Apollo Mission Control Manual
Apollo Mission Control Manual
Apollo Mission Control Manual
USER MANUAL
APOLLO MISSION CONTROL
USER MANUAL
REENTRY
AN ORBITAL SIMULATOR
MOCR USER MANUAL
DRAFT
UPDATED: 06/18/2021
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TABLE OF CONTENTS
APOLLO MISSION CONTROL .............................................................................................................................. 0
I. INTRODUCTION .................................................................................................................................................... 6
1. ABOUT................................................................................................................................................................. 7
II. INSTALLATION...................................................................................................................................................... 9
1. DOWNLOADING .......................................................................................................................................... 10
2. SYSTEM REQUIREMENTS .......................................................................................................................... 10
III. ASTRONAUT...................................................................................................................................................... 12
1. INFORMATION FOR THE ASTRONAUT ............................................................................................... 13
1.1 CONNECTION ............................................................................................................................................. 13
1.2 COMMUNICATING WITH MISSION CONTROL.............................................................................. 13
1.2.1 COMMUNICATION USING TEXT ...................................................................................................... 14
1.2.2 COMMUNICATION USING VOICE ................................................................................................... 16
IV. MISSION CONTROLLER ................................................................................................................................ 18
1. INFORMATION FOR THE MISSION CONTROLLER .......................................................................... 19
1.1 FINDING GAMES........................................................................................................................................ 19
1.2 CONNECTING ............................................................................................................................................. 19
1.3 YOUR FIRST STEPS .................................................................................................................................... 21
2. INTERCOM AND RADIO-MESSAGES ............................................................................................... 28
3. Controls ........................................................................................................................................................... 31
4. Views................................................................................................................................................................. 31
STATION VIEWS ............................................................................................................................................ 31
ORBIT VIEW .................................................................................................................................................... 31
HANG AROUND VIEW ............................................................................................................................... 32
THE SIMULATOR........................................................................................................................................... 32
5. MISSION PAD ................................................................................................................................................ 32
V. MONITORS ......................................................................................................................................................... 33
1. GENERAL ......................................................................................................................................................... 34
1.1 SWITCHING TV CHANNELS ................................................................................................................... 34
1.2 SWITCHING PROJECTORS...................................................................................................................... 37
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1. GENERAL ......................................................................................................................................................... 77
1.2 OPERATION ................................................................................................................................................. 80
VIII. CAPSULE COMMUNICATOR .................................................................................................................... 81
1. GENERAL ......................................................................................................................................................... 82
1.1 THE DESK ...................................................................................................................................................... 82
1.2 OPERATION ................................................................................................................................................. 83
IX.BOOSTER ............................................................................................................................................................. 84
1. GENERAL ......................................................................................................................................................... 85
1.1 THE DESK ...................................................................................................................................................... 85
1.2 OPERATION ................................................................................................................................................. 90
X. RETRO ................................................................................................................................................................... 92
1. GENERAL ......................................................................................................................................................... 93
1.1 THE DESK ...................................................................................................................................................... 93
1.2 OPERATION ................................................................................................................................................. 94
XI. FDO ...................................................................................................................................................................... 95
1. GENERAL ......................................................................................................................................................... 96
1.1 THE DESK ...................................................................................................................................................... 96
1.2 OPERATION ................................................................................................................................................. 97
XII. GUIDANCE ........................................................................................................................................................ 98
1. GENERAL ......................................................................................................................................................... 99
1.1 THE DESK ...................................................................................................................................................... 99
1.2 OPERATION ............................................................................................................................................... 100
XIII. EECOM ............................................................................................................................................................ 101
1. GENERAL ....................................................................................................................................................... 102
1.1 THE DESK .................................................................................................................................................... 102
1.2 OPERATION ............................................................................................................................................... 103
XIV. GNC ................................................................................................................................................................. 104
1. GENERAL ....................................................................................................................................................... 105
1.1 THE DESK .................................................................................................................................................... 105
1.2 OPERATION ............................................................................................................................................... 106
XV. TELMU.............................................................................................................................................................. 107
1. GENERAL ....................................................................................................................................................... 108
1.1 THE DESK .................................................................................................................................................... 108
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I. INTRODUCTION
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I. INTRODUCTION
1. ABOUT
Thank you for buying REENTRY – An Orbital Simulator!
