>>11875321In carrer you have to upgrade buildings to unlock advanced things On that note, your kerbals have abilities, pilots can follow sas commands, if they have 3 stars, also the advanced ones. Again, if your vessel shakes up this early, that may be what I just pointed out. If it's coming when you reach more speed, that's probably aerodynamic.
Here's a handful of tips in general because I can't quiet pinpoint the problem:
Later in when your vessels get larger, structure can also start to throw you off with the entire thing bending.
If you don't have access to sas, you can always make your vessel spin, like a bullet coming out of a rifled barrel. that will help you stabelize as well, at the sacrifice of choice where to fly if not straight up.
A tip would be to turn on the lights on your rocket to keep track how your vessel is oriented to the camera.
If you want to archive orbit, or a vavorable reentry, what
>>11875225 said is advisable.
I mean it's not rocket science, control surfaces, sas and gyros should always be checked.
A very generalized plan for about every rocket would be:
>SAS on, throttle to maxSPACE to start
>immediately turn to about 5-10°>At 200ms cut engine and let the boosters do all the work>at 10.000m your vessel should be past 45°, maybe even earlier.>either way around 10.000m get back on throttle. it could get a little hot but that's normal. >Then don't reach aphoraxis before you passed 90.000 (which is minimum orbit), or you'll just dip through again.>Your rocket should fly parralel-ish now for speed, not height. > Before that, if you want to reach orbit, you should be fast enough, that over the "m" menu your trajectory doesn't go below 90.000 on either mark.Always ditch stages you don't need anymore, even in space because you don't want to move more dead weight than necessary, against gravity, an atmosphere or inertia.