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First clue =
It happens in Modded world only and all good in brand new created No Mods world ?
+ Keep in mind some Mods can do more damage on removing the Mod and why it's very important to test all Mods in "Testing worlds" (new created worlds) before adding to our favorite saves.
Follow what we all do after a game update to find the Mods that are not compatible with the new game version but some Mod may corrupt the save on removing the Mod :
How to test a world or find broken/conflicting Mods :
1 - Select your save.
2 - Click the "Save as" button on the left.
3 - Change the save name to create a *copy.
4 - Withdraw and/or add one Mod at a time in the copy.
5 - Report to the Mod author (on Workshop item page) when broken Mod found so he can fix/update his Mod, always very kind to let them know.
*copy
Never test with your original save, better create a copy and fix the original save when solution found in the copy, this way you will not mess up your save.
Ref.:
Forum/Community workaround(s) Pin 📌
https://steamhost.cn/steamcommunity_com/app/244850/discussions/6/3464975177698306889/
That said, the collection you shared got 363 Mods that is a lot for other players to test for you. to be honest, you want to play with those Mods so you must know all about it yourself first.
but yeh. looks as though between a few mods and some SE updates the orbital physics mod was not correctly getting the "down" vector which it uses to correct the orientation of a ship as it "orbits". the problem has been identified and resolved. i appreciate the advice and your patience as i sort through my Scot Lang "What the hell happened here?" moment. if you are able to mark my previous comment as the "answer" to this post in case others encounter this too (i would but i dont see the option. not sure if you will being a moderator/admin)
I hope you're going to flag that as an issue to Steam support, Dan, it's annoying at times ;)
You want me to report to Steam support about no "Solved" options in Workshop discussion.
= no I will not report that ;)