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My own kOS Guidance scrpts for the Space Shuttle in KSP + Real Solar system + Realism Overhaul. Refer to the README for usage.

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License: CC BY 4.0

Kerbal Space Program Shuttle Entry and Approach Guidance

updated November 2023

PLEASE Read along with watching the demonstration videos at https://youtu.be/5VkAmHpXwn8 and https://youtu.be/oMyd0d86eV4 and https://www.youtube.com/watch?v=sIiksBwYEZI&t=2s

Remarks

These scripts are not intended to be used in stock KSP or in a non-RO install. I do not play stock and do not plan to make a version for it.

These scripts have been last tested in Kerbal Space Program 1.12.3.
A legacy branch with the old KSP 1.8-1.9 version is still present, it lacks some kOS PID-loop settings that make control much smoother and also a number of micro-features I added since.

The scripts are designed to provide deorbit and reentry guidance for the Space Shuttle System in RSS/Realism Overhaul. The script was originally engineered for DECQ's Shuttle.
Support was added for different spacecraft by means of configuration files in the Scripts/Shuttle_entrysim/VESSELS directory.
Bear in mind the script is calibrated for the DECQ Shuttle, specifically my own fork for it with custom aero configs.

This code is provided as is, it is not the most elegant or efficient way to implement this functionality and it is not robust to any possible situation, meaning your mileage will vary depending on how you set everything up. Even I occasionally see some surprises

I encourage bug reports or improvement suggestions, although I make no promise to act on them promptly or ever. I will not be available around the clock to help you get it working, I do not have the time unfortunately. If you decide to modify the code yourself you do so 100% on your own.

Installation

Requirements:

  • Your KSP language must be set to English or else the script will not be able to execute actions on the Shuttle parts
  • A complete install of RSS/Realism Overhaul
  • kOS version 1.3 at least
  • kOS Ferram, now available on CKAN
  • Space Shuttle System mod, Use my own fork of Space Shuttle System.
  • IF you use my fork of SSS, you will also need to install my fork of Ferram on top of the one coming from RO, follow the README therein

IF you want to use SOCK The script is (in principle) configurable to work with any vessel and there is a configuration folder for SOCK, however I don't fly SOCK and so there will be some tuning to be done. YMMV

Known Incompatibilities

  • Atmospheric Autopilot

Suggested mods

Installation

Put the contents of the Scripts folder inside Ship/Script so that kOS can see all the files. In particular, you will have several scripts to run:

  • deorbit.ks for deorbit targeting
  • entry.ks for the actual reentry guidance
  • measurerwy.ks which is a little helper to make your own runway definitions

Setup

Setting up the Space Shuttle in the VAB

IMPORTANT
These scripts are not magic and rely on the Shuttle being easy to control. I can give you hints on what to look out for but ultimately it will be up to you to ensure that your Shuttle is controllable. I strongly advise to test controllability by flying a manual reentry and seeing how easy/difficult it is for you to keep a high pitch angle or lateral stability all the way down.

These guidelines apply to my fork of Space Shuttle System, which has a functional rudder split airbrake to be used in conjunction with the body flap for pitch stability

  • The elevons should have +100% pitch authority, +50% roll authority, 15 deflection and the rest to zero.
  • The body flap should have +100% pitch authority, 15 deflection zero for the rest.
  • The rudder has two stock control surface modules (one for each panel) instead of one FAR module. Set deflection to 18.
  • Flaps and spoiler settings are now irrelevant since the script overrides them automatically given the vessel config
  • Check that the rudder airbrakes deploy and the bodyflap spoiler are NOT present in the brakes Action Group
  • for realistic braking performance, set the main gear braking limit to 35%

The vessel configs inside 'Shuttle_entrysim\VESSELS' contain a file named airbrake_control.ks with the code necessary to tell the script how to activate the airbrake parts and use them, whichever they may be. I you use different airbrake parts, this is where you'll need to change stuff.

