![]() ![]() Type LOCKUI in the Command line, and press Enter. A system variable called LOCKUI (Lock User Interface) is most likely set to the wrong value. That vehicle got this issue as it docked with small docking port of the very simple space fuel can (with drone too), but I deorbited it after getting improved model into orbit. You might also be having the same issue when trying to move toolbars, or palettes such as the Properties palette or Layer Properties Manager. I had an "orbital worker" that had a control drone but was incorrectly rooted for similar reason, with incorrect root set as normal docking port in the end of the vehicle. The giveaway of such vehicles, is that user has to constantly click and switch control autority ("control from here") after switching to it. This can happen, if during assembly of payload/launcher combo - the payload is attached to launcher as a subassembly, hence payload has root node below and control authority(which is usually above) itself ends up being not root. They do not necessary have no control authority, its that that control authority (drone package or capsule) is not root. However, I did something which was expressed in this thread to possibly be the case:īasically, the game gets confused about vehicle ids once they separate, if the root item of the docker (the one who docks) has no control authority. Thank you all for your In my case, I have not staged and got this bug. The reason you have this bug, is you staged after you docked two ships together, you need KML to fix your save game. the intro from Seasons 4-7 (despite first appearing in the Season 3 premiere not in the intro. Tool palettes can be used only in the version of the product in which they were created. Paramount not sure what ViacomCBS would do in this case. Various options and settings are accessible from shortcut menus that display when you right-click different areas of the Tool Palettes window. ![]() I am going to look into "bewing's" answer and see if this helps. Use tool palettes to organize blocks, hatches, and custom tools in a tabbed window. I can't seem to get the debug window to come up using alt-F12 or alt-FN-F12 but if this is unrelated it is for another time. But even after that they still function properly. This affects all docking ports on all of my current ships.īut to add a level of ? if I build a new ship the ports function correctly but they give the the option to decouple node and not undock until i have separated them once and then redocked. I loaded an old save from weeks before the issue started and this issue now exist in that instance also. And no struts on or near ports and they are the Clamp-o-Tron default ports. However it shows Locked before and after i have pressed the Undock button on the other port. the mated port in the attached ship does not give me the option to Undock but as i have checked other docked ships this seems to be normal. That option disappears but the ports stay attached. the one on the main ship side gives me the option to Undock but i get no action when i press it. To clarify, when i select on the 2 docked ports. ![]()
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