REENTRY – An Orbital Simulator is an educational game/simulator that allows you to fly and
operate spacecrafts in a realistic manner. The available spacecrafts have been programmed
using the real manuals provided by NASA, with some modifications and simplifications made
to allow this to be an enjoyable experience.
Please note that the game is in its early phase of development and might crash or
malfunction at any time. I am working hard to fix bugs, and if you encounter an error, I highly
suggest you report the bug on Steam or our Discord.
The Apollo Mission Operations and Control Room Live module is in Early Testing and comes
with the base installation packages and might be removed from the game at any time.
DOWNLOAD
The game can be downloaded from http://reentrygame.com/ - the game package comes
with the Mercury, Gemini and Apollo spacecrafts.
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II. INSTALLATION
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II. INSTALLATION
1. DOWNLOADING
REENTRY is distributed through Steam on the following link:
https://store.steampowered.com/app/882140/Reentry__An_Orbital_Simulator/
You will need to purchase the game to start the download, and to play it.
2. SYSTEM REQUIREMENTS
The system requirements can be seen on the Steam page for Reentry and will have the latest
known system requirements. It is not guaranteed that the game will run on your system,
even if you meet the requirements. For the latest requirements, always check the Steam
page.
MINIMUM
Memory: 8 GB RAM
Graphics: NVIDIA GeForce GTX 960 2GB / AMD Radeon R7 370 2GB
DirectX: Version 11
RECOMMENDED
Memory: 32 GB RAM
Graphics: NVIDIA GeForce GTX 1060 3GB / AMD Radeon RX 580 4GB
DirectX: Version 11
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III. ASTRONAUT
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III. ASTRONAUT
1. INFORMATION FOR THE ASTRONAUT
1.1 CONNECTION
Upon entering the spacecraft, press Escape to open the in-game menu, then press
Mission Control Live. This opens the server creation menu. Every Apollo Control
Center live sessions needs the astronaut to be the host. If the astronaut disconnects,
the session will end.
From this menu, you can set the server mode to be either public or private. Public
games need a server name. Private games will generate an invite code that can be
copied to the clipboard and shared with those you wish to invite to your session. You
can optionally change your name. To create the server, verify the data then press
CONNECT. When the log says "room created" you are good to go, and others can
join your session. You can close the menu.
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Text Messages from the Mission Controllers/Capsule Communicator are received in the same
manner as the normal offline AI mission control messages you are used to.
A dedicated CapCom interface exists where you can see the chat history and replay to
messages from MCC using text. You can access it using the CAPCOM menu option in the
COMMUNICATION window. This is only visible when you are connected to a live session.
If you click this, the CapCom interface opens in a new window that can be moved around.
This view also includes the message log. If you wish to remove the normal mission message
command UI (the one with ROGER) and know you won’t be needing it, feel free to move it
out of the screen.
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To send a message to CapCom, enter the message into the textbox and press SEND. You can
optionally bind the send button in the INPUT MAPPER.
When the message is sent, it will be directed through the on-board radio system, through
the antennas and reach the Apollo Control Centers Capsule Intercom.
Those mission controllers who are listening to the astronaut/capsule intercom will receive
you message. Because of this, you should aim to only talk directly to the CapCom mission
controller and let this person deal with the teamwork down on Earth.
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To connect to voice, an extra step is needed. On the CAPCOM text interface, click the VOICE
icon to open the voice settings.
The game will then spend a few seconds connecting to voice. Once connected, more buttons
will be introduced on the UI.
To speak, you will need to bind a special Push-To-Talk (PTT) button, usually bound to one of
the extra buttons on your mouse.
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To talk to the A/G intercom, simply hold the PTT button and talk, and release when done.
Voice Detection is enabled by panel configuration. The Commanders Radio Panel in the CSM
and the Commanders Radio Panel in the LM configures this. If you set the switch to PTT or
PTT/Intercom/ICS, you need to use the PTT to talk. If you set it to VOX, the voice detection
logic is enabled.
The Calibrate option on the Voice Settings menu can be used to calibrate VOX. This function
will try to detect the noise in your surroundings and use this to calibrate the detection. Do
not talk or make any extra noise when calibrating.
