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Tho I saw this problem on multigrid ships using rotor and pistons where the concept was causing this kind of problems.
Share some Steam screenshots, that will help to see the problem.
Look at the right corner of your HUD and it will show you your battery status of your ship in minutes, hours or days.....
Hit the throttle and if your consuming 100% of battery, then your thrusters are not at full power and will cause issues like your having
Also look at the plum/flame of the thrusters,.....if it's big then your thrusters are at or nearing there potential lifting capability,
My #2 problem which then became #1 was overloading my ship and running out of juice literally as I landed on a connecter (if I timed it right) hahha. Oh those were the days.
One to keep in mind is having enough SIDE thrusters (left and right strafing if you will) to help right your ship along with the Q/E keys as well as having enough REVERSE thrusters to get you back out from nose diving further into the ground once your ship is loaded (presumably, as you are mining typically down a shaft). It seems obvious to me now, but instead of just lots of lifting thrusters, remember when you're mining pointed downward a bit, you will need more and more thrust to fight gravity.
Also, your ship drill might get stuck and cause the torque to spin your ship the opposite way, if that's also part of what's happening, although it's not easy to do that (never really happened to me).
TLDR: Put enough reverse, and side thrusters (3-4 MINIMUM per side starting out) and watch the horizon line.
Going slower also allows the drills to create a little bit wider hole. That reduces the chance of a stray voxel particle sticking out and ripping bits off your ship.
I've never had center of mass be an issue in this game as far as physics affecting flying a miner or other single 'whole' ship (meaning without something else docked or attached to it, as in a "sub-grid").
I think it's simply a matter of losing orientation and practice digging. It took me a whiiiile to use a single drill equipped basic ship and it was not a very effective design due to the narrow hole it dug, requiring lots of side to side widening the hole every so often. Once I got two drills, it solved that problem a bit, along with paying attention to weight and the horizon.
Like Sapak says centre of mass shouldnt effect hw your ship flies. The dampners will always compensate.... unless another grid is attached using rotor/piston. Then theres two center of mass for the ship and one will effect the other when flying.
A little side note artificial mass dosent work inside natural gravity so you only get the dead weight of the block itself. Because of that i use heavy armour to move CoM if needed. I dont think it weighs quite as much as arti mass block, but it dosent draw any power so i feel its a better option :)
I've seen Splitsie use artificial mass blocks to attach to scaffold levers when he needs to flip a rover back onto its wheels. They don't function as "artificial mass" inside a natural gravity well. But they're just really heavy, even as unfinished scaffold blocks.
That said, I don't think filling the drills should flip even a small ship by itself. I have a little mining drone that I named the Mole Cricket. Four small grid drills attached to a medium cargo with a connector port on the bottom, and two large atmospheric thrusters to hold it up. As long is I keep it mostly upright, I can fill the drills almost clear full of stone and it won't flip over by itself. *However,* I don't have enough thrust for it to fly sideways or upside down.
Especially when flying via remote control and the camera, it's *super* easy to lose track of the horizon line and end up tilting too far. I've never completely crashed it, but I've dropped the Mole Cricket on its side a few times hard enough to partially crush some of the armor. Almost all the storage space is in the four drills, so if the center of mass shifting was a problem then it would nose down and drill to the center of the world. O.O