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Suppose a lander/ascent vehicle weighing 7.9 tonnes without landing/ascent fuel but including structure/crew/RCS mass.
The base of the lander is a torus 7m outside diameter, 3.4m inner diameter, 1.8m high. That would contain 32.8 tonnes of CO. To burn this at stoichiometric ratio we need 11.92 tonnes of oxygen. That fits into a sphere 2.7m in diameter. With a mass ratio of 6.6 the craft is capable of 5.5Km/s Delta V. Split that into 4.5Km/s going up and then 1Km/s going down.
On return from orbit it contains 3.25 tonnes of fuel. To that I'll add 1 tonne of water ice stolen from the transit vehicle. So prior to entry it has a mass of 12.15 tonnes.
Allowing for the water to be consumed and reading between the lines, we get to hit the retros at about 7Km. More like 10Km if a small amount of additional drag is added - such as that "air brake" idea.
Still would like some more altitude but I think that could be accomplished by making the base closer to 9m in diameter.
Fairly happy that its not impossible. But the more shared structure the better.
Edit:Typo
Thinking of winged things...
I guess the closest I get to a vehicle with light weight "wings" - wings in the sense of generating lift - is like this. Start with a cylindrical shape as your "fuselage". Maybe shape the nose a little to shape the shock waves. But basically nothing fancy, and you can get away with a regular cylinder shape. Ok, now give it wings. Now you don't have the give the wings true aerfoil shape, but you still need need a counter-force to give the wings an angle of attack. So what I come up with is basically two very long slender "glider" wings projecting outwards from the body of the cylinder. I'd give the center spar a layered structure with a core giving it strength at extremes of temperature inside a good insulator - even an old fashioned dewar structure. These wings are fixed. No flaps, just structure. Ok, further aft you have two much smaller wings. Similar basic structure but this time able to be rotated - acting like an elevator.
The principle here is just to do the long glide using lift in the upper atmosphere. Much of the heat load is experienced by the wing, but also re-radiated. Now, as you approach denser layers it might be necessary to shed the wings, or even shed portions of the wings in stages. Anyhow that's the nearest I can get to a "tiger moth" idea.
I guess that if you've gone to the trouble of developing the materials for that, it might still make sense to simply adopt the "shuttlecock" shape, extending a conventional heat shield outwards. Gut feeling says that that would work with a progressively less dense, more porous surface towards the edges. Again, expendable.
Now, going back to my obsession - which is a lander/ascent vehicle. And thinking about a conventional capsule shape. One of my issues is minimizing the extra mass that would be needed to turn a lander into an ascent vehicle. Here is one such idea. Following on from the discussion above, suppose I build a torus in the order of 7-9m in major diameter made out of something tough and moderately temperature resistant. Attached to that, and sealing the inside of the torus, a dome structure providing the platform for the engines. Now, on the bottom surface of the torus is a thin skin of a refractory material with some degree of insulation. Purpose here is to make the best use of radiative cooling.
On descent you use water as a coolant, generating steam as above. The water is stored inside the torus, keeping the center of mass low as possible.
On the surface, the inside of the torus is a convenient volume which then forms the CO tank for the ascent. Which means the metal used is doing double duty and you're keeping tankage mass down.
Obviously you need either a separate smaller tank for the fuel for the descent. And I've yet to consider the oxygen but the oxygen demands about a third of the volume of the CO tank.
Ok, I'll tidy that up and email.
I've been toying with the idea of parking some part of the structure out of the way. In that sense it doesn't have to be a wing (in terms of generating much lift) though that helps.
You can augment a standard capsule with "air brake" panels - basically perforated sheet metal - which also double as an outer aeroshell. After peak heating, they fold out like petals.
Hardest thing about re-configurable wings is the practical considerations. Here's a half-way house between a capsule and a "airplane".
Start with a tube with a blunt nose. This shape has been proposed for Mars landers. I think NASA are working with this shape too. So the heat shield area is not just the nose but the belly. And as it stands, it generates a bit of lift too.
Now imagine that the upper surface of this tube unfolds, just like the payload doors of the shuttle. Unfolded they nearly double the effective drag - and there is still a bit of lift.
One design I'm fond of is just a somewhat more elegant version of the shuttle. But with no moving surfaces. Just a rigid body. Unlike the shuttle its not able to come to a rolling landing. Instead it lands under propulsion.
In the nose is a set of thrusters firing downwards through a portal protected just as you suggested with steam. Minimal solution is 3 thrusters. One direct straight down. Two canted somewhat to the side. Towards the tail are two sets of thrusters, again pointed downwards. Again, with a protected hollow.
At the tail is a set of main thrusters, just as with the shuttle.
Landing is on skids belly first. Take off happens like this. The nose thrusters fire and rotate the whole craft towards the vertical with the rear skids design to allow this. As it nears vertical the main thrusters fire and thus you begin ascent.
