@qfeys, are you working on any of the recent suggestions? If not I can take a look at them. Things I would like to look at: -TCA requires power, like SAS does. -The window should hide when using F2 -Hotkey for toggling TCA (and SAS) -Awareness and handling with engine facing outward or inverted: Assigning engines would be quite a hassle. For now I use action groups for such things, but it would be nice of TCA did that for me. When I look into it, I will try to keep the elegance of the mod intact. Meaning, it will know if engines are facing the wrong way, for it uses that information to determine which engine to use for steering. So it would know if they are no help at forward thrust and disable them. Same goes for side engines that you could use for giant RCS. @Colmo, I'm guessing you need to bind TCA to a part to incorporate it to the tech tree. In my mind, TCA _should_ be part of stock SAS. Which, at this point, you get for free as well. I'll make it qfeys' call @evilC. I haven't noticed sluggishness when in SAS, for when you turn, SAS is temporarily disabled. When SAS is on, TCA will use the output of SAS to control the thrusters (much the same like it does with user input). About changing orientation of the craft mid-flight. It 'should' do fine. I'll take a look at that. @phoenix_ca: I haven't tried it with MJ, and it depends how MJ controls its crafts. If it generates SAS-output or user-input then it might work. Also, I started using this mod for a big long range spacecruizer as well, including a snub-spaceplane. Although it is quite unbalanced and impossible to keep pointing in the right direction manually; it flies beautifully with TCA. About thrusters above CoM, it works for me. TCA does not do anything with the thrust vectoring. So if KSP borges that up, it's up to them to fix it. @Kelven, there might be quite a few weird things about KSP and its codebase, but don't give up modding it The only way is upwards.