Bug #20354
Procedural Interstage Fairings Cannot Be Deployed After Stage Separation
100%
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)
History
#1 Updated by Beale about 6 years ago
Potential fix
Allow fairings to be manually deployed at all times.
#2 Updated by Beale about 6 years ago
Please see craft file.
#3 Updated by Lupi about 6 years ago
- File Kerbalev-U.craft Kerbalev-U.craft added
- Status changed from New to Confirmed
- % Done changed from 0 to 10
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 about 6 years ago
- Category changed from Gameplay to Parts
#6 Updated by joshua.collins about 6 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 almost 6 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 over 5 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 over 5 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 over 5 years ago
- Status changed from Resolved to Closed
#12 Updated by Anonymous over 5 years ago
A couple side-effects of this change were reported at #21915