Difference between revisions of "S.A.S Module"
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(XZise moved page S.A.S Module to Inline Reaction Wheel: New official name) |
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− | + | {{About|the S.A.S Module in the [[demo]]|the renamed part since 0.21|Inline Reaction Wheel}} | |
+ | |||
+ | {{:S.A.S Module/Box}} | ||
+ | The '''S.A.S Module''' is a toggleable module that provides [[SAS]] functionality, a sort of Autopilot to stabilize and help keep a rocket on course. It is one of the parts featured in the [[demo]] version of the game. | ||
+ | |||
+ | == Description == | ||
+ | {{Quote|SAS: Stability Augmentation System, Spin Auto-Stabilizer, Sickness Avoidance Solution. Whatever you choose to call it, it makes the ship stop spinning around.|O.M.B. Demolition Enterprises}} | ||
+ | |||
+ | == Usage == | ||
+ | S.A.S modules do not have to be placed anywhere in particular to function. However, it will cease to function if jettisoned. They appear to function on a stability:mass ratio, and the effect can be enhanced by adding additional S.A.S. modules. Often a single S.A.S. module isn't enough. | ||
+ | |||
+ | Each S.A.S module adds 0.07 to the mass of your ship; if you require a lot of S.A.S modules to get a large ship off the ground, consider dropping them with your earlier stages when you no longer need them. | ||
+ | |||
+ | == Changes == | ||
+ | ;{{Version|0.18|}} | ||
+ | * Retextured | ||
+ | * (Undocumented) Mass reduced from 0.8 to 0.07, cost reduced from 2300 to 600 | ||
+ | * (Undocumented) Torque increased from 10 to 20, Ki/Kp/Kd changed from 1.0 / 3.0 / 5.0 to 0.0 / 5.0 / 3.5 | ||
+ | ;{{Version|0.11.0|}} | ||
+ | * ''(undocumented)'' SAS now use angular momentum instead of angular velocity - takes into account inertia momentum of the ship [http://forum.kerbalspaceprogram.com/index.php?topic=2905.msg31614#msg31614 ] | ||
+ | ;{{Version|0.9|}} | ||
+ | * ''(undocumented)'' Tweaked Kd, Ki and Kp parameters | ||
+ | ;{{Version|0.8.5|}} | ||
+ | * Exposed Kd, Ki and Kp parameters for tuning the SAS module | ||
+ | ;{{Version|0.8|}} | ||
+ | * SAS toggle with 'T' key | ||
+ | ;{{Version|0.7.3|}} | ||
+ | * Initial Release | ||
+ | |||
+ | {{Parts}} | ||
+ | [[Category:Demo parts]] |
Revision as of 16:38, 16 August 2013
S.A.S Module/Box The S.A.S Module is a toggleable module that provides SAS functionality, a sort of Autopilot to stabilize and help keep a rocket on course. It is one of the parts featured in the demo version of the game.
Description
“ | SAS: Stability Augmentation System, Spin Auto-Stabilizer, Sickness Avoidance Solution. Whatever you choose to call it, it makes the ship stop spinning around. — O.M.B. Demolition Enterprises |
” |
Usage
S.A.S modules do not have to be placed anywhere in particular to function. However, it will cease to function if jettisoned. They appear to function on a stability:mass ratio, and the effect can be enhanced by adding additional S.A.S. modules. Often a single S.A.S. module isn't enough.
Each S.A.S module adds 0.07 to the mass of your ship; if you require a lot of S.A.S modules to get a large ship off the ground, consider dropping them with your earlier stages when you no longer need them.
Changes
- Retextured
- (Undocumented) Mass reduced from 0.8 to 0.07, cost reduced from 2300 to 600
- (Undocumented) Torque increased from 10 to 20, Ki/Kp/Kd changed from 1.0 / 3.0 / 5.0 to 0.0 / 5.0 / 3.5
- (undocumented) SAS now use angular momentum instead of angular velocity - takes into account inertia momentum of the ship [1]
- (undocumented) Tweaked Kd, Ki and Kp parameters
- Exposed Kd, Ki and Kp parameters for tuning the SAS module
- SAS toggle with 'T' key
- Initial Release