Quote from: Robotbeat on 08/01/2023 08:12 pmQuote from: meekGee on 08/01/2023 06:20 pmQuote from: Robotbeat on 08/01/2023 08:39 amSometimes I think some of you are insistent in keeping the costs at more than $1 million per ticket. Now this cuts deep. Take it back! We share the goal, you're just wrong in your math.I'll explain in more detail.Imagine there were two Mars colonization architects.One designed a ship that's reusable, can fly 10 times, and can do it so fast it's available for reuse on the next synod. Let's call him Reusable Robert.The other designed a ship that flies once, and once landed it becomes storage tanks, batteries, pumps, etc. Lets call her Non-reusable Nelly.Both Robert and Nelly want to launch double as many ships each synod, starting with 1 ship at synod 0, until they reach 1024 ships.So: 1,2,4....512, 1024 for a total of 2047 outbound trips.Nelly has to build 2047 ships.Robert thought he can save 10x, but even though he always has every ship ever launched available for reuse on each synod, his progression looks like:1,1,2,4...512 for a total of 1024 ships.He didn't save 90%.. he saved only 50%!!!But wait. Common practice is that when you make twice as many ships, your cost per ship drops by 20%.The cheaper ships lie towards the end, so when you average it out, the savings are not 50% but only 37% (says excel)But wait - Nelly has a lot of assets on the surface - thousands of tanks for all the ISRU fluids for 100,000 people, batteries, pumps, etc.Robert meanwhile had to build a much more capable spaceport - he has to turn around hundreds of ships per synod, not just let them land. That's a tough task even on Earth, not to mention on a colony that's still growing.On the flip side, Robert has a fleet remaining at the end, but after 20 years - is it really relevant? Because the ships of the first decade are not the ships of the second decade, or the third..So in fact Nelly might hit a lower cost to Mars than Robert. It doesn’t cost nothing to double how many ships you send every year. By reusing ships, you halve the factory size necessary at each step even if you DO double every synod, so there’s a pretty good case to be made for doing it.So Nelly has a factory on Earth that's twice as large, but Robert has to build a refueling and relaunch operation that has to match the incoming traffic, pretty much in real time. That's 100x as large and complicated as Nelly's requirements!…
Quote from: meekGee on 08/01/2023 06:20 pmQuote from: Robotbeat on 08/01/2023 08:39 amSometimes I think some of you are insistent in keeping the costs at more than $1 million per ticket. Now this cuts deep. Take it back! We share the goal, you're just wrong in your math.I'll explain in more detail.Imagine there were two Mars colonization architects.One designed a ship that's reusable, can fly 10 times, and can do it so fast it's available for reuse on the next synod. Let's call him Reusable Robert.The other designed a ship that flies once, and once landed it becomes storage tanks, batteries, pumps, etc. Lets call her Non-reusable Nelly.Both Robert and Nelly want to launch double as many ships each synod, starting with 1 ship at synod 0, until they reach 1024 ships.So: 1,2,4....512, 1024 for a total of 2047 outbound trips.Nelly has to build 2047 ships.Robert thought he can save 10x, but even though he always has every ship ever launched available for reuse on each synod, his progression looks like:1,1,2,4...512 for a total of 1024 ships.He didn't save 90%.. he saved only 50%!!!But wait. Common practice is that when you make twice as many ships, your cost per ship drops by 20%.The cheaper ships lie towards the end, so when you average it out, the savings are not 50% but only 37% (says excel)But wait - Nelly has a lot of assets on the surface - thousands of tanks for all the ISRU fluids for 100,000 people, batteries, pumps, etc.Robert meanwhile had to build a much more capable spaceport - he has to turn around hundreds of ships per synod, not just let them land. That's a tough task even on Earth, not to mention on a colony that's still growing.On the flip side, Robert has a fleet remaining at the end, but after 20 years - is it really relevant? Because the ships of the first decade are not the ships of the second decade, or the third..So in fact Nelly might hit a lower cost to Mars than Robert. It doesn’t cost nothing to double how many ships you send every year. By reusing ships, you halve the factory size necessary at each step even if you DO double every synod, so there’s a pretty good case to be made for doing it.
