Capships hanging up on undocking
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If I may interject a thought…
If you are using some of the vanilla bases in your mod, I know that there are a cpl of culprits of those bases that this will occur on. Short of a /beam out from your local <insert your=“” mod’s=“” name=“” here=“”>Admin Player, there are a cpl of options if it’s built into the mod. Using the F1/select new character trick and trying to move forward, or if < your mod’s name> is using the extended keyset that’s out there, you could try using that.
If that doesn’t work, the only options that come to my mind is either to restrict the size of ship that can dock at bases only, and leave Cap ships to dock at planets only or (not as desirable perhaps but doable) would to determine which model is it and replace it with a model that does work. This option again would only be a minor coding tweak depending on the mod and the number of the times that troublesome model is being used, but perhaps a little faster to fix than tweaking Docking HPs and hoping that does the trick.Fus</insert>
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I recommend to use moors for big ships, so they dont use normal docking bays.
http://adoxa.110mb.com/freelancer/dlp.php?f=moors -
Sorry for the necro-post but since it’s my post anyway…:P
I’m revisiting this little problem. On Cadiz Base (co_base_ice_large02) and Kyoto Base (co_base_rock_large01) we have an issue with some of the capships hanging up on undocking. F1 doesn’t allow the release.
I presume I have to edit the docking_sphere information in the solararch and/or the HpDockMount points in the cmp files to cause the ship to spawn/undock outside the base rather than in the middle of it.
Which point does the game engine use when placing the ship on undock? HpDockMountA and HpDockMountB seem to be specific to a single dock. The autodock engages at HpDockMountB and proceeds to HpDockMountA on docking and appears at DockMountA and proceeds to DockMountB on undocking before releasing control to the pilot. So, I don’t think moving the DockMount points on the cmp will help.
Moving the HpMount setting on the ship is a possibility but it will mess up players when trying to use the tradelanes and maneuvering in asteroid fields.
I am NOT interested in allowing ships to dock, only undock without hanging up.
Help?
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When a ship docks it approaches HpPointA02 first, then enters animation to HpPointA01 then to HpMountA and docks.
HpMountB is for a second dock area, not related to the A mount.
To help a large ship undock simply extend all 3 of these points for each dock.
HpMountA move this to 200 outside the base
HpPointA01 move this to 300 outside the base
HpPointA02 move this to 400 outside the baserepeat for B and any others and test to see if this is far enough
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As I look at co_base_ice_large02.cmp I see that HpDockMountA is right on the base door xvalue=-811.9, HpDockPointA02 is about 4-5 ship lengths (eagle) from the door xvalue = -1034.1, and HpDockPointA01 is between the two at xvalue = -953.4
So, should those values you indicate be reversed? ie. HpPointA02 at 400 and HpMountA at 200?
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As I’m looking at the li_cruiser I make note of the fact that the ship is set to mission_property = can_use_large_moors but the ship undocks at the berth rather than at the moor. Is that property solely for docking purposes but the ship will always undock at the berth?
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Oh, forgot you run a mod that players can join without the mod.
Here is the declaration:[Solar]
nickname = co_base_ice_large02
ids_name = 1
ids_info = 1
type = STATION
DA_archetype = solar\dockable\co_base_ice_large02.cmp
material_library = solar\Solar_mat_co_base.mat
LODranges = 0, 20000
mass = 10000.000000
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = berth, HpDockMountA, 2.500000, Sc_open dock1
docking_sphere = berth, HpDockMountB, 2.500000, Sc_open dock2
docking_sphere = berth, HpDockMountC, 2.500000, Sc_open dock3
docking_sphere = moor_medium, HpDockMountD, 5.000000
docking_sphere = moor_large, HpDockMountE, 10.000000
docking_camera = 0
solar_radius = 500
shape_name = NNM_SM_DEPOT
hit_pts = 999999961690316250000000000000000000.000000Your capships will undock from D and E (but this depends on what you have changed from vanilla). My mod is highly tweaked, I allow capship docking on bases and made special docking arrangements for them that may not work on your vanilla setup.
Best thing I can say is experiment and keep a vanilla backup if you need to revert.
As you noted, capships, no matter how they dock, can indeed UNDOCK from the berths (unless you have gone to extraordinary length to lock them into moors). This is why you are getting hung up, probably on the door or the controller window. I use fast docking and extended ranges and special docking methods, see what works best for you.
The dock points you referenced are correct, I had them reversed them in my first response. Fixing that now…
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Just a little experimentation… I changed my eagle to can_use_medium_moors and the ship undocked from the berth. When attempting to redock the base denied entry as it couldn’t service ships of my size.
It looks to me like all undocking on a vanilla server is does through the berths.
I’ll have to peruse the FLAC forums to see if there’s a way to make moors work within FLAC including undocking.
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The problem with using FLAC to get moors working properly is the amount of bs you have to go through to get planetary docking to work as it should. Adoxa’s mooring plugin is the best way to get it to work properly. Yes it’s an addon but it does do the job. You need to add camera views but you get a proper mooring instruction from traffic control, plus you undock backwards from a moor, just like the npcs.
I have no experience with Hook so no idea how that works at all. I also have no idea why Eagle made it so difficult to use moors for planets in FLAC, only he’d know.
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that moors.dll is your best best robo…
anything else is a mountian of work in comparison, that addon will gain you extra functionality and solve your undocking problem.
You simply assign a dockpoint to be the moor in the base .ini
Then you tell the big ships to use moors when docking.Tweak to taste,
Problem solved… and im pretty sure it’ll work with FLAC or anything really like most of Adoxa’s extra’s
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I was finally able to get moors.dll working properly. The problem was that I had made the mission_property = can_use_medium_moors instead of can_use_med_moors which must’ve defaulted undocking to the berths when it didn’t recognize the docking_sphere indicated.
It’s working fine now. Now I’ll need to see what you mean by the camera views. The plugin readme refers to undocking from Trenton so I’ll start there.
Thanks for the help.
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Well, taking a step back…
Moors works great, ships dock and undock from the moors rather than the berths which fixes the original problem. The problem now is that moors.dll seems to take precedence over FLAC’s ability to block/allow docking by ship type. The bases in New London are set to allow only FIGHTERS and FREIGHTERS to dock but capships (CAPS) are able to dock using the moors.I’m going to double check everything to make sure I have things configured properly.
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On a hunch I double checked the FLAC settings and found that I was able to moor because my ship was set as an admin ship. As soon as I removed the admin setting the ship was no longer able to moor.
I believe I’m all squared away. Thanks to all for helping, especially Adoxa for the plugin.
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If docking is not an issue, move the HpMount on the ships that exhibit this behaviour 200m below the ship, as suggested earlier in the thread. This will cause the ship to undock 200m above the base, likely well clear of it.
If you had been using FlHook, the “moors” plugin by Adoxa is an option - it makes capital ships using medium and large moors undock in reverse, like the vanilla transports do.