![]() They will do nothing detremental to your craft except consume a little power, and so long as you have generators/solar pannels on there, you'll be fine. Same with reaction wheels, leave them on at all times. Turn SAS on on the launch pad, and leave it on until you recover the craft after it's mission is complete. The pod/probe core controls it all and tells the arms to move to lift the load (your ship), but if the load is too heavy, you'll need to use a second arm or more to lift it.aka adding more reaction wheels.Īnd as to having them turned on or not, that's easy - leave everything turned on, all the time. So think of the SAS as the brain, and the reaction wheels and winglets as the arms and legs. These will stablise your ship, but only when in an atmosphere. *) Winglets are the fins that you place on a rocket. *) Reaction wheels are a part that can stablise your ship, but they do not operate on their own. It has limited capacity to stablise things itself though, so if your ship is very big you will need to put more stabillity systems on it, which the SAS can then use to stablise the craft better. *) SAS is in the capsule/probe core, and is the computer that controls your ship's stabillity. Can we just get rid of them all please and just assume all rockets can be stabilised and moved around with wings, engine gimballing and RCS jets only? I dont even think these geoscopic things are realistic anyway. We dont need to install these things they should be 'just there'. ![]() I mean why do we even need to know what these things are anyway? Planes can use stabilisation to fly (its called having a pilot and later a computer) and so can a rocket. Now we have capsules that have something in them, extra wheel things that do something, extra ASAS type things that I cant remember the name of. how to kill a game by making it too complex. I cant even rememeber if I am supposed to have them turned on or not. I sort of understood the SAS and the ASAS when they used those but now I dont know what the hell is going on. Originally posted by Nats:I wish they would do something about SAS and these stupid wheel things they are flaming confusing the hell out of me and everyone else. If there is such a thing as advanced SAS, and it only applies to some of the SAS parts, it's hardcoded, and the reason it's extra confusing is that there is absolutely no way to tell which is which from the information displayed in-game, because all those parts give you the same information: "Look at me, I contain reaction wheels and I'm SAS enabled, just like all the other parts of a similar nature." In other words, unless something is hardcoded here, all the SAS parts and the Command Pods have both reaction wheels and SAS, and the SAS parts are all identical apart from size and weight. Their only difference to the actual SAS parts is that they have less torque (most often somewhere around 5) and thus use less electricity. ![]() The command pods all have the same modules in their code, i.e. They have the ModuleReactionWheel with a torque of 20 that uses 0.3 electricity and they also have the ModuleSAS, and that's it. The three SAS parts all have i-d-e-n-t-i-c-a-l code concerning their stabilizing effects. Nowhere is there any kind of code for some sort of advanced SAS. cfg files for all three SAS parts as well as for the actual command pods, they all use the exact same modules in the code, the ONLY difference is the amount of torque. ![]()
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