@@MikeAben You're students are so lucky, I was lucky enough to have a brilliant maths teacher at O and A level in school set me up for doing electronic engineering at uni but none of the lecturers in maths there measured up to my school teacher.
I know these videos are old and have been out for a while, but after hanging up KSP for a number of years and coming back, I just want to say that my immense appreciation for the formatting and educational nature of these videos knows no bounds. Thanks for breakin it all down barney style :thumbsup:
Mike, I dont know how I'd play this game without your help. Thank you so much. You are a god at instructional videos. So articulate that I can play them a second time for review at 1.5x speed and you're still crystal clear and articulate.
Using the nav ball direction of the target to get a precise alignment is a great tip. Double that for aligning Normal to begin with. The Docking Mode is essential for console as it allows for linear RCS. We have to keys to use.
I find it much easier to use docking mode than the translation keys. It lets you keep your hand in the standard WASD position and keep control of the mouse.
@@DiggitySlice I'm too dumb for that. I'd be trying to switch back and forth and accidentally hit the throttle.. then my ship would smashing into the space station
Yes, docking ports attract each other. This can be adjusted somehow, and you can have two docking ports on the same vessel attracting each other - if the attraction force on one is 0 you get a kraken drive (free deltav)
Every time I think there's nothing more you can teach me about this game, there's just controls you speak about and everything just makes sense. Both vessel control and also docking like damn you're awesome
Pilot Math: To obtain the reciprocal heading (180 degrees out from an initial heading), use “plus 2, minus 2”. Assuming initial heading is 072, you would add 2 to the first digit, in your case here, 0 + 2 = 2. Your second digit is 7 - (minus) 2 = 5. Last digit remains the same at 2. Put it together for your heading and you have 252 degrees. For headings greater than 180, use “minus 2, plus 2”.
You made some comments about the "Docking Feature" and how you felt it was an unfinished feature, FYI its for the Console ppl and gives us control of our RCS system to our left stick for docking which is a great help for the console game and makes it super simple to dock more realistically than a PC can......
Thank you very much for your “in depth” video. You are now the number one resource for the newly that I am. Special thanks for the maths aspect you share in some of your work.
Good video and I haven't done a docking maneuver yet but wondering ahead of time how to "un-dock". It is the only thing missed in this video. Maybe it is obvious but I already knew the idea behind docking I watch these videos to learn the tricks of the interface since KSP doesn't explain the simple things very well. For instance, when I did my first mun flyby I switched focus to the mun, which was helpful for the maneuver but then couldn't figure out how to switch the focus back to the ship. I accidentally figured it out. Then on my first career satellite mission I got the craft to the correct orbit (took a couple tries since it said "keosynchronous" but I ended up having to go "clockwise") then wanted to get back to KSC but couldn't find the "right button" till I decided to try another time hit escape and there it was -go to KSC-. One of the biggest issues with this game for me has been how unintuitive and illogical some of the controls are.
I agree that KSP doesn't teach you these things very well. To undock, just right-click on one of the docking ports and select "undock". If the one you selected doesn't have that option, then it will be other one it is connected too.
Just wanted to say "Thank you!" for the help.. Only problem I have now is I have to do another rendezvous and docking maneuver because I did something stupid in my excitement, and now Jeb and Bob are stuck in orbit. Good news is, it should be a lot easier to dock the second time
Unfortunately for me, I'm relegated to console KSP. These methods are virtually impossible, because by the time I'm done fiddling with camera angles, I'm already flying past the object I wanna dock to because my controller just won't allow me to switch fast enough. They should've never made a console port for this game; as fun as it appears...
I find the docking mode to be much easier to use than the translation keys. It lets you keep your hands in the standard position and feels very natural. If you're having trouble using the translation keys, I implore you try docking mode. You may find it easier. Don't avoid it just because a youtuber told you it had no purpose.
I think your asking for a rendezvous video, not a docking video. I have a few of them covering various situations, including starting from an orbit very far from the target. Do you have a specific situation in mind?
Do you know why the aim camera function doesnt appear for me? I am still in control of craft 1 - i zoom out to craft 2 and if i right or left click any part nothing happens?
I watched this tutorial, Got an 0.3 km rendezvous.. got 30m away, then realised I had the rendezvous ship from the other tutorial.. not the docking one
@@MikeAben I havent Tryed it yet but it can be possible, because when i first started to play i didnt know how to timewarp and just pressed every thing so Thank you.
hey so i made a station recently and docked something for the first time but my station wobbles when the ship is docked, is there any solution mid-flight for this or will i need to deorbit it and try again?