Descent begins with a low angle of attack. On the most critical surfaces you have a refractory metal (either a foam, or structured to lower conductivity). Or you put a small thickness of thermal insulation behind the skin. The idea here is the skin is designed to heat and lose some energy radiatively. Behind this is a tank of slush/water. Steam generated fills the hollows in which the thrusters sit, and selectively on certain areas such as the leading edges. A low angle of attack takes you through peak heating quickly with minimal usage of water.
As you descend past peak heating and lose velocity you raise the angle of attack, increasing drag and lift. You then use a small amount of thrust if necessary (I don't know if it is) to lower your rate of descent. Then as one last maneuver you broadside to get as much drag as possible before going into retro thrust. Then its mainly the belly thrusters that do the work of positioning for landing.
Ok, that's my dream craft for the moment. I'm still not convinced its necessary to go to that much trouble when for the same effort you can always start with a regular capsule shape and instead just put the effort into making the heat shield-aeroshell as light as possible.
Returning to where I originally came into this. I'm still wary of landing crews along with large payloads. And looking at the numbers I can see there are still advantages to landing the large mass payloads and the crew separately because that leads to a more optimal design for each.
With a large payload but un-crewed you can afford to have smaller margins in terms of time and altitude. Also to some extent its not important that the habitat is a particularly accurate landing if instead the crewed landing can be more accurate as a trade off. If you do split the two then a standard capsule shape works well for the large mass. Since the heat shield is by design expendable you can oversize it (built in space in segments). Your 60 tonne lander with a 13m heat shield and a Beta of 400 now becomes a lander with an 18m heat shied and a Beta of 250 (even allowing for more mass in the heat shield).
Edit: And a 60 tonne craft with a Beta of 250 and no lift still gets you to Mach 3 at 8.7Km.. with 0.1 lift its 11Km.
What this also does is allow you to build a more squat habitat with more floor area. Or alternately the habitat ships to Earth orbit as a series of modules that interlock - a bit like a mini "space station" concept. Onto that structure you then bolt the heat shield segments. The overall structure provides some of the stiffness for the heat shield itself on descent. During landing the heat shield pieces are shed and you're basically landing a "station".. and that could extend past 20m in size. Even greater reductions in Beta are possible if you land certain other things separately like consumables.
And since its unmanned you can afford to lower margins. Ok, so you crater one now and then but noone gets hurt. But the crewed lander has a lot more margin - and that's where lift, and other fancy features, I think, comes into play.
Some interesting trends are showing up in this simulator.
For one thing, if you use altitude at Mach 3 as your figure of merit, it seems that thrusting prior to interface creates very little improvement. It happens no matter what size or drag area I use. The reason is fairly obvious. If you slow down you end up going down at a high angle, and that gives you less atmosphere to brake with. That result is pretty clear.
Another thing. I tested the idea of being able to thrust vertically (towards the planet) whilst at the same time travelling more or less horizontally (1.63 degrees to the local horizon down). In fact the control algorithm simulated is simply apply a thrust equal to near local gravity whenever the angle to the local horizontal sinks below 1.63 degrees. Thus simulating what would happen without gravity.
Makes a huge difference. For a given craft the altitude at Mach 3 goes from 14Km to 26Km for that given craft.
Also totaled the delta-V and it came to over 1100m/s.
So, all else being equal, if you were able to thrust straight down (at almost 90 degrees to the stream) then there might be a useful trade off - but is it worth the weight of fuel?
Just for the sake of it, I told it to stop burning fuel at a delta V of 800m/s I got 19Km and at 500m/s I got 15.3Km
So all I can say is there's room to tweak that.. it might be better to avoid doing this at higher altitudes and then concentrate on lower altitudes but not sure.
Lift seems to be more effective. And a combination of some small lift and a bit of thrusting? Not up to that yet
I'm getting less bothered by peak heating. I think with materials advances, a bit of steam and clever engineering it won't be a problem. Indeed its better to sail on past the upper layers (>50Km) and not slow down any more than is guaranteed by drag until peak heating is over - or at least that's what the numbers say.
Real problem is getting maximum purchase on the atmosphere from 35Km on down. Which leads me back to thinking big - large/light heat shield, or else having some way to increase the drag once peak heating is over. Put it this way, if you had some device, say a ballute, it actually seems to make sense to deploy it after peak heating but before gravity kicks in.. say around 2200m/s.
Sorry if this is a bit opaque or boring anyone
And if you want the code let me know.
I decided to add the convection heating model to my simulation.
With a 60 tonne lander, Beta = 400, nose radius = 6.3 I get the following.
(509 seconds) Velocity peaks at 3525m/s at 70Km altittude. This is the point where the drag starts to catch up with gravity. Heating is almost 1W/cm^2 at this point.
