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SpaceY docking ports don't connect (log reads Cannot find module 'ModuleDockingNode')


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Hi, I'm trying to let mechjeb :blush: dock two large ships which use SpaceY 3.75m docking port but they just refuse to connect. I've tried manually, once they were nearly lined up, and they refused. The log reads Cannot find module 'ModuleDockingNode' at the time they should dock.

Just in case, I tried two dock two other ships with that port in a sandbox game and it works like a charm. I'm not sure it's related to the mod as opposed as some stock bug with docking ports. In any case, here's the mod list (does the forum support spoiler code?)

KSP: 1.0.4 (Win32) - Unity: 4.6.4f1 - OS: Windows 8.1 (6.3.10240) 64bit

Mechjeb 2.5.1.0

Filter Extensions - 2.4.1

Ambient Light Adjustment - 1.4.3.1

Chatterer - 0.9.6.86

Community Resource Pack - 0.4.4

Contract Pack: Anomaly Surveyor - 1.4.2

Editor Extensions - 2.12

EVA Enhancements - 1.0

Firespitter - 7.0

Interstellar Fuel Switch - 1.17

Kerbal Attachment System - 0.5.4

Kerbal Engineer Redux - 1.0.18

Kerbal Joint Reinforcement - 3.1.4

KerboKatzUtilities - 1.2.9

Kerbal Inventory System - 1.2.2

KSP-AVC Plugin - 1.1.5

Infernal Robots - 0.21.2

Modular Rocket Systems - 1.8

NavHud - 1.2.1

Near Future Electrical - 0.5.2

Procedural Parts - 1.1.7

QuickGoTo - 1.2

QuickSearch - 1.1.3

RCS Build Aid - 0.7.2

SpaceY Lifters - 1.3.1

TAC Fuel Balancer - 2.5.1.7

Trajectories - 1.4.3

Kerbal Alarm Clock - 3.4

Alternate Resource Panel - 2.7.3

TweakScale - 2.2.1

Waypoint Manager - 2.4.2

OSE Workshop - 0.10.2

Animated decouplers - 1.1.2.21155

BDAnimationModules Changelog - v0.5.2

Fusebox - I think the latest, but I can't check it from the folder

Heat Management V0.20

Kramax Autopilot - not sure about the version

MarkIV System - no part in use in either vessel

MechJeb2 Embedded by Dennis6492

MK2 Expansion - no part in use in either vessel

Part Commander - 1.0.0.0

Precise Node - 1.1.3

Science Alert - not sure about the version

Smoke Screen - 2.6.7?

StockBugFixModules

Targetron - 1.4.2.1

Tweakable Everything - just downloaded, the issue was present before installing

Asteroid Day

Better Bouyancy - 1.3

Collision FX - 3.0?

Contract Filter - 1.0

CrossFeed Enabler - 3.3

Enhanced NavBall - 1.3.6

Firespitter - 7.0

Glass Things

Kerbal Foundries - 1.8, no part in either vessel

Hyperedit 1.4

Kip Engineering Universal Dockign port - V2.2 not used in either vessel

KM Gimbal 3.0.3

Kronal Vessel Viewer 1.0.4

Layered Animator 1.0.5388

Map View Plus 0.1.1

Mk2 Essentials - no part in either vessel

Mk3 Hypersonic Systems - no part in either vessel

Module RCSFX - 4.0

NRAP - 1.5.0.4

Procedural Parts - 1.1.7

Scaterer - 1.0.5

Sensible Screenshots

Station Parts Expansion - no part in either vessel

Here's the docking port section of the savefile of the ship I'm controlling

Booster (active vessel)

