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Clamp-o-Tron docking port stopped working.


BechMeister

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Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Windows 11 Home | CPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz | GPU: NVIDIA GeForce GTX 1660 TI | RAM16,0 GB

 

So one of the Clamp-o-trons on my medium drone has seized to work - I do not know how it happened. But I can now confirm that the docking port on the front side just wont dock. If i flip it and use the back port.. no problem at all.

Video for reference:

 

Edited by Anth12
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43 minutes ago, BechMeister said:

So one of the Clamp-o-trons on my medium drone has seized to work - I do not know how it happened. But I can now confirm that the docking port on the front side just wont dock. If i flip it and use the back port.. no problem at all.

That's a weird one. You wouldn't have a save file and a craft file for that?
Also do you remember if you docked anything to the station other than that docking port before you noticed an issue?

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11 hours ago, Anth12 said:

That's a weird one. You wouldn't have a save file and a craft file for that?
Also do you remember if you docked anything to the station other than that docking port before you noticed an issue?

It took a while before I noticed the issue - at first i just thought it was a "timer" thing - I have previously noticed when undocking to rotate a part that got on at an wrong angle, that its like there is a timer that prevents two parts that just undocked to dock again too quick. But I kept slapping the two ports together, softer and softer for it to connect... it always worked to flip it. I think its 2-3 parts being moved around since the bug.

I have quicksaved-quickloaded every step to be able to revert to a earlier state in case i ran into the bug were things disassemble. (which ive also encountered a few times)

If you can guide me to where the craft file is i can give you the craft file for the vehicle (mind you that the vehicle is in the craft file for the entire station)

And I can give you a copy of the save? If you want I can try find a previous save where both the docking ports work?

Edited by BechMeister
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23 minutes ago, BechMeister said:

It took a while before I noticed the issue - at first i just thought it was a "timer" thing - I have previously noticed when undocking to rotate a part that got on at an wrong angle, that its like there is a timer that prevents two parts that just undocked to dock again too quick. But I kept slapping the two ports together, softer and softer for it to connect... it always worked to flip it. I think its 2-3 parts being moved around since the bug.

I have quicksaved-quickloaded every step to be able to revert to a earlier state in case i ran into the bug were things disassemble. (which ive also encountered a few times)

If you can guide me to where the craft file is i can give you the craft file for the vehicle (mind you that the vehicle is in the craft file for the entire station)

And I can give you a copy of the save? If you want I can try find a previous save where both the docking ports work?

Enter the following into Windows Explorer. They are in there:
%userprofile%\AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer

I would appreciate before and after :)

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  • 3 weeks later...
On 7/14/2023 at 7:02 PM, BechMeister said:

https://1drv.ms/f/s!AhGsvJ5Xnc4dqH0gl90QYSnxLLz4?e=X9VwhQ

I could not figure out how to upload the files to KSP forum - So I put them in a One Drive folder. 

Hope you get all you need, for I leave for vecation today.

happy bug hunting.

That the little craft you have will dock on one side but not the other is weird.

Edited by Anth12
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On 7/14/2023 at 7:02 PM, BechMeister said:

https://1drv.ms/f/s!AhGsvJ5Xnc4dqH0gl90QYSnxLLz4?e=X9VwhQ

I could not figure out how to upload the files to KSP forum - So I put them in a One Drive folder. 

Hope you get all you need, for I leave for vecation today.

happy bug hunting.

I recreated your little buggy craft for the most part. It isn't having any issues. Unfortunately I will need your craft file for any further testing.

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7 hours ago, Anth12 said:

I recreated your little buggy craft for the most part. It isn't having any issues. Unfortunately I will need your craft file for any further testing.

Im coming home from vecation tomorrow. If you can tell me where i find the craft file ill send it

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5 hours ago, BechMeister said:

Im coming home from vecation tomorrow. If you can tell me where i find the craft file ill send it

%userprofile%\AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer

Use that. Then open the folder for the campaign. Then its inside the workspaces folder.
Hope you had an enjoyable holiday :)

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It was well needed. Although.. I always feel like I am in need of a holiday from my holidays x)

 

I placed the relevant craft file in the onedrive folder - Hope it helps you on your quest.

