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Undock, Decouple Stuck/Inop/Options Missing


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Situation:  Working in sandbox mode, I started working on a rough but complex model of the International Space Station (ISS) - it's actually looking pretty good! The core truss segment is completed.  To begin populating the station I docked an Apollo-style command capsule with 3 Kerbals aboard  to a RockoMax HubMax Multi-point Connector located dead-center in the station's structure.  The connector is fitted with Clamp-O-Tron Docking Ports.  The capsule, an MK 1-3 Command Pod, is fitted with a Clamp-O-Tron Shielded Docking Port.  The docking process was completed easily.

Crew & Equipment Status: It's now time for pilot Jebadiah  Kerban to return home and retrieve more station parts and occupants. All systems aboard the Command Pod (Monoprop, Electrical, Fuels, etc) are full and ready to go. Likewise the station's resources are at peak levels.

I RIGHT-clicked on the Command Pod Shielded docking port, which is open.  I noticed that the "Undock" and/or "Decouple Node" options are missing from the dialog box. All other options remain set to their default values. Nothing happened.  Next, I RIGHT-clicked on the already-mated-to multipoint connector's docking port. The option to "Decouple Node" (or was it "Undock"?) IS there.  I LEFT-clicked on it and...IT MAGICALLY DISAPPEARED FROM THE LIST OF OPTIONS!!

Such is my sad story. Nothing I would try after that would work. I toggled all options in the dialog boxes one at a time and even reduced the "Docking Acquire Force" to zero (0) on both ports. Please help.  Jebediah, Bob and Maddan are quickly running out of food! Bob is complaining about some infection and has a fever!

Potential solution research Conducted:  I've spent hours looking over posts that are 1-4 years old. Most  of the suggested "fixes" were for versions a lot earlier than mine.  Some seemed to be way above my pay grade and a couple sounded down-right dangerous!!  

Epilogue:  It's a fun and educational game/simulator. I'm far from finishing blowing things up and sacrificing innocent Kerbals in  the never-ending pursuit of infinite knowledge.  Hopefully there's someone out there  who can help me solve this problem so I can continue my mad-dog ways.

Thanks in advance.

Here's the technical stuff if it helps...

The game

  • Purchased from Steam early 2020 Stock version
  • Present version: 1.11.2.3077
  • Added "Making History" (ver. 1.11.1) in fall of 2020
  • Added "Breaking Ground" (ver. 1.6.1) in fall of 2020

The Computer

  • Microsoft Windows 10, all updates are current
  • System: 64-Bit
  • Motherboard: ASRock. X570 Phantom Gaming 4, Water-cooled
  • Processor: AMD Ryzen 7 3800X 8-Core Processor, 3893 Mhz, 16 Logical Processor(s)
  • Physical Memory (RAM)    32.0 GB, Available: 23.7 GB (KSP is running)
  • Total Virtual Memory    59.2 GB, Available: 44.7 GB
  • Graphics: NVIDIA GeForce RTX 2080 SUPER; 
  • Storage:  HDD: 946.37 GB;   SSD1: Patriot P200 1TB;   SSD2: ST4000DM004, 3.64 TB
  • Monitor:  HP 28yh; Resolution:  Resolution    1920 x 1080 x 60 hertz Native
  • Audio: NVIDIA & RealTek High Definition Audio
  • Other: External DVD/CD-ROM Read/Write; WiFi, LAN, Bluetooth
Edited by Lakerats
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On 3/27/2021 at 1:05 AM, Lakerats said:

Potential solution research Conducted:  I've spent hours looking over posts that are 1-4 years old. Most  of the suggested "fixes" were for versions a lot earlier than mine.  Some seemed to be way above my pay grade and a couple sounded down-right dangerous!!  

You might be encountering a really annoying bug thats been around for a while.

You can use this editor to auto check and fix the broken ports 

or you can manually edit the persistent file, this editor saved me so many times from bugs like that one, backup first.

The manual way i think its in this post but ofcourse backup first

 

Edited by Serenity
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Were you able to solve the problems with KML? From your description, it should be able to. I'm always willing to offer more help, if needed. Yes, that bug is quite old and still not fixed, but this also means the old solution in the mentioned thread still applies.

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