(597 seconds) 52Km altitude. Heating now at 2W/cm^2. Drag at 0.07 gees.
(649 seconds) 49Km altitude. Heating now at 3W/cm^2. Drag at 0.17 gees.
(691 seconds) 42.9Km altitude. Heating now at 4W/cm^2. Drag at 0.33 gees. Velocity still at 3380m/s.
(767 seconds) 30Km altitude. Heating now at its peak at 5.4W/cm^2. Drag at 1.06 gees. Velocity down to 2912m/s. So nearly half of original energy lost.
(849 seconds) 13Km altitude. Heating now down to 2.2W/cm^2. Drag now at its peak at 2.1 gees. 1574m/s.
899 seconds we reach 700m/s at 2.4Km
Total integrated heat load is 1.3KJ/cm^2.
So basically similar total heat load, but since gravity makes it all happen faster. Total time to surface = 911 seconds.
Going back to a 0.25 lift to drag...
Now it takes 1159 seconds.
700m/s at 7.9Km
Peak gees is 0.87 at 16Km.
Peak heating is 4.2W/cm^2 at 36Km
And curiously the integrated heat load is now 1.58KJ/cm^2.
On a quick inspection I think that's because of lift keeping us longer at higher altitudes where the V^3 heating term wins over the ~p^0.5 density term. In other words, more time spent cooking without the benefit of more drag to slow down. As always, I could be wrong.
Going back to a small crew lander with mass circa 5 tonnes its rather interesting. All I have to do is to add more lift - 0.5+ and I get a higher integrated heat load than with the big lander - as much as 2KJ/cm^2. Mind you, one has to multiply that by the total heat shield area which in this case I'm making to be 30 (bit of a squat shuttle shape).
If the simulator is to be believed, one conclusion that could be drawn (apart from the number one priority being low Beta) is that so long as you can handle the peak heating (say with coolant) then its better to zip through until you get to about 25-35Km and then apply as much drag/lift as you can - presumably altering your attitude (which is something I can't simulate just now).
Going back to a classic capsule shape but a bit fatter than a dragon - say 25m^2 effective drag area and a modest 0.24 lift.. Here's what I get.
Start at the "drop out of orbit" condition and you get to Mach 3 at 14Km.
But...
Kill some velocity - say down to 2800m/s and allow for 2 degree angle of entry. Doesn't change the altitude at Mach 3. Slightly higher peak heating, but the fun part is only a third of the heat load.
Using this setting (admittedly a bit hand tuned) it zips through the period of peak heating at about 11 degrees down angle, and then flattens out to about 6 degrees as it hits peak drag. And that's a totally uncontrolled descent.
Yes, its an ancestor of that idea, in this case the hole in the heat shield is extended to nearly the size of the heat shield. You could still put engine nozzles within that space. Main consideration would be keep the gas/steam mix within the space relatively stable.
In the sequence of ideas behind this, one of them is a delta winged lander. In the nose, pointed downwards is a thruster the original purpose of which was for standing the whole thing up for ascent, but then I realise the same thruster could be used to control the descent trajectory, both providing a little thrust where needed and controlling attitude and lift.
Then it occurred to me that in such a lander you could use steam cooling for the nose and it might be possible to give this forward "nozzle" a second purpose, injecting steam which would then flow out and provide some cooling to the nose and underbelly.
Yep, much testing required.
Here's another wild/half baked idea. Think hovercraft here on Earth..
Imagine a large circular platform. Doesn't have to be flat. Ringed around the edge by a "skirt" or perhaps even a donut shape. Other better shapes are possible.
Important part is that instead of being convex to the oncoming stream, its concave.
In suitable places you place water or ice - within the skirt, or the platform, or both.
Steam is generated and its allowed to fill the volume contained under the platform. The pressure created keeps the heated gas from coming near the platform - at a generally greater standoff distance than with a conventional heat shield. You arrange the skirt to either contain, or be cooled by water or steam. Some steam will mix to cool the gas stream that goes up over the skirt in any case.
So basically you're talking about sub 500C temperatures on the platform and sub 1000C temperatures (remember the bigger it is, the cooler it is) at the skirt. So well within modest alloys, or even make some of that inflatable.
Some simple refinements include making the platform itself concave - rather like the bottom of a pressure cylinder.
But the pressures we're talking about aren't huge. A fraction of an atmosphere.
What do you think?
Yep, I think the ballistic model does assume you're not going to take very long.
Done some tidying up and made the lifting force more accurate so here's some interesting results.
Starting with a 60 tonne lander and no lift to drag with a Beta of 400 (effective drag area of 150 m^2). You go through 700m/s at 2.4Km altitude and a vertical descent of 200m/s.