Setting up the script config files and runways

The folder Scripts/Shuttle_entrysim/VESSELS contains the different vehicle config files. By default I provide the DECQ_Shuttle_mono folder with the files that I use for my fork of the Space Shuttle. There is also a SOCK_Shuttle folder for SOCK which I never use and might be in need of tweaking.

There are four vehicle config files:

  • gains.ks which I do not advise touching unless you know what you are doing.
  • pitch_profile.ks which specifies the pitch versus surface velocity points that the Entry Guidance will follow. The profile I provide you with is taken directly from early Shuttle technical documents, therefore it as designed to respect the Shuttle's thermal limits which is not really necessary in KSP. During flight you can edit the profile with a gUI button or take over with manual steering, more about this later. . vehicle_params which contains a bunch of constants used to shape profiles, leave this alone
  • aerosurfaces_control.ks which contains the code necessary for flap trimming and speedbrake deflection, and all the infrastructure required by that. It is now a single monolithic file because, now that I worked out how to get the split rudder airbrake to work, I use the Spoiler FAR setting on elevons and body flap to provide pitch trimming, mixing both flap and speedbrake inputs.

In the main folder Scripts/Shuttle_entrysim you will see more configuration files. You need to pay attention to just two:

  • vessel_dir.ks wil specify which folder in 'Shuttle_entrysim\VESSELS' is used.
  • landing_sites.ks contains the definition of the Runways available for targeting by the scripts.

I provide you with my own landing sites definitions for reference, but I strongly suggest you check the runway placement in your own game and then re-measure the data.
There is a helper script in the main kOS root measurerwy.ks just for that. Here is how you use it:

  • spawn on the runway you want to measure in some kind of rover or wheeled vehicle
  • drive to the near edge behind you, exactly on the runway centerline
  • run the script and press Action Group 9
  • without halting the script, drive to the opposite end of the runway, stop at the edge like before and press AG9 again,.
  • The script will print to screen all the information you need to input into the lexicon inside landing_sites.ks:

How to use the main scripts

Refer to this video I made for an actual demonstration (old video, some features are missing) : https://www.youtube.com/watch?v=5VkAmHpXwn8

Space Shuttle Aerodynamics 101

These considerations apply to my own fork of Space Shuttle System

Ideally, the Shuttle should be able to hold high AoA (40°) stably with little to no RCS usage using elevon and body flap trimming.
The Entry Guidance has an auto-trim functionality that sets the deflection for the Elevons and Body flap based on average steering input deflection, and should set up the parts automatically.

The Shuttle has a few aerodynamic quirks:

  • At a high angle of attack, the tail is completely occluded by the Shuttle's wake and is ineffective. At high mach number the Shuttle is then unstable in Yaw, so You will need yaw RCS to maintain lateral stability or else you will start rolling around the velocity vector without control. Therefore you must be able to balance pitch well so you save all the RCS for yaw. This effect is only present above about 20° of angle of attack. Below that the tail should be exposed to the air and the rudder becomes effective.
  • The CG and Cl are calibrated to have a slight pitch-down moment early on reentry which transitions to a slight pitch-up moment during mid-late reentry, assuming there is not too much OMS fuel to throw off the CG
  • At transonic and subsonic speeds, the pitch up moment becomes worse. The program compensates for this by toggling the AoA feedback functionality offered by the Ferram control configs.

Based on these considerations:

  • If adjusting payload placement in the VAB for CG balancing, remove temporarily all fuel from both nose and aft OMS pods. Do NOT adjust the payload CG with full OMS fuel.
  • Make sure you reenter with between 50 and 100 m/s of OMS deltaV, between cockpit and OMS pods fuel. That should be plenty to ensure reentry control but not too much to cause pitch-instability problems when subsonic.
  • If you have more RCS on reentry (e.g. a TAL abort), pump all the fuel forwards and disable the tanks
  • Do not mess with the engines on reentry. The script uses the Gimbal deflection of one of them to deduce how much flap trim is required.
  • Although RCS is technically not required for control below 18° pitch, keep it enabled until subsonic since the extra authority helps kOS achieve smoother control.

