Difference between revisions of "Small Inline Reaction Wheel"
Thecoshman (talk | contribs) (Moving theory section to the SAS page as it is common to all 'SAS' parts) |
Thecoshman (talk | contribs) (Added that this part is featured in the demo version) |
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− | 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. | + | 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|Demo Version]] of the game. |
== Description == | == Description == |
Revision as of 12:43, 28 September 2012
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. It is worth considering that they do add to the mass of your ship; if you require a lot of S.A.S. modules to get a large ship off the ground, you should think about distributing them such that they are dropped along with your earlier stages.
Changes
- → See also: Version History
v0.11.0
- (undocumented) SAS now use angular momentum instead or angular velocity - takes into account inertia momentum of the ship [1]
v0.9
- (undocumented) Tweaked Kd, Ki and Kp parameters
v0.8.5
- Exposed Kd, Ki and Kp parameters for tuning the SAS module
v0.8
- SAS toggle with 'T' key
v0.7.3
- Initial Release