private void SetupFairing()
        {
            // If we are duplicating in the editor, there will be some leftovers
            // Easier to just get rid of them rather than try to rebuild the hierarchy
            GameObject oldFairing = part.FindModelTransform(FAIRING_ROOT_TRANSFORM_NAME)?.gameObject;

            if (oldFairing != null)
            {
                Destroy(oldFairing);
            }

            GameObject fairingRootGO = new GameObject(FAIRING_ROOT_TRANSFORM_NAME);

            FairingRootTransform = fairingRootGO.transform;
            FairingRootTransform.NestToParent(ModelRootTransform);

            slices.Clear();
            for (int i = 0; i < numSlices; i++)
            {
                slices.Add(new FairingSlice(this, i));
            }

            UpdateSegments();
            UpdateTransparency();
            UpdateCargoBay();
            part.ModifyCoM();
        }
 private void IgnoreColliders()
 {
     CollisionManager.IgnoreCollidersOnVessel(vessel, FairingRootTransform.GetComponentsInChildren <Collider>());
 }