Crew Dragon docking simulation

Hmmm, this makes me wonder. Do the real-world controls actually work like FA off in the game? I'd have thought it'd be much simpler to use controls if they 'emulated' the FA-on model. Essentially, adding the counter thrust on the release of the controls, rather than requiring a deliberate counter-action.

e.g. if I pull the stick back 10%, thrusters under the bow / over the stern of the craft activate pitching the craft upwards. As long as I hold the stick in this position, no further thrust occurs. As I ease off the controls, the reverse thrust is applied (over the bow, under the stern) to counter the initial movement. Until I get back to the stick centred, at which point the automatically-added counter-thrust should mean the craft is now still and stable.
 
Hmmm, this makes me wonder. Do the real-world controls actually work like FA off in the game? I'd have thought it'd be much simpler to use controls if they 'emulated' the FA-on model. Essentially, adding the counter thrust on the release of the controls, rather than requiring a deliberate counter-action.

e.g. if I pull the stick back 10%, thrusters under the bow / over the stern of the craft activate pitching the craft upwards. As long as I hold the stick in this position, no further thrust occurs. As I ease off the controls, the reverse thrust is applied (over the bow, under the stern) to counter the initial movement. Until I get back to the stick centred, at which point the automatically-added counter-thrust should mean the craft is now still and stable.
As far as I know real world spacecraft's controls are like FA off. Though both Sojuz and Crew Dragon have autodocking systems. Pilot manual controls are back up system.
 
Hmmm, this makes me wonder. Do the real-world controls actually work like FA off in the game? I'd have thought it'd be much simpler to use controls if they 'emulated' the FA-on model. Essentially, adding the counter thrust on the release of the controls, rather than requiring a deliberate counter-action.

e.g. if I pull the stick back 10%, thrusters under the bow / over the stern of the craft activate pitching the craft upwards. As long as I hold the stick in this position, no further thrust occurs. As I ease off the controls, the reverse thrust is applied (over the bow, under the stern) to counter the initial movement. Until I get back to the stick centred, at which point the automatically-added counter-thrust should mean the craft is now still and stable.
Lol, no. Real world controls are custom made to the user - not the other way round. If real world was undamped input like in ED there'd be at least a curve to tweak for the user. But I doubt there'd be uncoupled mode for spacecraft. Past a point you wouldn't be able to compensate manually.
One of the Sukhoi planes famous for that Cobra manouver is inherently unstable and needs flight assistant to stabilise the aircraft. Manually you would likely be unable to handle it. There is a safety override you have to press top disengage it. A master alarm blares but you get full authority for insane manouvers. You can try it out in DCS.
Or remember the flat spin in Top Gun? It's modeled in DCS too. You can enter all kinds of flight states there and most of them are hard to get out of. Real world flight assist keeps aircraft in working parameters.
 
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