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"Massless parts" fix


biohazard15

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"Massless" do add their mass to their parents, whatever the map view info box says. Try comparing some launches with a crapton of heavy "massless" parts inside a cargo bay, and then without them, and see which gives you a higher apoapsis.

I know that, and that's exactly what I want to fix. Especially because some genius decided that it would be a really great idea to make stock heatshields massless.

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Here's my 0.90 massless part MM fix. I haven't updated it for 1.0, feel free to use as a template:


@PART[adapterSmallMiniShort]:FINAL{ @PhysicsSignificance = 0 }
@PART[batteryPack]:FINAL{ @PhysicsSignificance = 0 }
@PART[commDish]:FINAL{ @PhysicsSignificance = 0 }
@PART[ksp_r_largeBatteryPack]:FINAL{ @PhysicsSignificance = 0 }
//@PART[ladder1]:FINAL{ @PhysicsSignificance = 0 }
@PART[linearRcs]:FINAL{ @PhysicsSignificance = 0 }
@PART[longAntenna]:FINAL{ @PhysicsSignificance = 0 }
@PART[omsEngine]:FINAL{ @PhysicsSignificance = 0 }
@PART[RCSBlock]:FINAL{ @PhysicsSignificance = 0 }
//@PART[sensorAccelerometer]:FINAL{ @PhysicsSignificance = 0 }
//@PART[sensorBarometer]:FINAL{ @PhysicsSignificance = 0 }
//@PART[sensorGravimeter]:FINAL{ @PhysicsSignificance = 0 }
//@PART[sensorThermometer]:FINAL{ @PhysicsSignificance = 0 }
@PART[size3Decoupler]:FINAL{ @PhysicsSignificance = 0 }
@PART[smallHardpoint]:FINAL{ @PhysicsSignificance = 0 }
//@PART[solarPanels5]:FINAL{ @PhysicsSignificance = 0 }
//@PART[spotLight1]:FINAL{ @PhysicsSignificance = 0 }
//@PART[spotLight2]:FINAL{ @PhysicsSignificance = 0 }
@PART[stackPoint1]:FINAL{ @PhysicsSignificance = 0 }
@PART[strutCube]:FINAL{ @PhysicsSignificance = 0 }
@PART[strutOcto]:FINAL{ @PhysicsSignificance = 0 }
//@PART[telescopicLadder]:FINAL{ @PhysicsSignificance = 0 }
//@PART[telescopicLadderBay]:FINAL{ @PhysicsSignificance = 0 }
@PART[vernierEngine]:FINAL{ @PhysicsSignificance = 0 }


@PART[SmallGearBay]:FINAL {

@PhysicsSignificance = 0

// If it's going to have a mass, it should be much lower
@mass = 0.075

// also make the landing light draw power
@MODULE[ModuleLight] {
%resourceAmount = 0.04
%useResources = true
}
}

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