So, like what you'd expect from someone like me posting a thread here, right now; 1) I'm a relatively long-time player (that has never used FAR!) that's having to switch to 1.0[.x] physics and I'm having a lot of trouble. I've tried sleeker rockets, payload fairings, fins, starting from 1km and slowly turning (instead of the 10km-45° trick), etc. Even the most basic of rockets, I can barely get into an orbit. 2) Also, I've looked around the forum a lot, and to me, it seems like a lot of you just want a real life simulator rather than the quirky, semi-unrealistic game that KSP is. In the area of realism, FAR mechanics sound cool, but I would rather it be in a mod than part of the core functionality of KSP. Part of what made KSP fun for me was that it was relatively easy to design a ship and get into orbit (hard in other scenarios, though; SSTOs), but you have to know what to do (or how to do it) from then on. In the small picture, making the process of getting into orbit harder means that, in this case, you have to completely relearn everything, and if you even manage to get into orbit, you have so little fuel left that you can't do anything such as a transfer to the Mun. Another thing I heard/somewhat experienced is that engine thrust was messed around with, and that in space, it's less than compared to before. I completely disagree with this, no matter how realistic this new system is. The old one was good for everyone as I recall, no? 1) Tips for the current aero? 2) Opinions?