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Capships hanging up on undocking |
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For server specific reasons, while we do have player capships on our server, they're not permitted to dock anywhere. When they die they go back to the last base they were docked at by an admin.
Some bases however don't want to let the ship go. When it undocks, it gets stuck in the base and even the F1 trick won't release it. I seem to recall that you could move the undocking point out from the base a bit either by moving the HPDockMount or by changing the setting in the docking_sphere. Does changing the setting move both the docking and undocking point? Is there a way to make the ships undock using a moor point without permitting them to dock at will? Thanks for your help. R
Posted on: 2010/8/18 14:56
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Re: Capships hanging up on undocking |
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Why complicate things? /stuck in the player control plugin should do the job.
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Posted on: 2010/8/18 16:01
Edited by =Alex= on 2010/8/18 16:16:46
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Re: Capships hanging up on undocking |
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@robocop
yeah, the hpdockmount and hpdockpoint setting is what you need.
Posted on: 2010/8/18 16:26
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Re: Capships hanging up on undocking |
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@ =Alex=: The player control plugin permits docking, correct? I don't want that.
I just want undocking to work ok without ships hanging up. @ Davis: Do I need to move BOTH the HPDockMount in the cmp AND change the docking_sphere setting in the solararch, or just the setting in the solararch for each base? Thx. R
Posted on: 2010/8/18 16:43
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Re: Capships hanging up on undocking |
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The player control plugin doesn't affect docking in any way... It only allows players to use some commands like /stuck, which moves your ship by a small distance to help when undocking from large bases.
Modifying the dock points requires a client update, remember.
Posted on: 2010/8/18 17:10
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"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try." -Peggy Noonan |
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Re: Capships hanging up on undocking |
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/stuck...^^
I presume you're talking about Jason Hood's (Adoxa?) plugin? *examines plugin more closely...* No need for FLHook or anything like that, correct? Ok, it looks like it's a server side mod thing correct? No need for the client to install anything? until... I need to modify the ships to use the moors that will need to be a client mod as well... Then, creating cameras? no experience there... yet... R
Posted on: 2010/8/18 18:00
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Re: Capships hanging up on undocking |
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You have to modify them in cmp, but rather you make a new base cmp template with different name or all stations that connected to this cmp will change either. ( i mean the docking points)
As far as i remember you can only change the numbers of dockpoints, and the docking procedure like berths, moors in the solarach, but the positions of the dockpoints and mounts can be found in the cmps.
Posted on: 2010/8/18 18:08
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Re: Capships hanging up on undocking |
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if you want players to fly capships, it is necessarily a client and server mod. no way around it.
Posted on: 2010/8/18 18:08
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Re: Capships hanging up on undocking |
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Quote:
Player Control is a Hook plugin made by Cannon.
Posted on: 2010/8/18 18:26
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"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try." -Peggy Noonan |
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Re: Capships hanging up on undocking |
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So, you have to be running FLHook, which is incompatible with our FLAC.
Oh well...
Posted on: 2010/8/18 21:00
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Re: Capships hanging up on undocking |
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I would not move the dockmounts on the stations as it will affect all ships and will cause other problems.
If you need to do this then with big ships it is better to move the HpMount hardpoint of each ship down to well below the ship, so that it floats high above the base or station. Mine are set to anywhere between -200 metres and -500 metres depending on the size of the ship, so that it clears the station / base. Then you dock by moving over the station before hitting dock. Be aware that it will cause you to change the way you enter jumpholes and gates and tradelanes - but really big ships won't be able to enter the tradelanes anyway so it's not a big problem and adds realism - besides most mods have high cruise speeds and I usually cruise beside or above a tradelane in our big ships. Entering jumpholes/gates is similar, just move above the jumphole/gate and all should be well. Our PlanetKiller and Cube are sometimes tricky and hilarious, having to rotate upwards to push the HpMount into the gate or hole docking sphere. Adds to fun. I set the docking spheres for station "Jump" points to 500 in my mod and everything can dock easily. It will mean issuing a new release of the mod, or a smaller FLMM patch, but will solve your problems permanently, then all you need to do is the same for new ships you add.
Posted on: 2010/8/18 21:26
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Re: Capships hanging up on undocking |
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Problem is not with docking as none of the big ships on FLU can dock anyway. The problem is with undocking. When they respawn at their assigned base many times they can't undock without hanging up on the station.
I thought that changing the dockmount settings would help but it doesn't.
Posted on: 2011/11/26 16:41
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Re: 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
Posted on: 2011/11/27 6:02
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Re: Capships hanging up on undocking |
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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
Posted on: 2011/11/27 15:56
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Re: Capships hanging up on undocking |
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Home away from home
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Sorry for the necro-post but since it's my post anyway...
![]() 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?
Posted on: 2012/8/7 15:27
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