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as mentioned before - i have already implemented an option to apply aerodynamics to only collidable pats.
in case there are pats you do not wish to be effected by aerodynamics, you can mark these pars not collidable. For that you can either use default Dev script "PartCollition" or use my custom script "CustomPartBehaviourDialog".
I am still working on efficient way to detect creation shell/husk. I hope I'll manage to find a reliable and fast way to so.
You can track "Change notes" to see how it goes.
I Implemented selection to inflict aerodynamics on all or only on collidable parts.
You can change part collidability by using default Dev script "PartCollition" or by using my custom script "CustomPartBehaviourDialog":
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3393284813
From my experience part collition only calculates collition between parts, so you should still be able to enjoin parts splattering to all sides on plane crashing down to the ground :D
Let me know if it helped to resolve your complaint.
I could modify script to only effect colidable pats. This way you would have a controll witch pats would get effected.
So i come to conclution that it would be too annoying to select pats every time.
In case in future Dev add some way of saving script configurations i will come back to this idea.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3406032203
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3406033992
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3405937544
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3405940160