Reaction wheel torque is now kNm instead of kN
Reaction wheel torque is now kNm instead of kN

--- a/KerbalEngineer/Editor/BuildOverlayPartInfo.cs
+++ b/KerbalEngineer/Editor/BuildOverlayPartInfo.cs
@@ -317,9 +317,9 @@
 
             var reactionWheel = this.selectedPart.GetModule<ModuleReactionWheel>();
             this.infoItems.Add(new PartInfoItem("Reaction Wheel Torque"));
-            this.infoItems.Add(new PartInfoItem("\tPitch", reactionWheel.PitchTorque.ToForce()));
-            this.infoItems.Add(new PartInfoItem("\tRoll", reactionWheel.RollTorque.ToForce()));
-            this.infoItems.Add(new PartInfoItem("\tYaw", reactionWheel.YawTorque.ToForce()));
+            this.infoItems.Add(new PartInfoItem("\tPitch", reactionWheel.PitchTorque.ToTorque()));
+            this.infoItems.Add(new PartInfoItem("\tRoll", reactionWheel.RollTorque.ToTorque()));
+            this.infoItems.Add(new PartInfoItem("\tYaw", reactionWheel.YawTorque.ToTorque()));
             foreach (var resource in reactionWheel.inputResources)
             {
                 this.infoItems.Add(new PartInfoItem("\t" + resource.name, resource.rate.ToRate()));

--- a/KerbalEngineer/Extensions/FloatExtensions.cs
+++ b/KerbalEngineer/Extensions/FloatExtensions.cs
@@ -49,6 +49,11 @@
             return Units.ToForce(value);
         }
 
+        public static string ToTorque(this float value)
+        {
+            return Units.ToTorque(value);
+        }
+
         public static string ToMass(this float value)
         {
             return Units.ToMass(value);