Even though the checklist for my rocket is complete, the automation port on the rocket never goes to green. I can trick it by adding a switch on the same wire and forcing the signal to green so all the doors open and close as needed and gantries retract. This will allow the rocket to depart on its mission. This effectively makes automation of rockets impossible.
I do use a couple of mods, such as bigger ""camera zoom" out and "pliers fixed". Not sure if there could cause this behavior, but even if they do, they shouldn't. These are core mechanics.
(I also suffer from the solid oxidizer tank priority setting not working, but that is reportedly already fixed in the development branch.)
I can confirm this behavior even after updating to hotfix 471618
I tried testing with the mods off. I found something interesting - which doubt it has to do with the mods - but may indicate a change to the automation logic.
I turned the switch back to red signal and now the automation signal from the rocket is green. This leands me to speculate that the automation status may now also depend on things like the path of the rocket being blocked by the bunker doors (or something like that). This is making true automation impossible.
The old behavior was working great for me. The only thing I could not fix in automation was detecting incoming rockets in time during a meteor storm. That is the one thing that made automating rockets fully reliable impossible in my current setup as sometimes the incoming rocket does not get detected (in time) for the doors to be open when the rocket lands...
Not sure, if you cannot create a rocket and see this behavior, I can give you my save file (see below. The second save file is from the moment the rocket leaves in the second screenshot).