internal void UnHighlightStack()
 {
     if (/* HighLogic.LoadedSceneIsEditor && */ phl != null)
     {
         if (segments != null && highlightID >= 0)
         {
             foreach (var s in segments)
             {
                 if (s != null)
                 {
                     phl.DisablePartHighlighting(highlightID, s.part);
                 }
             }
         }
     }
 }
        /// <summary>
        /// Update logic on every physics frame update.
        /// Place your custom update logic in DI_Update()
        /// </summary>
        public void FixedUpdate()
        {
            if (!HighLogic.LoadedSceneIsFlight || alarmDisabled)
            {
                return;
            }
            if (streamMultiplier > 0 && Planetarium.GetUniversalTime() - lastDecayTime > 1)
            {
                streamMultiplier = Math.Max(0, streamMultiplier - decayPerMinute);
                lastDecayTime    = Planetarium.GetUniversalTime();
            }
            if (vesselHighlightDict.ContainsKey(this.vessel.id))
            {
                try
                {
                    // Only update the module during flight and after the re-initialization has run
                    if (HighLogic.LoadedSceneIsFlight && this.HasInitted && this.vessel == FlightGlobals.ActiveVessel)
                    {
                        // Highlighting the part, which contains this updating FailureModule if it is in a 'failed' state,
                        // it is not in 'silent' state and 'glow' is globally enabled
                        // Actually, there is not any place in a code of  the whole mod where that 'silent' state is turning on
                        // (maybe some FailureModules can be defined as 'silent' by editing files)

                        if (this.HasFailed && (DangIt.Instance.CurrentSettings.Glow &&
                                               (AlarmManager.visibleUI || !DangIt.Instance.CurrentSettings.DisableGlowOnF2)))
                        {
                            if (!phl.HighlightListContains(vesselHighlightDict[this.vessel.id], this.part))
                            {
                                phl.AddPartToHighlight(vesselHighlightDict[this.vessel.id], this.part);
                                Log.Info("Adding part to highlight list:   part: " + part.persistentId + ", " + part.partInfo.title);
                            }
                        }
                        else

                        // Turning off the highlighting of the part, which contains this updating FailureModule
                        // if it is not in a 'failed' state, or it is in 'silent' state, or if 'glow' is globally disabled
                        //      if (!this.HasFailed || this.Silent || !DangIt.Instance.CurrentSettings.Glow || (!visibleUI && DangIt.Instance.CurrentSettings.DisableGlowOnF2))
                        {
                            if (!AlarmManager.failedParts.ContainsKey(new FailedPart(this.part)))
                            {
                                //Log.Info("Calling DisablePartHighlighting  part: " + part.persistentId + ", " + part.partInfo.title);
                                if (AlarmManager.failedParts.ContainsKey(new FailedPart(this.part)))
                                {
                                    phl.DisablePartHighlighting(vesselHighlightDict[this.vessel.id], this.part);
                                }
                            }
                        }

                        float now = DangIt.Now();

                        float dt = now - LastFixedUpdate;
                        this.LastFixedUpdate = now;

                        // The temperature aging is independent from the use of the part
                        this.Age += (dt * this.TemperatureMultiplier());

                        if (!PartIsActive() || !DangIt.Instance.CurrentSettings.EnabledForSave)
                        {
                            return;
                        }
                        else
                        {
                            this.Age += dt;

                            this.CurrentMTBF = this.MTBF * HighLogic.CurrentGame.Parameters.CustomParams <DangItCustomParams1>().MTBF_Multiplier *this.ExponentialDecay();

                            // If the part has not already failed, toss the dice
                            if (!this.HasFailed)
                            {
                                float f = this.Lambda();
#if DEBUG
                                // if (printChances)
                                //     DangIt.myLog.Debug("this.Lambda: " + f.ToString());
#endif


                                if (UnityEngine.Random.Range(0f, 1f) < f)
                                {
                                    streamMultiplier = 0;
                                    this.Fail();
                                }
                            }
                            // Run custom update logic
                            this.DI_Update();
                        }
                    }
                }
                catch (Exception e)
                {
                    OnError(e);
                }
            }
        }