PART

{

name = SYdocking3m

cid = 4292446712

uid = 2878531493

mid = 1317909889

launchID = 148

parent = 0

position = 0,0.350002288818359,0

rotation = 0,0,0,1

mirror = 1,1,1

symMethod = Radial

istg = 0

dstg = 0

sqor = -1

sepI = 1

sidx = -1

attm = 0

srfN = , -1

attN = bottom, 0

attN = None, -1

attN = disabled, -1

mass = 0.6

temp = 291.232448457655

tempExt = 291.229858305229

expt = 0.1

state = 0

connected = True

attached = True

flag = Squad/Flags/squadLogo2

rTrf = controlNode

modCost = 0

EVENTS

{

}

ACTIONS

{

}

PARTDATA

{

}

MODULE

{

name = ModuleDockingNode

isEnabled = True

state = Ready

dockUId = 0

dockNodeIdx = 0

EVENTS

{

Undock

{

active = False

guiActive = True

guiIcon = Undock

guiName = Undock

category = Undock

guiActiveUnfocused = True

unfocusedRange = 2

externalToEVAOnly = True

}

UndockSameVessel

{

active = False

guiActive = True

guiIcon = Undock

guiName = Undock

category = Undock

guiActiveUnfocused = True

unfocusedRange = 2

externalToEVAOnly = True

}

Decouple

{

active = False

guiActive = True

guiIcon = Decouple Node

guiName = Decouple Node

category = Decouple Node

guiActiveUnfocused = True

unfocusedRange = 2

externalToEVAOnly = True

}

SetAsTarget

{

active = True

guiActive = False

guiIcon = Set as Target

guiName = Set as Target

category = Set as Target

guiActiveUnfocused = True

unfocusedRange = 200

externalToEVAOnly = False

}

UnsetTarget

{

active = False

guiActive = False

guiIcon = Unset Target

guiName = Unset Target

category = Unset Target

guiActiveUnfocused = True

unfocusedRange = 200

externalToEVAOnly = False

}

EnableXFeed

{

active = False

guiActive = True

guiIcon = Enable Crossfeed

guiName = Enable Crossfeed

category = Enable Crossfeed

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

DisableXFeed

{

active = False

guiActive = True

guiIcon = Disable Crossfeed

guiName = Disable Crossfeed

category = Disable Crossfeed

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

MakeReferenceTransform

{

active = True

guiActive = True

guiIcon = Control from Here

guiName = Control from Here

category = Control from Here

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

}

ACTIONS

{

UndockAction

{

actionGroup = None

}

DecoupleAction

{

actionGroup = None

}

}

}

MODULE

{

name = ModuleLight

isEnabled = True

isOn = False

lightR = 1

lightG = 1

lightB = 1

lightR_UIFlight

{

controlEnabled = True

minValue = 0

maxValue = 1

stepIncrement = 0.05

}

lightG_UIFlight

{

controlEnabled = True

minValue = 0

maxValue = 1

stepIncrement = 0.05

}

lightB_UIFlight

{

controlEnabled = True

minValue = 0

maxValue = 1

stepIncrement = 0.05

}

EVENTS

{

LightsOff

{

active = False

guiActive = True

guiActiveEditor = True

guiIcon = Lights Off

guiName = Lights Off

category = Lights Off

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

LightsOn

{

active = True

guiActive = True

guiActiveEditor = True

guiIcon = Lights On

guiName = Lights On

category = Lights On

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

}

ACTIONS

{

ToggleLightAction

{

actionGroup = Light

}

LightOnAction

{

actionGroup = None

}

LightOffAction

{

actionGroup = None

}

}

}

MODULE

{

name = BBModule

isEnabled = True

EVENTS

{

}

ACTIONS

{

}

}

MODULE

{

name = CollisionFX

isEnabled = True

EVENTS

{

}

ACTIONS

{

}

}

MODULE

{

name = TweakScale

isEnabled = True

currentScale = 3.75

defaultScale = 3.75

defaultTransformScale = (1, 1, 1)

