nothke Posted June 14, 2013 Share Posted June 14, 2013 I made a robotic arm with Damned robotics and tried docking two "modules" with it.. While I was docking it, the magnet worked correctly pulling the "child" module into the "parent". but when I released the module from the arm the magnet just wont work anymore.. Strangely enough, I can join the "child" to any other port on the station. The arm is not really the problem, I have been trying to connect it with RCS and the "parent" dock just doesn't work. As if the magnet on that particular docking port has "worn out".I am looking into the "persistent.sfs" file and I don't see anything unusual about the port. Or I just don't know what to look at =( reloading doesn't work as well, the port is just dead! Link to comment Share on other sites More sharing options...
DMagic Posted June 14, 2013 Share Posted June 14, 2013 You need to find the docking port in question and check its "state = " value. If it is undocked it should be "state = ready", but there is a docking bug floating around that can screw things up. I have had this issue with all 3 regular docking port types. Sometimes broken docking ports will be either "state = acquire" or "state = docked (dockee)" or (docker).Make sure you are looking at the right docking port in the persistence file. It can get tricky when you have multiple docks / vessel, or if you're not sure which vessel has the broken dock. Link to comment Share on other sites More sharing options...
nothke Posted June 14, 2013 Author Share Posted June 14, 2013 Thanks!! It works now! I was looking into a wrong port xD I searched "acquire" and guess what.. There was one dock with that state. I changed it to ready and it works! I think that this happens when you quickload while the "magnet" is working (maybe I did), or maybe when "administration" changes as I unplugged the arm while the magnet on the other port was working. So the state stays somehow frozen to "acquire"I hope the devs know about this bug Link to comment Share on other sites More sharing options...
DMagic Posted June 14, 2013 Share Posted June 14, 2013 Yep, I think it's the quickload. That does it to me everytime. There is a thread about this in the support section, so I think they know about it. I'll see about making a bug report later today; it should be easy enough to quickly recreate this on a stock save. Link to comment Share on other sites More sharing options...
nothke Posted June 14, 2013 Author Share Posted June 14, 2013 Oh god, I have an even worse problem now! One port won't undock now! It has an "undock" button but it won't work.. The module just stays there attached. It shouldn't be connected to the previous problem cause the previous one was another port type (now it's clampotron jr.) so I didn't change it.. =(How can I see what port am I dealing with?? Is there a way to see the part ID from the debug or some way?? Link to comment Share on other sites More sharing options...
DMagic Posted June 14, 2013 Share Posted June 14, 2013 This is a much thornier problem that is probably unrelated to the first issue (and as far as I know, any size docking port can be affected by the won't-dock bug). You can try undocking other sections of the craft if that's an option. This usually unsticks the broken port, but it doesn't always work. There is a possible solution here, but it's not as simple as the first problem's fix. Link to comment Share on other sites More sharing options...
bilson Posted September 10, 2014 Share Posted September 10, 2014 Hello all,Newly registered here to state that this problem is still in the game with v0.24.2.559 in September 2014. Very disappointed. I just spent two hours trying to redock from a quick-save before googling to see if this was a bug. It's absurd that this was first reported a year ago and hasn't been fixed yet. Link to comment Share on other sites More sharing options...
Panch Posted November 13, 2014 Share Posted November 13, 2014 nothing is fixing it for me on .25. Link to comment Share on other sites More sharing options...
Claw Posted November 13, 2014 Share Posted November 13, 2014 Yes, it is in fact still present. The cause is still unknown so it's difficult to fix the bug.In the mean time, you can see here for ways to fix your save: http://forum.kerbalspaceprogram.com/threads/78863-FIX-Dock-Undocking-Bug-in-0-23-5Although this thread is still somewhat relevant, I'm going to close this so that further discussions/questions can move to the more current thread. Please let me know if it's unclear or if you have questions.Cheers,~Claw Link to comment Share on other sites More sharing options...
Panch Posted November 13, 2014 Share Posted November 13, 2014 anything look fishy with my ports? i cannot get them to connect, even from reloading/relaunching/rebuilding. PART { name = dockingPort2 uid = 4021002929 mid = 2407270059 launchID = 71 parent = 0 position = 0,1.19319152832031,0 rotation = 0,0,0,1 mirror = 1,1,1 istg = 0 dstg = 0 sqor = -1 sidx = -1 attm = 0 srfN = None, -1 attN = None, -1 attN = bottom, 0 mass = 0.05 temp = -167.1494 expt = 0.5 state = 0 connected = True attached = True flag = Squad/Flags/default rTrf = dockingPort2 modCost = 0 EVENTS { } ACTIONS { } MODULE { name = ModuleDockingNode isEnabled = True state = Ready dockUId = 2897652910 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 = ModuleDockingNodeNamed isEnabled = True portName = Port 2 initialized = True EVENTS { renameDockingPort { active = True guiActive = True guiActiveEditor = True guiIcon = Rename Port guiName = Rename Port category = Rename Port guiActiveUnfocused = True unfocusedRange = 2000 externalToEVAOnly = False-----------------------------------------------------------------------} PART { name = dockingPort2 uid = 2897652910 mid = 992345179 launchID = 72 parent = 153 position = 0,1.75,0 rotation = 0,0,0,1 mirror = 1,1,1 istg = 1 dstg = 1 sqor = -1 sidx = -1 attm = 0 srfN = None, -1 attN = None, -1 attN = bottom, 153 mass = 0.05 temp = -108.757 expt = 0.5 state = 0 connected = True attached = True flag = Squad/Flags/default rTrf = dockingPort2 modCost = 0 EVENTS { } ACTIONS { } MODULE { name = ModuleDockingNode isEnabled = True state = Ready dockUId = 4021002929 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 = ModuleDockingNodeNamed isEnabled = True portName = Port 1 initialized = True EVENTS { renameDockingPort { active = True guiActive = True guiActiveEditor = True guiIcon = Rename Port guiName = Rename Port category = Rename Port guiActiveUnfocused = True unfocusedRange = 2000 externalToEVAOnly = False Link to comment Share on other sites More sharing options...
Claw Posted November 13, 2014 Share Posted November 13, 2014 Yes, try setting the dockUId to 0. Off hand I don't see anything else that looks amiss. Seening as how I forgot to actually close the thread, I'm going to do that now. If setting the dockUId doesn't work, feel free to post in the thread linked above.Cheers,-Claw Link to comment Share on other sites More sharing options...
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