The History of Worksite Design in Rockets: Design of Systems for Safe Launch Operations
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Engineering topics
Publications and source records attributed to Dischinger, Charles.
No abstract available
No abstract available
A quick-look Human Factors (HF) Checklist condenses industry and NASA Agency standards consisting of thousands of requirements into 14 main categories. With support from contractor HF and Safety Practitioners, NASA developed a means to share key HF messages with Design, Engineering, Safety, Project Management, and others. It is often difficult to complete timely assessments due to the large volume of HF information. The HF Checklist evolved over time into a simple way to consider the most important concepts. A wide audience can apply the checklist early in design or through planning phases, even before hardware or processes are finalized or implemented. The checklist is a good place to start to supplement formal HF evaluation. The HF Checklist was based on many Space Shuttle processing experiences and lessons learned. It is now being applied to ground processing of new space vehicles and adjusted for new facilities and systems.
Spacecraft and launch vehicle ground processing activities require a variety of unique human activities. These activities are being documented in a primitive motion capture library. The library will be used by human factors engineering analysts to infuse real to life human activities into the CAD models to verify ground systems human factors requirements. As the primitive models are being developed for the library, the project has selected several current human factors issues to be addressed for the Space Launch System (SLS) and Orion launch systems. This paper explains how the motion capture of unique ground systems activities is being used to verify the human factors engineering requirements for ground systems used to process the SLS and Orion vehicles, and how the primitive models will be applied to future spacecraft and launch vehicle processing.
Spacecraft and launch vehicle ground processing activities require a variety of unique human activities. These activities are being documented in a Primitive motion capture library. The Library will be used by the human factors engineering in the future to infuse real to life human activities into the CAD models to verify ground systems human factors requirements. As the Primitive models are being developed for the library the project has selected several current human factors issues to be addressed for the SLS and Orion launch systems. This paper explains how the Motion Capture of unique ground systems activities are being used to verify the human factors analysis requirements for ground system used to process the STS and Orion vehicles, and how the primitive models will be applied to future spacecraft and launch vehicle processing.
This paper introduces a concept for a single-person spacecraft and presents plans for flying a low-cost, robotic demonstration mission. Called FlexCraft, the vehicle integrates propulsion and robotics into a small spacecraft that enables rapid, shirt-sleeve access to space. It can be flown by astronauts or tele-operated and is equipped with interchangeable manipulators used for maintaining the International Space Station (ISS), exploring asteroids, and servicing telescopes or satellites. Most FlexCraft systems are verified using ground facilities; however, a test in the weightless environment is needed to assess propulsion and manipulator performance. For this, a simplified, unmanned, version of FlexCraft is flown on a low-cost launch vehicle to a 350 km circular orbit. After separation from the upper stage, the vehicle returns to a target box mounted on the stage testing the propulsion and control capability. The box is equipped with manipulator test items that are representative of tasks performed on ISS, asteroid missions, or for satellites servicing. Nominal and off-nominal operations are conducted over 3 days then the vehicle re-enters the atmosphere without becoming a debris hazard. From concept to management to operations, the FlexCraft demonstration is designed to be low cost project that is launched within three years. This is possible using a simplified test configuration that eliminates nine systems unique to the operational version and by designing-to-availability. For example, the propulsion system is the same as the Manned Maneuvering Unit because it capable, simple, human-rated and all components or equivalent parts are available. A description of the launch vehicle options, mission operations, configuration, and demonstrator subsystems is presented.
This slide presentation reviews the use of Human Factors analysis in improving the ground processing procedures for the Ares-1 launch vehicle. The light vehicle engineering designers for Ares-l launch vehicle had to design the flight vehicle for effective, efficient and safe ground operations in the cramped dimensions in a rocket design. The use of a mockup of the area where the technician would be required to work proved to be a very effective method to promote the collaboration between the Ares-1 designers and the ground operations personnel.
The application of high-level 3D simulation software to the design phase of colossal mandrel tooling for composite aerospace fuel tanks was accomplished to discover and resolve safety and human engineering problems. The analyses were conducted to determine safety, ergonomic and human engineering aspects of the disassembly process of the fuel tank composite shell mandrel. Three-dimensional graphics high-level software, incorporating various ergonomic analysis algorithms, was utilized to determine if the process was within safety and health boundaries for the workers carrying out these tasks. In addition, the graphical software was extremely helpful in the identification of material handling equipment and devices for the mandrel tooling assembly/disassembly process.
Most, if not all, 3-D and Virtual Reality (VR) software programs are designed for one-G gravity applications. Space environments simulations require gravity effects of one one-thousandth to one one-million of that of the Earth's surface (10(exp -3) - 10(exp -6) G), thus one must be able to generate simulations that replicate those microgravity effects upon simulated astronauts. Unfortunately, the software programs utilized by the National Aeronautical and Space Administration does not have the ability to readily neutralize the one-G gravity effect. This pre-programmed situation causes the engineer or analysis difficulty during micro-gravity simulations. Therefore, microgravity simulations require special techniques or additional code in order to apply the power of 3D graphic simulation to space related applications. This paper discusses the problem and possible solutions to allow microgravity 3-D/VR simulations to be completed successfully without program code modifications.