Quote from: Robotbeat on 08/01/2023 08:39 amSometimes I think some of you are insistent in keeping the costs at more than $1 million per ticket. Now this cuts deep. Take it back! We share the goal, you're just wrong in your math.I'll explain in more detail.Imagine there were two Mars colonization architects.One designed a ship that's reusable, can fly 10 times, and can do it so fast it's available for reuse on the next synod. Let's call him Reusable Robert.The other designed a ship that flies once, and once landed it becomes storage tanks, batteries, pumps, etc. Lets call her Non-reusable Nelly.Both Robert and Nelly want to launch double as many ships each synod, starting with 1 ship at synod 0, until they reach 1024 ships.So: 1,2,4....512, 1024 for a total of 2047 outbound trips.Nelly has to build 2047 ships.Robert thought he can save 10x, but even though he always has every ship ever launched available for reuse on each synod, his progression looks like:1,1,2,4...512 for a total of 1024 ships.He didn't save 90%.. he saved only 50%!!!But wait. Common practice is that when you make twice as many ships, your cost per ship drops by 20%.The cheaper ships lie towards the end, so when you average it out, the savings are not 50% but only 37% (says excel)But wait - Nelly has a lot of assets on the surface - thousands of tanks for all the ISRU fluids for 100,000 people, batteries, pumps, etc.Robert meanwhile had to build a much more capable spaceport - he has to turn around hundreds of ships per synod, not just let them land. That's a tough task even on Earth, not to mention on a colony that's still growing.On the flip side, Robert has a fleet remaining at the end, but after 20 years - is it really relevant? Because the ships of the first decade are not the ships of the second decade, or the third..So in fact Nelly might hit a lower cost to Mars than Robert.
Sometimes I think some of you are insistent in keeping the costs at more than $1 million per ticket.
Quote from: TheRadicalModerate on 08/01/2023 08:23 pmDoes anybody have a good feel for the cost of Starship avionics?Starship's avionics are undoubtedly based on F9 heritage, and the F9 avionics package costs about $10,000.From Elon Musk: Tesla, SpaceX, and the Quest for a Fantastic Future by Ashlee Vance:QuoteMusk wanted the bulk of a rocket’s computing systems to cost no more than $10,000. It was an insane figure by aerospace industry standards, where the avionics systems for a rocket typically cost well over $10 million. “In traditional aerospace, it would cost you more than ten thousand dollars just for the food at a meeting to discuss the cost of the avionics,” Watson said. During the job interview, Watson promised Musk that he could do the improbable and deliver the $10,000 avionics system....Watson and other engineers built out the complete computing systems for Dragon and then adapted the technology for Falcon 9. The result was a fully redundant avionics platform that used a mix of off-the-shelf computing gear and products built in-house by SpaceX. It cost a bit more than $10,000 but came close to meeting Musk’s goal.One of the advantages of large rockets is that your avionics don't really get any heavier/costlier, so you achieve better amortization.
Does anybody have a good feel for the cost of Starship avionics?
Musk wanted the bulk of a rocket’s computing systems to cost no more than $10,000. It was an insane figure by aerospace industry standards, where the avionics systems for a rocket typically cost well over $10 million. “In traditional aerospace, it would cost you more than ten thousand dollars just for the food at a meeting to discuss the cost of the avionics,” Watson said. During the job interview, Watson promised Musk that he could do the improbable and deliver the $10,000 avionics system....Watson and other engineers built out the complete computing systems for Dragon and then adapted the technology for Falcon 9. The result was a fully redundant avionics platform that used a mix of off-the-shelf computing gear and products built in-house by SpaceX. It cost a bit more than $10,000 but came close to meeting Musk’s goal.
