![kerbal space program gravity turn kerbal space program gravity turn](https://i.imgur.com/ZklLoLO.jpg)
Reaction wheels are far weaker than atmospheric drag (they are designed for navigation in space, after all). (The fins in the middle are for stabilizing the rocket after separation of the first stage) Therefore, my preferred solution to stabilize the craft are tail fins, as shown on this suborbital tourist rocket: On components ahead of the center of mass, this torque will induce a rotation away from the direction of travel, destabilizing the craft, while on components behind the center of mass, drag will induce a rotation towards the direction of travel, stabilizing the craft. The main physics at play in KSP are atmospheric aerodynamics and orbital/gravity mechanics. If the rocket is not aligned in the direction of travel, drag on each component will induce a torque. Answer (1 of 6): From the point of view of somebody who isn’t a rocket scientist, accurate enough to learn a lot from. Where previously atmospheric drag was solely determined by mass, it is now a more accurate physics model where the cross section (and therefore, the orientation of your craft) actually matter. The model for atmospheric drag has been replaced.
![kerbal space program gravity turn kerbal space program gravity turn](https://papics.eu/blog/wp-content/20131013_KerbaltoMun_06.png)
![kerbal space program gravity turn kerbal space program gravity turn](https://i.imgur.com/6wR0PwH.png)
What's the cause of this huge change in stability mechanics and how can I adapt my older rocket designs? But when the craft is spinning, there's no wobbling at all and pushing the keys has absolutely no effect. If you're going straight up, and you push left or right, the whole craft wobbles tremendously because 10 consecutive reaction wheels are not a good structural element and you're applying a lot of torque. The science equipment must also land on the. The following are the rocket's design goals: Get three kerbals and a bunch of science items to the Mun, in an Apollo style mission: such that two kerbals (and science) land on the surface, one remaining in orbit. It seems somewhat to me like the controls just aren't working properly. This post illustrates an example of KSP rocket design. I added some of the wings, which seem to help keeping the craft stable but only when it's going up- when trying to stably turn the rocket in-atmosphere they don't seem to help. I tried adding several reaction wheels (like, 10 at the top of the rocket), but it had no measurable effect. The major issue is that with every rocket design, when it comes to gravity turn, the rocket goes into an uncontrollable spin in that direction- the command pod torque seems to do nothing now. I've been having a bunch of problems since 1.0 though, where I cannot even get into orbit.