public override void UpdateBeforeSimulation()
        {
            base.UpdateBeforeSimulation();

            if (ResourceSink != null)
            {
                ResourceSink.Update();
            }

            if (IsWorking)
            {
                foreach (IMyEntity entityInterface in m_containedEntities)
                {
                    MyEntity       entity    = entityInterface as MyEntity;
                    MyCharacter    character = entity as MyCharacter;
                    IMyVirtualMass mass      = entity as IMyVirtualMass;

                    var naturalGravityMultiplier = MyGravityProviderSystem.CalculateHighestNaturalGravityMultiplierInPoint(entity.WorldMatrix.Translation);
                    var gravity = GetWorldGravity(entity.WorldMatrix.Translation) * MyGravityProviderSystem.CalculateArtificialGravityStrengthMultiplier(naturalGravityMultiplier);

                    if (mass != null && entity.Physics.RigidBody.IsActive)
                    {
                        if (MyDebugDrawSettings.ENABLE_DEBUG_DRAW && MyDebugDrawSettings.DEBUG_DRAW_MISCELLANEOUS)
                        {
                            MyRenderProxy.DebugDrawSphere(entity.WorldMatrix.Translation, 0.2f, mass.IsWorking ? Color.Blue : Color.Red, 1.0f, false);
                        }
                        if (mass.IsWorking && entity.Physics.RigidBody.IsActive)
                        {
                            ((IMyEntity)mass.CubeGrid).Physics.AddForce(MyPhysicsForceType.APPLY_WORLD_FORCE, gravity * mass.VirtualMass, entity.WorldMatrix.Translation, null);
                        }
                    }
                    else if (!entity.Physics.IsKinematic &&
                             !entity.Physics.IsStatic &&
                             entity.Physics.RigidBody2 == null && //jn: TODO this is actualy check for large grid
                             character == null)
                    {
                        if (entity.Physics.RigidBody != null && entity.Physics.RigidBody.IsActive)
                        {
                            //<ib.change> increase gravity for floating objects
                            //entity.Physics.AddForce(MyPhysicsForceType.APPLY_WORLD_FORCE, gravity * entity.Physics.RigidBody.Mass, null, null);
                            if (entity is MyFloatingObject)
                            {
                                var   floatingEntity = entity as MyFloatingObject;
                                float w = (floatingEntity.HasConstraints()) ? 2.0f : 1.0f;
                                entity.Physics.AddForce(MyPhysicsForceType.APPLY_WORLD_FORCE, w * gravity * entity.Physics.RigidBody.Mass, null, null);
                            }
                            else
                            {
                                entity.Physics.AddForce(MyPhysicsForceType.APPLY_WORLD_FORCE, gravity * entity.Physics.RigidBody.Mass, null, null);
                            }
                        }
                    }
                }
            }
        }