diff --git a/KerbalJointReinforcement/KerbalJointReinforcement/KJRGroundJointModule.cs b/KerbalJointReinforcement/KerbalJointReinforcement/KJRGroundJointModule.cs index 518258c..553cb0d 100644 --- a/KerbalJointReinforcement/KerbalJointReinforcement/KJRGroundJointModule.cs +++ b/KerbalJointReinforcement/KerbalJointReinforcement/KJRGroundJointModule.cs @@ -70,12 +70,6 @@ public void OnPartUnpack() { GameEvents.onVesselWasModified.Add(OnVesselWasModified); subscribedToVesselModifEvent = true; - - // By the time the code gets here, the stock CheckGroundCollision() method has been run at least once. - // With the extra world-space joints, it's safe to make the assumption that the vessel will - // never shift in a significant way so any further collision checks aren't necessary. - // This also means that stock code will no longer shift the vessel up or down when coming off rails. - vessel.skipGroundPositioning = true; } else { diff --git a/README.md b/README.md index 4df9237..8877e68 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,4 @@ -Kerbal Joint Reinforcement, v3.8.0 +Kerbal Joint Reinforcement ========================== Physics stabilizer plugin for Kerbal Space Program @@ -112,6 +112,10 @@ Decoupler Stiffening Extension Types *********************** ****** CHANGELOG ****** *********************** +v3.8.2 + + --Remove the skipGroundPositioning cleverness + v3.8.1 --Fix issues with cheating vessels into orbit