I am having a problem where when my ship decouples a spent fairing, the KSP engine decides that the decoupled fairing is the ship, and the rest of the probe is a new entity that I must switch to from the tracking station.
I need to decouple from Stage2 before deploying Fairing1a, and I want to continue to be able to later control Stage2 (which has multiple Stage-3 probes.) Stage2 and each Stage3 have Control Pods (Octo2's)
Stage2 || DeCoupler1a || Fairing1a || DeCoupler2a || Stage 3a
Stage2 ||
Stage2 || DeCoupler1b || Fairing1b || DeCoupler2b || Stage 3b
Here's what is happening:
I pilot the ship to the point where I want to deploy Stage3a.
I fire DeCoupler1a. This leaves the "Active Ship" as Stage2, with Fairing1a and above moving away as a new, separate entity.
I go to the tracking station, and switch to the new entity.
I activate the Fairing1a, and Stage3a is exposed.
I fire DeCoupler2. This leaves the "Active Ship" as the Fairing1a and spent Decoupler2a. Stage3a is now moving away as a new separate entity.
The only controllable entities (Stage2 and Stage3a) are not active, and instead the "Active Ship" is a couple of dead parts with no control pods.
I go to the tracking station, and switch to the Stage3a entity, and activate its engine.
I would rather not end up in control of the fairing stage after DeCoupler2 fires, and avoid the extra trip to the tracking station. So how does KSP decide which half of a ship to "stay with" when a decoupler fires? During ascent, I don't have to revert to the tracking station to not follow the spent engine and tank from (the unshown) Stage1. How can I make KSP follow the same algorithm when discarding the fairing?
Thanks in advance.
p.s. If you're wondering, the Decoupler1's are there because if you fire Fairing1a when it is in close proximity to Fairing1b, then both Stage3's end up being hit by the fairing debris, and their instruments end up damaged.