Kerbal Space Program

Kerbal Space Program

TDIMan May 1, 2015 @ 8:46am
Spinning out at 10KM
Ever since the release I can't help but find my ships nearly spin out everytime I hit 10K. Even with SAS on going directly upwards the ship will just suddenly veer off and go into a spin.

Tried moving down very gradually to the east but moving slightly will also cause a sudden spin.

Tried slowing down by that wouldn't work either, tried speeding up and it didn't help either. Tried different ships, different set ups, etc.

Any idea or anyone else dealing with this?
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Showing 1-14 of 14 comments
Zorlond May 1, 2015 @ 8:48am 
I think the usual response is 'start turning the moment you leave the launch pad'.
Voelkar May 1, 2015 @ 9:11am 
The center of mass changes the more fuel you use. So the center goes up -> Spacecraft spins easily around
funkynutz May 1, 2015 @ 9:26am 
Make sure each stage is balanced aerodynamically, starting with the last one. And be careful not to fudge up another stages aerodynamics when you're adding wings/control surfaces.

I've noticed since the udpate it's a lot less forgiving... Simply getting into a stable orbit with resources to spare felt like an achievement again (early career mode) :)
Last edited by funkynutz; May 1, 2015 @ 9:30am
soopaflyjoe May 1, 2015 @ 9:28am 
you need a slow speed from start to orbit. I had this same problem.

Thrust and all that has been beefed up so if you over thrust befor you leave the atmesphere

My tatics

0/5k = getting speed to 100/150 mps
5/30k = 300/400 mps
30/60 400/800 mps

The air in ksp has been thickend up so if you over thrust and go to fast too soon the drag of your craft will flip you.

Back then you could hit speeds of 400/500 mps befor air tilted your craft at 5km

Now your parts play more of a drag factor. Going 300mps now at 5km or bellow will cause drag and flip you

if none of these work try locking your grimbal. I had problems with the grimbal when in deep space. The thing gets all twichy and spazes your ship. When you lock it. it makes it not twich and flip your ship.

try less boosters and stuf.

I find getting to orbit less hard now. Slow and steady

you cant go to slow and not to fast. you have to do it just right.
TDIMan May 4, 2015 @ 11:17am 
Originally posted by FartknockeR:
Make sure each stage is balanced aerodynamically, starting with the last one. And be careful not to fudge up another stages aerodynamics when you're adding wings/control surfaces.

I've noticed since the udpate it's a lot less forgiving... Simply getting into a stable orbit with resources to spare felt like an achievement again (early career mode) :)

Pretty much. I don't know why my ship is screwing up half the time. It just occasionally will suddenly do a 360 in the air for no apparent reason. It just seems odd. SAS half the time actually seems to make things far worse.

I've gone from landing space stations on the moon to make bases to struggling to even get a ship past 15K with this update and I really have no idea why.
Bomoo May 4, 2015 @ 11:21am 
Originally posted by FenWolf:
Originally posted by FartknockeR:
Make sure each stage is balanced aerodynamically, starting with the last one. And be careful not to fudge up another stages aerodynamics when you're adding wings/control surfaces.

I've noticed since the udpate it's a lot less forgiving... Simply getting into a stable orbit with resources to spare felt like an achievement again (early career mode) :)

Pretty much. I don't know why my ship is screwing up half the time. It just occasionally will suddenly do a 360 in the air for no apparent reason. It just seems odd. SAS half the time actually seems to make things far worse.

I've gone from landing space stations on the moon to make bases to struggling to even get a ship past 15K with this update and I really have no idea why.

http://i.imgur.com/4Jf2Wkn.png

Hope that clears things up. Just to clarify, players now have to follow much more realistic ascent profiles than was the case before 1.0. This means no cheesy rockets, no cheesy 45 degree turns at 10km like all the old guides say you should be doing. No. A thing you can do is look at footage of a real rocket launch and try to emulate that profile instead.
Woody May 4, 2015 @ 11:22am 
I had one design due to COM of a stage and low TWR that it really liked to flip after some of the fuel was burned. Went from three to four fins and enough drag was added to keep the rocket stable.

Last edited by Woody; May 4, 2015 @ 11:23am
JUSTIFICATIONPLZ May 4, 2015 @ 12:22pm 
Yeah like the others said fins are a big deal, bigger the craft bigger the fins....
Imperialus May 4, 2015 @ 12:34pm 
here is how I got into orbit...

https://www.youtube.com/watch?v=5VbOX6xyM-A
TDIMan May 4, 2015 @ 1:16pm 
Originally posted by Bomoo:
Originally posted by FenWolf:

Pretty much. I don't know why my ship is screwing up half the time. It just occasionally will suddenly do a 360 in the air for no apparent reason. It just seems odd. SAS half the time actually seems to make things far worse.

I've gone from landing space stations on the moon to make bases to struggling to even get a ship past 15K with this update and I really have no idea why.

http://i.imgur.com/4Jf2Wkn.png

Hope that clears things up. Just to clarify, players now have to follow much more realistic ascent profiles than was the case before 1.0. This means no cheesy rockets, no cheesy 45 degree turns at 10km like all the old guides say you should be doing. No. A thing you can do is look at footage of a real rocket launch and try to emulate that profile instead.

Thanks dude, that actually helped. I was trying to go with a lower CG just because I assumed the closer it would be to the engine the better it would be since my first few seemed to like spinning out to have the nose pointing down which I assumed meant it was top heavy and the nose was dragging it down.

I've been playing around a bit now with this info and it does seem to be getting better.

I never really had any aerodynamic mods installed on the game before so think I was pretty guilty of never using fins, always going straight to 10KM then turning. But this seems to be doing okay.

I am sure I shall be back and crying if it stops going well XD

Thanks again!
IronSides May 4, 2015 @ 1:24pm 
This is never gonna end I gotta let it go but I can't.
jamesc70 May 4, 2015 @ 1:45pm 
Originally posted by Bomoo:

http://i.imgur.com/4Jf2Wkn.png

Hope that clears things up. Just to clarify, players now have to follow much more realistic ascent profiles than was the case before 1.0. This means no cheesy rockets, no cheesy 45 degree turns at 10km like all the old guides say you should be doing. No. A thing you can do is look at footage of a real rocket launch and try to emulate that profile instead.

Holier than thou? Your way is the right way?

I can still turn at 10k and achieve an orbit, just like I've been doing since the SAS and ASAS days. Yes.

I even tried out my 'cheesy' 64 Kerbal Duna lander and it works fine. Sorry.

Way to spread misinformation. Maybe 'you' can't do the old way, and want to emulate how real rockets fly, but it doesn't mean it's the only way to do things.
Pugs May 4, 2015 @ 1:58pm 
Originally posted by IronSides:
This is never gonna end I gotta let it go but I can't.

Get over yourself.
Bomoo May 4, 2015 @ 2:21pm 
Originally posted by jamesc70:
Holier than thou? Your way is the right way?

Originally posted by P. Sexy:
Get over yourself.

And the thread degenerates into asinine baiting.

Please don't hesitate to ask if you run into any more trouble, OP.
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Date Posted: May 1, 2015 @ 8:46am
Posts: 14