If you did everything correctly you should be able to control the Shuttle below 90km altitude and hold a 38/40° angle of attack using the flaps and very little pitch RCS.
I will repeat once again the most important thing: Above 18° pitch, the Shuttle is yaw-unstable. Without RCS you will 100% lose control.

Deorbit

You need to wait until your next orbit trajectory passes reasonably close to the landing site using surface-relative prediction. Use Principia or Trajectories to see that. The distance between the trajectory and the landing site at the point where they are closest is your crossrange error, which you can't really measure in flight. My fork of Space Shuttle system affords a maximum crossrange of about 1500km, which is close to what the real Space Shuttle could achieve.

Plan your RCS usage, you will need some 70-80 m/s of deltaV for the deorbit burn, so you should save 150-200 m/s for deorbit and reentry.

One orbit before your desired landing pass, create a manoeuvre node and adjust it so your periapsis is about 20km high and about 1000km after the landing site. The program will still display deorbit predictions even if there is no manoeuvre node, as long as your current trajectory brings you deep into the atmosphere.

Then, run deorbit.ks. In the GUI window that opens select immediately your desired landing site from the list. This script extrapolates the conic trajectory from the manoeuvre node to the Entry Interface point, where you cross the 122km altitude line. It displays several pieces of data about your predicted state at entry interface. From there, it simulates the reentry trajectory using the Guidance algorithm and the specified profiles, drawing the trajectory in the Map view and displaying data about the final point. You can then adjust the deorbit burn to set the trajectory the way you like it. Ideally you should aim for a distance between Entry Interace and target of 7500km and the predicted Reference Roll angle should be 55° or so. Sometimes the deorbit simulation predicts too little drag, which means the actual Reference Roll angle you will obtain during reentry might end up being lower. If it's below 35° you will lose the ability to control cross-range independently from range error and you will miss the target. A 50°/60° angle should leave you with plenty of margin.

Once the deorbit burn is adjusted, close the deorbit planner and perform the burn manually. Remember that the Shuttle engines are angled upwards relative to the nose centreline. Take that into account for a more accurate burn.

Entry and TAEM

Never, ever, EVER engage SAS during Entry and TAEM

Warp until you enter the atmosphere. If your CG is close to the empty Orbiter transfer all the RCS fuel in the nose to the OMS pods, If you carry payload that shifts the CG aft you might want to keep fuel in the nose tank to balance out. You can see how payloads affect the CG in the Spaceplane Hangar (take away some OMS fuel since you will presumably have burned it suring your mission).

Run entry.ks, this opens the main reentry guidance window and the HUD.** Move them around to your liking.

Entry GUI window:

gui_example

  • In the top row you find a button to select the landing site form the list you specified in landing_sites.ks
  • Next button selects the landing runway. Upon choosing a new landing site, the script will select a random runway to simulate weather variations.
  • Next button selects the HAC position. This is also chosen automatically, disregard for now.
  • Log Data will write telemetry information in a file in the Scripts/Shuttle_entrysim/LOGS folder, once every guidance pass.
  • Auto Flap Trim deflects the flap surfaces to drive the average pitch control command to zero. When it's disabled (manual) you have control of flaps using the KSP pitch trim key.
  • Auto Airbrake deflects the airbrakes to maintain a velocity vs. range profile. When it's disabled (manual) you have control using the throttle axis. Don't worry about airbrakes until TAEM.
  • Switch to Approach forces the program to break out of automatic guidance and take you to Approach. In normal operation you shouldn't need it as the program decides automatically when to switch.
    ONLY PRESS THIS BUTTON IF SOMETHING HAS GONE VERY WRONG WITH GUIDANCE.
  • Auto Steering switches between manual (off) and automatic (on) control of the Orbiter's attitude during reentry. More on this later.
  • Guidance turns on the background trajectory optimisation given the landing site you chose. Turning this button off and back on again will re-set Guidance.
  • Override Pitch Profile displays the pitch-velocity points loaded from Scripts/Shuttle_entrysim/VESSELS/vessel_name/pitch_profile.ks and allows you to edit them live to adjust the reentry profile.
  • Override Controller Gains should never be touched unless you have gone through the code and know what you're doing.