When speaking into the A/G intercom, every mission controller who listens to this intercom
channel will be able to hear you, and those who has the channel speak-active will be able to
talk to you. This is usually CapCom, and the Mission Controller with the CapCom should be
the only person to talk with the astronaut, while the other Mission Controllers should be
speaking into different channels.
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Some games might be public, or you might have some friends who are hosting a
session. But what if none of the above is available?
1.2 CONNECTING
To join a Mission Control session, you need to select MISSION CONTROL from the
Main Menu.
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Then select the APOLLO MISSION CONTROL option to find Apollo specific games:
The first thing you will see is a list of public games, and a way to join private games.
To join a public or private game, the astronaut will need to create the server (so the
telemetry gets broadcasted). It will then appear in the list of public games if the
server is set to public. If the game is private; the astronaut will need to share the
invite code with you. The code is then used to join the private game.
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When you enter, you will be looking into the main room from the entrance door in
“walk mode”. This allows you to walk around in the room using WASD and mouse
input. Use the View Selector (default bound to V) to select the CAPCOM station.
The camera should place you in front of the CAPSULE COMMUNICATOR desk, and
the view should be like this:
You can look and move around using the normal virtual cockpit camera controls.
NOTE:
This is an extraordinarily complex model, and Paoli Mangili did an excellent job with it.
I have spent a lot of time with him on making it possible to render it in realtime, and a
lot of tricks has been done to render the model with descent fps. However, it will be
slow to render if you see the entire room. If you press ESC, you can see the in-game
menu. A section called ROOM SETTINGS can be used to tweak some of the rendering
settings. You can hide details, switch to a simplified lighting algorithm, or set the room
to a dark mode.
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The difference between the light and dark mode can be seen in the two following
screenshots:
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On top of the desk, you can see the role you have to play. Whenever you are in a
seat, the sign will tell you which seat you're in and what role you play. Additionally, a
UI windows in the upper left corner of the screen (the player overview) will also show
your role and it will show up in the chat when submitting a message to an intercom.
Everyone in Mission Control can see your role in the player overview and in your chat
messages.
The first thing you want to do is to set your status report to amber.
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This is how you indicate to the flight-controller if you're ready to proceed or not. By
default, none of the buttons will be lit. Pressing an unlit button changes the status of
the seat. Pressing a lit button turns off the status-report, which can be used to
indicate that the seat is vacant. It's recommended that a crewed station is set to
amber (yellow, center) outside of GO/NOGO-calls. If you need to leave the seat ,
set it to none so flight can see this.
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Each station/seat is built up from various modules that specify its function. The main
role of CapCom is to communicate with the astronaut (capsule communication). The
2nd thing you want to do is to either type something in the text-intercom, or to join
in on the voice-intercom.
On top of the desk, you can see the Mission Elapsed Time (MET) and Greenwich
Mean Time (GMT). MET shows you how long it is since the launch.
The CapCom desk has two monitors. The monitors are used to switch between
different TV channels. It can be configured to show any channel you wish, and is
usually chosen based on the current mission phase.
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The last panel module on the CapCom desk is the stop clocks.
The stop clocks can be used as your own tool and is not synchronized over the
network. The only stop clock that is synchronized is the Assistant Flight Directors
stop clock. These are usually used as your own tool and must not be confused with
the countdowns used towards ignitions and so on. Uses these however you like, or as
a backup.
If you look around, you may see the avatars of others. Above the avatars, you'll see
their usernames and what Apollo Mission Control level they are (an indicator of how
much experience they have as a mission controller for Apollo). You can customize
your avatar in the profile-part of the game settings-menu.
The player overview shows everyone in the session, their role and their level. The
astronaut is highlighted in red, while your team members on ground are in white.
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If you do not have the text-intercom and radio-messages open, press C. The buttons
in the red rectangle allow you to select which intercom you receive messages from,
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and you can "listen" to both intercoms at the same time if you want. In this example,
the user is receiving messages from the mission control room only.
