Need help. I want to add slow rotation but my character spins uncontrolably.

this is my whole code

public class GravityControl : MonoBehaviour {
    private bool isgrounded;
    public GameObject Player;
    public GameObject Planet;
    public float gravity = 10;
    public float movespeed = 5;
    public float jumpheight = 30;
    Vector2 PlayerPosition;
    Vector2 PlanetPosition;
    Vector2 direction;
    public float jetthrust = 25;
    bool inorbit = true;
    public float rotationamount = 0.0000000001f;

    // Use this for initialization
    void Start () {
   
    }
   
    // Update is called once per frame
    void Update () {
    }
    void FixedUpdate(){

                PlanetPosition = Planet.transform.position;
                PlayerPosition = Player.transform.position;
       
                direction = PlanetPosition - PlayerPosition;
                if (inorbit == true) {
                        rotationupdate (direction);
                        applygravity (direction, gravity);
                }
                if (Input.GetButton ("MoveLeft") && isgrounded == true) {
                        moveplayer (-transform.right, movespeed);
                }
                if (Input.GetButton ("MoveRight") && isgrounded == true) {
                        moveplayer (transform.right, movespeed);
                }
                if (Input.GetButtonDown ("Jump") && isgrounded == true) {
                       
                        Player.rigidbody2D.AddForce (transform.up * jumpheight);
                        isgrounded = false;
                   
                }
                if (Input.GetButton ("jetbootup")) {
                        Player.rigidbody2D.AddForce (transform.up * jetthrust);
                }
                if (Input.GetButton ("CWRotation") && inorbit == false) {
                        Player.rigidbody2D.AddTorque (-rotationamount);
                }
                if (Input.GetButton ("CCWRotation") && inorbit == false) {
                    Player.rigidbody2D.AddTorque (rotationamount);
                }
        }
    void OnCollisionEnter2D(Collision2D other){
                if (other.gameObject.tag == "planet") {
                        isgrounded = true;
                       
                }
        }
    void OnTriggerEnter2D(Collider2D other){
                if (other.tag == "orbit") {
                        Planet = other.transform.parent.gameObject;
                        inorbit = true;
                }
        }
    void OnTriggerExit2D(Collider2D other){
                if (other.tag == "orbit") {
                        inorbit = false;
                }
        }
               
               
       
    void rotationupdate(Vector2 direction){
                float angle = Mathf.Atan2 (direction.y, direction.x) * Mathf.Rad2Deg;
                Quaternion rotation = Quaternion.Euler (0, 0, angle + 90);
                Player.transform.rotation = rotation;
        }


    void moveplayer(Vector2 movedirection, float movespeed){
                Player.rigidbody2D.AddForce (movedirection * movespeed);
        }

    void applygravity(Vector2 direction, float gravity){
                Player.rigidbody2D.AddForce (direction.normalized * gravity);
        }


}

but the problem is with the addtorque part. When the astronaut in my game is not in the orbit of any planet in my 2d game, i want the player to be able to rotate him slowly to steer him. However, no matter how much i shrink the value of rotationamount, the astronaut spins like crazy the second i press the button.

Probably a stupid question, are you changing the value in the inspector or only in the code? Since the value in the inspector will override the one in the code…

I feel really stupid now… That was the problem all along. Thank you, man.