Author Topic: ship docking troubles  (Read 1714 times)

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Offline Vasudan Admiral

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ok, i'm baffled. i have a large cruiser sized craft for TI, and it needs to dock with an aleous. (it's not precicely a transport or a freighter. :D ) the paths work fine for ships coming IN to dock, but then when it goes in to dock with the aleous, major probs happen.
first, it flys about 1 km above it, turns to face the aleous and proceeds to half skewer it before re-orientating itself to face forewards and docking.it looks REALLY dumb and fake, so i was wondering if anyone has encountered this prob before, and if so, what needs to be changed?
thanks in advance,
~VA
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
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Offline diamondgeezer

The docking paths on the dockee ship need to be altered - each stage needs to be long enough to accomodate the docking ship. We had this dicsussion a while ago, with the Argo - V's cap ship's docking paths were only large enough to take an Elysium properly, so the Argo would misbehave whilst docking. Lenthening each leg of the dockee's dock path has fixed the problem as far as the Argo is concerned :)

 

Offline Petrarch of the VBB

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How can I lengthen these paths?

 

Offline diamondgeezer

OK... my pof knowledge is a little limited, but here goes:

You need PCS, and ModelView32 (the latest build) to do this. You have to use ModView to make a new susbsys at the correct length away from the dockpoint, thus forming a path from the subsys to the dock point. Make it long enough for the ship you want, eg. an Argo.

Now, take the position of that subsys and use the numbers to change the position of the final-but-one dock path in PCS (you'll figure out how, just make sure you work out which path to use - it's not hard). Repeat until you have a chain of three or four dock path points.

The idea with the ModelView thing is that you can see exactly where the points you are defining are. It sounds tricky. but it's easier than trying to visualise the whole thinkg just using PCS.

Just remember not to save the new subsys you made - that's just for working out the co-ordinates of the dock path points. Close ModelView without saving :)

If that made no sense, ask StratComm - this is his method. Also, look in the General FreeSpace forum - there's a topic about docking, with links to several 'fixed' ships.

 

Offline Petrarch of the VBB

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Yes, those programs might help, i've been using FSMission Manager's POF editor, and it is a slow process.

 

Offline Vasudan Admiral

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thanks DG :)
i'll try that.
i'd been using lights to find the positions. subsystems will help heaps :)
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 

Offline Grunt

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Quote
Originally posted by Vasudan Admiral
thanks DG :)
i'll try that.
i'd been using lights to find the positions. subsystems will help heaps :)


Don't bother.
I've just fixed the Aeolus and added it to the download list:
http://w3.enternet.hu/fscult/Capshipservice.htm
:)
Just fly on !

 

Offline Vasudan Admiral

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thanx, but i think i'll have to enlarge it anyway, this ship is about 4-5 times the size of an argo :D
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 

Offline Grunt

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Quote
Originally posted by Vasudan Admiral
thanx, but i think i'll have to enlarge it anyway, this ship is about 4-5 times the size of an argo :D

I also considered adjusting it to large ships like the GTM Hippocrates, but the Aeolus is relatively small, and it looks weird when a huge ship docks to it.
So I stayed at the Argo.
3-4 times the Argo means that you have to position the closest path point at about 120-150 m from the dock point.
Just fly on !