Why na object is so light when SetSimulatePhysics is set to true?

Hello,

I have a helicopter to shoot down. When it is shot down, I turn on physics by SetSimultaePhysics setting to true. But the helicopter is very light and flying everywhere and some elements jumping. How to make the helicopter to just fall down in a heavy way?

void AHelicopterBase::SimulatePhysics() {
	Body->SetEnableGravity(true);
	Body->SetSimulatePhysics(true);
	Body->WakeRigidBody();
	Body->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);
	Body->SetMassScale("fuselage", 5000.0f);
	Body->SetMassOverrideInKg("fuselage", 5000.0f);

	MainRotor->SetSimulatePhysics(true);
	MainRotor->WakeRigidBody();
	MainRotor->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);

	RearRotor->SetSimulatePhysics(true);
	RearRotor->WakeRigidBody();
	RearRotor->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);

	CabinDoorLeft->SetSimulatePhysics(true);
	CabinDoorLeft->WakeRigidBody();
	CabinDoorLeft->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);

	CabinDoorRight->SetSimulatePhysics(true);
	CabinDoorRight->WakeRigidBody();
	CabinDoorRight->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);

	CabinDoorLeftRear->SetSimulatePhysics(true);
	CabinDoorLeftRear->WakeRigidBody();
	CabinDoorLeftRear->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);

	CabinDoorRightRear->SetSimulatePhysics(true);
	CabinDoorRightRear->WakeRigidBody();
	CabinDoorRightRear->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);

	Elevator->SetSimulatePhysics(true);
	Elevator->WakeRigidBody();
	Elevator->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);

	RearWheel->SetSimulatePhysics(true);
	RearWheel->WakeRigidBody();
	RearWheel->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);

	
	FrontWheelLeft->SetSimulatePhysics(true);
	FrontWheelLeft->WakeRigidBody();
	FrontWheelLeft->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);

	FrontWheelRight->SetSimulatePhysics(true);
	FrontWheelRight->WakeRigidBody();
	FrontWheelRight->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);

	WindowLeft1->SetSimulatePhysics(true);
	WindowLeft1->WakeRigidBody();
	WindowLeft1->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);

	WindowRight1->SetSimulatePhysics(true);
	WindowRight1->WakeRigidBody();
	WindowRight1->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);

	WindowLeft2->SetSimulatePhysics(true);
	WindowLeft2->WakeRigidBody();
	WindowLeft2->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);

	WindowRight2->SetSimulatePhysics(true);
	WindowRight2->WakeRigidBody();
	WindowRight2->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);



}

Bod is a root and all other elements are parented to it.