I guess if you have something with TONS of wings at the tip + no GT, just vertical ascension at low low speed and the shift is then maybe a sudden 10°, while not having any gimbal, it might *might* happen, but that sounds unlikely to me. At 36km, you really barely have no lift / drag that would cause that. I've never never ever had a spin because of the speed referential switch from surface to orbit. What was the thinking when it was put into the game in the first place. Part of me really just wants to know why it exists at all. As in, they depend upon it for something, and would miss it if it were gone. There are definitely ways to work around this, but I have yet to hear someone argue in favor of it. So when SAS suddenly does something you don't expect without warning, it can have a drastically negative effect on your mission. This generally meant relying heavily on SAS. It truly was Kerbal Slideshow Program at times. I used to play KSP1 on a laptop with a dedicated GPU that was barely better than integrated graphics. I think another area that this comes up in is when you're running KSP on an under powered machine. Even if the sudden switch didn't spin me out, it might cause enough delta v loss to ruin the mission. Or trying to squeeze every last drop of delta v out of my in atmosphere stages. Trying to build craft that were barely capable of reaching orbit. This is how I remember running into it most often in my KSP1 days. If the craft is particularly aerodynamically unstable, the sudden switch from surface prograde to orbit prograde, which may only be a few degrees, can be enough to throw you into a spin. This actually comes up if you just have SAS tracking surface prograde while making a typical gravity turn. At 36km, the atmosphere is globally already empty so the sudden change of attitude would not to much even for an passive-unstable craft.Īnyway, I find it mostly convenient but agree that it's weird, it should not switch before 70km for instance, and people like me enjoying flat GT would trigger the Speed Referential by themselves. I don't see how a massive really weird launch would flip at 36km because of that, except indeed if you're ascending straight vertical, but why doing so rather than a very gentle Gravity Turn using Follow Prograde ? You'll end up with vastly improved launch performance while not loosing anything in stability if you stick to that Follow Prograde SAS and have some gimbal (even just a little is enough). I think all that's needed is a way to lock the velocity control to whatever it currently is.Īs for myself, I've never been annoyed by this transition : any Gravity Turn will lead you to a near-horizontal (+10° for extreme weird launches) attitude at ~36km anyway, and it's better to be even more flat to build horizontal speed rather than keeping in Surface Referential and keep adding vertical speed. This has always been way off from what up was when the switch happened. And SAS diligently switches to the new target. But once you cross the ~36K mark, the switch from velocity to orbit occurs, and "up" seems to correspond to "radial out". This addition is awesome, I find myself regularly using this during initial liftoff. "Up" has been added as a SAS target when surface velocity is selected. I'm actually hard pressed to think of a situation where I actually want this behavior. So, I nearly always have to do something to compensate. This has regularly thrown my craft into an unrecoverable spin. Because the SAS targets are based on that setting they switch as well. While ascending over Kerbin, when you pass ~36K, the velocity display automatically switches from surface to orbit. I know when I was new to KSP1 it confounded me. I can only assume this has got to be something that completely confounds new players. Looks like it's been brought over to KSP2. This is something I've always hated in KSP1.
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