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I can't undock/redock


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I'm trying to build a station. I'm using Mechjeb to do the initial docking (since I suck at it and couldn't care less about doing it manually), however the parts are usually rotated wrong. So I'm trying to undock, rotate the part so that it looks nice, and then move back to dock again. But it doesn't work, when I try to dock it just bounces off. I'm less than a meter away from the docking port at most, and the docking port is lined up 99.9% (I checked).

What am I doing wrong?

Edited by Hanyuu
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You encountered the well-known, unresolved, Undock Bug. Welcome to the club

http://forum.kerbalspaceprogram.com/showthread.php/43829-Help-Undocking

http://forum.kerbalspaceprogram.com/showthread.php/35777-Can-t-Undock-Bug

It is my deepest KSP desire that Squad fixes this in pre-alpha v 0.22. I'd rather they fixed buzz-killing bugs like this instead of creating shiny new toys and features.

Edited by Apollo13
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You encountered the well-known, unresolved, Undock Bug. Welcome to the club

http://forum.kerbalspaceprogram.com/showthread.php/43829-Help-Undocking

http://forum.kerbalspaceprogram.com/showthread.php/35777-Can-t-Undock-Bug

It is my deepest KSP desire that Squad fixes this in pre-alpha v 0.22. I'd rather they fixed buzz-killing bugs like this instead of creating shiny new toys and features.

I know you're fond of this, but not everything is a nail for that hammer.

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  • 10 months later...

I figured out a way to do this without backing up. First undock, then rotate to your desired position, leaving the docking ports as close as possible. Next, exit to the space center. Then, go back to one of the craft you are trying to redock. Your vessels should reconnect in the desired position.

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Yes, quicksave/quickload does indeed work for ports that are in working order, but haven't reset after a recent docking. (No need to exit to the space center.)

Roscoe's docking fix thread is a great help, but I find that it can be difficult for people without a lot of save editing experience. Also, it doesn't seem to always fix the docking problems in 0.23.5. If you try the quicksave/quickload and have confirmed that ports are installed correctly, try this thread.

http://forum.kerbalspaceprogram.com/threads/78863-FIX-Dock-Undocking-Bug-in-0-23-5

Aaaaaaand, after I posted this, I realized it's a necro...

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Yeah necro, but for anyone reading this with the same problem, you can still rotate your craft while MJ's docking utility is doing its thing.

Wait until it has lined things up, and is moving towards the dock, then just rotate your ship as needed. MJ will correct any change in translation as you do so, but won't try to correct the rotation (as it doesn't care about rotation)

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I'm guessing the delay in re-activating the docking ports is intentional. If the ports were active when you decoupled, they would immediately recouple. The 'magnetic pull' of the ports is pretty strong. Two ports within a meter or two of each other can usually pull the two ships together.

I think the necessity of backing away several meters before the ports become active is an unintended consequence of the uncoupling process. I'm guessing the game designers wanted to make sure that when you decouple, the ships are allowed to actually separate before the ports become active again, and pull the ships together.

Would be nice to be able to, for example, right-click on the ports and have an option to reactivate them, without having to back away a certain distance. Meanwhile, the quickest fix is to back away several meters.

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I'm guessing the delay in re-activating the docking ports is intentional. If the ports were active when you decoupled, they would immediately recouple. The 'magnetic pull' of the ports is pretty strong. Two ports within a meter or two of each other can usually pull the two ships together.

Yes it's intentional for the exact reason you said. I think it's distance based, not time based. You have to get a certain distance before the activation occurs.

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