.All my rockets end up in high-speed destructive cartwheels now. Link to comment Share on other sites More sharing options...
mythbusters844 Posted July 24, 2013 Share Posted July 24, 2013 (edited) ASAS works fine for me. It uses all of the control surfaces and gimbals on my spacecraft.Picture:(sorry for the big picture )You can see the SAS using the control surface to try and realign the rocket on the heading.I used the large 2.5m SAS control thing that doesn't provide reaction wheels, so maybe you guys aren't using the SAS modules properly.Also, my launch stage with a Mainsail had the SAS controlling the gimbal perfectly.EDIT: It may be Kerbal engineer redux, but I don't think so. Edited July 24, 2013 by mythbusters844 Link to comment Share on other sites More sharing options...
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