Radio-messages are color-coded so you know which intercom they're from, with blue
for messages in the mission-control intercom. You'll also notice that the messages
also indicate the current position of the person. The buttons in the green rectangle
allows you to select which intercom you're sending a message to. Historically, you'd
listen to multiple intercoms but only speak to capsule if you're CAPCOM, but in MCL
that's up to you, or rather the rules FLIGHT set for the mission.
On the other hand, if "radio messages" is setup like this, with both "ROOM" and
"CAPSULE" colored, you'll receive messages for both the MCC and capsule.
The Voice-intercom works like it did in real life. You can select what channel you
want to talk to, and what channel(s) you want to listen to. The voice-intercom is
operated through that large array of white and yellow buttons:
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On the top-left you will see a button named PABX ON. It should be dark if not
connected to voice, and illuminated if connected. If it is flashing, it is connecting to
the voice server. To join, press it once and wait for it to connect (flashing stops).
To select the intercom you wish to speak to, press a white button. Your main
intercom will be the A/G (Air/Ground). This is the intercom the astronaut speaks into.
Everyone that has the yellow A/G button enabled can listen into this communication.
MOCR CONF is the main room conference intercom, however, each desk also has a
dedicated intercom that can be used as you like.
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You might have noticed that there are two intercom panels on some of the desks.
Feel free to use any. Your intercom settings will not be synchronized, so nobody will
be able to mess with your setup. All desks will have your configuration, so you don’t
need to reconfigure when joining another seat.
3. CONTROLS
(Assuming default controls) Arrow-keys are used to walk around without changing
seat (designed to look closer at instruments and around the table, pan around). This
only works when you are seated and assigned a role. Holding the middle mouse
button lets you pitch and yaw the view, scroll wheel zooms.
The view selector is available if you press V, and a chat-window is viewable if you
press C.
It's advised that you bind chat send to ENTER or something similar if needed.
4. VIEWS
STATION VIEWS
Each desk is a station with a dedicated role. One player can oversee and operate them all, or
multiple players can share the roles among each other. It’s usual to have the responsibility of
one or two desks in larger games.
ORBIT VIEW
This view is mostly used by mission planners, guidance and retro to plan the orbit and
reentry procedures. Markers can be placed and time to these points will be given.It\s not yet
active in MOCR.
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THE SIMULATOR
The simulator is just a non-functional mockup of the CSM and LM panels. This is used to
have a realistic reference to the capsule panels for verifying switch locations, procedures, and
checklists.
5. MISSION PAD
You will have access to the same checklists as the astronauts has onboard. It is a good
practice to walk through each checklist with the astronaut and verify the procedures.
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V. MONITORS
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V. MONITORS
1. GENERAL
Each desk are equipped with monitors used to read data from the spacecrafts. The Saturn V,
the CSM and the LM sends telemetry that can be monitored on the screens. A dedicated TV
channel system lets you control what monitor should display what channel.
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Let’s say we wish to see channel 25, the Saturn V Boost Systems Engineer 1 channel: SLV BSE
NO 1.
Knowing the index, you can use the TV CHANNEL panel to reconfigure your setup.
On the CapCom desk, there are two monitors. Some desks has three, and even multiple TV
CHANNEL panels. Use the one that changes the monitor you wish to change.
The panel has a MODE section, ENTER section and a HARD COPY section. Mode is used to
start a channel change operation where SELECT NUMBER is the channel index you wish to
change to. The ENTER section is used to select what monitor that should be changed. For the
channel 25 example, first press TV CHANNEL. It should illuminate, along with the ENTER
switches.
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Then press above the 3rd digit so move it up, or below to move it down. Set it to 2, and set
the 4th digit to 5.
With the channel set, press either LEFT MONITOR or RIGHT MONITOR to execute the
change. The results can be seen on the monitor you then selected.
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As mentioned earlier, the TV guide can also be seen on the projectors, just like any other TV
channel.
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projector.
You can see on the right side that each projector can be changed. The TV projectors works
the same as a monitor, and can display the same channels that a monitor can display. The
AUX and MAIN PROJECTION are special and only some channels can be change here.
The MAIN PROJECTOR can be reconfigured to show EARTH or the MOON map.
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2. HARDWARE
Each monitor is equal and consist of the monitor itself, and some buttons used to interact
with it. I plan on implementing all of them, but currently, only the polarity switch is enabled.
