Trick was to get rotation aligned first, then worry about translation. And yeah, might as well ignore visual; just went by the numbers.
Trick was to get rotation aligned first, then worry about translation. And yeah, might as well ignore visual; just went by the numbers.
In my first-try-success attempt, I was doing all translations at once, not something silly like lining up the numbers one at a time (that won't work well anyway, due to the differences in orbit between yourself and the docking target). That is: moving toward the ISS while simultaneously moving up/down and left/right to line up, and thus moving along the hypotenuse.
And by the way, this seems to be the exact approach Crew Dragon Endeavour took, judging by what I saw in the livestream early Sunday morning. They were already lined up rotationally before starting the final docking approach.
So for example, with the simulator loaded up in a tab right now, after lining up the rotation, I'm seeing:
X | 200.0 m
Y | 12.0 m
Z | 30.0 m
So if I then apply an X thrust of 20 m/s, Y thrust of 1.2 m/s, and Z thrust of 3.0 m/s, then I should travel along the hypotenuse and reach the docking port in 10 seconds. Likewise, a thrust of X=2,Y=0.12,Z=0.3 would get me there in 100 seconds (and X=200,Y=12,Z=30 would get me there in an insane single second). Of course, some corrections will be necessary along the way to account for small differences between my orbit and the target orbit (which is more relevant the longer it takes for you to get to the target), and the velocity change ain't instantaneous so I'll need to adjust for that, too (making 10s or 1s runs kinda implausible with the current interface, unless perhaps I do some kind of browser-level scripting to click the buttons and read the numbers).Crucially, this makes it feasible for a computer to do automatically (though automated docking tends to stop shy of actually docking from what I understand, instead using CanadArm to grab the craft and put it on the dock).
You're right that aiming along the hypotenuse makes this a little bit easier to eyeball, but it also makes it a bit harder in other respects since now you'll have to adjust both rotation and translation along the way to stay along that slightly-curving hypotenuse.
Basically, this simulator just cares about the physics of it, but not resources (Fuel, oxygen, etc).
I did it exactly that way, first rotation then translation. The 2nd fail it took me so long that in the 3rd (and successful) run I just hit the metal after getting the rotation correctly.
Side note, it's much easier to get the rotation right first and then moving the ship.
It was fun, thought.