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The script takes advantage of this by carefully turning on certain merge blocks when they are lined up to accelerate the ship in the direction the player or autopilot is inputting. If you just left all of the merge blocks running all the time, the ship would veer around all over the place, so the timing needs to be controlled.
(cont.)
Simply replace every instance of rotor.TargetVelocity with rotor.TargetVelocityRad
I've heard it can be solved by the ceremonial sacrifice of large ships to Clang.