If you add a lift/drag of 0.24 (MSL) then you go through 700m/s at 7.9Km with a vertical rate of 141m/s. Now that's quite doable.
As for me - I'm still more interested in a crew only vehicle. Picking a round number of 5 tonnes, the same lift to drag, and a heat shield of 3.7m (dragon) and a CoD of 1.2 then I get..
8.2Km and 141m/s. Again, workable but I'd prefer more margin for crew.
Now if I simply borrow the heat shield from MSL I get 11.6Km
What if I went a tad further and used a full 7m heat shield? Now its 19.3Km. That's more like it.
Of course that's a bigger, but its also a thinner heat shield. I've lost half the KE by 42Km up so less peak heating. At some point I'd like to wire that trade off into this.
Which brings me to where I started. Where, if anywhere, could fuel be used to slow either the absolute velocity or the rate of vertical descent such that two things are possible. One is to use a non-ablative/reusable heat shield. The other is get the thing down to Mach 3 with lots of margin. From the above I conclude that the latter is easier - its simply a matter of a big heat shield.
The bigger heat shield also reduces the rate of heating and spreads the heat over a larger area - that possibly helps.
Anyhow.. I need to sit back and think about where to go next.
With the same simulator I tried a 5,000Kg capsule with Beta = 150 (roughly a 6m diameter heat shield.
Lift to drag 0.25.
Curiously it reaches a terminal velocity of about 200m/s in the last few Km.. but that's with the oversimplified density model.
Mach 3 at 16.7Km with a 11 degree down angle. Peak of about 0.9 gees at about 28Km.
Hi,
Well, I built a little simulator with Java which is basically 2 dimensional with a coordinate system centered on the center of the planet in question.
What it does is step through increments of time, taking into account at each step drag force, acceleration due to gravity and finally lift force.
Simple version of what I see.
Firstly on Mars, if you drop something from 135Km altittude straight down it will hit the surface at 991m/s (after 274 seconds)
Add in drag and it will hit the surface at 894m/s (275 seconds)
Just for fun I started an object off with a horizontal velocity of 3500m/s and sure enough, it orbits. Add drag and it hits the surface about 134 degrees around the planet.
Ok, for a 60 tonne craft, with a Beta of 400 velocity 3469 m/s and down angle 1.63 degrees...
Initial y velocity is -98.675m/s (negative is initially down in the cartesian plane)
Initial x velocity is 3467.596m/s (to the right, so we're going clockwise around the planet)
I've also told it to calculate the integrated range and local angle to horizontal.
Without lift effects, but including the effects of drag and gravity..
Hit the surface at 1061 seconds at 559 m/s with accumulated (integrated) range of 3,444Km
Passes through 700m/s at the 1049 second mark at 2.4Km to the surface. The angle to the local horizontal at this point is about 17 degrees.
Peak deceleration is about 2 gees at 12.4Km, when we're still going 1480m/s.
The same thing, done with Beta = 1200 hits the surface at 1235m/s.
Going back to the Beta = 400 case (again this is the 60 tonne lander) but now applying lift (in the software, lift is simply anti gravity).
With lift to drag of 0.1 we go through 700m/s at 5.25Km with an angle to the local horizontal at that point of about 13 degrees.
with lift to drag of 0.3 we go through 700m/s at nearly 9Km with an angle to the local horizontal at that point of about 10 degrees. The flight path actually flattens out to 0.7 degrees at 42Km.
And with lots of lift (the space shuttle type design) and a lift to drag of 1.0 we get to 700m/s at over 15Km. It actually bounces twice. First time it hits 56Km and bounces up to 68Km. Next time is around the 48 to 49Km mark.
I've not factored in heating as of yet.
Unless I'm seriously in error (and everything makes physical sense to me, when tested individually), what this points to is that the time involved is too long to ignore lost altitude due to gravity. With that lost altitude is less time to decelerate.
I hope that including gravity won't be a showstopper, but we'll see..
GW,
I went back through your blog entries and pulled out the relevant formulas and had a play with them on a calculator
First, the density model - the simplified best fit one.
p(z) = p(0) * exp(-z/Hp)
p(z) is density at altitude z where z is in Km.
Using p(0) = 0.0302 Kg/m^3 and Hp = 8.757Km
That formula appears to be consistent with the data you've tabled and also makes good physical sense to me.
Next formula appears black magic at first, because the input is altitude. However, its the following
V(z) = Vatm * exp(-C * exp(-z/Hρ))
Where C = (ρ(0) * Hρ * 1000)/(2*β*sinθ)
V(z) is velocity at altitude z in Km
p(0) is the same constant as above
H(p) is the same constant as above
β is the ballistic coefficient
θ is the entry angle
The next thing I tried was running some real numbers through this. I used β = 1200 and θ = 1.63 and the numbers I got were entirely consistent with your tables.
