ISS Docking Simulation
iss-sim.spacex.com
iss-sim.spacex.com
Surely this was going to be like in “the last Starfighter”, except that Elon Musk would be the one knocking on my door, needing a new pilot.
Sadly it just said “congratulations” :(
And when you counter, don't forget to mention how much a successful docking would save them.
I’m basically ready to lead the arklet swarm already.
Hope these crazy caterpillar dreams stop at some point...
Although I believe the real thing will be quite different. There will be coupling betweeen various controls. I think it's one of the goals to reduce that by centering thrusters around centres of mass, but there's a lot of moving pieces (humans) inside, and the fuel mass is always changing.
I for one love building space stations in KSP, and I tend to have a compliment of "worker bees" - small RCS-only crafts meant to haul big pieces of space stations to their correct positions. So I often attach sideways to a fuel tank that's 2/3 empty and still weighs 10x as much as the worker bee. Docking that thing is an exercise in patience.
Tip: focus on one number at a time and zero out any rotation first. Then use only translation to move.
Oh, and go fast and hard, just like Jebediah Kerman would. :)
Another IMO interesting metric for a global leaderboard would be "least fuel consumed".
I've been playing KSP for years, and did the manual rendezvous in orbit thing a number of times. It's pretty tricky. For my play style, Mechanical Jeb is the way to go. Let the computer do the heavy lifting.
On emergencies they could punch Z and that’ll put the spacecraft cleanly away either back below or forward low then way up, you know how orbital mechanics does that.
This little game is for the final approach after that flyaround. They don’t mess around going full throttle towards target retrograde manually at Intersect 1 from different inclinations like we do.
I'm confused by a few things in the user interface nevertheless.
The speed sign seems to be inverted. For example when it display a pitch speed of + 0.5°/sec, the pitch number will decrease by this value every second.
The Yaw and Pitch command are swapped between the display and the control. In the display Pitch is at the right while it command the up and down direction, and Yaw is displayed on the bottom while it command the left right direction.
For the pitch command pressing Up makes the pitch speed number decrease. (It's confusing). For the yaw command pressing right makes the yaw speed increase.
There seems to be lacking a display for the X speed Y speed and Z speed.
I don't understand the little arrow of the roll indicator.
It also took me a while to figure the correct axis correspondence.I'm used to forward=Z direction, Y-Up and X left-right where as here X=forward,Y=right,Z=up. It's not easy to discover at first because when you are currently rotating those number move simultaneously.
It got a little twitchy near the end there.... really hard to keep the target on the green dot all the way in.
Only after two nervous aborts did I realize that I was still within margins even though the target was nowhere to be seen.
In particular, see Docking Port Alignment Indicator mod:
https://youtu.be/zaqCmnUfdzI?t=32
In KSP, I can dock blindly, looking only that little window labeled "DOCK ALIGN" alone. As you watch the video, note how it displays both velocity vectors, as well as component-wise relative speed difference (left/right and top/down with green lines, forward/backward as a number) and all 3 rotation axis on screen at the same time.
(function() {
var clock = new THREE.Clock();
var interstellar = function() {
issObject.translateOnAxis(new THREE.Vector3(0, 0, 1), -20);
issObject.rotateY(-7.12094334814*clock.getDelta());
issObject.translateOnAxis(new THREE.Vector3(0, 0, 1), 20);
requestAnimationFrame(interstellar);
}
interstellar();
})()
(7.12094334814 is "68 RPM", if my math is correct.)EDIT: Corrected rotation to spin around (roughly) the center of mass.
var clock = new THREE.Clock(); issObject.rotateX(3.14/2); var interstellar = function() { issObject.rotateZ(-7.12094334814*clock.getDelta()); requestAnimationFrame(interstellar); } interstellar();
The numbers on the screen are useless with this though.
Can't wait to see speedrunners prove otherwise.
Now that's a pay-per-view moneymaker right there.
This is a huge potential procrastination catalyst :-)
So tidal force can't be it. The most likely reason would be some part of the station venting gas out, accelerating. The gas could blow towards the astronaut to make it worse.
I hope someone makes a game like Elite Dangerous without care for actual gameplay, and even more realism. For example, with FA off in ED, there's still a speed limit that varies from ship to ship.
[0]https://techcrunch.com/2020/05/04/this-is-certainly-differen...
I think the thrusters are a bit too powerful even at fine mode and numbers needs more precision.
It's still bang-bang control, that's the nature of RCS thrusters, but the keyboard makes it easier than the mouse.
If this really is the same UI used for manual docking, I'd be a bit worried about the lack of visual feedback when translating forward/backward. I guess in a real Dragon 2 you'd probably feel the RCS thrusters, but without that it's pretty jarring.
I had a NaN m/s and weird things like -0.0 and 0.0.
I am hoping it is not the actual "controls of actual interface" [sic - obvious typo is obvious?].
Seeing "NaN" on your control panel in space as you are trying to manually dock must be a fun moment :-)
Space sims are the only thing where you realize there’s no going back once you do it in VR.
https://www.amazon.com/Logitech-Flight-Rhino-Certified-Refur...
I was able to pick up a used HTC Vive from Microcenter for about about $300 (surprise, lots of people buy it and don’t use it, so there’s deals out there), so you might be able to keep your financial footprint pretty low to try things out.
Definitely encourage you to look into it, dog fighting in Elite: Dangerous involves me looking all around, behind me, below me, it’s a totally unmatched experienced.
https://wiki.hoggitworld.com/view/Peripherals_Guide#Joystick...
Hoggit is a subreddit for the military flight simulator DCS World https://en.wikipedia.org/wiki/Digital_Combat_Simulator
http://www.prepar3d.com/SDKv3/LearningCenter/getting_started...
On the other hand, being able to stop the module and zero all unnecessary movement before proceeding to dock is something I can't do with aircraft on Earth.
The easter eggs are fun though!
The manual controls are a backup.
Dragon 2 has already done an autonomous docking to the ISS, as part of the DM-1 mission.
Fully automated docking for Soyuz capsules called Kurs[1] was developed in 80's for flights to Mir. When USSR dissolved and it turned out that this system was fully owned by Ukraine, Russian space agency tried to test how viable is to dock via manual bakup docking system TORU[2], which failed and damaged the space station. On the other hand, there is at least one occasion when Kurs failed and the manual backup saved the docking.
[1] https://en.wikipedia.org/wiki/Kurs_(docking_navigation_syste... [2] https://en.wikipedia.org/wiki/TORU
Not sure what that says, but it says something.
OK