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The Outbound Leg
Excerpt from ‘The Mars
Conquest’, a work in progress…
The road from Earth to Mars and back contains no milestones
or signposts. Its maps are represented with abstruse mathematical jargon
about 'gravity fields of influence,' 'delta-V' and 'hyperbolic excess
velocity.' Nevertheless, celestial navigation, even under unearthly rules,
is still humanly conceivable. The routes were being mapped out in theory
long before they were attainable in practice. The question facing analysts
now is not which is the way to go, but rather what factors of propulsion
and the duration of the mission are most important in choosing between
dozens of alternate routes.
The common wisdom about the long voyage up and out from Earth to Mars
is that boredom and restlessness will be a major concern. A well-known
space reporter wrote in 'Spaceflight' in 1971 that, "Boredom and
zero gravity will be the crew's biggest enemies. Boredom, which will exist
only until planetfall, will be alleviated by making extensive tape libraries
available to the crew." Out of the spaceship's windows, no visible
sign of the vehicle's headlong progress (at more than 100,000 feet per
second) would be visible. The only movement on the celestial sphere would
be the week-by-week crawl of the brighter planets. The motion is compounded
by the spaceship's own orbital track and the changing parallax of shifting
positions.
The most noticeable and distressing symptom of the widening separation
from Earth would be the growing round-trip radio communication lag, a
delay which would mark the advent of an isolation hitherto unknown to
space voyagers, as human conversation with colleagues and family members
back earthside became impossible. Such psychological pressures, gnawing
at supposedly idle minds drifting between the worlds, could well seriously
diminish the mental health and alertness of the voyagers. At least, that's
what numerous commentators have alleged.
Far from it. If recent spaceflight experience is any evidence, the Mars-bound
crew will be overworked and constantly challenged. Far from brooding over
the view of an unchanging field of stars, the voyagers might not have
time to look out the windows for days on end. Far from sitting by the
radio hungry for voices from Earth, the astronauts will probably come
to see radio communications as an unwanted interruption of their busy
schedules. There will be plenty of things to do in those eight to ten
months en route.
The first order of business on the way outwards, once the whole spacecraft
has been thoroughly checked out and all systems are exercised, will be
to prepare for an immediate return to Earth, but only to be carried out
in the event of a major spacecraft or crew emergency.
For the first several months, as the spaceship drifts slightly ahead of
and ever further out from Earth, the crew has the ability to use onboard
propulsion to turn back and get safely to Earth within a few weeks at
most. But after about a third of the way out to Mars, the delta-V required
for this abort maneuver has grown to exceed the capabilities of their
vehicle's engines, so the expedition is committed to at least a Mars fly-by
and a long loop around the sun.
Other mission abort modes can be formulated. The out-bound crew will spend
a lot of time studying them, practicing them, and carrying out the preparations
needed to keep such options open on the shortest notice. For example,
a decision to cancel the entire Mars orbital/landing phase of the mission
would require a major course change at Mars fly-by (probably using the
Mars Entry Module's descent and ascent propulsion systems, unless that
system's breakdown was the original cause of the wave-off) and again halfway
back to Earth. But the necessary emergency return trajectories can be
computed and would already be loaded into the navigation system pre-mission.
But that's only if things go wrong. Even when everything is running smoothly
on the outbound leg, there are several distinct activities to fill the
too-few days between Earth and Mars. Keeping alive and keeping the spaceship
operating would certainly be significant activity, with frequent checkout
runs and diagnostic inspections, but added to all of that would be the
major tasks of study and practice for the Mars-side mission events. Scheduling
lessons derived from all previous manned space programs will be needed
to fit everything that needs to be done into the scant time available.
Probably the single most important factor in the success of the American
manned space program over the decades has been the extent of crew control
built into the spacecraft. The down side is the consequently required
exhaustive training of the flight crews and ground crews (at Houston Mission
Control and elsewhere).
On numerous occasions, hardware problems have been overcome by flexibility,
ingenuity and on-site alteration of preplanned sequences. Life-threatening
failures have been successfully finessed by well-trained, alert personnel
in space and on Earth.
To reach this level of expertise, crewmembers work long hours on training
mockups, practicing and continuously improving the procedures that have
been written for nominal and emergency developments. The most sophisticated
training is in the spacecraft simulators, which are hooked up to powerful
computers that read all crew commands, then calculate what should be the
consequence of such commands were the spacecraft really in flight. Finally
the computers drive the cockpit displays and generate artificial 'views'
out of the windows to show what the real effects would have made them
show.
The heart of this process of training is the 'integrated simulation,'
or 'sim' for short. A crew sits in their simulator, while the simulation
computers feed their data into Mission Control computers, just as the
data from the real spacecraft would be fed. Dozens of specialists monitor
the health and happiness of the computer's imaginary spacecraft. These
are the 'flight controllers,' in a specialized hierarchy under the 'flight
director' who has ultimate authority in the mission. A third group of
training specialists observe (but are not observed by) the crew and the
flight controllers; they deliberately introduce certain malfunctions into
the simulator computer's concept of the state of the imaginary spacecraft.
These malfunctions then affect the data output to the crew and to Mission
Control, who must in turn react to the failures, then diagnose them quickly
and accurately. The teams must then repair them, negate them, accommodate
them, or decide to ignore them since false indications are an authentic
class of hardware failure. Lastly, if there is no other choice, they abort
the mission soon enough to save the lives of the crew. If you are too
cautious, you might be tricked into aborting a repairable mission. If
you are too bold, the astronauts 'die' before they can reach safety and
you buy your colleagues a round at the 'Outpost Tavern' later.
