Rovers and SAS - how does SAS work on terrain? in KSP1 Gameplay Questions and Tutorials Posted September 16, 2015 · Edited September 16, 2015 by Hagen von Tronje Yep, as I said on flat terrain it will do what you want it to do: by trying to keep your pitch and roll at zero it will be keeping the plane of your wheels aligned with the terrain. It's hills where it won't work, particularly if you try to turn while on a hill, where it may actually cause you to flipI wonder if the fact that I've never relied on reaction wheels at all on my rovers, and even disable torque on some cockpits and probe cores that go on them, is part of why I seem to have such a different experience. I hear about people adding enough torque to straight up flip their rovers; mine don't have enough torque to do more than very slightly adjust pitch if I get air.Just a thought. Almost all my wrecks involve racking my undercarriage on terrain spikes, a hazard that I'm sure everyone is well familiar with; I almost never actually roll a rover over. I don't think that I'm nearly as good at this game as a lot of folks so I wonder what is making the difference. I sometimes suspect it is because I rely solely on directed force (dead weight, direct downforce, limited control surfaces, etc) rather than torque.Could be that SAS with lots of torque is bad news. I have never driven one for any distance, I disliked the way torque-heavy rovers handled immediately on testing.**EDIT: Exception is playaround craft using anti-grav plates, I've used torque to steer those. But those obviously don't contact the ground.