After running the script, select and DOUBLE CHECK your landing site!!

Leave the runway and HAC selection alone unless you want to land on a specific runway.
Wait until you're below 120km, then enable Guidance and focus on the HUD.

Entry HUD window:

entry_hud_example

  • AZ ERROR is the angle between your trajectory and the bearing to the target. When it's 0 you are flying directly towards the target. If it's positive the target is to the right, if negative it's to the left
  • The square at the centre indicates the nose of the Orbiter.
  • AOA is Angle of Attack, the angle between the nose of the orbiter and the prograde velocity vector. It is always positive even if the nose points below the horizon
  • BANK is the angle between the local vertical vector and the plane containing both your prograde and pointing vectors. When the Shuttle is flying at zero sideslip it is the angle between the lift vector and the local vertical
  • The PIPPER moves around to indicate the values of bank and AOA that Guidance would like to fly right now
  • WING LOAD is the lift generated by the wings measured in units of G
  • MACH is self-explanatory, above 100km it is not a reliable measurement of speed.
  • FLAP TRIM indicates the commanded flap deflection. The scale goes from -1 to +1, the actual surface deflection is limited by the motion range specified in flapcontrol.ks.
  • ALT is calculated above the elevation of the landing site (crucial to keep in mind if your landing site is at high elevation like Edwards)
  • VERT SPEED is measured in increments of 100 m/s, the slider tops off at +-200 m/s
  • TARGET_DIST is in km
  • CONTROL MODE changes between AUTO when Auto Steering is enabled and CSS (Control Stick Steering) when it's on Manual

On Steering modes

Even when steering is set to manual, it is never really manual like you may be used to flying planes in KSP. Instead the program implements a sort of Fly-By-Wire mechanism.
The Shuttle's attitude during reentry is determined by Bank and AOA angles. AOA will largely follow the pitch profile you specified in pitch_profile.ks, while Bank is optimised by the trajectory simulation to control range.

When Steering is set to manual, the values of bank and AOA calculated by guidance are NOT automatically used to steer the Shuttle, the actual steering bank and AOA are controlled by you the Pilot using WASD or your favourite joystick. If you move the controls around you should see the Shuttle changing slowly its attitude using RCS and the HUD angles reflecting the change in attitude.
Do NOT look at the control input indicators in the bottom left as the control surfaces are actuated by kOS accoding to its own steering manager.
If you see no movement, click repeatedly on the main KSP window as the cursor may be stuck on a GUI or the kOS terminal.

When Steering is Automatic, the Shuttle steering angles are wired to the Guidance computed values and so you will see the nose indicator chase the pipper around as it moves, adjusting the steering to follow the Pipper command.
The Manual setting lets you achieve this by hand, so you can feel like Joe Engle during STS-2.
I've seen that there are actually a few benefits to keeping manual control of the Shuttle Steering which I'll explain later on.

Reentry guidance

Reentry guidance is all about managing drag to ensure we land at the target without over- or under-shooting. Drag is controlled directly with pitch and indirectly with roll. The more we roll to the side, the less lift is directed against gravity, the faster we descend into thicker air.

Pitch follows a pitch vs. velocity profile, loaded initially from a configuration file but that can also be adjusted manually from the GUI. Regardless, once the pitch profile is set the program will just follow it without alteration. The standard pitch profile used by the Shuttle starts at 38°, ramping down to 28° between Mach 22 and 16 and then down to 10° between Mach 6 and 3.
Roll, instead, depends on a "roll_ref" parameter which is dynamically adjusted by the program. The script runs a background trajectory simulation using the profiles to predict the range error at the end, then it adjusts "roll_ref" to drive the range error to zero.

