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Docking Ports won't separate


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Hey, so I sent a resupply mission to my Space station using a mark 1-2 pod and a shielded docking port, connecting to an unshielded 1.25m port. I did my mission and all that, then when I went to undock the nodes refused to separate. Now I have seen other people having this issue and I've tried the solutions that worked for them, to no avail. I think it may have something to do with mods I have installed, but can't be sure. In that regard, I've got KAS, DRE, 6S Service compartment(which is in use on the vessels along with the KAS parts) Kerbal Engineer, RemoteTech2, and Visual Enhancements.

Basically when I clicked undock, the docking ports behaved as they were supposed to in that the gui button for "undock" disappeared along with the crossfeed toggle. However, the two ports remained affixed to each other and the vessel still includes the "undocked" vehicle. I can toggle the shield on the shuttle's docking port so It clearly thinks it's undocked, but the vessel and the station it's docked to are acting like they're still one vessel. neither of the ports still has the Undock button.

Any ideas anyone?

EDIT: Would it help if I posted the section of the savefile including the offending vessels?

PART
{
name = dockingPort2
uid = 388725757
mid = 365007793
parent = 78
position = -0.0202179253101349,-7.38458681106567,0.00975729338824749
rotation = -0.06914065,-0.0009563279,-0.9976038,-0.002377101
mirror = 1,1,1
istg = 0
dstg = 0
sqor = -1
sidx = -1
attm = 0
srfN = None, -1
attN = None, -1
attN = bottom, 78
mass = 0.05
temp = -199.9601
expt = 0.5
state = 1
connected = True
attached = True
flag = Squad/Flags/AgencyFlagTSEI
rTrf = dockingPort2
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleDockingNode
isEnabled = True
state = Ready
dockUId = 2799387372
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 = ModuleAeroReentry
isEnabled = True
adjustCollider = 0
crashTolerance = 8
damage = 0
dead = False
EVENTS
{
RepairDamage
{
active = True
guiActive = False
guiIcon = No Damage
guiName = No Damage
category = No Damage
guiActiveUnfocused = True
unfocusedRange = 4
externalToEVAOnly = True
}
}
ACTIONS
{
}
}
}
PART
{
name = dockingPort1
uid = 2799387372
mid = 577006466
parent = 85
position = -0.0235763043165207,-8.00017166137695,0.0103957252576947
rotation = 0.002890007,0.9391121,0.001040688,-0.3435981
mirror = 1,1,1
istg = 0
dstg = 0
sqor = -1
sidx = -1
attm = 0
srfN = None, -1
attN = bottom, 87
mass = 0.1
temp = -200.7869
expt = 0.5
state = 0
connected = True
attached = True
flag = Squad/Flags/AgencyFlagTSEI
rTrf = dockingPort1
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleDockingNode
isEnabled = True
state = Ready
dockUId = 388725757
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
}
}
DOCKEDVESSEL
{
vesselName = CTO-02
vesselType = 5
rootUId = 3412167399
}
}
MODULE
{
name = ModuleAnimateGeneric
isEnabled = True
status = Locked
animSwitch = False
animTime = 1
animSpeed = 1
EVENTS
{
Toggle
{
active = True
guiActive = True
guiIcon = Toggle
guiName = Close Shield
category = Toggle
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
ToggleAction
{
actionGroup = None
}
}
}
MODULE
{
name = ModuleHeatShield
isEnabled = True
deployAnimationController = 0
direction = (0, 0, 0)
reflective = 0.25
ablative =
area = 0
thickness = 0
adjustCollider = 0.25
crashTolerance = 8
damage = 0
dead = False
loss
{
}
dissipation
{
}
EVENTS
{
RepairDamage
{
active = True
guiActive = False
guiIcon = No Damage
guiName = No Damage
category = No Damage
guiActiveUnfocused = True
unfocusedRange = 4
externalToEVAOnly = True
}
}
ACTIONS
{
}
}
MODULE
{
name = ModuleAnimation2Value
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
MODULE
{
name = ModuleAnimation2Value
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
}

FIXED THE PROBLEM:

I was examining another user's method of repairing flasely undocked ports and attempted to force both ports back into a docked state. This succeeded and was achieved by changing the "state=ready" line on both ports to"state=docked (dockee)" and "state=docked (docker)" respectively. Then when I loaded the quicksave that I had edited, the ship was docked as one station, but I was now able to successfully undock.

Edited by MarcRan17
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the first thing everyone will recommend is:

1. remove all mods that are installed and see if it duplicates in 100% stock.

2. add each mod back 1 at a time, each time testing to see which mod if any cause it.

3. if it is a mod, check to see if it has a recent update, if so, down load it and roll from there.

4. if no update for said mod exists or is a .23 compatible mod, then, well, im at a loss, cuz i do not want to suggest you fully remove said mod if you enjoy playing with it, but, if its causing an issue and no fix is present, well, um that may be your only choice.

5. posting your save file of both crafts if no mods are present on those ships <cuz that may affect who can/cant help you> via say www.fileswap.com so those who can do the programmer thing can check it out, barring that, a copy/paste into the thread may be your only recourse IF the ships are modded and you still wish the use of the "offending" mod.

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I don't THINK, that this is a mod issue. I could be wrong, but I see no way of doing the above anyways, because removing the mods would cause the ships to fail to load, not to mention I have no Idea how I would reproduce this. I docked the exact same way once before, no problems, and all my other ports are working fine. I'll copy and paste the portion of the savefile that involves the docking ports on the vessels, see if that helps anyone.

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MarcRan17: when running mods of any kind, when a glitch occurs, its customary to dump all the mods, start a fresh save <leaving your other games intact just not loading them> and make the ship again <if its from modded parts, then, get as close as you can stock and see if it occurs again, if not, you add in 1 mod, try again, if no duplication of the error, then add the 2nd mod and try again, you keep going like this until it happens again.

Its just standard operational procedure for modded installs is all. Glad you did fix the issue tho.

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yeah, I understand, the only thing is that it was kind of a freak chance type event. That is, I've done the same docking maneuver before with identical mods and set up, but they didn't lock up like that. That coupled with the fact that I wouldn't be able to remove any of the parts mods that were installed without removing the offending nodes as well, and being that the problem happened at random, I doubt that I'd be able to reproduce it. I think that it was the same bug that was mentioned in that other forum user's post, where two docking nodes would be decoupled but only one actually knows it was decoupled, the difference here being that I think both the nodes thought they were uncoupled but the ship was somehow still registering as docked. But anyways, the point is that it was a fairly easy fix after all.

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