Fixes to make flight engineer use correct gravity and velocity
Fixes to make flight engineer use correct gravity and velocity

--- a/KerbalEngineer/Flight/Readouts/Surface/ImpactProcessor.cs
+++ b/KerbalEngineer/Flight/Readouts/Surface/ImpactProcessor.cs
@@ -48,7 +48,6 @@
         #region Fields
 
         private double impactAltitude;
-        private string impactBiome;
         private bool impactHappening;
         private double impactLatitude;
         private double impactLongitude;
@@ -104,7 +103,6 @@
                 this.impactLongitude = 0;
                 this.impactLatitude = 0;
                 this.impactAltitude = 0;
-                this.impactBiome = "---";
                 var e = FlightGlobals.ActiveVessel.orbit.eccentricity;
                 //get current position direction vector
                 var currentpos = this.RadiusDirection(FlightGlobals.ActiveVessel.orbit.trueAnomaly);

--- a/KerbalEngineer/Flight/Readouts/Vessel/SimulationProcessor.cs
+++ b/KerbalEngineer/Flight/Readouts/Vessel/SimulationProcessor.cs
@@ -43,7 +43,6 @@
         public void Update()
         {
             SimManager.RequestSimulation();
-            SimManager.TryStartSimulation();
 
             if (!SimManager.ResultsReady())
             {
@@ -57,6 +56,16 @@
             {
                 ShowDetails = true;
             }
+
+
+            if (FlightGlobals.ActiveVessel != null)
+            {
+                SimManager.Gravity = FlightGlobals.ActiveVessel.mainBody.gravParameter / Math.Pow(FlightGlobals.ActiveVessel.mainBody.Radius + FlightGlobals.ActiveVessel.mainBody.GetAltitude(FlightGlobals.ActiveVessel.CoM), 2);
+                SimManager.Velocity = FlightGlobals.ActiveVessel.srfSpeed;
+            }
+            // We should be allowing this to be set too...
+            //SimManager.vectoredThrust = vectoredThrust; 
+            SimManager.TryStartSimulation();
         }
 
         public bool UpdateRequested { get; set; }