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modded docking node broke


MichaelV2.0

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so i made a duplicate of the stock docking node and changed the config so that it locks to an orientation and the docking port worked perfectly.

but as soon as i replaced it with the model i made the "decouple" button has disappeared from the GUI but the disable cross feed and control from here remain.

nothing has changed except the model and i can find no explanation for it stopping working.

has anyone experienced this issue or can offer a possible explanation?

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2 hours ago, JPLRepo said:

Have you got all the transforms required for a docking node in your new model? 

im thinking maybe sleep at this point may be a good idea, i didn't stop to think it may be the model i presumed it would be a purely config based system.

is there something in unity i need to add?

sorry abit new to this.

Edited by MichaelV2.0
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You need a dockingNode transform and controlNode transform (if you want control from here).

http://imgur.com/a/qinWu

The nodeTransformName transform is preset/default to nodeTransformName = "dockingNode".
So either you create a transform with that name (as I have done in example pics)
or if you call it something else you have to add nodeTransformName = "<name of transform>" in the partmodule config in the config file.
The controlNode is a field in the partmodule config called 'controlTransformName =' and the name should be the name of your transform.
It does not have a preset/default value so you have to specify it in the partmodule config in the config file.
 

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21 minutes ago, JPLRepo said:

You need a dockingNode transform and controlNode transform (if you want control from here).

http://imgur.com/a/qinWu

The nodeTransformName transform is preset/default to nodeTransformName = "dockingNode".
So either you create a transform with that name (as I have done in example pics)
or if you call it something else you have to add nodeTransformName = "<name of transform>" in the partmodule config in the config file.
The controlNode is a field in the partmodule config called 'controlTransformName =' and the name should be the name of your transform.
It does not have a preset/default value so you have to specify it in the partmodule config in the config file.
 

so is it as simple as creating two blank game objects and naming them?

i should take this time to mention i have not learned these programs via any actual training so i dont know it too well, im a hobbiest learning them in my spare time.

Edited by MichaelV2.0
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Yes. They are just empty gameobjects in Unity. Make sure you get the rotation correct (as per my pics).
If you have it setup like my pics and your config file with the two fields above correctly named it should work.

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3 minutes ago, JPLRepo said:

Yes. They are just empty gameobjects in Unity. Make sure you get the rotation correct (as per my pics).
If you have it setup like my pics and your config file with the two fields above correctly named it should work.

just done that works perfectly. thank you very much for the assistance.

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