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Covered Docking Port Setup


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So, I am running into a couple of problems trying to produce an engine with extendable docking adapter.

My unity setup is like so:

b5d78cea6f.jpg

So, the "dockingNode" is child to the "Tunnel" object, which extends downwards below the nozzles by the animation.

a46f32ac13.jpg

Unfortunately, in game, no dice. There is no attraction, no docking.

5d2510c8d2.jpg

So, my modules are setup like this:

MODULE
{
name = ModuleDockingNode
nodeTransformName = dockingNode
deployAnimationController = 1
nodeType = size0
}

MODULE
{
name = ModuleAnimateGeneric
animationName = Capella_Engine_A_Deploy
actionGUIName = Toggle Shield
startEventGUIName = Open Shield
endEventGUIName = Close Shield
}

Ah, I am sorry if I am making some silly mistake here. But, I have been scratching my head for a little while...

(I was unsure about "deployAnimationController = 1", the part only has one animation, so perhaps it should be 0?)

Edit:

Ack!

Even worse.

With a bit of wiggling and clipping, docking is achieved (I think).

57d3e05c53.jpg

Trouble is, it explodes instantly.

e13ac36d4c.jpg

Edited by Beale
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dockingNode should be pointing +Z (the blue arrow, not the green one) - that's probably why it isn't snapping

It was a silly little mistake after all!

After making the changes, seems to work.

A bit of bumping and nudging is required to make the connection, but I think I just need to move the dockingNode a little further out.

Thanks Tiberion!

4c85457d85.jpg

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So, I think it is best to bump this thread up, rather than make a new one.

More docking port problems.

I am trying to make a docking port / parachute combo.

The parachute part works perfectly!

60b4229121.jpg

The docking port, not so much.

The only option I have is "Control From Here", no connection can be made, anything attached in the VAB cannot be un-docked.

I realise this is a fairly niche issue.

I've taken a look at the KP0110 capsule, which uses a docking port / parachute combo basically identical to what I'm trying to do, so not sure why it's going wrong...

PART
{

name = Polaris_Port_A
module = Part
author = Tantares

MODEL
{
model = Tantares/Parts/FUJI/Polaris_Port_A/model
texture = Polaris_Crew_A_psd , Tantares/Parts/FUJI/Polaris_Crew_A/Polaris_Crew_A_psd
}
scale = 1

node_stack_bottom = 0.0, -0.035, 0.0, 0.0, 1.0, 0.0, 1
node_stack_top = 0.0, 0.035, 0.0, 0.0, 1.0, 0.0, 1

sound_parachute_open = activate
sound_parachute_single = deploy

TechRequired = survivability
entryCost = 2900
cost = 900

category = Utility
subcategory = 0
title = PP+ Docking Parachute
manufacturer = Tanto-Rofu Corp.
description = Docking ports are cool and all, but can they break your fall? This one can.
attachRules = 1,0,1,1,0

mass = 0.1

dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.15
angularDrag = 2
crashTolerance = 10
maxTemp = 3400
fuelCrossFeed = False

MODULE
{
name = ModuleDockingNode
referenceAttachNode = top
nodeType = size0
}

MODULE
{
name = ModuleParachute
semiDeployedAnimation = Polaris_Port_A_Semi
fullyDeployedAnimation = Polaris_Port_A_Full
invertCanopy = false
autoCutSpeed = 0.5
capName = Polaris_Port_A_Cap
canopyName = Polaris_Port_A_Canopy
stowedDrag = 0.22
semiDeployedDrag = 1
fullyDeployedDrag = 500
minAirPressureToOpen = 0.01
deployAltitude = 500
deploymentSpeed = 1
semiDeploymentSpeed = 1
}


}

For comparison, the KP0110 docking port capsule, which does work.

The only major difference is the animation, but from what I can tell, it is purely cosmetic.

PART
{
// this is a sample config file, for determining a good file format for defining part parameters
// comment line - ignored by cfg parser
// empty lines, or lines without a '=' sign are also ignored
// all other lines are split at the '=' sign, and the left operand is used to know what parameter we are setting
// diferent parameters require data in different formats (see docs), and each module has it's own parameters (again, see docs)
// each assignment must be in a single line. Lines without assignments will be ignored. (You CAN turn on word wrap, though)
// each keyword here relates to an existing variable in the assigned module. If the keyword isn't found, it is ignored.
// conversely, if a keyword is left unassigned (as in not in the file), it will be initialized with it's default value
// This is done automatically, so any public variable defined in the loaded module can be accessed this way (provided it's value can be parsed)


// --- general parameters ---
name = parachutekpollo
module = Part
author = Ledenko

// --- asset parameters ---
MODEL
{
model = KerbonTech/Parts/KP0110/kp0110chute
}
scale = 1

rescaleFactor = 1

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, size
node_stack_bottom = 0.0, -0.09, 0.0, 0.0, 1.0, 0.0, 1
node_stack_top = 0.0, 0.330, 0.0, 0.0, 1.0, 0.0, 1
node_attach = 0.0, 0.09, 0.0, 0.0, -1.0, 0.0

// --- FX definitions ---
sound_parachute_open = activate


// --- editor parameters ---
TechRequired = specializedControl
entryCost = 7600
cost = 1700
category = Utility
subcategory = 0
title = K-P0110 Parachute Module

description = This is actually an integral part of the K-P0110 command module. If it somehow becomes separated, it means you've voided your warranty.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 0.3
dragModelType = default
angularDrag = 3
crashTolerance = 12
maxTemp = 3100

breakingForce = 100
breakingTorque = 50

stageOffset = -1


// ----- DO NOT EDIT BELOW THIS POINT ------

MODULE
{
name = ModuleParachute
invertCanopy = true
autoCutSpeed = 0.5
capName = cap
canopyName = Canopy
semiDeployedAnimation = mainhalfdeploy
fullyDeployedAnimation = mainfullydeploy
stowedDrag = 0.22
semiDeployedDrag = 1
fullyDeployedDrag = 500
minAirPressureToOpen = 0.01
deployAltitude = 500
deploymentSpeed = 1
semiDeploymentSpeed = 1
}
MODULE
{
name = ModuleDockingNode
referenceAttachNode = top
nodeType = size1
}
MODULE
{
name = ModuleAnimateGeneric
animationName = Dockingprobeanim
startEventGUIName = Extend Docking Probe
endEventGUIName = Retract Docking Probe
}
}

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Try explicitly adding the "nodeTransformName = dockingNode" to your ModuleDockingNode, using your transform's name of course. It can be left out if your transform is named the default/expected name (which I assume is dockingNode, but I don't remember) but it's acting like the transform isn't being located.

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Try explicitly adding the "nodeTransformName = dockingNode" to your ModuleDockingNode, using your transform's name of course. It can be left out if your transform is named the default/expected name (which I assume is dockingNode, but I don't remember) but it's acting like the transform isn't being located.

Aaah, in this case, I had assumed only the node_stack_top , as defined in the config is required, so the Unity setup did not include a "dockingNode".

I will try if that fixes it.

Once again, thanks Tiberion!

Edit: It works! Thank you so much! (Another silly mistake on my part)

Edited by Beale
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No problem.

The referencenode is used to signal which node is "linked" to the docking transform, so that it can be "undocked" the 1st time from whatever it was stacked with in the VAB without the need for a decoupler. You can do a dockingnode without a stack node assigned (example: the shielded Clamp-O-Tron stock docking port)

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