by abhiminator on 1/5/22, 11:40 AM with 91 comments
by tomxor on 1/5/22, 1:58 PM
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.
by ggerganov on 1/5/22, 12:38 PM
by leetrout on 1/5/22, 1:35 PM
https://www.shanemielke.com/work/spacex/iss-docking-simulato...
by Sebb767 on 1/5/22, 12:36 PM
But Kudos, maybe it's my KSP experience, but that interface is really great and understandable.
by zhan_eg on 1/5/22, 12:37 PM
Still, it is super cool
by tigerInATurvy on 1/6/22, 12:31 AM
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?
by emsign on 1/5/22, 1:12 PM
by Toutouxc on 1/5/22, 8:14 PM
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.
by joshdance on 1/5/22, 8:58 PM
https://www.reddit.com/r/interstellar/comments/gmiwgh/no_tim...
by kunai on 1/5/22, 7:41 PM
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.
by somedude895 on 1/5/22, 3:01 PM
by gclawes on 1/5/22, 1:54 PM
by MertsA on 1/5/22, 7:04 PM
by icoder on 1/5/22, 5:52 PM
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.
by Tempest1981 on 1/5/22, 1:49 PM
by GistNoesis on 1/5/22, 3:38 PM
by cornel_io on 1/5/22, 2:15 PM
No idea how to get around the double tap -> zoom issue which makes this pretty hard.
by WorldPeas on 1/6/22, 1:11 AM
by zeristor on 1/5/22, 9:37 PM
Andrew Ng was proud of training a system to fly a helicopter upside down, just curious.
by tibbydudeza on 1/5/22, 8:29 PM
by qnkhuat on 1/5/22, 4:25 PM
by jonathankoren on 1/5/22, 5:32 PM
by Claude_Shannon on 1/5/22, 5:44 PM
by lambda_dn on 1/5/22, 2:55 PM
by gentle on 1/5/22, 1:50 PM
by verisimi on 1/5/22, 1:50 PM