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Use resultingThrust instead of finalThrust for active engine calculations #140

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4 changes: 2 additions & 2 deletions KerbalEngineer/VesselSimulator/EngineSim.cs
Original file line number Diff line number Diff line change
Expand Up @@ -100,7 +100,7 @@ public static EngineSim New(PartSim theEngine,
bool throttleLocked = engineMod.throttleLocked || fullThrust;
List<Propellant> propellants = engineMod.propellants;
bool active = engineMod.isOperational;
float resultingThrust = engineMod.resultingThrust;
float finalThrust = engineMod.finalThrust;
bool isFlamedOut = engineMod.flameout;

EngineSim engineSim = pool.Borrow();
Expand All @@ -124,7 +124,7 @@ public static EngineSim New(PartSim theEngine,
float flowModifier = GetFlowModifier(atmChangeFlow, atmCurve, engineSim.partSim.part.atmDensity, velCurve, machNumber, ref engineSim.maxMach);
engineSim.isp = atmosphereCurve.Evaluate((float)atmosphere);
engineSim.thrust = GetThrust(Mathf.Lerp(minFuelFlow, maxFuelFlow, GetThrustPercent(thrustPercentage)) * flowModifier, engineSim.isp);
engineSim.actualThrust = engineSim.isActive ? resultingThrust : 0.0;
engineSim.actualThrust = engineSim.isActive ? finalThrust : 0.0;
if (log != null)
{
log.buf.AppendFormat("flowMod = {0:g6}\n", flowModifier);
Expand Down