I'm just throwing fuel on the fire here but I think some people are missing the point. I don't think it's working for one person and not working for another. This is not a "bug" on some versions etc etc. It's simply that some people have different expectations as to what the system is. In all the pre-release dev videos I've watched it acts exactly as it does in the released version, I just don't think it was made clear as to how it was going to differ from the original and not enough examples were given. The point being in the dev videos we saw the Ravenspear flying around and locking into position when it was moved DURING ASAS; which it does. However that is flying low in a thick atmosphere with lots of control surfaces. So even the most minute of deflections applies lots and lots of torque to the vehicle. In contrast flying the A4 in the upper atmosphere using the liquid rocket motor with ASAS is virtually pointless; human control is far more effective because the ASAS can't get hold of the ship. The biggest problem is when you are flying craft throttled in a vacuum, even partially. As MANY people have pointed out the system simply does not apply enough of the available torque to combat heading drift. This seems to me to be a symptom of the the fact the new system is "soft" to counter wobble but now not aggressive enough to tame more demanding craft that require high levels of torque to change heading. The reason for the mixed feedback is because a lot of people simply don't come across any problems; especially if you fly balanced and symmetrical craft. In that case ASAS is basically just there for reassurance and helps hold you steady if your making a longer burn and that's fine. I have not a wink of trouble landing (for example) the Kerbal X lander on the Mun with the new system. The real shame is that complex and ambitious craft are now absolute monsters to fly. I use a VTOL shuttle that can run interplanetary transfers, landings and ascents in a single stage (to duna etc) In 0.20 I used the ASAS on Kerbin to test the balance of the craft watching the flight controls compensate depending on ground speed, fuel distribution and throttle. I then used the information to improve the balance of the craft and eventually ended up with something that I loved and was a joy to fly. This is absolutely impossible with the new system and I think that's a real shame. It's not impossible to make complex usable craft it's just that it is far more difficult and time consuming. They also require unjustified amounts of attention during more trivial parts of flight. Don't tell people to "be a better pilot" or "design better ships" because they're annoyed they have to adjust their heading every 5 seconds during a 10 minute burn. ESPECIALLY when the ship obviously has more than enough torque to compensate. If anyone has seen (or indeed played lol) Desert Bus by Penn and Teller then you will understand why this system is NOT good. I can see what the devs were trying to do and I like the idea but it would be a bad move to keep it as it is now and kill a lot of the enjoyment from the game for many people.