Important The actual commanded roll angle is a linear function with respect to velocity, this function is anchored to the value of "roll_ref" at 4000 m/s. On top of this there is also a phugoid damping correction to roll. In addition, the commanded roll is never less than 2x the instantaneous azimuth error, as this is the minimum roll angle that will enable the Shuttle to null the crossrange error and actually navigate to the landing site. The program will thus always attempt to reduce crossrange, if the crossrange is too large it will null the azimuth error and then find itself with insufficient energy to glide the rest of the way.

By default Guidance keeps the roll angle to zero until 100km altitude and command the first roll angle below that. The bank is to the same side of the target, so it depends on the sign of the Azimuth error. You can force a "prebank roll" by switching to manual steering and rolling to one side, the guidance pipper should follow the nose indicator.

Commanded bank angle is 70+ degrees are a bit extreme and indicative of a high-energy reentry (you did your deorbit burn a bit too close to the landing site). You can force Guidance to lower the reference bank angle by increasing drag through pitch. Use the Override Pitch Profile button to add 2-3° of pitch and hopefully see the bank angle decrease a bit.
On the other hand, if the reference roll angle is too low, you can decrease pitch to force Guidance to increase drag with roll.
Either way, whenever you change the pitch rpofile it is a good idea to turn the guidance button off and back on to reset the roll-ref parameter and force the algorithm to re-converge.

The Azimuth Error is the main figure you should monitor during entry. If it's below +/-10° around 5000km from the target then you are within the crossrange abilities of the Shuttle System mod. If it's too large you might want to lower the pitch profile a bit to force a higher reference roll.
The absolute value will always increase at first and then start to decrease towards zero as the wings start generating lift and curving the trajectory. If the crossrange error is too large, the trajectory cannot be curved quickly enough as the Shuttle travels forwards, meaning that the apparent Azimuth error always seems to increase even though the shuttle is indeed turning.

The Azimuth error will reach zero but, as the Shuttle keeps banking in the same direction, it will start to increase with opposite sign. At some point the absolute value of Az error becomes large enough that we should start heading the other way, at that moment a roll reversal is commanded, the pipper will shoot on the opposite side and automatic steering will chase it. If flying manual you must be ready to adjust attitude quickly.
As the Shuttle does the roll reversal it passes through zero bank, meaning all the lift is directed upwards for a few moments. You will see vertical speed shoot up and even go positive. The pipper may command an adjustment in pitch when this happens. This is the Pitch Modulation mechanism which tries to quickly change drag if the calculated range error is too large.
The other advantage of flying manual is that you can always modulate AOA and bank a bit to alter the trajectory. Of course you need to have a feel for how the Shuttle flies during hypersonic entry, in any case don't stray too far from the pipper.

The Script is much gentler on the controls compared to previous versions and should use barely any RCS at all but it's not perfect. Do NOT run out of RCS or you will lose yaw control. You can use fine controls to save RCS fuel, but disengage fine controls during a Roll Reversal or you may lose control. Below about 18° of pitch, the Rudder is no longer obstructed and becomes effective, but keep RCS on so that kOS doesn't wiggle controls too much.

The Heading Alignment Cilindres (HACs)

hac

When planning TAEM and approach, you need to have a mental image like this one above. A HAC is a vertical cone around which your trajectory wraps to align you with the runway. There is one on either side of the runway centerline. Right/Left are intended looking from the HACs towards the runway, NOT from the runway looking towards the HACs. Entry guidance, as stated, selects the runway at random. Then it selects the HAC opposite from your inbound direction, it would be the Right one in the image example. This is to give you margin to manually select a closer HAC if you're low on energy.
If you're really low on energy, keep in mind you can manually select the closest runway end and the closest HAC to you. This will reduce the distance to fly by 20-30 km.

