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I thought this had been fixed but it's possible it could still be lurking in some way I guess.
Easy enough to check by hitting F12 and see whether the drag arrow is properly inside the fairing or way ahead of it.
@Dennis: Picture of the rocket in question?
Had eight of them, no effect.
I've seen reports that the F12 overlay ignores the existence of cargo bays.
Right now it seems to be an MJ problem rather than an aero problem.
try limiting aoe to 3
The current release build appears to be sensitive to oversteeeing. The dev build has proven slightly handier, but overall I managed to get a rocket flying (see my recent showoff thread and screenshots) by grossly violating the basic instructions of ensuring rocket stability and removing all fins.
What's the ground thrust-to-weight ratio on this ship that always flips?
PS: One tip if MJ keeps flipping your rocket is to turn Corrective Steering OFF. Limit the AoA, but turn that steering off and leave it that way.
I'm using AoA set to 5, what's your suggestion?
Yeah, I'm definitely no longer attached to fins. Especially when I need to get into space fast.
http://steamcommunity.com/sharedfiles/filedetails/?id=691625184
http://steamcommunity.com/sharedfiles/filedetails/?id=691625639
http://steamcommunity.com/sharedfiles/filedetails/?id=691625754
I know it sounds crazy, but seriously try launching with a TWR of around 1.3. I actually like to aim for about 1.25 or so. Frankly, I'd consider anything over 1.5 to be excessive. These figures are based on real-life rockets, and they work great.
There might be a bug with really long farings, but I haven't run into it. I've launched extremely large sections of a munbase built out of Planetary Base Systems parts, covered in quite long farings, and not noticed a problem.
Set your MJ ascent path to a 60% turn shape, get your TWR in the 1.3 range, and give it a try. See how it goes.
Also, if your rocket flips at high altitudes or you see flames on the way up, try turning an engine off (assuming your rocket has more than one and it can be balanced) at about 20-30km to keep from exceeding maxQ and flipping.
Watch your time to apoapsis. If it exceeds a couple of minutes, your thrust is excessive. (Although it can be hard to keep it that low.)