ISS Docking Simulator
iss-sim.spacex.com
iss-sim.spacex.com
I've got it down to 3mins if I rush orientation followed by position. I'm convinced this can be pushed further if you have the coordination to combine it.
[edit] 2:30 combined with some exciting drama at the end
[edit] 1:40 combining pitch & yaw & forward-thrust, followed by roll while accel/decel (because doesn't affect approach), finally eyeballing Y and Z and monitoring X reading for reverse thrust (because eyes suck at distance estimation)
[edit] 1:30 with a ~50% chance of becoming a space station projectile, am I hired?
[edit] 1:24 with a 90% chance of becoming tomato puree
[edit]
Found this 00:23 seconds, but they seem to be able to accelerate and decelerate much faster than I can, maybe I need to tweak key repeat and delay times to achieve this.
https://www.chicagotribune.com/news/ct-xpm-1988-06-23-880109...
Get ready for a career upgrade...
edit: when its 3m away, its still going 4 metres per second (but braking rapidly)
Given that this simulator supposedly maps closely to the actual interface on the spacecraft, it's funny to imagine SpaceX hooking it up to the real thing and seeing how it fares. Succeed or fail, it would be a pretty wild ride.
This autopilot doesn't use the rotation and translation rates as input, just the momentary values. It also uses the same control function for all axes.
Video: https://youtu.be/jLTr6UwuSd4
definitely not PID control
[1] https://gist.github.com/ggerganov/092b86a59fa34926998953701a...
I saw at least two autopilots that used PID control in a couple of different ways. They all needed tuning though because any moderate control input would send them spiraling off into the void.
https://www.shanemielke.com/work/spacex/iss-docking-simulato...
But Kudos, maybe it's my KSP experience, but that interface is really great and understandable.
Lost count of how many maneuvers I screwed up due to mode errors. Not being in docking mode or being in the wrong docking mode. For some reason switching from the galaxy map back to the ship would turn off docking mode every time. I'd try to decelerate my ship only to end up rolling out of control and by the time I manage to stabilize it's too late. Best case scenario I'd simply overshoot my space station and have to waste propellant maneuvering back to it. Worst case scenario I smash right into it at ludicrous speeds.
This is all in standard mode (staging mode), not docking mode. I've never seen the point of docking mode mixing around my controls. I often don't want my main engines to shut off for docking, and I do want to have manual roll control to align the attitudes.
OTOH, a Soyuz does this with brains similar to an MSX computer while the SpaceX's screen overlay icons takes up more memory than all computers aboard a Soyuz put together.
Still, it is super cool
This may be a dumb question but I noticed something a bit odd. I had no trouble getting the orientation right and stabilizing those numbers. They didn't drift after getting to zero. But there was always a little drift on Y and a bit more on Z. A very small drift, but I was thinking I should have been able to completely stabilize it. That a single click right thrust would cancel out the previous single click of the left thrust.
But that wasn't the case. Is that a fault of the simulator? Or how a spaceship would handle in reality? That the translation movements can never be completely canceled out and have to be monitored?
I can heartily recommend messing around with orbital maneuvers in KSP to get a feel for the problem. It's not exactly intuitive.
Do you believe that robots and autonomous systems, keeping in mind that they will develop by leaps and bounds between now and whenever regular Mars trips are in full swing (say 15 years from now), will somehow not take a lot of the load?
On the other hand, the point of modernizing the UX is indeed to make things more accessible, but that is absolutely necessary if we are going to expand beyond Earth.
Ignoring the idea of a Mars colonization effort, even just a roundtrip to Mars is a several years long mission. You're going to want to simplify the 'routine' parts to allow the astronauts to focus on training for the unknowns.
You can clearly see the weirdness if you start pitching up, say at -0.3 °/s and then add a lot of roll to either side (-2.0 °/s). The roll should not affect the pitch in any way (the reticle should continue to move along a straight line on the screen), but in this simulator the reticle actually starts drawing a circle, as if a yaw thruster was firing continuously.
https://www.reddit.com/r/interstellar/comments/gmiwgh/no_tim...
The Soyuz is fully automated from liftoff to touchdown and still has a cockpit with a plethora of manual controls and two joysticks for RCS control.
I guess the idea was to make it look all sleek and sci-fi on the interior... but at the expense of precision and versatility. It just seems to demonstrate a lack of consideration for tactility and the importance of it in a mission-critical environment like space.
In 99.99% of normal flight law situations there will be no issue with touch controls. That 00.01% however is even more important in space than it is in the air, which is why Crew Dragon's avionics design philosophy strikes me as particularly odd. If there was ever an Apollo 13 style disaster on board, it would be an uphill battle to retain control compared to a traditional spacecraft like Orion or Soyuz.
Even without mechanical linkage, a stick makes sense in an aircraft because its surfaces and powerplants have continuous ranges. But Dragon's propulsion doesn't--it makes discrete pulses. A continuous control in Dragon wouldn't actually be able to provide output over a continuous range.
The pace of operations in space is also much, much slower than it is in the air. These aren't ace top guns doing split-second maneuvers with lightning reflexes. They aren't even airline pilots switching off the autopilot at 100' AGL. Docking is slow. Don't let the orbital velocities or the excitement of launch and reentry fool you--spaceflight is much more like sailing than it is like aviation.
In any case, the proof is in the pudding: Dragon crews train for manual docking on the (real) simulator, and it works.
Very true, but I'm more describing the difference in the UX of how pilots access the avionics rather than arguing for fully manual control. Most pilots raised on FBW would find fully manual flight rather tricky (think an F-16 pilot stepping into a P-51), so I'm not suggesting we do that. It's just that Dragon's design philosophy seems like kind of an interesting departure from conventional wisdom.
> The pace of operations in space is also much, much slower than it is in the air. These aren't ace top guns doing split-second maneuvers with lightning reflexes. They aren't even airline pilots switching off the autopilot at 100' AGL. Docking is slow. Don't let the orbital velocities or the excitement of launch and reentry fool you--spaceflight is much more like sailing than it is like aviation.
This is a pretty solid point, and one I hadn't really considered. Leave that up to Hollywood and Kerbal Space Program for misleading everyone on how fast-paced spaceflight really is, heh!
Compared to my first flightsim experience this was much easier, the speed with which you can 'stop' any motion seems only limited by how fast you click. In flightsim I found myself easily overcompensating, if impatient or stressed even oscillating to increasingly bigger extremes.
In real life, there is also 'coupling' between axes, e.g. trying to move towards top of your head might cause spacecraft to somehow point slightly sideways while at it. That used to be taken care of by pilot's skill in Apollo era and before, but today it should be mitigated by software.
No idea how to get around the double tap -> zoom issue which makes this pretty hard.
Andrew Ng was proud of training a system to fly a helicopter upside down, just curious.