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omg.. well I uploaded the entire folder now.. The vehicle file is in the file called: K.G.01v2 - There is both a new version and the version you have in space.

I also uploaded another save game, as I have found a second broken docking port. I know the two ports has been connected once, and i wonder if both docking ports are broken by the same bug, possible when they undocked?

Any way... In my newest savegame I have undocked both the drone and the faulty fuel tank and destroyed them. I then flew up new parts. What is weird though is when i came up with a new drone and fuel tank, the two stations were no longer connected but floated a part from each other. I dont know what undocked them.

 

 

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50 minutes ago, BechMeister said:

omg.. well I uploaded the entire folder now.. The vehicle file is in the file called: K.G.01v2 - There is both a new version and the version you have in space.

I also uploaded another save game, as I have found a second broken docking port. I know the two ports has been connected once, and i wonder if both docking ports are broken by the same bug, possible when they undocked?

Any way... In my newest savegame I have undocked both the drone and the faulty fuel tank and destroyed them. I then flew up new parts. What is weird though is when i came up with a new drone and fuel tank, the two stations were no longer connected but floated a part from each other. I dont know what undocked them.

Thanks. I will take a look at all this in the next few days.

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  • 2 weeks later...
4 hours ago, Anth12 said:

@BechMeister Can you remember exactly how you launched the original craft that had issues with its docking port?

I can... I actually have a "live blog" with the building of this station... Its a bit of a long read.. but I can find the relevant info though... I dont "cheat" though. So it involves a lot of steps moving parts back and forth.

I think I know when the top port broke now that we speak of it... There was a time were that port was connected to another port. And then suddenly when another part arrived at the station they were no longer connected but floating a part from each other... I dont know if them separating off screen on its own is when it stopped working? I mean maybe it think its still docked?

If you want I can link you the blog and point you to the relevant section... but its quite a read.

I am currently testing if its a question of inline port against inline port = no good. By docking my drone to it. The drone has a regular clamp-o-tron.. so if it can dock that may be the issue. Ill report in like 10 min and then upload the savefile too

 

Edited by BechMeister
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@Anth12 i just noticed some other clues as to the Clamp-o-tron shielded and inline having issues with docking  and undocking.

Yesterday i was moving fuel tanks from one vehicle to the other. I moved 3 tanks no issues - quick saved and went to bed.

Today when I loaded up again to continue i had the bug were the port was docked but not docked. So i loaded a previous save. But all the saves were my Clamp-o-tron was connected to a Clamp-O-Tron shielded there was a bug were it was connected and not connected.

The clamp-o-tron can undock, but the clamp-o-tron shielded only offers the option to "control from here" "docking port extended" and "fuel crossfeed"

How ever I have found out that I can force and undock by setting an action group to undock - I usually dont do this as I have more docking ports than i have costume action groups - so i go through the death right click every time.

The interesting thing is - using action group to force an undock fixes the broken docking port. I just docked my drone to the docking port that previously didnt work.

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2 minutes ago, BechMeister said:

@Anth12 i just noticed some other clues as to the Clamp-o-tron shielded and inline having issues with docking  and undocking.

Yesterday i was moving fuel tanks from one vehicle to the other. I moved 3 tanks no issues - quick saved and went to bed.

Today when I loaded up again to continue i had the bug were the port was docked but not docked. So i loaded a previous save. But all the saves were my Clamp-o-tron was connected to a Clamp-O-Tron shielded there was a bug were it was connected and not connected.

The clamp-o-tron can undock, but the clamp-o-tron shielded only offers the option to "control from here" "docking port extended" and "fuel crossfeed"

How ever I have found out that I can force and undock by setting an action group to undock - I usually dont do this as I have more docking ports than i have costume action groups - so i go through the death right click every time.

The interesting thing is - using action group to force an undock fixes the broken docking port. I just docked my drone to the docking port that previously didnt work.