Quote from: meekGee on 08/01/2023 10:04 pmQuote from: Robotbeat on 08/01/2023 08:12 pmQuote from: meekGee on 08/01/2023 06:20 pmQuote from: Robotbeat on 08/01/2023 08:39 amSometimes I think some of you are insistent in keeping the costs at more than $1 million per ticket. Now this cuts deep. Take it back! We share the goal, you're just wrong in your math.I'll explain in more detail.Imagine there were two Mars colonization architects.One designed a ship that's reusable, can fly 10 times, and can do it so fast it's available for reuse on the next synod. Let's call him Reusable Robert.The other designed a ship that flies once, and once landed it becomes storage tanks, batteries, pumps, etc. Lets call her Non-reusable Nelly.Both Robert and Nelly want to launch double as many ships each synod, starting with 1 ship at synod 0, until they reach 1024 ships.So: 1,2,4....512, 1024 for a total of 2047 outbound trips.Nelly has to build 2047 ships.Robert thought he can save 10x, but even though he always has every ship ever launched available for reuse on each synod, his progression looks like:1,1,2,4...512 for a total of 1024 ships.He didn't save 90%.. he saved only 50%!!!But wait. Common practice is that when you make twice as many ships, your cost per ship drops by 20%.The cheaper ships lie towards the end, so when you average it out, the savings are not 50% but only 37% (says excel)But wait - Nelly has a lot of assets on the surface - thousands of tanks for all the ISRU fluids for 100,000 people, batteries, pumps, etc.Robert meanwhile had to build a much more capable spaceport - he has to turn around hundreds of ships per synod, not just let them land. That's a tough task even on Earth, not to mention on a colony that's still growing.On the flip side, Robert has a fleet remaining at the end, but after 20 years - is it really relevant? Because the ships of the first decade are not the ships of the second decade, or the third..So in fact Nelly might hit a lower cost to Mars than Robert. It doesn’t cost nothing to double how many ships you send every year. By reusing ships, you halve the factory size necessary at each step even if you DO double every synod, so there’s a pretty good case to be made for doing it.So Nelly has a factory on Earth that's twice as large, but Robert has to build a refueling and relaunch operation that has to match the incoming traffic, pretty much in real time. That's 100x as large and complicated as Nelly's requirements!…This isn’t true at all. Solar and electrolysis & the Sabatier reactor is cheap. Water recovery is pretty cheap, too, once you get started. And again, one such delivery of that equipment, which might cost $5M to build and $10-20 million to land on Mars, will enable the recovery of over 100 Starships in its lifetime, and about 10 Starships just in its first synod. Those starships cost, at a very minimum, $10M apiece, so it’s saving $100 M worth of starships just in its first synod, a payback of like a factor of 4 or 5 in 26 months. 50 over its lifetime.Solar is just really cheap.…and I used crazily optimistic values for Starship’s manufacturing cost. If it’s closer to $50-100 million instead of $10 million to build a starship, then it’s even more obvious.
From the quote I presume that is about the Falcon 9 v 1.0. Also, that book was published in May 2015 - before they even had a successful landing. Falcon 9 has gotten more complex since then, and has been human rated. Never mind inflation.The size of the avionics is going to reflect how much input it takes, how much data it has to process. If one rocket engine has 300 sensors, then the Falcon 9 first stage avionics handles 2,700 inputs, but Super Heavy has to manage 9,900 inputs and process all that data, in addition to the other navigation, tank pressures, etc. work it has to do.
There are a lot more controllers involved, both for sensors and actuators. Those hook up to more engines, more valves for more COPVs, weird aerosurfaces, copious temperature and pressure sensors, etc.
This talk of hundreds of Starships per synod makes me cringe ....Starship will morph into something bigger
Quote from: MickQ on 07/31/2023 10:14 pmThis talk of hundreds of Starships per synod makes me cringe ....Starship will morph into something biggerHow can you be so certain Starship isn't already the 'goldilocks' size? Bigger isn't always better. See: the 747 and A380."In nature, the optimum is almost always in the middle somewhere. Distrust assertions that the optimum is at an extreme point."I suspect that in general, finding a use for a lot of Starship-sized ships on Mars would be easier than trying to repurpose some massive vehicle.
