Hi ! I am new to the forums, but i was playing KSP for a while, thus i too stumbled upon the same problem. I got dual-port docking mastered, problem is that i want to make a (admitedly large) refuelling depot from 9 big orange tanks in 3x3 formation, each tank having 2 levels of 4-symmetry normal size ports. Unaware of this problem, i tried to attach a newly delivered tank by docking 4 ports at once in a L formation Below was my second docking configuration with 3-on-3, you can see 4 tug "drones" (and 1 large unmanned tug, currently unused). Unfortunately, instead of doing 4-port docking, this configuration meant 6-port docking instead Only two lower ports docked, rest of 4 ports were left undocked and were quite misaligned. I have theory about this : with whatever ports are close by, game engine will begin timed magnetic attraction (state = Acquire in savegame sfs file) and whatever ports are in their satisfactory positions, they will dock together and lock position. All other ports will soon time-out, left unconnected and misaligned. I wonder that until this issue is resolved by dev team, if there is a way to work around this by using a plugin that could have write-access to ports in-game. Reading in-game info about ports is possible, look at Docking Port Alignment Indicator . The plugin would access ports info and alter either the time-out value that game engine manages (best option) or try to alter port states between "Ready", "Acquire" and "Docked" for each docking iteration until all ports show are in docked state. This second idea is that ports will connect, some will fail, plugin then detects this failure, then tries again to undock them all with zero ejection force and retries. After each iteration, ports will align closer and closer until finally all ports are aligned and are in "Docked" state. Problem with this second approach is how to determine if all needed ports are indeed connected, because what if player creates a geometry that has one intentionally port slightly out of alignement ? The plugin might try indefinitely to connect all ports OR it could give up, failing on some predetermined timeout. BUT this could be bypassed if player would multi-select all ports (usual alt+rmb) and then clicks on plugin's GUI widget to begin multi-port docking procedure (umm maybe best idea yet ???).