Docking issues
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Allright, this is beginning to annoy me.
I’ve got 1 dockpoint set up. (HpDockMountA, HpDockPointA01, HpDockPointA02)
my docking sphere entry: docking_sphere = berth, HpDockMountA, 15.000000, Sc_open dockProblem is, any attempt at docking end up in me chasing my tail like a dog. My ship will move up, ignoring HpDockPointA02 at first, then will turn around when it gets a certain distance and head back to wards A02 … over and over (seems to stop short just at the max extent of the structure). I can nav to where HpDockMountA is and dock right on top of it, but that doesn’t quite help. I’ve tried moving A01 and A02 both outside the structure, but that had no effect. The distances between each is: A->A01 = 500, A01->A02 = 500. So, any idears on how to fix er? =(
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**What is the x,y,z position of the A hardpoint in the CMP? FL has a max limit of docking distances for the center of the model. I increased mine to 5k which stopped this problem. You could also increase your docking radius to 500 to see if that might stop the problem.
To fix the min docking range, you will need to look at the hex edit stuff for the FL exe.**
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Sound like you’re talking about a custom station model.
If so do u have set dockingdoors in your model? If not delete the Sc_open dock
For my custom stations i use lines like this:docking_sphere = berth, HpDockMountA, 510.000000
Or try adding a HpDockCamA and HpLunchCamA to your model if the dockingmovie sequenze u define with the distance between HpDockMountA and the HpDockPointA01 is to long it may cause such a problem (not sure never tested it).
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@LS: HpDockMountA is at x 0, y 100, z -350 and attached to Root, if that makes any difference. I’ll give the exe hack a try, but that might be a bummer if it’s being released as part of a ship pack. The cmp itself shows a radius of 2945 in Model Resizer. As for docking radius, I’ve tried all between 15 and 1000.
@ Mindhunter: yupper it’s a custom station model with its own doors. After I undock from the station the launch cam works fine, as do the doors. That will be an important part of the model’s functionality (it needs to be able to play the door animation, and the time that animation plays must be long enough for a player to slip through -which is why I was looking to have at least 1k from docking initiation to dock finish). I’ll try moving A01 up closer than 500 from A and see if that solves it.
I’ll upload a vid clip if that helps. As I mentioned, it almost looks like when my ship turns around and heads for dpA02, it stops as it reaches the model’s radius, then circles back like a gnat with bad memory.
Thanks gents for tossing the ideas my way, appreciated.
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do u have such a line in your station code:
docking_camera = 0if not add it.
Also if u have more than 1 dockingdoor u may need to make add a 1 to the Sc_open dock so that it looks like:
my docking sphere entry: docking_sphere = berth, HpDockMountA, 15.000000, Sc_open dock1
Edit: Check your solar radius, maybe its to big and the Hp’s are in the solar radius, so your ship heads out of the radius till its out of it before it goes back to your HP (just a idea, should not be the problem).
Edit2: Try to dock without the dockingdoors, if it works u know its a door related bug ( I mean delete the Sc_open dock and try it without them).
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It may be that HpDockPointA01 and/or HpDockPointA02 are not facing towards the dock. They should be. And HpDockPointA01 should be the closest to the dock.
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Yeah good point, in HardCmp the Zaxis From HpDockPoint02 must face towarss HpDockPoint01 and the Z axis from HpDockPoint01 must face towars the HpDockMountA.
but it should also work if u reverse them u should simply tock backwards.
Like on the vanilla BS’s the HP are faced to the ship front so u dock upwardly -
hp’s are all facing direction of docking path (though as Mind mentions, I’ve docked at a few bass ackwards bases before ;D )
docking_camera = 0 is present
the Sc_open dock has two joints, 1 for each doorsection like on docking rings.
radius changes in SolarArch.ini have had no effect
just tried moving both A01 and A02 outside of cmp’s radius -same deal no effectQQ me are a sad little person
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If U’re willing to upload your model anywhere and pm me the downloadlink i will see if i can get it to work.
U have my confirmation that i will not give it to others or use it in any other ways that getting it to work.Edit: Have u tryed to replace that model with another one? Would be helpful to know if that works.
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I’ll give switching out the model a try, if that biffs yet again then I’ll e-mail you the mini-mod I’m using to test it. Just dont laugh at the texturing I’m also in the middle of consolidating them so things look like crap
Edit: just tried setting up the Hp’s on docking fixture to match, and yup thats the prob.
Rather odd, as I’ve seen a few DA models with over 1k distance from A02 to A. This certainly complicates things a little, might have to make the doors destructible. That short a distance won’t give anyone long enough to get in range if the base / patrols are hostile. Was counting on making it so the only way in was to sneak past the doors when one of the enemy ships were docking (access to two jumpgates inside being the incentive for that).Last edit: the exe hack cured it. Though methinks another route will be taken so that wont be required for it to just plop into wherever it ends up. Just have to tweak the time & radians a bit more. Please excuse my n00bness here, my first base
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Try 2 remove the station SUR and
see what happens.If it works without a SUR ……
;D - edit - forget it.
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Well, at least this day was not a total waste. I just stumbled on a related issue: why modifying the frame count breaks the animation. This I’ve triple checked
Header data is the key, the first byte specifies how many frames are in the animation. This can be edited as an int array. Second byte is either -1 for rotation, or 1 for sliding (float). Third byte in every one I looked at was always just plain int 1still workin on figurin out proper frames though =( for some reason the docking ring uses 20 frames for the top arm, and 22 for the bottom. In addition, the 2nd frame is a positive val -in a negative rotation… QQ why cant these things just be simple and logical?
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I am working on Custom stations myself, and am having good results w/the docking HPs. For me I am using HpMount first before the DockA, A01, and A02. In HardCMP the yellow line of the three axis must face towards the station. Hope this pic below helps. For my needs I had to move the HpMount to outside of the station model.
Fus
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All our custom stations are setup like this:
station -> HpDockMountA -> HpDockPointA01 -> HpDockPointA02 -> space
plus HpDockCamA and HpLaunchCamA at a place which gives a nice view
@ the docking / launching sequence.And if HpDockMount is inside the sur,
launching won’t get you in space but 2 the desktopAnd rotating the HPs will just rotate your ship to face in that direction
during docking. -
@F!R:
All our custom stations are setup like this:
station -> HpDockMountA -> HpDockPointA01 -> HpDockPointA02 -> space
F!r,
So are mine, I just have HpMount before MountA.And if HpDockMount is inside the sur, launching won’t get you in space but 2 the desktop
Not DockMount, just plain HpMount, like what is found in a ship. All HPs are outside of the sur, So there is no issue there.
Fus