The new docking ports have issues for sure.

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I think some of the issues stem from the part being a docking port and not, depending on configuration.

 

I also found that if I use the MK.2 clamp-o-tron that if you say "control from here" before the port has fully deployed - then it wont change orientation to the docking port. - but that is another topic

Edited by BechMeister
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@Anth12 I had a very similar issue, with an entirely different craft.
i used this exact craft: https://kspbuilds.com/build/SATURN-V-:-Apollo

The docking port of the landing module is attached to the engine of the return module, but
I did reconfigure the ship before I transferred to the mun, so both docking ports worked fine at that point.

eventually, I had to get Jeb on EVA and transfer him like that because there was simply no way to dock. 
Besides that, the only bug I found was that the return module was spinning out of control when trying to point to the target,
it seems both vessels "thought" they were already docked together, because I could select "control from here" on a vessel I was targetting.

maybe that last part could be a clue as to why docking didn't work, maybe the docking port that was originally attached to the engine,
thought it was never decoupled to begin with. Not sure, but it could be a clue.

 

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5 minutes ago, gluckez said:

@Anth12 I had a very similar issue, with an entirely different craft.
i used this exact craft: https://kspbuilds.com/build/SATURN-V-:-Apollo

The docking port of the landing module is attached to the engine of the return module, but
I did reconfigure the ship before I transferred to the mun, so both docking ports worked fine at that point.

eventually, I had to get Jeb on EVA and transfer him like that because there was simply no way to dock. 
Besides that, the only bug I found was that the return module was spinning out of control when trying to point to the target,
it seems both vessels "thought" they were already docked together, because I could select "control from here" on a vessel I was targetting.

maybe that last part could be a clue as to why docking didn't work, maybe the docking port that was originally attached to the engine,
thought it was never decoupled to begin with. Not sure, but it could be a clue.

Maybe. Thanks for the information.
@BechMeister  in your case, was the docking port that stopped working originally connected to something other than another docking port?

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2 hours ago, gluckez said:

eventually, I had to get Jeb on EVA and transfer him like that because there was simply no way to dock. 
Besides that, the only bug I found was that the return module was spinning out of control when trying to point to the target,
it seems both vessels "thought" they were already docked together, because I could select "control from here" on a vessel I was targetting.

I have had a similar issue, but that was because the NAV ball remained with the previous stage.. but controlled the second stage.. its hard to explain. I resolved it with a quicksave quick load.
 

2 hours ago, Anth12 said:

in your case, was the docking port that stopped working originally connected to something other than another docking port?

In my case they always started with working, and then later didnt work. I have a theory for the issue though. It seems to me that when you load a save there is a chance that the inline docking ports "forget" they are docked. At that point you can retract and extend the docking port, and it wont show the option for undocking. If something else undock - or dock with force to the same vehicle/station - The force will "eject" the vehicles connected to the ports that have "forgotten" they are docked - These crafts will still remain part of the vehicle/station. So if you use SAS to move they will move too.. even when they are still drifting away.

If you delete these drifting pieces the port will remain broken... because it is docked.. but not docked. - The fix i found is that if you make an action group with undock option and you press it - nothing will obviously happen as nothing is docked to the port. But now you can dock to it. - Its just a theory though...

It seems the problem has a higher chance of happening if its inline port to inline port... and less of a chance if its inline to not inline. How ever.. I have not tested it since v0.1.4. - but ill test it some time in the weekend.

I'll try bait the weird - parts lose cohesion bug and move individually - bug also.

It is weird that I seem to run into these particular bugs more often than others x)  

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Update:

I have a strong theory that putting a decoupler on a docking port will break it. I have done this some times in the past to be able to strut the cargo to the faring. As the decoupler always breaks the struts. But this time the docking ports did not work - Also the decouplers were doing funky stuff were they again was docked and not docked. - It would be stuck to the docking port, but when i time warped it driftet off. It was still registered as part of the craft though...

I dont know if this is a known issue or if i should make yet another bug report?

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