Difference between revisions of "SAS"

From Kerbal Space Program Wiki
Jump to: navigation, search
(added asas link)
(Theory: fixed, PID applies to angular velocity, not heading)
Line 13: Line 13:
  
 
==Theory==
 
==Theory==
The S.A.S. modules use a P.I.D. system, which stands for “Proportional, Integral, Derivative”.
+
The S.A.S. modules use a P.I.D. system, which stands for “Proportional, Integral, Derivative”. The PID is applied to the vessel's angular velocity, not its heading.
* ''Proportional'' means the S.A.S. module applies a turning-force that is proportional to the displacement from the "target" orientation. In other words, the further off-line the ship, the harder the module tries to correct it.
+
* ''Proportional'' means the S.A.S. module applies a turning-force that is proportional to the speed of rotation. In other words, the faster the ship is spinning, the harder the module tries to correct the spin.
* ''Integral'' means the S.A.S. module increases the corrective force the longer the ship is off-target. So if the ship is constantly "not-quite" on target, the S.A.S. module will ramp up the force used to correct the ship's orientation.
+
* ''Integral'' means the S.A.S. module increases the corrective force the longer the ship is off-target. Since the integral of speed is position, this corrects the vessel's heading (angle is the integral of angular velocity). Since the summed integral value is set to zero when SAS is turned on, the controller will attempt to lock the vessel's heading to whatever it was when SAS was turned on.
*''Derivative'' means the S.A.S. module takes the rate-of-turn of the ship in to account, and tries to apply a force against the turn. So the faster the ship is pitching, yawing, or rolling, the harder the S.A.S. module tries to stop the turn. This is supposed to dampen the action of the S.A.S module, preventing overshoot, as well as dampening any fast turn or roll.
+
*''Derivative'' means the S.A.S. module takes the angular acceleration of the ship into account, and tries to apply a force against it. So the faster the ship is going "into" the spin, the harder the S.A.S. module tries to stop it. This is supposed to dampen the action of the S.A.S module, preventing overshoot, as well as dampening any accelerating turn or roll.
  
The SAS functionality found within command modules use only PD, with no I.
+
The SAS functionality found within command modules and standard SAS units use only PD, with no I, and thus do not lock the heading of the vessel.
The reason for overshoot is that the PID system is not well-tuned yet. The "I" and "P" factors are a bit too powerful, the "D" factor (which dampens movements) is a bit too weak.
 
  
[[Advanced S.A.S. Module|Advanced S.A.S.]] does not produce torque itself, it uses controllable components instead.
+
The PID control is applied to the vessel's rotational velocity '''at the command point'''. This means that large rockets that tend to wobble out of control during flight do so because the SAS sees the tip (where the command module usually is) rotating and assumes the entire vessel is spinning this fast. For this reason, "wobble" can be largely eliminated by controlling the vessel as close to the CG as possible. This can be accomplished by placing a [[Command_Module|command module]] or [[Parts#Docking|docking port]] in the middle of the rocket. Right click the unit and select "control from here" to change the control point.
 +
 
 +
[[Advanced S.A.S. Module|Advanced S.A.S.]] does not produce torque itself, all it does is alter the PID values.
  
 
== SAS/ASAS Parts ==
 
== SAS/ASAS Parts ==

Revision as of 18:54, 17 April 2013

SAS is a flight system that will help control your ship by countering rotation. Advanced SAS (ASAS) adds to this by also controlling heading. SAS is distinct from S.A.S, as the latter is a ship part (which adds command authority to the flight system by exerting torque). In order to use ASAS, you will need an ASAS module.

Effect

SAS directly runs your ship controls as if it were pressing the "qweasd" keys. You can see it functioning by looking at the bottom left-hand corner and watching the pitch, yaw, and roll twitch around. You can control the ship at the same time, but the inputs are additive, so the SAS may fight you. This can be useful when trying to make slow movements or fine adjustments.

Since ASAS also controls heading, it can be extremely useful for lander missions. Turn on SAS while facing straight up (relative to the surface) and then use the arrow keys to fight the ASAS and kill lateral motion. The ASAS will keep returning your vessel to upright so you can focus on steering without worrying about falling over.

Control

You can turn the system on and off with the T key, and temporarily invert the state by holding the F key (For example, if SAS is on, holding F will turn it off, and releasing F will turn it back on). The current state of the SAS system is shown by a light on your Navball. The SAS and ASAS are controlled together, as ASAS adds heading control to the standard SAS rotation dampening.

All command pods offer a small amount of SAS torque, and you can add to this by adding more SAS units to the craft. ASAS however is simply either there or not, you can not add multiple units to increase its effect.

Theory

The S.A.S. modules use a P.I.D. system, which stands for “Proportional, Integral, Derivative”. The PID is applied to the vessel's angular velocity, not its heading.

  • Proportional means the S.A.S. module applies a turning-force that is proportional to the speed of rotation. In other words, the faster the ship is spinning, the harder the module tries to correct the spin.
  • Integral means the S.A.S. module increases the corrective force the longer the ship is off-target. Since the integral of speed is position, this corrects the vessel's heading (angle is the integral of angular velocity). Since the summed integral value is set to zero when SAS is turned on, the controller will attempt to lock the vessel's heading to whatever it was when SAS was turned on.
  • Derivative means the S.A.S. module takes the angular acceleration of the ship into account, and tries to apply a force against it. So the faster the ship is going "into" the spin, the harder the S.A.S. module tries to stop it. This is supposed to dampen the action of the S.A.S module, preventing overshoot, as well as dampening any accelerating turn or roll.

The SAS functionality found within command modules and standard SAS units use only PD, with no I, and thus do not lock the heading of the vessel.

The PID control is applied to the vessel's rotational velocity at the command point. This means that large rockets that tend to wobble out of control during flight do so because the SAS sees the tip (where the command module usually is) rotating and assumes the entire vessel is spinning this fast. For this reason, "wobble" can be largely eliminated by controlling the vessel as close to the CG as possible. This can be accomplished by placing a command module or docking port in the middle of the rocket. Right click the unit and select "control from here" to change the control point.

Advanced S.A.S. does not produce torque itself, all it does is alter the PID values.

SAS/ASAS Parts

The game currently offers four SAS/ASAS units; a small radius SAS, a small radius ASAS, a large radius ASAS and an 'avionics package'. You also get some SAS functionality from command modules.

Dedicated Units

Image Part Radial size Cost
(Funds)
Mass
(t)
Max. Temp.
(K)
Tolerance
(m/s)
Tolerance
(g)
Torque
(kN·m)
Electricity
(⚡/s)
Inline reaction wheel.png
Small Inline Reaction Wheel Tiny 600 0.05 2 000 9 50 5 0.25
(15 ⚡/min)
Inline advanced stabilizer.png
Advanced Inline Stabilizer Small 1 200 0.1 2 000 9 50 15 0.45
(27 ⚡/min)
ASAS large.png
Advanced Reaction Wheel Module, Large Large 2 100 0.2 2 000 9 50 30 0.6
(36 ⚡/min)

Command Pods

Template:Stats Table Commands Pods