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For anyone who use small inset connector, you can make it work by reducing size of connector in the script. Find this
CubeGrid.GridSize*0.5
change into this
CubeGrid.GridSize*0.5-0.15
This will have implications to other connectors too, I believe. I only test vanilla normal connector and inset connector, any modded connector might not work properly if you change this. Or maybe now works where previously not. I believe correct method should be checking from connector models or something, not just guessing from grid size. But hey, this way simpler and works.
Try other values, 0.1 sometimes fail and 0.2 on large connector little too much bump for me. You will need to re-record your dock after editing, automatically overriding previous saved calculation.
Strange... I installed two programmable blocks, loaded the script twice into each. I wrote down the ToBase route for the first one, and the ToMine route for the second one.
I launch ToBase or ToMine, the ship flies to the last recorded dock. Apparently something broke in the game.
Thanks
Probably the same issue like "Not Returning to Player control after Docking" in the discussion section. Unfortunately this is a thing since ages.
Hope this helps
I'm working on something like that. But, it's complicated script like you. It need alot time.
I using two scripts: one script send GPS by Antenna, second ready and AutoDocking.
My script can park in hig-velocity. But I have not complite yet.
I see you have done it.
So, should I continue my? can your ship dock to the moving ship?
To Remove known locations , run an argument "clear" + name of location
i had to look that the source code as it's not stated anywhere
I'm finding when I move the carrier ship they can end up ramming into it before getting to the connector.
Anything obvious I'm doing wrong?