Nevertheless I'm more comfortable working directly with Newton's Laws so I went looking for a way to relate drag force to velocity and density and came up with this.
Drag (Newtons) = Cd * A * V^2 * p * 0.5
Which in the case of β = 1200 reduces to
Drag (Newtons) = V^2 * p * 25 25 is 0.5 * 50, and 50 is 60,000/1200 or the effective area of your lander.
So then I was able to cross check.
From the formula relating velocity to altitude, its possible to do the calculation with a very small change in altitude - I used 1m. From there its straight forward to figure out the force needed.
For instance V(30) = 3056.8314 m/s and V(29.999) = 3056.7872 m/s .
And from the direct drag formula I calculated the drag at the same altitude using the same model for density.
You'd be happy to know they agree very well. For comparison I get 0.39 gees over this small interval.
Of course there's an embedded assumption in the original formula - that is the angle to the local horizontal doesn't change. I wanted to test that and see how good or bad an assumption it is.
So, now I have another model (yet to be coded) that goes direct from the atmospheric model, to drag force, to changes in velocity. Its a simple simulator engine this time stepping through discrete quantities of time. In it I should be able to correctly model the curvature of the planet and the force of gravity.
I'll let you know how it goes
Because all of these quantities are inter-related its difficult to express them in clear English. Yes, its L/W directly, but at a fixed L/D its getting enough D that matters. Actually its worse because L/D degrades with mach. But yeah we're saying much the same thing.
On reflection, steam might be a useful coolant. Based on the sorts of figures here we're talking a very wide ballpark of 20-200MJ/sqm. 200MJ would turn about 70Kg of ice into steam. Less for hot steam.
As for spreadsheets, the best way to publish is probably google drive. If not a basic list of formulas would be fine.
I think I need a bit more spare time but sometime I would like to do a model.
I don't think it needs too many degrees of freedom to reveal whether or not certain approaches are headed in the right direction.
Agreed that wings aren't much use in subsonics. The question I need to answer is when do I feel inclined to settle for the ugliness of disposable bits. True wings I suspect are headed that way.
In my calculator based numbers, gravity drop kicks in under 3Km/s and certainly around 2.5Km/s so there's still an open question as to whether you get enough lift first or gravity kicks in first.
I hear what you're saying about landers in multiple parts. As with all things engineering, if its ugly, heavy or expensive at least keep it small. In this case the structural elements that cross hot gas streams would have to have some pretty severe protection. Lots of ablative wrapper. Even sacrificial coolant. But its not impossible, just hard to calculate/test.
And when its all said and done, if all this complexity can be avoided by burning extra fuel, that's still the winning option.
Btw, any thoughts on how far you could get with water/steam (or even starting with ice) is your sacrificial coolant? How about even creating a little thrust (steam powered rocket, anyone?) in the right places. Now I did do the maths on this a while back and realised it was a non starter if you wanted to absorb all the energy of entry. But in the right places? Dunno.
Might be of interest:
I think the biggest influence the grasshopper will have on Mars is its effect on launch costs to LEO. If spacex achieve what they claim they'll have fuel in LEO at $1000 a Kg. At that price a lot of people will stop worrying about fuel for Mars missions and start planning missions with more margins, more contingencies, more comfort... etc. That's my take.
GW,
Yes, seen the profiles. Still drilling down to figure out how I would go about coding the model you've used.
There appear to be some problems that can only be resolved by trying out different scenarios with the model. For the moment I've given up on exact temperatures but instead I'm looking for proportional changes to rate of heating. Total heat is a different beast and it all depends on getting the heat to go somewhere else. But reducing the overall flow has to be a good thing.
The biggest problem I can see is getting enough lift (not just drag) at high altitudes (above 60Km). In this regime what seems to happen is you get a lot of heating (due to velocity) before you get a lot of drag. Without enough drag, lift to drag won't help you much. But on the other hand, at high velocities the effective acceleration towards the ground is much lower (since you're still sub-orbital). So which effect(s) win out?
I can feel some code coming on.
There may still be a role for some modest level of thrust even after interface but my gut feeling says its subject to the law of conservation of difficulty. Might be just as easy to burn off some velocity before interface. Again, only the computer knows.
As I said before, the reason I like having structures that are separate to the main part of the landing craft is that they don't have to be treated as kindly as far as cooling goes. Indeed they could be sacrificial. Same goes for wings. And the more I look at the profiles above the more I realise that its very thin air and very high speeds is where the problem is.
Besides even modest (shuttle like) wings perform better at lower mach.
As for a "drag net" the reason I like it so much is that it can radiate a lot of heat - and do so away from the craft you're trying to protect.