A few things to try. First, disable all but one set of reaction wheels. They tend to fight with each other, especially if they are oriented along different axes. If this doesn't resolve it, or if you just want to stiffen the station, an engineer can attach struts across the docking ports via EVA. You can also use autostruting by right clicking on parts. Careful with this last one, as there is a weird rotation bug that can creep in. Autostruting to the grandparent part seems safer. Finally, a quick timewarp stops all rotation and wobbles, though the wobble may resume if the underlying cause hasn't been addressed.
been trying to catchup and dock for 9 months for now.. Still i have no idea what to do smh.. kerbal space 2 is coming out and I have no incentive to even keep playing the game. Is there any tutotial that could show me how to rendezvous and dock?
The way I dock is, set up your intercept maneuver and then complete it. In the bottom corner you have a "maneuver node" purple tab, that also has an "approach info" tab. Use the "approach info" tab, wait for your T- to reach 40 seconds and burn off some relative speed you have to your target. You do that by tapping the Navbal speed indicator until it says "Target". Understand that prograde and retrograde mean to and away from, so if in Target mode you have a speed of 200m/s as you approach... you want to burn about 175m/s in retrograde when you are T- 40s from your intercept. At this point, you should be approaching your target at 25m/s, and your T- has likely CLIMBED to around 2 minutes or more. Again, wait for T- 40s and then begin to burn and push your retrograde vector onto the anti-target marker, until your relative speed becomes as close to 0 as you want. The MOST IMPORTANT POINT at this stage is STOP BURNING if your T- climbs beyond 1 minute! Orbit is curved, not a straight line, so whenever you add or take away speed, you're essentially adding speed in more than 2 directions. If your T- is below a minute, the orbit curve is close enough yo a straight line, hence its ok to burn or add speed at this time. Mike does have a rendezvous video and it helped me understand what was going on immensely. Mike likes to burn gently at T- 3 minutes... I do not like that approach. I find a full throttle burn at T-40s to shave off speed, your T- will climb to beyond T-1.5m, then again wait for T-40s and burn HOWEVER YOU NEED to shave off your last 25m/s of speed. Key for me is the 40s or 30s mark as again, your intercept becomes a straight line and so your burns are more accurate in this window of time. If you burn to far away (T- 1.5m and beyond) you're wasting your time and/or it's fiddly and you can lose patience. The game has this exact scenario in its training menu and tells you exactly how to manage it. The game uses the window of 15km... just like I use T- 40s full throttle and Mike starts at T- 3minutes gentle throttle. Just personal preference. Also note if your RCS thrusters are active in pitch roll and yaw, you'll likely want to cry! Turn those directions off in the actuation switches on them. Not to mention KSP 2 will have better and additional training menus to teach people how to play. It takes practice that's all. Don't be bummed out when you don't manage it first time. I struggled by following YT tutorials TOO strictly, in reality, follow my advice of shaving off speed only when your target is T- 40s and it becomes a walk in the park.
There's a link to how to do a rendezvous under the info tab. In case you missed it, here it is again. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-j_57NSlkzt4.html
Ive tried repeatedly to do this, I do what you say and it kinda works, but i can never get the intercept where i meet the other probe/module No other tutorial really describes it much as well
Are you talking about setting up the rendezvous? That is getting the two spacecraft to be close together. I have a video for that linked under the info tab at the top right. Let me know if this isn't what you mean.
@@Dolph_Vader When playing manually it's full thrust all the way, baby! Yes, you can get into ideal TWR to maximize efficiency, but I honestly don't find the effort worth it. That said, I have a modded let's play with a launch program I wrote in kOS. It's full thrust until 25 km at which point it locks the TWR to 0.9. Something more dynamic would likely be better, but I've not gotten to doing that and, frankly, it's not a high priority.
@@MikeAben that makes sense. When you're building properly the difference isn't as big. I remember when i was a n00b and I'd strap extra solid boosters (before vanilla ksp had TWR), that max Q limiter did save me gazillions of deltaV by throttling back my liquid engines till the air was thinner. Now it's just a habit to use it every time but usually doesn't even do much manipulation of the throttle.
Yes, tweaking the thrust limiter in the VAB is the key. Way back, before KSP even gave you the total mass (and I hadn't heard of Kerbal Engineer), I had a spread sheet where I recorded all the part and fuel masses and engine thrusts, and it calculated TWR and delta-v for me.
I did it recently in a live stream because I forgot to put on thruster blocks. It's not hard if you just point the two docking ports at each other as in method #1 in this video.
There is the "Lowne" method, but that requires either top-end probes or 3-star pilots for both vessels. Fine for Sandbox Mode, easy enough for Science Mode, but comes quite a lot later in Career Mode.
He comes from a teaching background and considering the point of the video, to be a beginners tutorial, the changes in his cadence are to help put emphasis on specific ideas as it can quickly become overwhelming. If the pace is too slow for you, just increase the speed of the video.