Physically insignificant part mass in now accounted for.
--- a/KerbalEngineer/VesselSimulator/PartSim.cs
+++ b/KerbalEngineer/VesselSimulator/PartSim.cs
@@ -38,7 +38,7 @@
{
private readonly List<AttachNodeSim> attachNodes = new List<AttachNodeSim>();
public Vector3d centerOfMass;
- public double baseMass = 0d;
+ public double baseMass;
public double cost;
public int decoupledInStage;
public bool fuelCrossFeed;
@@ -136,13 +136,11 @@
this.cost = this.part.GetCostWet();
// Work out if the part should have no physical significance
- this.isNoPhysics = this.part.HasModule<LaunchClamp>() ||
- this.part.physicalSignificance == Part.PhysicalSignificance.NONE ||
- this.part.PhysicsSignificance == 1;
-
- if (!this.isNoPhysics)
- {
- this.baseMass = this.part.mass;
+ this.isNoPhysics = this.part.HasModule<LaunchClamp>();
+
+ if (isNoPhysics == false)
+ {
+ baseMass = part.mass;
}
if (SimManager.logOutput)
Binary files a/Output/KerbalEngineer/KerbalEngineer.dll and b/Output/KerbalEngineer/KerbalEngineer.dll differ