Suicide burn now clamps to sea level.
Suicide burn now clamps to sea level.

--- a/Documents/CHANGES.txt
+++ b/Documents/CHANGES.txt
@@ -6,6 +6,7 @@
 
 	Fixed: Editor Overlay now loads the saved visibility value properly.
     Fixed: Altitude (Terrain) will no longer give a reading below sea level.
+    Fixed: Suicide burn to use radar altitude that clamps to sea level.
 
 1.0.12.0, 01-12-2014
 	Added: Setting in Build Engineer to enable/disable vectored thrust calculations.

--- a/KerbalEngineer/Flight/Readouts/Vessel/SuicideBurnProcessor.cs
+++ b/KerbalEngineer/Flight/Readouts/Vessel/SuicideBurnProcessor.cs
@@ -19,12 +19,18 @@
 
 #region Using Directives
 
-using System;
+
 
 #endregion
 
 namespace KerbalEngineer.Flight.Readouts.Vessel
 {
+    #region Using Directives
+
+    using System;
+
+    #endregion
+
     public class SuicideBurnProcessor : IUpdatable, IUpdateRequest
     {
         #region Fields
@@ -55,7 +61,7 @@
 
         #endregion
 
-        #region Methods: public
+        #region Methods
 
         public static void RequestUpdate()
         {
@@ -79,7 +85,9 @@
 
             this.gravity = FlightGlobals.currentMainBody.gravParameter / Math.Pow(FlightGlobals.currentMainBody.Radius, 2.0);
             this.acceleration = SimulationProcessor.LastStage.thrust / SimulationProcessor.LastStage.totalMass;
-            this.radarAltitude = FlightGlobals.ship_altitude - FlightGlobals.ActiveVessel.terrainAltitude;
+            this.radarAltitude = FlightGlobals.ActiveVessel.terrainAltitude > 0.0
+                ? FlightGlobals.ship_altitude - FlightGlobals.ActiveVessel.terrainAltitude
+                : FlightGlobals.ship_altitude;
 
             DeltaV = Math.Sqrt((2 * this.gravity * this.radarAltitude) + Math.Pow(FlightGlobals.ship_verticalSpeed, 2.0));
             Altitude = Math.Pow(DeltaV, 2.0) / (2.0 * this.acceleration);

 Binary files a/Output/KerbalEngineer/KerbalEngineer.dll and b/Output/KerbalEngineer/KerbalEngineer.dll differ