KVFr Margay - Light Freighter

Designed with roughly the same function as the Poseidon, the Margay is intended to transport a single A09 or A17t container. Other screens
here, although the TX'ing has progressed considerably since then.
So, now that you know how pretty it is...

A bit of help from those wiser than I?
The docking arms are set up as separate sub-objects, and their pivot point is arranged appropriately so that a thirty-degree rotation around the Z axis (Y, if you follow PCS's skewed frustrum) will open/close each arm. After reviewing the animation code wiki, however... well, it didn't explain enough of what I needed to know - namely, how to get it to work. All attempts to fire up FS2 or FRED with the anims in place resulted in errors and much whining on the part of the programs. Followed by foul language on my part. *dry chuckle*
I've included the Margay's table here - you might note the docking arm subsystems and their anims have been commented-out so I could see it and test it in-game - it also docks a bit weird with the containers, but I'll leave that problem for later.
;;=============================================================
$Name: KVFr Margay
$Short name: KVFreightSm
$Species: Kh'aj
+Tech Description:
XSTR(" ", 3040)
$end_multi_text
$POF file: kvfr_margay.pof
$Detail distance: (0, 140, 400, 1300)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 0.7
$Max Velocity: 0.0, 0.0, 50.0
$Rotation time: 15.0, 15.0, 15.0
$Rear Velocity: 0.0
$Forward accel: 4.0
$Forward decel: 1.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 50.0
$Expl outer rad: 100.0
$Expl damage: 50.0
$Expl blast: 500.0
$Expl Propagates: NO
$Shockwave Speed: 0.0
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 30.0
$Max Oclk Speed: 60.0
$Max Weapon Eng: 0.0
$Hitpoints: 2800
$Flags: ( "freighter" "in tech database")
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 128
$Closeup_pos: 0.0, -4.0, -75
$Closeup_zoom: 0.6
$Score: 15
$Subsystem: turret00,1,1.0
$Default PBanks: ( "Mirage XR" )
$Subsystem: turret01,1,1.0
$Default PBanks: ( "Mirage XR" )
$Subsystem: turret02,1,1.0
$Default PBanks: ( "Mirage XR" )
$Subsystem: turret03,1,1.0
$Default PBanks: ( "CEPA-TG30" )
$Subsystem: turret04,1,1.0
$Default PBanks: ( "CEPA-TG30" )
;;$Subsystem: docking arm-0
;; $animation: triggered
;; $type: docking
;; +delay: 0
;; +relative angle: 0, 0, -30
;; $animation: triggered
;; $type: docked
;; +delay: 0
;; +relative angle: 0, 0, 30
;;$Subsystem: docking arm-1
;; $animation: triggered
;; $type: docking
;; +delay: 0
;; +relative angle: 0, 0, -30
;; $animation: triggered
;; $type: docked
;; +delay: 0
;; +relative angle: 0, 0, 30
$Subsystem: communication, 10, 0.0
$Subsystem: navigation, 5, 0.0
$Subsystem: weapons, 20, 0.0
$Subsystem: sensors, 10, 0.0
$Subsystem: engine00, 30, 0.0
$Subsystem: engine01, 30, 0.0
$Subsystem: engine02, 30, 0.0
;;=============================================================
This is how it's supposed to work:

1- Margay's default is arms straight-out
2- before docking, arms rotate 30 degrees outward
3- dock, then arms lock back into place
4- for undocking, reverse the order.
I understand this may be a bit complex, so if I have to start with the arms 30-out and just lock 'em in after docking, that's okay - as long as someone can help me get the anim code working.
(and yes, I know what I have up there is broken - FRED whined about a +delay tag, so I added one - then it kept whining, so I commented everything)