Season 5 is a modded single-player game in Science mode, and one goal of the season is that no kerbal dies. This video picks up inside the game's Docking tutorial, finishes it, and then takes the lessons back to the real save. The labs pay for proper RCS fuel tanks, two new DockingWho3 rockets go up, and they end less than a kilometer apart in orbit around Kerbin, still not docked.
Gene Kerman's last lesson
The video opens on the tutorial's Alignment step, with Gene Kerman's window explaining how to line up one docking port with the other. It is slow going. "Seems like an impossible task, oh my goodness." The two ships drift within a few meters of each other: "we're so close, we're gonna hit each other, what's the button to connect?"
The answer is in the next window, Docking - Conclusion: there is no button. Once the ports are about a kerbal's height apart, a magnetic assist pulls them together. The ship keeps sliding past the top of the target, and a switch to the Locked camera mode helps a little. When the drift finally stops, the commentary calls it "like an accomplishment" and walks away from the tutorial.
Paying for the fuel
Back in the season save, the Tracking Station shows DockingWho1 and DockingWho2 in orbit around Kerbin. DockingWho2 has RCS thrusters but nothing to feed them, since its fuel list holds only oxidizer, liquid fuel and electric charge. "I added these things to them, but I did not add any tanks."
The bigger RCS tanks sit in Adv. Fuel Systems, which costs 160 science, and the R&D building shows 41.1. So time warp goes to the labs. Eureka2's Mobile Processing Lab, still circling the Mun, climbs from under one point of science to more than 144 and transmits it home. SolarBat1, with Bob Kerman aboard, sends its lab's science too. By Year 2, Day 19 the Space Center shows 207.0, and Adv. Fuel Systems leaves 47.0.
DockingWho3, twice
DockingWho2 comes back into the VAB for RCS fuel containers. One idea for fitting them doesn't work ("Wow, that is a shame"), so the rest goes on the usual way. Four big side tanks on decouplers, struts, fins and nose cones follow, and the main engine is swapped for "something that's a little bit less crazy." The new name is DockingWho3.
The first one lifts off at night and reaches orbit, and an identical second one follows under the same name. The two orbits don't match at first, but the plan is to fix that up there.
No docking mode
This time the steps come from memory. A short burn lines up the two planes, maneuver nodes bring the closest approach down to a couple of dozen kilometers, and a retrograde burn near the meeting point cuts the speed relative to the target. One more node aims for a pass 8.9 km apart.
Then the controls refuse. Docking mode will not switch on, on either ship. "Is that because I don't have any people on this thing?" The I, J, K and L keys from the tutorial do nothing either. The only tools left are the main engine and pointing at the target, and the two ships creep closer that way. Burning retrograde finally slows things down: "There we go. That's the ticket."
Where it ends
The video ends with the two DockingWho3 rockets less than a kilometer apart and not docked. "Look, we're so close to the thing, but we can't dock anyway." The plan for next time is a craft with kerbals aboard and enough fuel to come home, to see whether a crew unlocks docking mode. DockingWho1 and DockingWho2 are still in orbit around Kerbin, Eureka2 is still at the Mun, SolarBat1 still circles Kerbin, and no kerbal has been lost.