Quote from: Coastal Ron on 07/31/2023 11:25 pmIf you do lay down a ship, slice it in half from nose to tail, lay it on a flat surface and cover it with dirt, you could just inflate a pressure barrier inside of that space - sort of like a big plastic bag. So I'm not thinking it would be difficult to use a Starship in that way.A non-rigid pressure barrier will just inflate to form a cylinder, so your quonset hut won't sit flat on the ground.A rigid pressure barrier with a flat floor will have sheer stress, which makes it highly inefficient (ie not a thin-walled pressure vessel).
If you do lay down a ship, slice it in half from nose to tail, lay it on a flat surface and cover it with dirt, you could just inflate a pressure barrier inside of that space - sort of like a big plastic bag. So I'm not thinking it would be difficult to use a Starship in that way.
If you want to lay down a pressure vessel, don't try to cut a cylinder in half. It's a classic mistake.
If you want a flat floor, just build one (or more) inside a full cylinder.
Quote from: Coastal Ron on 07/31/2023 11:25 pmThe same method could be used to line tunnels that are bored into the underground, so it shouldn't be a technique that would be unknown to the inhabitants.It's not really the same.In tunneling the liner doesn't hold any air pressure load.
The same method could be used to line tunnels that are bored into the underground, so it shouldn't be a technique that would be unknown to the inhabitants.
With a quonset hut, the lifting force of the internal atmosphere would be far greater than the weight of the shielding regolith above.
To kind of summarize what I've got from this thread...Era 1: Starship-powered exploration/science/institutional bases. Growth is modest, re-use happens (on legs) to mitigate costEra 2: Migration becomes viable for individuals. Ships are a product not a service, return/re-use mostly stopsEra 3: Martian industrial capacity increases and out-competes re-purposed ships. Re-use starts again (on chopsticks)The bit people are most interested in seems to be era 2.
My spreadsheet takes into account:- increasing launch cadence of 2x per synod- reduction of fabrication coat of 0.8x per doubling- reuse lag time of either 1 or 2 synods
Quote from: meekGee on 07/31/2023 05:44 pmMy spreadsheet takes into account:- increasing launch cadence of 2x per synod- reduction of fabrication coat of 0.8x per doubling- reuse lag time of either 1 or 2 synodsJust curious, how does this change if the learning rate (and "doublings") are calculated w/r/t the total number of rockets SpaceX has manufactured, F1 and F9 included?It seems like most of those lowest-hanging discoveries would be found in these very early stages, hence the extremely rapid learning rate. By only counting the total number of Starships in the "doublings," there's a risk overestimating the true (Wright's Law) rate of learning.I suspect the real learning rate is going to fall somewhere in the middle, basically just an all-time-units curve superimposed on a current-gen-units curve, with step discontinuities in between generations. Does that make sense?Did I miss the spreadsheet? Sorry catching up
Fabrication of Starships has limits on how low the cost will ultimately be. I don't expect it to go below $100/kg, and even below $1000/kg is very ambitious. Airliners have a list price of about $1000/kg, and they're made about 1000 per year for the most mass-produced model.
Practical learning rates for physical goods are usually not that extreme beyond a certain point. Plus, learning rate depends on sufficient demand. There's just not going to be a need for thousands of starships per year. Who's paying for these?? Who's using them??
Boeing and Airbus each only produce around 200 widebody aircraft per year. Of those devoted to cargo, that's about a tenth that.I can imagine SpaceX producing 100 Starships per year... after all, they produce that many Falcon upper stages per year right now (roughly). But much beyond that seems very unlikely. The good news is that 100 starships per year, if reused around 10 times, is ~2000 Starships per synod, maybe half of those available for Mars (and passengers), so you get your 1000 Mars Starships per synod, around 100,000 passengers per synod. That's enough for a sizable Mars city, maybe a million people.(There are clever ways of moving cargo around that don't require putting all the cargo into a single Starship fairing for the duration of a Mars transfer... So vast majority of the Mars Starships could be devoted to passengers in the long term.)
How are you going to get more than 100,000 people to fly to Mars every synod?