I'm not a mechanical engineer. I'd love links to explanations about mechanical springiness and how they apply to large structures. If I understand things correctly, if you have a large structure made of lots of pieces of metal like a large orbiting rocket, when you do something to perturb the system, there's a delayed response. For instance, suppose the large structure is just floating in orbit. You then activate a large rocket engine connected to the structure. This new force will compress the metal structural elements near the engine, and those compressed structural elements will compress the elements adjacent to themselves, and so on down the line. A compressional wave will travel all the way to the end of the rocket and return. Since no realistic large rocket is perfectly symmetrical, some of these forces end up causing twisting the structure slightly. The twisted structure makes the rocket engine no longer point "straight", which leads to off center thrust, which can lead to the ship turning. Playing the game, large structures becoming increasingly difficult to control. You can make all your burns very low thrust, but that makes them take hours, and the way the game is programmed, physical timewarp sacrifices accuracy and ghost forces will tear your ship apart. Suppose it's a future world where we have the technology to build huge spaceships. Maybe exotic engines such as nuclear salt water/black holes or even "cheat" engines that don't need propellant are available. Can you manufacture an ocean liner sized spaceship that won't wobble around as it flies? How would you construct it? The game seems to simulate physical springiness at the joints between components rather than internal to the components themselves. I would assume no real rocket is going to use discrete parts that are rigid bodies with floppy joints. You'd bolt or weld all the sub components together so the only source of wobble is compression of the structural elements themselves. Is it possible to build dampers into a structure to soak up compressional disturbances so that they don't cause the overall structure to jerk around? Or perhaps increase thrust on a rocket engine very slowly so that there's no sudden change that causes the initial compression in the first place. This game seems to throttle up near instantly, perhaps that is part of the problem? One final question. Docking ports in this game, which are needed to connect multi-part ships launched as separate pieces, add huge amounts of wobble. Has NASA or another real space agency ever designed docking ports that connect the two vehicles together more securely, say with big bolts that automatically screw from one spacecraft into another, or some other method of mechanical attachment? You would need this if you ever wanted to build a vehicle constructed of many small components that you wanted to send on a trajectory to Mars with an interplanetary burn.