Btw, one thought I keep getting pushed to is making the main craft relatively slender with as little drag as possible (at least until you reach lower altitudes) and instead rely upon auxiliaries (temporary wings or nets or ballutes). Not much more I can say without the numbers though.
Just a quick response for the moment and I'll go and do a bit more research.
The thought behind losing some extra energy before interface is to achieve one or two things.
One is to reduce temperature to the point where you're not relying on ablation. Which can amount to a large amount of mass on a large heat shield. So you can trade off mass in the heat shield for mass in fuel. The hope is that in so doing (and you burn off much of the fuel mass before interface) you buy yourself a lot more margin further down.
The other is to reduce temperature to the point where you can rely upon lighter materials.
So I wasn't really thinking about slowing to zero. Rather I was thinking of losing some velocity where its most fuel efficient to do so. Say, from 3.5Km/s down to 2.5Km/s. That's half the energy gone. What that does to temperature is where I need to understand more.
Regarding structural loads. The idea is to be able to have some fine control of attitude using some thrusting during hypersonics. Maximum lift as you enter the atmosphere. Then less lift but lower structural loads further down. I may have to expand on that later.
GW,
I'm wondering if you or anyone else who can do the math or the simulation can give me an answer to this.
Firstly, what order of lift to drag would be needed to keep a Mars lander high enough for long enough that one can keep the temperatures down to a modest level. I leave the definition of modest open there. It could mean low enough to be effectively non-ablative with conventional (but thinner) heat shield. Or it could mean low enough (a few hundred C) that you can afford to be relaxed about light weight materials.
Secondly, If we start from a low orbit and then a de-orbit burn, but then also just before interface apply increasingly more retro thrust, so your speed at interface is proportionally lower, what effects would this have in terms of peak heating and temperature?
As I said before, the extreme case is you simply hit the retros until you reach interface at zero, and then free fall the rest of the way. From 150Km up under Martian gravity, assuming no air and no parachute you'd reach 1100m/s by the time you hit the ground. Presumably then with ordinary ballistic drag you'd be travelling much slower. Question, what does the simulator say about this? Now, what if parachutes were used? Is it even necessary?
That's the extreme case. What I'm saying is there might be a happy optimum where you bring enough fuel for (say) 1 or 2Km/s delta v slowdown before interface and for this you're rewarded with a lighter heat shield, and more time to play with. Clearly that first 1 or 2 Km/s would have a huge effect on the total energy. And I presume also on the temperature.
Would love it if I had some numbers to play with.
Now combining the above two issues. Suppose I came up with a lander that was a bit more like a delta winged affair (it might prove totally unnecessary btw) and the said lander was able to use thrust at all stages both for stability and to control its angle and thus lift. Imagine for the moment that weight is distributed more towards the tail which is where the bulk of the thrust is, but there's also some nose thrusters.
So, from the deorbit you approach interface. As you do you apply some measure of retro thrust, losing (I don't know) 0.5 - 2Km/s. As you head into interface you use a smaller amount of thrust to optimise lift, mostly from the nose. You keep yourself as high as possible for as long as possible, losing energy as slow as possible. Then the inevitable loss of altitude as you cruise on past (again I don;t know) maybe 2Km/s. But you're still keeping the temps way down.
Finally you do a shuttle-spiral and with a bit of technique and good code you land on your tail. Well maybe. It might (just) be possible to land vertically on your belly. Whether its possible to take off (fully fueled) like that, is another matter.
Anyhow, if anyone can venture some numbers, it'd be appreciated
Has anyone worked on the idea of a rover specialized in refueling - perhaps also including the "lab" ?
Josh,
I think Zubrin also proposed the idea of a mixed CO and methane engine which would to some extent preserve the Isp of methane while keeping the density advantage of CO. I saw it somewhere but I can't find the link right now. I think he did this in part as an answer to the purity issues that arise from the methane synthesis, plus wanting to limit the amount of H2 needed. Considering that H2 can be indefinitely stored in the form of H2O I'm not giving up entirely on a methane mixture.
GW,
Regarding a nuclear lander I'd love to see actual numbers regarding the shielding problem. All I have to cross check against is DRA 5 where they placed the engine a fair distance from the crew and on the crewed version also added 10 tonnes of shielding. Were they being over the top? Or is it a different problem because of the duration of burn? Just want to see the numbers there.
There does come a point where the mass of shielding and the density of hydrogen and its storage issues tends to take the fun out of things.
Speaking of lander/ascent vehicles in general. Has anyone given any thought to the absolute minimum mass you really need? Space suits and seats?
Here's another question. What if you really did consider a fully propulsive landing. Presumably you'd need to keep the speed at any point within the limits of very basic thermal protection. But the worst case is you slow yourself to zero at 150Km altitude. If you did that and went into free fall you'd potentially reach 1100m/s by the time you reached the surface. But that assumes no air resistance so in reality it would be less. And it assumes no parachute - which in this case would be perfectly feasible and would probably cut the final delta v in half. So if you budgeted for 5Km/s you'd be in the right ballpark.
