Detect plane collison

Hi, iam currently overhauling the Biplane plugin and i encountered a point where i dont know how to proceed.

I tryed to add damage detection for when the plane collides with terrain by using Hitinfo but iam not mistaken by my privous attempts, damage dealt by anything that is not a player / projectile is not handled via Hitinfo ? If thats the case is theer any other way of detecting the collision ? 

I thought about checking the prefabs velocity for a sudden drop of more then ~15, but can not figure out a way to compare it to 1 or 2 frames before as the only thing i know that comes close to this would be NextTick but i doubt it can be used here.

Thanks for any advise or Ideas you might have !   

Addition:

This is the code so far responsible for damage. It works, but only for damage done by a player, not if it is from terrain or anything:

 

object OnEntityTakeDamage(BaseCombatEntity entity, HitInfo info)
        {
            if (entity == null || info == null) return null;
            if (entity.ShortPrefabName.Contains("kayak") || entity.ShortPrefabName.Contains("boogieboard") || entity.ShortPrefabName.Contains("engine"))
            {
                BiplaneComponent biplaneComponent = biplanes.FirstOrDefault(x => x.subEntities.Contains(entity));
                if (biplaneComponent == null) return null;
                biplaneComponent.modularCar.Hurt(info);
                NextTick(() =>
                {
                var damagetaken = info.damageTypes.Total();
                if (damagetaken >= 15)
                {
                Effect.server.Run("assets/content/vehicles/minicopter/debris_effect.prefab", entity.transform.position);
                var fireball = GameManager.server.CreateEntity("assets/bundled/prefabs/fireball.prefab", entity.transform.position);
                        if (fireball == null) return;
                fireball.Spawn();
                biplaneComponent.modularCar.Kill();
                }

                });
                return true;
            }
                return null;
        }