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ISS Docking Simulation

iss-sim.spacex.com

71–80 of 149 posts

Re: ISS Docking Simulation

#71
post #54
post #53

Tesla almost has self-driving cars but SpaceX can't self-drive this? There is no snow, rain, children chasing balls.

Its because astronauts want to have something to do

This is actually a legit answer. It's the same exact reason why the Space Shuttle relied heavily on manual flight controls even though it fully supported almost-entirely-automated flights like the Buran did. Astronauts seem to get more satisfaction out of actually flying their spacecraft rather than just riding in 'em as passengers.

Re: ISS Docking Simulation

#72
It is a fun little game, and I managed to dock successfully using the instruments.

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.

Re: ISS Docking Simulation

#73

Tangent, but the killer app for VR devices is space sims with a joystick, something like Elite: Dangerous. Space sims are the only thing where you realize there’s no going back once you do it in VR.

Flight sims in general sound exciting with VR. In fact the new Microsoft Flight Simulator might actually finally push me to pull the trigger a headset.

Flight simulators map a lot of inputs to the keyboard. Is it feasible to fly while using a VR headset? Can motion controls be used to interact with the cockpit?

Re: ISS Docking Simulation

#74
Years of Kerbal Space Program have prepared me for this moment. Almost felt easy, what with RCS thrusters that were actually balanced and not spinning me around when trying to translate (or vice versa), and having already been put in a stationkeeping orbit. Just needed to line up rotation, then Y/Z, then put X+ in the red, grab an early morning beer, come back, and make some final adjustments while slowing back down for contact.

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.

Re: ISS Docking Simulation

#75

Nailed it first time!! I was super excited too, cos it was so obvious that this so-called “simulation” was in reality a test to find pilots to save the ISS from some top secret calamity that we don’t know about. 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” :(

For all we know this could've been an Enders-Game-esque "simulation" with actual astronauts' lives in our hands.

Re: ISS Docking Simulation

#76

Earlier quoted context omitted.

Really? I'd have thought they'd give the astronauts a proper 6DoF controller (e.g. a SpaceBall or SpaceMouse) instead of making them mash buttons like this.

Yea, with this interface docking this space pot feels like trying to draw in MS Paint with my mouse.

For maximum realism you'd play this on an iPad.

Re: ISS Docking Simulation

#77
post #14

SpaceX: "Movement in space is slow and requires patience and precision" Can't wait to see speedrunners prove otherwise.

A docking speedrun contest might be the only thing I'd put on my calendar to tune into on Twitch.

Docking speedrun with a real Dragon 2 in actual space docking to the actual ISS with real astronauts on board.

Now that's a pay-per-view moneymaker right there.

Re: ISS Docking Simulation

#78
post #18

I’m glad this is available online. This is a very standard docking UI for spacecraft - everyone in the industry has an almost identical design. ULA has shown a simulator exactly like this in conferences for years now.

I’m reasonably certain an actual interface would have more than just two thruster strength settings...

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.

Re: ISS Docking Simulation

#79
post #39

Earlier quoted context omitted.

"Gravity" was quite accurate, no?

In some ways... In many other ways the physics was wildly inaccurate.

The rope scene always bothers me. Why are the ropes and the strap taut after the first snap? What’s pushing him away? It sure isn’t wind! And there is no rotation either.

[0] https://youtu.be/DYDaIyfitn8

Re: ISS Docking Simulation

#80

Earlier quoted context omitted.

Flight sims in general sound exciting with VR. In fact the new Microsoft Flight Simulator might actually finally push me to pull the trigger a headset.

Flight simulators map a lot of inputs to the keyboard. Is it feasible to fly while using a VR headset? Can motion controls be used to interact with the cockpit?

I use a joystick with the headset. If you are going to do the headset, might as well go all in with a joystick (or flight specific controllers).

https://www.amazon.com/Logitech-Flight-Rhino-Certified-Refur...

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