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Akin’s Laws of Spacecraft Design

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Re: Akin’s Laws of Spacecraft Design

#151

Earlier quoted context omitted.

I understood it as: better_time = estimated_time * 3; better_cost = estimated_cost * 10;

I missed that - this makes more sense

For what it's worth, I also missed it the first time around. It's worded a little strangely if you're going through them quickly.

Re: Akin’s Laws of Spacecraft Design

#152

>29. (von Tiesenhausen's Law of Program Management) To get an accurate estimate of final program requirements, multiply the initial time estimates by pi... I discovered this when my father would come up with some project me and my siblings had to do, such as scrape, sand, prime and paint the house (which thinking back very likely had lead paint). It would inevitably take roughly 3 times longer than he wanted it to ta…

> Hofstadter's Law: It always takes longer than you expect, even when you take into account Hofstadter's Law.

https://en.wikipedia.org/wiki/Hofstadter%27s_law

Hofstadter suggested doubling the scalar and incrementing the units by one. 3 hours -> 6 days, 2 weeks -> 4 months, etc...

Re: Akin’s Laws of Spacecraft Design

#153
post #94
post #4

This is definitely the wisdom of ages, but some points do show some age. 39. (alternate formulation) The three keys to keeping a new human space program affordable and on schedule: 1) No new launch vehicles. 2) No new launch vehicles. 3) Whatever you do, don't develop any new launch vehicles. Recent SpaceX developments, Starship in particular, put some doubts on this one.

SpaceX never done a human space program, they are purely about making launch vehicles that, after they have seen substantial development, are taken into consideration by NASA for a human space program. Furthermore, Starship is not a launch vehicle in the context of Artemis, it is to be used as a lander. The launcher that will launch humans is still SLS (which fits point 39 perfectly). And SpaceX never was on schedule…

SpaceX is literally US's only domestic way to send humans to ISS right now

Re: Akin’s Laws of Spacecraft Design

#154

Earlier quoted context omitted.

I mean… yes and no. The Apollo program started in 1961, had the first manned flight in 1968, and landed on the moon in 1969. Gemini started in 1961 and had two people in ‘65. Don’t get me wrong, I’m perpetually impressed by the things SpaceX is doing, but don’t let the fact that the rest of the industry has slowed down significantly convince you that SpaceX is moving faster than anyone ever has before.

For what it's worth, the Apollo program only had one bespoke launch vehicle, the Saturn V. Mercury used the Redstone (for sub-orbital flights) and Atlas, and Gemini the Titan, all of which were developed as ballistic missile platforms.

And that's kind of the point of the rule :).

>39. (alternate formulation) The three keys to keeping a new human space program affordable and on schedule:

> 1) No new launch vehicles.

> 2) No new launch vehicles.

> 3) Whatever you do, don't develop any new launch vehicles.

Given that SpaceX wanted to make a more affordable launch vehicle, they obviously needed to design one. But it certainly didn't make their human space flight programme go faster compared to past endeavours.

Re: Akin’s Laws of Spacecraft Design

#155

>29. (von Tiesenhausen's Law of Program Management) To get an accurate estimate of final program requirements, multiply the initial time estimates by pi... I discovered this when my father would come up with some project me and my siblings had to do, such as scrape, sand, prime and paint the house (which thinking back very likely had lead paint). It would inevitably take roughly 3 times longer than he wanted it to ta…

When you have your own kids you'll discover that the secret rule is that it takes 2 kids at least twice as long as it will take their dad (for a variety of reasons; experience, distractions, lack of focus, etc.). 3 kids even longer. A corollary is, "The more people in your group at dinner time at an event, the less likely you'll actually eat that night". ;)

Re: Akin’s Laws of Spacecraft Design

#156
post #2

I knew #36 and have used it in the context of software engineering. But much of the rest is similarly applicable. > #36 Any run-of-the-mill engineer can design something which is elegant. A good engineer designs systems to be efficient. A great engineer designs them to be effective.

> #36 Any run-of-the-mill engineer can design something which is elegant. A good engineer designs systems to be efficient. A great engineer designs them to be effective.

Make it work (elegant). Make it right (effective). Make it fast (efficient).

Also with a hint of law 40.

Re: Akin’s Laws of Spacecraft Design

#157

I have a subset of these printed out and tacked to a cork board in my office, and I refer to this website a few times a year. Very, very good stuff. This one in particular was a big influence on me when I moved from engineering to design. It expressed what I'd felt but hadn't put into words. Not just the look, but nearly every aspect of a project is de facto path dependent, so you want to be as far upstream as possib…

> Engineers always wind up designing the vehicle to look like the initial artist's concept.

This was illustrated in the movie "Galaxy Quest". The aliens saw the humans' TV show about space exploration, and designed a ship that exactly matched the fictional ship depicted. But they never saw a bathroom on the show, so they had to make up their own design...

Re: Akin’s Laws of Spacecraft Design

#158

Earlier quoted context omitted.

"A handful of actual successful designs"? Perhaps we should get the definition clear: a spacecraft in this context is any human-built vehicle flying in space, not just those that carry humans. There are thousands of earth satellites, extra-terrestrial orbiters, landers, rovers, and now even interstellar spacecraft that are very successful. They all needed launch vehicles.

“If you screw up the engineering, somebody dies” does not apply to unmanned spacecraft. In fact, unmanned spacecraft generally operate further away from humans than anything else does. When they go wrong the last thing that’s likely to happen is a human getting hurt.

That’s the only thing on the list that applies specifically to human spaceflight. It certainly doesn’t invalidate my point.

Re: Akin’s Laws of Spacecraft Design

#159

Earlier quoted context omitted.

Except that requirements cost time to develop, so perfect requirements have significantly more cost than good enough requirements. Also, requirements tend to evolve as customers grow, so requirements will change over time and become less perfect, causing that investment to depreciate.

I agree completely. In the physical goods world, though, it’s not a continuous function. At points along the way, there is a very clear cost step response. Requirements evolving is totally fine and expected, but you need to periodically say “The current set is good enough, let’s build it and ship it”. Trying to do continuous delivery on manufactured items is the road to madness. My general approach to this is to try…

I love when you guys do that. Then when I'm hacking around w/ your machine, I can get ahold of those spare pads :)
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