Gyros and Angular Motion 
            
          In Kerbal
          
          Among the community, there is still experimentation to
          understand what calculations are used in the calculation of
          angular momentum. In a rocket, most methods of angular control
          are accounted for: SAS modules (also referred to as inline
          reaction wheels), thrusters that are not in line with the
          center of mass of a rocket, gimbals in engines redirecting
          thrust slightly, atmospheric drag and control surfaces such as
          aileron flaps. Ultimately calculation comes out toDrag force calculation is covered under Atmosphere and Aerodynamics. By experimentation players have found that the reaction wheel's location in regards to the center of mass does not appear to matter.

No torque
                  applied
            
          
          
Torque
                  applied at edge 
          
          
Torque
                  applied at center of mass
Kashua. KSP Torque Experiment. Digital image. KerbalSpaceProgram.com. Imgur.com, 9 Apr. 2014. Web. 24 Nov. 2014.
          Kashua. KSP Torque Experiment. Digital image. KerbalSpaceProgram.com. Imgur.com, 9 Apr. 2014. Web. 24 Nov. 2014.
Reality
          
          This
          however runs contrary to basic physics. Using the formula for
          moments of inertia, making the simplification of a thin rod of
          length L and mass M, the moment of inertia can be calculated
          for the two instances.Because the torques are both stopped at
              the same angle, torque is the same.
In addition, acceleration was reported to have been the same.
Moment of inertia remains the same because it is the same body.
            
            
            
            
However, following the calculation through gives two different values of I.
            
Other experiments by the community supported Kashua's findings, such as that regardless of reaction wheel location, the location about which the body rotated was the center of mass.
              
The game seems to calculate torque about certain vehicle parts, very differently from how torque works in reality. This only applies to reaction wheels, not to other sources of torque, such as rockets, whose location is accounted for.
              
There is also the fact that this is still an approximation, assuming a thin line of uniform mass.
            
          
        In addition, acceleration was reported to have been the same.
Moment of inertia remains the same because it is the same body.
However, following the calculation through gives two different values of I.
Other experiments by the community supported Kashua's findings, such as that regardless of reaction wheel location, the location about which the body rotated was the center of mass.
The game seems to calculate torque about certain vehicle parts, very differently from how torque works in reality. This only applies to reaction wheels, not to other sources of torque, such as rockets, whose location is accounted for.
There is also the fact that this is still an approximation, assuming a thin line of uniform mass.