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- So, you're going somewhere else in the Kerbol system huh? And when you get there you want to land and grab some of that sweet sweet science
- that awaits you on the surface. Problem: your lander ship is also your mothership, and you expended all of your fuel landing and dont have
- enough for liftoff let alone getting home.
- The solution: A mothership! It flies you around, carries extra fuel, and a dedicated lander gets you up and down from the target body.
- New problem: you dont know how to rendezvous with a ship in orbit, let alone dock with it. Well, here's how I do it.
- First off, you'll need a docking target vessel of some kind for practice. A medium 2.5m tank with a probe core, some batteries, an SAS
- module, some solar panels, an engine (or engines) and a docking port would work adequately. Get this into a moderately high 300km equatorial
- orbit, and make it mostly circular. A little eccentricity and inclination is ok, not all orbits are 100% perfect and KSP's floating point
- errors will fuck it up anyways.
- Once you have your docking target up in space, you need to construct/modify your docking vessel (the ship you will be in control of).
- The hard part about the docking vessel design is the RCS placement, as it must be balanced. Its possible to do it with a single set of RCS
- thrusters, but mass shifting through fuel and RCS expendeture will make it difficult. You will need 2 sets of 4 RCS thrusters, quad blocks.
- First, turn on the center of mass indicator in the VAB. This will make the yellow orb that tells you where the vehicles center of mass is. If
- you are modifying an existing vessel that is attached to a rocket, pull the rocket before doing this.
- Next, select x4 symmetry and grab the RCS quad block from the part menu.
- After that, place 2 sets around the vessel: 1 above the center of mass, one below it. Make sure there's roughly equal distance between both
- RCS sets and the center of mass.
- Finally, if the vessel doesnt have it, add some RCS tankage (a couple of the pill tanks will do) so your RCS thrusters arent dead weight.
- After this is all done, make sure the vessel has a docking port that is compatible to the one on the target vessel (small port on the target,
- small port on the ship; medium port, medium port, etc).
- Grats, you now have a ship capable of docking. Now to actually do it.
- First, get your ship into space (80km circular orbit with inclination below 5 degrees is a good starting point). Get Kerbal Engineer or
- Mechjeb for the orbital info, it makes this *MUCH* easier.
- Go into map view and set the docking target ship as target (right click and select set as target).
- Pop the navball out, you wont be going back to the normal view for a bit.
- Now, you will notice that when you set the docking target as a target, a number of extra indicators popped up. We'll go through these one at
- a time.
- First, look for the grey dotted lines linking your orbit with the targets, and capped at the target's ends with small green arrows with AN
- and DN in them. These are your ascending and descending nodes relative to the target. They are the points where your orbit goes higher or
- lower compared to the target. Mousing over one of these green arrows will give an inclination number in degrees. You want this number as low
- as possible.
- Pick one of the green arrows, and click on your orbit to create a maneuver node. You will see the 6 pronged node editor pop up, and you will
- want to focus on the purple triangles above and below it. Tug on these until your post-node orbit (the dotted yellow orbit) matches the plane
- of the target orbit (the AN/DN should read within .1 degrees. 0.0 or NaN is optimal).
- Burn that node, and your current orbit should now match the plane of the target orbit.
- That was the easy part. Now you have to actually get to the target, and it will involve alot of fucking around with the maneuver node to get
- it right.
- Now, I'm assuming the launched ship was launched into the aforementioned 80km circular orbit. In this case, you want to go higher, and that
- means prograde. Create a maneuver node, and pull the yellow circle until your projected orbit is high enough to get to the target orbit. If
- they havent already, a number of magenta and orange indicators and dotted lines should pop up. What you want is for one pair of orange or
- magenta arrows to match up. You will need to tug on the prograde/retrograde indicators on the node a bit.
- If the indicators are too far off for adjusting the orbit to compensate for, you will need to move the maneuver node itself.
- Click and drag it around your orbit until the arrows line up (if they do). If they dont, try time-warping a couple more orbits ahead, then
- try again. Eventually you will get lucky.
- Here's where precision is absolutely necessary. Execute the node (fly it in map view, using the nav-ball to do it), but keep an eye on how
- your orbit is moving relative to the desired result.
- Dont feel discouraged if you complete the node and you're still a couple km off. You have RCS thrusters. Use em after the main burn to fine
- tune your orbit so that the indicators in map view show less than .5km difference. If you want to go closer, go ahead, but make sure to leave
- some distance so you dont plow right into the target.
- While you are coasting to the target, click on the velocity indicator above the Navball and set it to relative velocity (Should read Target:
- <velocity in m/s>). This is important, as it will help you match velocities with the target once you get there.
- Return to the normal view, and on the navball, orient your ship so it is prograde with the target (if you were dropping in from a higher
- orbit, it would be retrograde with the target). When the target ship in the normal view (it should be little more than a green indicator with
- a number beneath it) is within 5-10km of your ship, begin the burn to match velocities. Ideally done, the target should be within render
- distance (2.3km), and the relative velocity between you and the target should be near 0.
- Point your ship towards the target (big purple split circle with a dot in the center on the navball) and thrust towards it (using your
- thrusters. The engine is no longer needed). Your relative velocity vector (yellow prograde symbol) should be overlapping the target indicator
- on the navball. As you approach, you may need to thrust a little bit more to unt for drift between you and the target.
- Slow down to a stop once you are within 50-100 meters of the target. Congrats, you have successfully rendezvoused with the target ship. Now
- to dock with it.
- From your ship in the normal view, right click on the desired docking port on the target, and in the context menu that shows up click "target
- docking port". On your own ship, right click on your docking port and click "control from here". Your docking port is now the controlling
- part of the entire ship, and if its not on the end of the ship (ex on the nose of a capsule), your entire control scheme will re-orient
- itself with the new control part.
- Anyways, once that is done you need to line up the docking ports on both you and the target. The mod Docking Alignment Indicator is a GODSEND
- for this, as it gives you all of the information needed to line up and dock. Seriously, get it. It will make lining up with the target so
- much easier.
- Once you have lined up your port and the target port, thrust forward a little, making sure to adjust to keep the alignment as you fly along.
- You'll know you got it when the magnets engage and drag your ship and the target together. When this happens turn off your SAS if its still
- on so your ship can move freely. It may get it instantly, or drag around a bit, but once the ports have begun to attract each other docking
- is pretty damn well assured.
- And there you have it: How to dock 2 ships together as explained by CyriousLordofDerp
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