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"Disengage" ModuleDockingNode


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I'm creating a mod and want to disable a docking port. I found out, that they have a "disengaged" state. As far as I see it's the mode the shielded Clamp-o-Tron goes into when the shield is closed ... that's why I think that I know that it's possible to disengage a port. But... I didn't find a way to do this. Nothing works... any tipps what I can do? I do have the ModuleDockingNode object... can I trigger an fsm even? how? I tried fsm.RunEvent(on_disable) ... doesn't work... do I have to do more?

Rudolf

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  • 2 weeks later...

I had written up up a 'proof of concept' patch (+ dummy model file) that added a 'toggle' option to docking ports.  Perhaps some of it might be of use to you....

(the basic theory is that you add an 'animated' empty transform to the docking port, and specify that as the animation module; which then adds an 'on/off' state for the docking port)

https://github.com/shadowmage45/DockingPortToggle/tree/master/GameData/DockingPortToggle

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Thanks for the information... at the moment I think, my best option is to disassemble ksp and dig into the code to figure out, what's happening. Because I don't only want to understand the disabling of the nodes, but also why the docking is so strangely broken... and I'd like to fix it with a mod.

It's like always... a huge work, simply because some programmers made a huge mess in their code... that's... well, what I'm seeing all day long... :-)

Rudolf

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