Smart SAS Mod

#78
everytime i point retrograde, it spins out of control
yes, that's right. it's connected with the fact that when you press the retrograde button it enters the value 180,00 but the problem is that the mod doesn't accept the comma (,) it accepts only the period (.). that's why the rocket gets out of control. the same thing when you try to control the direction with the buttons, the mod puts a comma instead of a period and the rocket gets out of control. it's a bug in the mod.
 
#79
yes, that's right. it's connected with the fact that when you press the retrograde button it enters the value 180,00 but the problem is that the mod doesn't accept the comma (,) it accepts only the period (.). that's why the rocket gets out of control. the same thing when you try to control the direction with the buttons, the mod puts a comma instead of a period and the rocket gets out of control. it's a bug in the mod.
Hmm, what language is your computer (not SFS) set to? Does that language use commas instead of periods for the decimal point?
 
#80
Also, the issue with spinning out of control that has been reported before in this thread seems to be caused by the current & target angles lying on different "sides" of the wrap-around point (either 180°/-180° or 0°/360°). When the SAS slightly overshoots the target angle, it attempts to correct by fully rotating around again instead of rotating back towards the target angle. However my attempts to fix it in the past haven't been all too successful.
 

Darthan

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#81
Also, the issue with spinning out of control that has been reported before in this thread seems to be caused by the current & target angles lying on different "sides" of the wrap-around point (either 180°/-180° or 0°/360°). When the SAS slightly overshoots the target angle, it attempts to correct by fully rotating around again instead of rotating back towards the target angle. However my attempts to fix it in the past haven't been all too successful.
I think I have a fix for this (pull request sent).

Fix for GUI.NormaliseAngle()

Had failed to normalise angles <-180 (-190->-190, should have been ->170)
 
#82
Hmm, what language is your computer (not SFS) set to? Does that language use commas instead of periods for the decimal point?
Hello, my PC uses Russian and English keyboard layouts, I don't know, maybe it's somehow related to this. But in any language it can put a comma instead of a period. Perhaps in a future update you will consider using integers, this will eliminate the possibility of entering incorrect data. Overall, this is a great mod and this problem does not bother me in any way, for my purposes.

now I am writing a script for controlling the ship and the starship stages, in automatic mode based on the clickermann clicker, using your sas mod and the auto-landing mod, the stage returns and is caught by the hands of the tower)
 
#83
Hello, my PC uses Russian and English keyboard layouts, I don't know, maybe it's somehow related to this. But in any language it can put a comma instead of a period. Perhaps in a future update you will consider using integers, this will eliminate the possibility of entering incorrect data. Overall, this is a great mod and this problem does not bother me in any way, for my purposes.

now I am writing a script for controlling the ship and the starship stages, in automatic mode based on the clickermann clicker, using your sas mod and the auto-landing mod, the stage returns and is caught by the hands of the tower)
Hmm, strange. But yea, converting it to an integer before loading it into to UI as text does seem like a good enough temporary solution, even if it does remove sub-integer accuracy.
 

Altaïr

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#84
Hmm, strange. But yea, converting it to an integer before loading it into to UI as text does seem like a good enough temporary solution, even if it does remove sub-integer accuracy.
If you're interested, I've implemented such a solution in my mod. It consists in only allowing digits to be entered. That's how I do it for the target altitude field of my mod:
Screenshot_20250302_105044_Chrome.jpg

Doing this, any non-digit character will be ignored, including the comma. You lose the possibility to enter decimal numbers, but this also prevents the user from entering unreadable data (such as letters). It already occured to me, as I just wanted to pilot my ship, but still had the focus on the angle field.
 
#85
If you're interested, I've implemented such a solution in my mod. It consists in only allowing digits to be entered. That's how I do it for the target altitude field of my mod:
View attachment 132214
Doing this, any non-digit character will be ignored, including the comma. You lose the possibility to enter decimal numbers, but this also prevents the user from entering unreadable data (such as letters). It already occured to me, as I just wanted to pilot my ship, but still had the focus on the angle field.
Thanks, I'll add this to the "update todo list".
 

NeptuneSky

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#86
If you're interested, I've implemented such a solution in my mod. It consists in only allowing digits to be entered. That's how I do it for the target altitude field of my mod:
View attachment 132214
Doing this, any non-digit character will be ignored, including the comma. You lose the possibility to enter decimal numbers, but this also prevents the user from entering unreadable data (such as letters). It already occured to me, as I just wanted to pilot my ship, but still had the focus on the angle field.
SFSBuildGridUtils/src/CustomUI.cs at master · Neptune-Sky/SFSBuildGridUtils
I made my own validator that allows decimals, i use it in all my mods that have number only inputs. Forces the decimal marker to be a period instead of a comma by using invariant culture.
 
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#89
Hello, my PC uses Russian and English keyboard layouts, I don't know, maybe it's somehow related to this. But in any language it can put a comma instead of a period. Perhaps in a future update you will consider using integers, this will eliminate the possibility of entering incorrect data. Overall, this is a great mod and this problem does not bother me in any way, for my purposes.

now I am writing a script for controlling the ship and the starship stages, in automatic mode based on the clickermann clicker, using your sas mod and the auto-landing mod, the stage returns and is caught by the hands of the tower)
I've released a new update for Smart SAS that should have fixed your issue, as well as the issue with uncontrolled spinning. If your issue still occurs in this update, reach out to me on Discord (username is astrotherabbit) so that I can more easily send you test versions of the mod to try and fix it.
 

Darthan

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#92
Windows:
C:\Program Files (x86)\Steam\steamapps\common\Spaceflight Simulator\Spaceflight Simulator Game\Mods

I don't know about Macs and mods are not supported on mobile
 

Altaïr

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#94
i put the dll file in mods folder, but dosent show in game mods. pls help
Can you please take a screenshot of your mods folder?
Also, after starting the game, press F1 to display the logs and take a screenshots to see if errors appear.
Just in case, make sure you activated UI Tools, but I believe it's not necessary for this mod.
 
#99
Does it use the RCS thrusters or does it just rely on the torque of the probe(s) or capsule(s)?
Cuz Ive been trying to use it and I don't think its done much, but I believe this is only because of how I have a massive craft and like one probe for low torque :/
 

Darthan

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Does it use the RCS thrusters or does it just rely on the torque of the probe(s) or capsule(s)?
Cuz Ive been trying to use it and I don't think its done much, but I believe this is only because of how I have a massive craft and like one probe for low torque :/
I've seen it using RCS, but it seems to use them a bit inefficiently.