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Flipping Issues since 1.0


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Hi all, i know that similar things have been posted but this seems slightly different, since 1.0 every time i do a gravity turn (the gradual one NOT the one I used to do back in .90) my rocket will suddenly flip the opposite way that it was, as in it will be about 45 degrees Starboard and then go back upright and then go 45 degrees Port, it constantly happens at about 5000-10000M, if that doesn't happen then it will suddenly catapult upside down no matter how slow i perform the turn.

The exact way i have been doing it as learned from YouTube; just after launch turn 5 degrees starboard and then slowly continue so that you hit 45 degrees at 10000M or so, i have tried with SAS on and off, RCS on and off as well as inline stabilization, and every combination i can think of, also i have tried to add fins but every ones except the smallest ones cause my rocket to be impossible to turn even slightly.

Any help would be great, my current rocket design that i was just using to test this is linked below but i have tried a few others with the same result, also the mods i have are Mechjeb(not using it though), docking indicator, kerbal engineer, chatterer and alarm clock

Rocket.png

Edited by Voridian
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The mystery goo units may be causing more drag than the little winglets at the bottom.

This could be remedied by using bigger winglets, or putting the mystery goo inside a service bay. Use movable fins if bigger winglets make you too stable.

Sticking closer to prograde will help, and so will using an engine with gimbal (LV-T45 as opposed to LV-T30). Gimballed engine with bigger static winglets should also work.

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I haven't actually used the service bays yet, il give that a go, thanks. I think i am using Gimballed engines and i have been trying to stay as close as i can to the prograde. The problem with the winglets right now is that I'm in career mode and only have a couple of different ones unlocked, the bigger ones cause it to be too stable and i cannot actually perform a turn because it just wants to go strait up, maybe there is a good mix that i can unlock soon. Thanks :)

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The short answer is, those fins don't produce enough torque to counteract the nose heavy drag you see with that rocket.

Here is a Tutorial, in the Tutorial section of the forums that explains why.

I actually started adding inline stabilizers to most of my builds. Even the planes! They take a bit more electricity, but I find them rather preferable over (tail)fins.

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You may also try making your rocket not quite as tall (perhaps with some SRB's assisting the initial climb). In my experience the new Aerodynamics makes tall skinny rockets more likely to tumble. I suspect that additional low stages may help stabilize by increasing drag at the tail end of the rocket.

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You may also try making your rocket not quite as tall (perhaps with some SRB's assisting the initial climb). In my experience the new Aerodynamics makes tall skinny rockets more likely to tumble. I suspect that additional low stages may help stabilize by increasing drag at the tail end of the rocket.

Actually, go whole hog and make it ONE more tank taller - then attach four "Hammers". If you fly it right (and don't flip it) you can reach orbit!

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Thank you all for your help, i ended up placing a service bay under the pod with the goo inside and using the LV-T45 engine coupled with the bigger winglets helped immeasurably. the amount of fuel i had ended up being just enough for a 100,000M orbit and a descent back. new aerodynamics certainly takes some getting used to :P Thanks again!

Also i was quite limited because i havn't upgraded the launch pad yet so i could only have 18 tons and 30 parts, not enough for 4 Hammer's

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