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Revert changes by MegaPiggy
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@ -15,11 +15,10 @@ namespace NewHorizons.Builder.General
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var gravityRadius = GM / 0.1f;
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if (exponent == 2f) gravityRadius = Mathf.Sqrt(gravityRadius);
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if (config.FocalPoint != null) gravityRadius = 0; // keep it at the lowest possible
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else if (config.Base.soiOverride != 0f) gravityRadius = config.Base.soiOverride;
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else if (config.Star != null) gravityRadius = Mathf.Min(gravityRadius, 15 * config.Base.surfaceSize);
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// To let you actually orbit things the way you would expect we cap this at 4x the diameter if its not a star (this is what giants deep has)
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else gravityRadius = Mathf.Min(gravityRadius, 4 * config.Base.surfaceSize);
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if (config.Star == null) gravityRadius = Mathf.Min(gravityRadius, 4 * config.Base.surfaceSize);
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else gravityRadius = Mathf.Min(gravityRadius, 15 * config.Base.surfaceSize);
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if (config.Base.soiOverride != 0f) gravityRadius = config.Base.soiOverride;
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var gravityGO = new GameObject("GravityWell");
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gravityGO.transform.parent = planetGO.transform;
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@ -57,11 +57,11 @@ namespace NewHorizons.Builder.Orbital
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config.Base.surfaceGravity = gravitationalMass * GravityVolume.GRAVITATIONAL_CONSTANT;
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config.Base.gravityFallOff = primary.Config.Base.gravityFallOff;
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// Other stuff to make the barycenter not interact with anything in any way
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config.Base.soiOverride = 0;
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var separation = primary.Config.Orbit.semiMajorAxis + secondary.Config.Orbit.semiMajorAxis;
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var separationRadius = (separation / 2);
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config.Base.soiOverride = separationRadius * 1.5f;
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config.ReferenceFrame.bracketRadius = separationRadius;
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config.ReferenceFrame.targetColliderRadius = separationRadius;
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config.ReferenceFrame.bracketRadius = separation;
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config.ReferenceFrame.targetColliderRadius = separation;
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config.Base.showMinimap = false;
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}
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