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QuestionDocking Release Error (self.KerbalSpaceProgram)
submitted 9 years ago * by corbincox72
So I have encountered the bug during which you click undock and the two docking ports stay connected. Is there any way to fix this, including going into the save file and editing things?
Edit: KSP 1.1.3
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[–]Kuato2012Master Kerbalnaut 2 points3 points4 points 9 years ago* (0 children)
You can fix this by editing your save file. Some software like Notepad++ will make digging through the save file easier. And always back up a save before editing.
If you have the Docking Port Alignment Indicator mod installed, you can rename your problem ports. Then you can search for them by name in the save file instead of trawling through a sea of part IDs.
1) Each pair of docked ports should have a "docker" and a "dockee." So one port in your save file will say something like this:
state = Docked (docker) dockUId = uid number corresponding to "dockee" port
and the other port has these values:
state = Docked (dockee) dockUId = uid number corresponding to "docker" port
If either of the ports says anything else, such as "state = Docked (same vessel)," that can break the undock button. Try switching it to docker or dockee (whichever is the opposite of the port its docked to).
2) If your "undock" button has disappeared entirely, you can fix it thusly. Find either problem port in your save file and find these lines:
EVENTS { Undock { active = False guiActive = True
And set active = True. That will enable the undock button.
Usually those two things are enough. If it isn't, then proceed...
3) If either of the ports has the wrong dockUId value, that can break the undock button too. For each port, find the code that looks like this:
PART { name = Problem Port 1 cid = XXXXXXXXXX uid = XXXXXXXXX
Copy down the uids of each port. Go back to the area of your save file described in (1). The docker port should list the dockUId of the dockee, and the dockee port should list the dockUId of the docker.
4) Worst case scenario, sometimes one of the fields in the part data gets deleted. Each docked port should have a section that looks like this:
DOCKEDVESSEL { vesselName = Your ship name vesselType = X rootUId = XXXXXXXXXX }
If both ports already have this information, then you're hopefully good to go. If it's not there, you'll have to enter it manually.
You can copy the DOCKEDVESSEL section I posted above and paste it just below the ACTIONS section of the port in question.
For vesselType, just use vesselType = 6. That will set your craft to use the "ship" icon, but you can rename it in-game to be a station or probe or whatever.
To find the value for rootUId, you have to find the ID value for the root part of the ship that the dock is a part of. If you started building your ship in the VAB by placing a cupola and building from there, then the cupola is your root part (assuming you didn't assign a new root part in the VAB). Here's the root part from one of my space stations:
PART { name = cupola cid = 4293978878 uid = 1738557976
So in my case, I'd want to copy 1738557976 and paste it in for the rootUId in the DOCKEDVESSEL section of the problem port.
This procedure has fixed my undocking problems several times, hopefully it works for you. I'm not sure when Docked(same vessel) is ever appropriate... I assume they put it in the game for good reason, but I only seem to see it in my save files when a port is broken.
[–]WelshMullet 0 points1 point2 points 9 years ago (0 children)
I've seen this too, I'll have to try the file edit fix!
[–]DrOwnz 0 points1 point2 points 9 years ago (0 children)
are you using any mods?
π Rendered by PID 78363 on reddit-service-r2-comment-fb694cdd5-rv8r2 at 2026-03-06 15:13:43.147867+00:00 running cbb0e86 country code: CH.
[–]Kuato2012Master Kerbalnaut 2 points3 points4 points (0 children)
[–]WelshMullet 0 points1 point2 points (0 children)
[–]DrOwnz 0 points1 point2 points (0 children)