4 ms·
I have tried and barely succeeded, I just hope those are not real controls. Those should be either automated or they should consult someone from gaming industry
by NiceWayToDoIT 6y ago
I have tried and barely succeeded, I just hope those are not real controls. Those should be either automated or they should consult someone from gaming industry. Sorry to say UX controls are terrible (saying from gaming position).
- zlsa 6y agoThe docking is automated by default. The manual controls are only to be used in case the automated docking doesn't work.
- jacquesm 6y agoUI is even more important when there is an anomaly.
- NikolaeVarius 6y agoYou assume that whatever you prefer is a better UI.
- NiceWayToDoIT 6y ago:) well not necessarily just years of gaming practice.
- NikolaeVarius 6y agoIt is automated and they are the real controls that are used in backup. They are not designed so that your average person can just figure out orbital mechanics on the spot while approaching one of the most expensive objects ever created.
- _Microft 6y agoIf you want to try again: be careful with the controls; fix yaw, pitch and roll one after the other first (you might need minor adjustments to the other angles after fixing one, so keep monitoring them), then move laterally. Counting how many times you fired a thruster helps to stop the motion by firing the opposite thruster as many times as well. Good luck!
- jacobush 6y agoIt's slightly better than Elite on the Commodore 64
- jacoblambda 6y agoWhile I'd argue that the controls (at least for rotation, possibly also for translation) should be inverted, the controls are actually pretty decent. Try running it again but focus on zeroing the pitch, roll, and yaw first before moving on to the x, y, z. Once you have rotation under control, zero in your X, Y positional offsets until you are lined up. Finally burn your Z and then slow as you approach, all the while keeping the X, Y, Pitch, Roll, Yaw as close to zero as possible. The big issue is that fine grain translational motion is nigh impossible while dealing with any type of rotational motion. Once you kill the rotational motion, it's intuitive like using crane-game controls.
- dmoy 6y agoCounterpoint, I found it really easy to control, but I've also played a lot of KSP and am terrible at building balanced rockets, so my docking maneuvers always have imbalanced RCS thrusters (so correcting one axis knocks another one off). Plus they start you at 200m out with no relative movement, so it's pretty easy to just zero out one axis at a time and go from there