Given a HAC, the entrance point is calculated as the point whose tangent crosses your present position. During TAEM and approach this point is continuously updated. The entrance point determines how much you have to "sweep around" the HAC and entails a longer or shorter groundtrack. Since the glideslope is a constant (at least during TAEM) a longer HAC groundtrack means the altitude at HAC entrance is also higher.

TAEM guidance

This mode works as expected MOST of the time, I built in some protective checks to prevent excessive S-turning and pitch smoothing since a large change in commanded pitch can cause kOS to lose control.

I'm fairly confident it is robust enough, but keep in mind you have a huge 'Switch to Approach' override button if you see a problem.

As mentioned, you need to hit the HAC aiming point at the correct altitude, at least within 100m or so. Additionally you need to be subsonic, as the Shuttle cannot turn around a HAC this tight at M1+.

Terminal Area Energy Management (TAEM) guidance attempts to hit these targets, taking over from Entry guidance which is not accurate enough for this.
It is entered automatically from Entry guidance at about 150km and Mach 3. From the standpoint of you the Pilot hardly anything changes, you still have a HUD to look at and a pipper to follow with your controls. A minor difference is that the target site is now frozen, although you can still choose runway and HAC.

There is still a trajectory simulation done in the background and pitch-roll guidance values sent to the HUD, although now the guidance law is different.
The script no longer uses bank to control range directly as it assumes it has excess energy. Instead the script now uses pitch to control altitude at the end of simulation to drive it to the HAC entrance altitude. Bank angle is simply used to align the trajectory with the HAC entrance point, with a roll angle that depends on the Az error up to a maximum roll.
Guidance also measures the final velocity, if it's too high then there is some energy to dissipate. In this case, the program will not command a steering roll angle that turns towards the HAC entrance point but away from it instead. By doing this, the next simulation pass will take longer to align itself to the HAC and reach the entrance point, giving the simulated Shuttle time to slow down further. When the HAC entrance speed is low enough, we invert the bank and finally start turning towards the HAC. This behaviour is called S-Turns because of the shape of the resulting trajectory.

TAEM is very sensitive to speed and, in previous iterations, tended to command an S-turn way too wide which in turn slows you down too much on the other side of it. For this reason the S-turn will be less aggressive the greater the Azimuth error, and when the Az error is greater than 45° the S-turn is interrupted so you should always be able to navigate to the HAC.
TAEM guidance puts speedbrakes on Auto which as far as I've tested slows you down just enough for TAEM to do its thing without going mental. The rule of thumb is slowing down to Mach 2 at 50/60 km distance from the HAC entry point. If you're still above Mach 2 closer in you might want to take manual control and dive down into thicker air, which is the fastest way to decelerate.

Assuming everything goes to plan, TAEM will take the Shuttle to a gentle glide, wings mostly level, heading straight towards the HAC entry point at a manageable speed. I advise to keep RCS on throughout since it gives kOS more control authority and makes everything smoother.

At 15km distance it will switch automatically to approach guidance

If things go bad, remember you have a button to force the program out of TAEM into Approach guidance, remember to disable auto steer and Guidance or it won't activate. Do not switch manually above 20km altitude ot Mach 2

Approach

Do not engage the Brakes action group. Nothing catastrophic happens if you do, but the program handles it on its own

The goal of the approach phase is to guide you around the HAC cilindres (see a couple images above) and align you with the runway on the correct glideslope. Keep in mind that the approach path is completely dumb and oblivious to your energy state, contrary to TAEM guidance or the real Space Shuttle Guidance.

The program will simulate the Shuttle a couple seconds in the future and measure the deviations from the guidance profile. The diamond-shaped pipper displays this deviation in a way that suggests where the nose should be pointed to correct the error. Your focus should be on following the pipper diamond around with gentle commands. The pipper will guide you through several approach phases that align the Shuttle with the runway and settle it on the proper 20° glideslope for landing.