All of that of course only makes sense if you go as light as possible.
Btw I love the dual mode water rocket but I'm assuming that they're not using the same actual engine for the MET and LH2/LOX side of things.
It also occurs to me that a bit of spare oxygen is rather handy on a long space flight so it may not be really necessary to get true stoichiometric ratios.
A couple of thoughts regarding the Mars return trip.
I see the problem being in 3 parts.
Part 1 is going from low orbit to high orbit. There is a delta v of about 3.2Km/s from LEO to Earth C3. Similarly there is roughly 1.4Kms from LMO to Mars C3.
Part 2 is the delta v required for going from the C3 of one planet to another. So that's 1.5+ Km/s.
Part 3 is aerobraking. Which I specifically define as braking from high orbit to low orbit and not capture from above a C3 orbit.
Part 1 can be answered with low thrust applied selectively. Meaning you generate an increasingly elliptical orbit. And within that orbit you apply thrust where the vehicle is travelling fastest. In other words closest to the planet in question. Now, intermittent thrust does require more patience, but it also provides other opportunities.
Part 3 can be done without heavy thermal protection, since you've started within C3 you're guaranteed to remain within orbit. So your task is to very gradually brake with a number of passes through the upper atmosphere. One thing I'll note here is that the cold of deep space is to your advantage. And carrying a large chunk of ice is to your advantage too.
Part 2 is actually the tricky part. Because with low thrust you can double (or worse) the effective delta-v, at least between C3 points. There's basically two approaches you can take here. One is to cop it sweet and wear a higher effective delta-v but trade that off against a much higher Isp. The other approach is to use a higher thrust system for one final kick on your final orbit. And you don't need to use a higher thrust mode for the full C3 to C3 delta-v. You just need enough to have enough velocity when you're a few million Km out so you're not wasting too much propellant in low thrust mode. Its a complex trade off.
Here is one concrete solution. Lets suppose we solve two basic problems. One is building a large solar array - on the order of hundreds of KW - and light. The other is a light weight cryogenic system of modest power level. Think about a re-usable transit vehicle whose sole purpose is to convey people back and forth between Earth and Mars, engaging in slow aerobraking at either end of the trip.
Propellant is water. On top of that is an auxiliary store of LH2/LOX. In low Earth orbit the vehicle would be replenished directly from Earth with already liquefied LH2 and LOX. Also provided from Earth is enough water to make the round trip.
Phase 1: is unmanned. The vehicle uses an array of MET thrusters generating in the order of 100 Newtons in order to generate a high and elliptical orbit. Imagine a GTO orbit.
Phase 2: the crew is launched into a matched orbit, docks and joins the transit vehicle.
Phase 3: 2 to 3 orbits and a check out of the vehicle, the orbit is now a few hundred m/s away from Earth C3.
Phase 4: At the lowest point in the final orbit, the LH2/LOX is used to apply a delta-v of roughly 1Km/s. This is on top of MET thrusting. So by the time you're past the orbit of the moon you've gained most of the energy you need for Mars transfer.
Phase 5: Continued MET thrusting for some period (days) to achieve the final Mars injection. We'll assume a Isp of 800 here.
Phase 6: Some months later, a long thrust brings you into orbital capture.
Phase 7: Aerobraking into low Mars orbit.
Phase 8: A long period in Mars orbit. Towards the end of this period the available solar power is used to electrolyze and this time liquefy more LH2/LOX. This time a smaller quantity is needed.
Phase 9: The crew re-joins the transit vehicle. This time in low Mars orbit.
Phase 10: As with Phase 1, but this time manned (over some weeks) the orbit is raised as before.
Phase 11: As you'd guess, on the final orbit, the LH2/LOX is used for a final kick.
And, you can guess the rest. Finally after we are captured into Earth orbit the crew transfers into the Earth lander. Whether the vehicle actually needs to go back to a lower orbit is an open question.
Ok, what does this gain us?
Working backwards. We arrive in Earth orbit with (say) 25 tonnes of vehicle - for the sake of the argument. Effective delta-v on MET post Phase 11 we'll take as 1.3Km/s. So a mass ratio of 1.18. And thus the mass on exit from Mars is 30 tonnes.
Before that we assume 1Km/s on high thrust using LH2/LOX at Isp = 450. So a mass ratio of 1.24. So before burning the LH2/LOX we were at 37.2 tonnes. So we needed 7.2 tonnes of LH2/LOX.
Prior to this we used the MET to apply an effective delta-v of 1.4Km/s. That's a mass ratio of 1.13. And so from low Mars orbit we started with 42 tonnes.