These training specialists have a crucial and unsung role in the success
of actual missions, even beyond their contribution to honing the participants
to a razor's edge of sharpness. They also seek to find the most subtle
and damaging failures or combinations of failures. They must therefore
be first-rate engineering systems analysts in their own right, with a
touch of the sadist, the conjurer and the clairvoyant thrown in. Many
of these experts themselves become astronauts.
Vulnerabilities which they uncover in the make-believe world of 'sims'
are repaired in reality by changes in hardware, software, or procedures.
It's a learning process that continues right up until the actual space
mission.
Such activity has worked for manned spaceflight in the past, and worked
very well. The Mars mission will need this very same type of service,
but it will have to be long-distance.
All of the exquisite training computers and staff now located at the Johnson
Space Center in Houston will still be available, but the minutes-long
radio round-trip time from Earth to the expeditionary spacecraft will
add a new dimension to the complexity of the crew training problem.
Most definitely, high fidelity training will be needed on the flight.
The crucial portions of the mission, Mars orbit insertion (call it 'MOI')
and the landing itself, will take place almost a year after the last chance
for earthside training. There's no way the crewmen can store away those
reflexes and learned procedures to remain dormant in their minds for such
a period. At the very least, refresher training must be scheduled, but
if so, the outbound voyage then might as well include the major portion
of the key training for the at-Mars activities anyway.
Therefore, the Mars spacecraft must be designed from the beginning with
in-flight training in mind. All flight controls (buttons, switches, keyboards,
control sticks, etc.) must be able to operate either in direct real-life
mode or in simulation (make-believe) mode. Similarly, all flight displays
(gauges, television screens, lights, etc.) must be controllable in either
of those modes, too.
With the spacecraft in simulator mode, another computer system somewhere
else on board must maintain the mental mathematical model of the 'imaginary'
practice spacecraft with its hypothetical practice problems.
This dual-mode operation scheme, while certainly an innovation for manned
spaceflight, is feasible because of an advance in spaceship flight control
systems characterized by the Space Shuttle's on-board computer quintet.
The technical term is 'fly-by-wire'; a technique used as a backup system
in earlier manned spacecraft that has become the primary and only control
system on the Space Shuttle. Essentially, all controller commands--engine
firings, eleven pitch, gauge readings, whatever--come from the computer
system, based on measurements taken throughout the vehicle, including
from the crew's flight control switches, sticks and buttons.
Such a scheme, in which the computer system is programmed to select different
control combinations depending on rapidly changing mission phases, was
the only one judged capable of handling the intricate requirements of
the Space Shuttle mission. But it required, in turn, a major advance in
control theory and reliability of airborne computer systems.
So day by day, the Mars-bound astronauts would undergo landing simulations.
Some could be quite normal, familiarizing them with the actual steps they
hopefully would be following for the actual touchdown. Other runs would
include difficulties that had to be detected, recognized and circumvented.
This would be done with the aid of advice from Mission Control millions
of miles away, where the data flow would be artificially delayed on tape
to match the expected real delay connected with the distances at the time
of the real landing.
Since the simulator control of the Mars spaceship could not tolerate any
such delay, another on-board computer would have to act as the simulator
control. This would require a high level of capability and special software
programs. Perhaps the lander's computer system could double as the simulator
computer for the mission module's simulations of Mars orbit insertion.
In turn, the mission module's computers could double as the simulator
computer when it came time for the lander to practice its own particular
specialties.
Such simulations, involving the whole crew, could probably be scheduled
as often as three times a week, for eight to ten hours each time. One
astronaut would act as an on-board training official, while all the rest
would be in actual training. That heavy load is in fact characteristic
of astronaut training for major new missions. It was followed by the Apollo-11
moon-landing crew in the six months before their 1969 mission, by the
first Space Shuttle Columbia crew over the same general time period before
their 1981 mission, and by the Expedition-1 crew to the International
Space Station in 1997-2000. And it was far from the hardest part of their
preparation.
In fact, drawing on training experience for such analogous astronaut activities,
the three full days of simulations per week would be just part of the
crammed crew activities. They would also undergo special procedural and
equipment briefings, probably for three half-days a week. They would be
assigned to other specialized instruction on individual duties, probably
in the form of videotapes or even motion holographs, for two other half-days.
Their testing of the spacecraft for routine diagnostic functions would
likely consume a couple of hours per crewman, twice a week. General space
housekeeping, judging from Skylab, Mir, and International Space Station
experience, would require about two hours per day per astronaut. This
includes such duties as communications sessions, navigation updates, corrections
to on-board documentation, and so forth.
Also from experience, the rest of each astronaut's day can be fairly well
mapped out. Sleeping and personal hygiene takes nine to ten hours per
day. Food preparation and mealtimes take two hours per day and maybe three
on Sundays. Exercise to prevent the deterioration of muscles to be needed
for walking around on Mars requires at least two hours a day on average,
maybe with Sunday off. A major medical examination takes up one or two
hours per crewmember per week. Personal time gets an occasional hour here
or there and a big block set aside on Sunday. But if Skylab, Mir, and
ISS are any example, that last item, together with sleeping time, is the
most easily sacrificed when it comes to actually fitting everything together.
Somewhere in there, too, must be fit extensive scientific training for
the Mars phase of the mission. Lander crewmembers would be expected to
earn the equivalent of a correspondence course master's degree in geology;
orbiter Mission Module crewmen, if any, would be doing the same but preparing
primarily for visual and instrumental observations from orbit.
Each crewmember would also have collateral backup training in specialties
of other crewmembers, in the event of somebody's being incapacitated.
The Mars spaceship would take on all of the spirit and appearance of a
flying university library in the week before final exams!
Bored crewmembers on the way out to Mars, you say? Don't they wish!
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