DryCost = 1500

EVENTS

{

}

ACTIONS

{

}

}

MODULE

{

name = InterstellarMeshSwitch

isEnabled = True

selectedObject = 0

EVENTS

{

nextObjectEvent

{

active = True

guiActive = False

guiActiveEditor = True

guiIcon = Next part variant

guiName = Toggle Alignment Colors

category = Next part variant

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

previousObjectEvent

{

active = True

guiActive = False

guiIcon = Prev part variant

guiName = Prev part variant

category = Prev part variant

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

}

ACTIONS

{

}

}

}

The docking port section of the target vessel

PART

{

name = SYdocking3m

cid = 4293907476

uid = 4006992183

mid = 1792922362

launchID = 147

parent = 103

position = 9.56355233938666E-06,-48.9048843383789,-2.49915615313512E-06

rotation = 1,0,-5.847915E-18,0

mirror = 1,1,1

symMethod = Radial

istg = 2

dstg = 2

sqor = -1

sepI = 5

sidx = -1

attm = 0

srfN = , -1

attN = bottom, 103

attN = top, -1

attN = disabled, -1

mass = 0.6

temp = 326.2166883994

tempExt = 326.259723517247

expt = 0.1

state = 0

connected = True

attached = True

flag = Squad/Flags/squadLogo2

rTrf = controlNode

modCost = 0

EVENTS

{

}

ACTIONS

{

}

PARTDATA

{

}

MODULE

{

name = ModuleDockingNode

isEnabled = True

state = Ready

dockUId = 2878531493

dockNodeIdx = 0

EVENTS

{

Undock

{

active = False

guiActive = True

guiIcon = Undock

guiName = Undock

category = Undock

guiActiveUnfocused = True

unfocusedRange = 2

externalToEVAOnly = True

}

UndockSameVessel

{

active = False

guiActive = True

guiIcon = Undock

guiName = Undock

category = Undock

guiActiveUnfocused = True

unfocusedRange = 2

externalToEVAOnly = True

}

Decouple

{

active = False

guiActive = True

guiIcon = Decouple Node

guiName = Decouple Node

category = Decouple Node

guiActiveUnfocused = True

unfocusedRange = 2

externalToEVAOnly = True

}

SetAsTarget

{

active = False

guiActive = False

guiIcon = Set as Target

guiName = Set as Target

category = Set as Target

guiActiveUnfocused = True

unfocusedRange = 200

externalToEVAOnly = False

}

UnsetTarget

{

active = True

guiActive = False

guiIcon = Unset Target

guiName = Unset Target

category = Unset Target

guiActiveUnfocused = True

unfocusedRange = 200

externalToEVAOnly = False

}

EnableXFeed

{

active = False

guiActive = True

guiIcon = Enable Crossfeed

guiName = Enable Crossfeed

category = Enable Crossfeed

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

DisableXFeed

{

active = False

guiActive = True

guiIcon = Disable Crossfeed

guiName = Disable Crossfeed

category = Disable Crossfeed

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

MakeReferenceTransform

{

active = True

guiActive = True

guiIcon = Control from Here

guiName = Control from Here

category = Control from Here

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

}

ACTIONS

{

UndockAction

{

actionGroup = None

}

DecoupleAction

{

actionGroup = None

}

}

}

MODULE

{

name = ModuleLight

isEnabled = True

isOn = False

lightR = 1

lightG = 1

lightB = 1

lightR_UIFlight

{

controlEnabled = True

minValue = 0

maxValue = 1

stepIncrement = 0.05

}

lightG_UIFlight

{

controlEnabled = True

minValue = 0

maxValue = 1

stepIncrement = 0.05

}

lightB_UIFlight

{

controlEnabled = True

minValue = 0

maxValue = 1

stepIncrement = 0.05

}

EVENTS

{

LightsOff

{

active = False

guiActive = True

guiActiveEditor = True

guiIcon = Lights Off

guiName = Lights Off

category = Lights Off

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

LightsOn

{

active = True

guiActive = True

guiActiveEditor = True

guiIcon = Lights On

guiName = Lights On

category = Lights On

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

}

ACTIONS

{

ToggleLightAction

{

actionGroup = Light

}

LightOnAction

{

actionGroup = None

}

LightOffAction

{

actionGroup = None

}

}

}

MODULE

{

name = BBModule

isEnabled = True

EVENTS

{

}

ACTIONS

{

}

}

MODULE

{

name = CollisionFX

isEnabled = True

EVENTS

{

}

ACTIONS

{

}

}

MODULE

{

name = TweakScale

isEnabled = True

currentScale = 3.75

defaultScale = 3.75

defaultTransformScale = (1, 1, 1)

DryCost = 1500

EVENTS

{

}

ACTIONS

{

}

}

MODULE

{

name = InterstellarMeshSwitch

isEnabled = True

selectedObject = 0

EVENTS

{

nextObjectEvent

{

active = True

guiActive = False

guiActiveEditor = True

guiIcon = Next part variant

guiName = Toggle Alignment Colors

category = Next part variant

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

previousObjectEvent

{

active = True

guiActive = False

guiActiveEditor = True

guiIcon = Prev part variant

guiName = Prev part variant

category = Prev part variant

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

}

ACTIONS

{

}

}

}

And here's a link to the output.log

I also have the savegame, if someone needs it

http://www./download/9mbggbg0n67eoii/output_log.rar

And that's a hell of a wall of text!

Anyway, any idea about how to fix this bug or whatever?

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Hi,

I had some issues with these ports as well... don't know if this helps but:

If you place the port most of the times it will stay transparant and not connect/attach. I found that if you place it very carefully (let it snap itself) and don't move the mouse cursor in any further, the prt will snap to the joint and turn green, it will connect properly then. To gte it right I sometimes need 4-5 attempts so I think the attach position is very finicky.

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