it should be HpDockMountA (not HpDockMountA01), your solararch.ini specifies HpDockMountA, and your hardpoint is called HpDockMountA01 - they don't match.
Also your HpDockPointA01 and HpDockPointA02 should be oriented correctly and leading in to the HpDockMountA, which should also point into the gate?
And check the orientation of the exit point HpFx3 should be correct too, it's easy to get them wrong with HardCMP. Using Z orientation = 179 (degrees) to turn it around doesnt always work - when we use 180 or -180 HArdCMP often gets it wrong, and this could also be the cause. So read it back after you set it and check it. If it doesnt set it right (i.e. doesn't show Z as 179 or -179) then set Z-orientation to 0, and set X orientation to 180 and Y orientation to 180 too - this will give the same effect. But be sure the hardpoints are pointing into the gate, I ususally recheck by moving one -Z (forward) to see which way it goes in relation to the model, and I've had a few surprises!
There must also be the opposite jumpgate in the same system, its goto = line should point back to this gate.
The quickest way to check for model / hardpoint problems is to change the gate archetype back to a normal jumpgate for a check:-
DA_archetype = solar\dockable\jump_gateL.cmp
and
jump_out_hp = HpFX7
and see what happens? If it works then it's your hardpoints in your model.
"loadout = jumpgate" is also suspect, since you haven't got the same hardpoints in your .cmp file as the jumpgate and so some equipment / effects won't attach.
Check FLSpit, or the FL Server Console window (View... Console) when you try to dock with the gate, there may well be some warnings (yellow in the console log window) about hardpoints not existing, in which case they will be ignored - and therefore there is no valid dockpoint, which brings me back to HpDockMountA, not HpDockMountA01
All the best.
Roleplay: - the art of self-deceipt!
Edited by - StarTrader on 8/11/2007 1:20:49 PM
Edited by - StarTrader on 8/11/2007 1:21:54 PM