Docking issues

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19 years 11 months ago #10419 by Second Chance
Replied by Second Chance on topic Docking issues

The terrifying and often deadly docking issue is obviously dependent on the position of a stations dockport relevant to the universe

That is damn strange, I hope Steve R reads about this and comments. Since he probably rarely looks in here you might want to post this on the main boards. Will you try to rotate the station and see if it helps? Have you posted about this anywhere else to see if others have had a similar problem with another mod?

The Cuv docks with all other ships without ramming them.

Hmm, one more strike against using rear dockports I suppose.

Glad the mock-up is working well, though. :)

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19 years 11 months ago #10423 by MajorTom
Replied by MajorTom on topic Docking issues

Originally posted by Second Chance

That is damn strange, I hope Steve R reads about this and comments. Since he probably rarely looks in here you might want to post this on the main boards. Will you try to rotate the station and see if it helps? Have you posted about this anywhere else to see if others have had a similar problem with another mod?

I would like to hear a good explanation too!
I'm guessing this: the docking autopilot somehow uses a reference to a map position or entity to find it's position. If the dockport points directly (are close to directly) at that reference point the angle of difference may be too little for it to resolve the position correctly?
Yes, I did rotate the stations and the seesaw effect is stopped completly on all stations and all ships except the casino station. Rotating it drastically reduced the effect there too: the rear docking vessels still have slight problems, where the other ships dock without fail.
The Casino station is very difficult to dock at anyhow because the dockports are out on docking arms and vessels nearly always have to find a way around the collision hull.

I haven't posted these findings elsewhere because people will probably shrug thier shoulders and say hmm, .. thats just MP.
Also, we had/have a compound sitation, caused by several factors:
rear docking vessels, docking arms, and the world position issue, so it's probably unique.

btw: Vladimir did note that he had problems with his tracking beam due depending on which direction he and his target was moving. I dunno if thats related?





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19 years 10 months ago #10786 by Second Chance
Replied by Second Chance on topic Docking issues
Are there any currently unresolved issues with docking that require nulls to be moved? I've been away so long I forgot where we're at.

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19 years 10 months ago #10807 by MajorTom
Replied by MajorTom on topic Docking issues
We may want to reposition some of the nulls after we've found a solid fix for the dork force. atm we need to resolve that first.

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19 years 10 months ago #10818 by Second Chance
Replied by Second Chance on topic Docking issues
Okey dokey, sounds good.

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19 years 10 months ago #11085 by Second Chance
Replied by Second Chance on topic Docking issues
Hmm, I had a thought about this.

After playing the new dev version I naturally experienced the docking problem (finally), but it didn't seem to take as long as was mentioned (although it was definitely uncool). My Tie Interceptor made three short passes, then docked in the SD. How many passes does it usually take? It made me wonder if system specs have any role in this. What do you think MajorTom (when you come back), could processor speed or vid card memory have any effect on this? It was just a random thought that occured to me while docking.

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