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I believe Keen's just uses bounding boxes and intersects which is why its so drunk all the time.
Interesting, I'll have a look at that option. I ended up writing my own scripts to do dumb undocking, pretty much shoot up for X amount of distance and also used the carrier bounding box to determine if they should launch backward or forward and then I activate Keen's blocks.
The Basic Task block still sucks, they still run into each other when following the Beacon.
I also interfaced with SPUG's docking script, after using my script to run the the remote control to fly to a waypoint above their saved connection, with collision avoidance on, to get them to return to carrier without smashing into each other, as SPUG doesnt use collision avoidance either.
So between my script the Keen blocks and SPUG's I have them functioning really well in terms of dock, un-dock & combat. Even with APCK though I've seen the grids smash into each other, I'm assuming you're also using thrust over rides with no collision detection due to how dumb it makes the grids fly.
There are Inert and Disabled states that release control, but iirc in current version there is no set-state command. You can try a workaround using thrust delegation, i.e. "command:thrust-delegation:Vtol" to make apck think that vtol script would handle movement (without actually having it).
how ever you can extend APck range to 2KM (Vanilla 0 mods) to 2KM with the Arty turret and the offencive ai block since it will extend the range of the arty turret to its full 2KM