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Bug #20354

Procedural Interstage Fairings Cannot Be Deployed After Stage Separation

Added by Beale over 2 years ago. Updated about 2 years ago.

Status:
Closed
Severity:
Low
Assignee:
-
Category:
Parts
Target version:
Start date:
11/05/2018
% Done:

100%

Version:
Platform:
Linux, OSX, Windows
Expansion:
Core Game, Making History
Language:
Deutsche (German), English (US), Español (Spanish), Français (French), Italiano (Italian), Português-Brazil (Portuguese-Brazil), ру́сский (Russian), 日本語 (Japanese), 简体中文 (Chinese Simplified)
Mod Related:
No
Votes:
Arrow u r green
Arrow d r red

Description

Potential issue with either UI or Part Module.

Description:

If procedural fairings are used to connect two stages*, once the stages are separated the fairing is marked as deployed, but will not physically fire.
After this, there is no way to trigger the fairings to deploy and they will remain between saving and loading.

This behaviour seems incorrect, as it leaves physics-ess objects that are marked as deployed and not possible to remove.

Steps to reproduce:

Create a craft with two stages separated by decoupler.
Both stages should have a means of control.
Between the two stages create a cylinder procedural fairing.
Place the decoupler staging event before the fairing staging event.
In flight, stage the decoupler event.
While in control of craft with procedural fairing base, will no longer be able to deploy fairings.

See attached VAB image for example craft.
See attached In Flight image for bug in flight.

*(I.E. 'close fairing' is used when connecting to another stage of a craft)

In Flight.png (742 KB) In Flight.png [email protected] Beale, 11/05/2018 09:59 PM
VAB.png (1.14 MB) VAB.png [email protected] Beale, 11/05/2018 09:59 PM
bugged example craft.craft (24.6 KB) bugged example craft.craft [email protected] Beale, 11/06/2018 07:43 PM
Kerbalev-U.craft (206 KB) Kerbalev-U.craft [email protected] Lupi, 11/06/2018 10:34 PM
39432
39433

History

#1 Updated by Beale over 2 years ago

Potential fix

Allow fairings to be manually deployed at all times.

#2 Updated by Beale over 2 years ago

Please see craft file.

#3 Updated by Lupi over 2 years ago

Further reproduction steps:
Take craft (Kerbalev-U) and place the decoupler for the escape tower in a stage before or concurrent with the fairing.
run through the vehicle's staging in flight and observe how the fairing behaves if the escape tower is decoupled before the fairing is staged

#4 Updated by Lupi over 2 years ago

  • Category changed from Gameplay to Parts

#6 Updated by joshua.collins over 2 years ago

  • Status changed from Confirmed to Ready to Test
  • Target version set to 1.6.0
  • % Done changed from 10 to 80

#7 Updated by klesh about 2 years ago

  • Status changed from Ready to Test to Not Fixed
  • % Done changed from 80 to 50

Just gave this a go in 1.6.1. The bug is still present.

#9 Updated by chris.fulton about 2 years ago

  • Status changed from Not Fixed to Ready to Test
  • Target version changed from 1.6.0 to 1.7.0
  • % Done changed from 50 to 80

Changes have been made in 1.7, moving this bug to RTT. Can you check if it is indeed fixed?

#10 Updated by klesh about 2 years ago

  • Status changed from Ready to Test to Resolved
  • % Done changed from 80 to 100

chris.fulton wrote:

Changes have been made in 1.7, moving this bug to RTT. Can you check if it is indeed fixed?

I just recreated the craft in the OP, gave it a test, and it does seem to be fixed now. Well done. Setting to resolved.

#11 Updated by chris.fulton about 2 years ago

  • Status changed from Resolved to Closed

#12 Updated by [email protected] about 2 years ago

A couple side-effects of this change were reported at #21915

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