I'll skip the working out. It turns out that the original mass in LEO was 102 tonnes with about 13 tonnes of LH2/LOX on board and about 64 tonnes of water.
This doesn't take into account consumables consumed along the way. I'm just trying to show that even something like MET with an Isp of 800 seconds and some judicial use of standard chemical propellant cuts the problem down to size.
Nice thing is you can afford to be a little generous with the water.
And yes, things do get slower on the Mars side of things with reduced solar power levels. There's a million permutations.
Now, speaking of nuclear. What's to stop us using water as a propellant and a solid core reactor and simply doing with an Isp in the high 300s but only using that for high thrust mode. Likewise with a nuclear core you can dispense with the solar panels and generate electricity to run an MET engine. There's nothing stopping you using a large tank of water as a heatsink if you run things intermittently.
Here's another out of the box thought. With lithium batteries approaching 400Whr/Kg there is an argument to be had for using battery storage to drive the power level if you're using electric thrust intermittently.
As far as gas cored reactors goes. That's no mean feat of engineering. That's way up there with fusion (almost) and there's some fusion concepts that to me seem not beyond the realms of possibility either. But put it this way. I think we'll figure out how to deploy 500KW of solar array for a couple of tonnes sooner than we'll figure out gas core.
As for liquefying hydrogen. The main thing I'm doing here is simply reducing the power level involved. You don't need as much of the stuff and you can put it off to a few months before you need it.
Btw, in case you didn't notice. The whole thing works without any refueling from Mars (you still need a Mars ascent vehicle though).
A further note about aerobraking. Provided you're patient you can keep the heating down to the point where all you need is minimal thermal blankets and a large chunk of ice. Which just happens to be what you always end up with if you put water into space. More than this, repeated passes at aerobraking gives you the opportunity to re-freeze your ice.
I left out a bunch of detail about solar arrays and other synergies, but this is enough for one post. If you really wanted to toy with this you could end up with a big store of water pre-positioned in Mars orbit but this I think only makes sense if you're going for many missions and you want to resort to even more exotic means to get large masses there (ion drives?)..
Cheers
A brief muse about the implications of cheap launches of expendable items. Fuel, tanks, engines.
What do you get? Well no ISPP. You just land a big fuel tank. Aerocapture? Perhaps but money isn't everything and a fully propulsive orbit insertion is unarguably safest.
One off Mars lander? Yep.
One off Mars ascent vehicle Yep.
Space habitat? I'd argue there that the sheer amount of $/Kg that goes into one of those might make a propulsive capture into Earth orbit worthwhile.
What are we left with? The usual stuff that has to get to Mars one way anyhow. And an Earth return capsule that is less of a hassle to design.
Rough estimate - close to 2,000 tonnes into LEO.
Launch cost $2B-$3B
Still considerably cheaper than all the other costs involved - especially the engineering that will go into the Mars surface stuff.
Puts things into perspective don't it?
Oh and btw.. with all the stuff that's just thrown away, some of which into orbits that criss cross Earth orbit, one of these days we're going to regret that
Have a happy new year!
Here's a footnote.
Just reading through DRM 5 http://www.nasa.gov/pdf/373665main_NASA-SP-2009-566.pdf
NASA want to land two payloads onto the Mars surface for each mission. One is the habitat. The other is the crew descent/ascent vehicle. Each has a landed mass of about 40 tonnes.
Here's their figures.
Entry mass 109.7 tonnes
Aeroshell structure 22.5 tonnes
TPS 18.2 tonnes
Even with the assumption of aerocapture they're apparently doing this from a 1 sol orbit, so a fair bit more energy to burn than slipping out of a low orbit.
Even so, look at their other table..
Ballistic coefficient 471Kg/m2
Altitude engine initiation 1,350m
Mach @ engine initiation 2.29
Ouch, ouch, ouch.. and then more ouch.
Now, what are the corresponding numbers for Mars direct?
Here's another interesting tidbit. Part of the reason the crew descent is so horribly heavy and doesn't go into final deceleration until you can spot the the wheel tracks of the rovers is that they throw in a bunch of supplies and other gear with the lander that carries the crew. They had to do this of course because the lander that carried the habitat was itself at max weight.
These are the sorts of decisions that detract from crew safety. And this is why I recoil from such designs. And the non NASA missions don't do much better, or simply avoid any serious EDL calculations.
All things considered a specialized crew lander is a better option. Whether that's going to be one and the same as an ascent vehicle I'm not absolutely sure yet.
Oh and btw, NASA does note that they have to throw in extra descent fuel in order to pull a maneuver that discards that 40 tonnes of aeroshell and heat shield hopefully "so
that the heatshield debris does not impact the surface near any highly valued pre-deployed assets"
One of these days Mars is going to need a garbage mission...