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As far as the attachment problem: I have no problems attaching things to it. I have no problem even adding an attachment point. I'm fairly sure they mentioned you would be able to make entire craft subassemblies. I'm not sure why I wouldn't be able to do that. Satellites for example, are ships which are attached to a seperate lift ship.
I think I figured it out: The part you pick it up by is what is going to be checked for an attachment point. If your "node 0" has no free nodes then no dice.
This will prove to be awkard. You should be able to designate a node as the attacment point.
I was able to save an entire craft, but only when the "node 0" had a free attachment node.
I really hope they improve that!!! And fix the bug I found!
One good use would be for a satellite. Have the launch vehicle take it up. Decouple the satellite. RCS the satellite into place. Then fly your launcher back to KSP. Land it like an airplane. Call it a Space Shuttle ;)
Correct, this is not a bug nor has anything to do with it being a docking port, the ROOT part of the intended sub must have a free node and that is the spot it will attach from as a subassembly.
You can do some truly cool things here is a tank that I made as a sub that has the docking port on the side, things like this were previously impossible before the root mod then made full feature.
http://steamcommunity.com/sharedfiles/filedetails/?id=350949748
http://steamcommunity.com/sharedfiles/filedetails/?id=350949762
This was the solution. Nice find on the bug!
TLDR; The first node (item) you place, MUST have a free attachment node to save it as a sub-assembly.
Solution: Find a part that CAN be the first part on the craft. As long as that exists and has an attachment node free, you can shift click the entire craft and subassemblies won't care what the root part is.