Steering is still Fly-By-Wire during approach like it used to be during entry guidance. The difference is that there is no automatic guidance law, you will have to manually control AoA and bank angles to follow the pipper.
Fly-by-wire during this phase will take care of any nose-up or nose-down imbalances and make steering a bit more stable. Nevertheless you should be gentle and make only small inputs.
Fly-by-wire will automatically disengage when you touch down on the runway.

Approach GUI window:

gui_apch

Some irrelevant stuff has been removed. The only new feature is the Fly-by-wire burron enabled by default. This controls whether the custom fly-by-wire steering I coded is active or not. When it's disabled, you have direct control of the elevons like you would in normal KSP.

The HUD is identical to Entry/TAEM but the meaning of some symbols is now different:

hud_apch

  • VERT SPEED is now measured in increments of 20 m/s, the slider tops off at +-40 m/s
  • PITCH is the pitch angle between your nose and the horizon, not the Angle of Attack
  • ROLL is the angle between the lift vector and the local vertical vector.
  • PITCH TRIM now indicates the KSP pitch trim that you set manually with keyboard controls. There is no auto trim in this phase
  • APCH PHASE indicates which segmet of the approash you are in. ACQ for HAC acquisition, HDG for the turn sround the HAC. OGS for the final descent into the runway and FLARE just before the landing flare
  • PHASE DIST is the distance in km to the guidance point for the current approach phase. It is useful to know when the script is about to switch phases

Here's a brief description of the approach phases:

  • Acquisition (ACQ) fly straight towards the HAC entry point on a shallow glideslope, the lateral deviation is proportional to the azimuth error and the vertical to the altitude error. At the end of this phase you should bank in the direction of the HAC (left for a left HAC, right for a right HAC).
  • Hac turn (HDG) fly around the HAC, an overhead turn (the default case if you go with the HAC selected automatically by the program) usually sweeps 160/270 degrees. The HAC turn follows a spiral groundtrack that shrinks as we get closer to the exit, the spiral is adjusted to always guide you smoothly to the right exit point, making it much easier to track the pipper compared to a fixed-radius HAC. The vertical profile is a cubic curve that transitions from the shallow acquisition glideslope to the steep 20° Outer glideslope.
    When near the HAC exit (phase distance < 3km) the errors amplify so don't panic if the pipper is not exactly centered. At the end of this phase you should be nearly on runway centerline.
  • Outer Glideslope (OGS) The final descent, the lateral error is artificially amplified to get you back onto centreline as quickly as possible. The glideslope does NOT aim for the runway but a point a couple km short of it. This is intentional. Follow the pipper and fight your urge to chase the runway.
  • FLARE A smooth transition between the steep Outer Glideslope and a shallow Inner Glideslope. If you followed the OGS guidance correctly, you will find yourself on a shallow 3° descent right on the runway touchdown markings, slowing down gently. Focus less on the pipper in this phase and more on visual cues and the vertical speed indicator. The landing gear should be extended automatically during this phase
  • Final Flare (FLFLR) The final portion of the inner glideslope, between 50m altitude and touchdown. The pipper disappears altogether since by now your attention must be fully on the runway.
  • ROLLOUT After touchdown, Fly-by-wire disengages so you can track the runway centerline manually without interference. Also brakes and drag chute should come out automatically

Speedbrakes are controlled either manually using the throttle slider or automatically by the script. A button lets you switch between the modes. By default they are set to AUTO after TAEM, if you switched manually from TAEM because guidance messed up, you might want to switch to manual and close them until you are sure that you'll make the HAC with at least 220 m/s of velocity.

The HUD implements the realistic de-cluttering logic that the real Space Shuttle used, hiding irrelevant HUD features as you get closer to touchdown to enhance your situational awareness.

About

My own kOS Guidance scrpts for the Space Shuttle in KSP + Real Solar system + Realism Overhaul. Refer to the README for usage.

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