It can be used to invert the color of the screen.
3. TV CHANNEL DICTIONARY
This section will describe each TV CHANNEL supported by Reentry MOCR Live.
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2. OPERATION
The RTCC is operated through the Program Request and keyboard module located on the
GUIDANCE and BOOSTER desks.
The RTCC has a dedicated TV CHANNEL. Tune in to Channel 90 on a monitor to view it. The
default program is 0000 – The Program Guide.
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To select a program to run on the RTCC, you will need to perform a Program Request using
the LOAD NUMBER INDICATOR. This requires you to enter 4 digits, including leading and
trailing zeros. To let the module know you wish to enter data, press the green LOAD button:
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The four digits on the LOAD NUMBER INDICATOR blanks. You will then need to enter 4
digits. Press 0 0 0 1 as indicated in the screenshot below.
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This will let you send DSKY commands to the AGC and the LGC. It is currently disabled, and
the astronaut will need to set UPL TLM to ACCEPT for it to work.
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On the screenshot above, you can see that the program has an INPUT SELECTION.
This is a toggle. Notice the LINE indicator, and the ID behind it.
The way you interact with the RTCC is by selecting the LINE you wish to modify by using the
ID behind it. Toggles only have an ID, but some can have numbers as well.
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Then enter 1 0 on the keyboard. The input can be seen on the scratch pad on the monitor:
Then hit INITIATE below the LINE/LINE button to send the command to the RTCC.
You can now see that the input device selected is the AGC:
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Line 10 in this case expects 4 digits. The (XXX.X) text indicates the expected format. There is
no decimal keyboard button, so you will need to provide the input as indicated by the
format. In this case, PHASE is in degrees, and can be set to a number between 000.0 and
360.0.
To input a parameter here, first press LINE/LINE and enter 1 0, then press INITIATE. The
INITIATE button returns to gray, but the LINE/LINE button remains illuminated.
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Insert 1 8 0 0 and verify the input on the monitor, and cross-check with the format. Format
was XXX.X meaning that 1800 equals to 180.0 degrees.
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Then press INITIATE again to insert the variable. The green LINE/LINE button will extinguish
and the parameter should be inserted.
3. PROGRAMS
This section contains a description of all the supported programs on the RTCC.
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The layout of the desk can be seen in the drawing above. It has two monitors that
can be configured to any channel as needed by the mission phase. In addition,
MOCR has installed another panel that can be used to control the countdown (from
the Gemini Control Room).
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This is only used during countdown. It is useful to stop the countdown when you join
a mission that starts from the launch pad, as people join in and get seated.
Another important panel for FLIGHT is that status of each of the seats. In this case,
most seats are set to amber, and CAPCOM is set to GREEN. Unoccupied stations are
unlit. Each desk has a light in this panel. It can be Amber (seat is occupied), Red
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In case of an abort, the flight-director presses the abort-buttons, which lights the
abort-light in the capsule. This is the que for the astronaut to pull the abort handle.
Two signals are needed for this, the Abort A and the Abort B signal.
FLIGHT can trigger one of the signals, A or B by setting the ABORT LIGHT ON switch
to A or B. FLIGHT can also cancel a signal by using the ABORT LIGHT OFF switch.
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1.2 OPERATION
The Flight Director oversees the mission. Often referred to as FLIGHT with primary role of
leading the mission, the team, and have final call on decisions. The role is mainly focused on
the information received over the intercom, and discussions with the other mission
controllers. FLIGHTs eyes and ears are mostly focused on the room, and not in the station.
Therefore, the seat is placed in the middle of the room with a good view of the map and the
other stations.
Flight should have a good understanding of the flight plan (if any), knowledge of the
spacecraft as a complete vehicle, and quickly be able to understand if something seems
abnormal in any way. FLIGHT has to rely on information between other mission controllers,
and should also lead the room when people are joining, such as roles, and how everyone
should behave in the room, how the interaction between the room and the Astro should
work (CapCom only?), or even set up rules such as setting desk to amber, what intercoms to
use for voice (all in one, or each in their own intercom, and then be able to filter the room
with the yellow buttons, etc.)
With exception of the intercom, the station has some tools that are frequently used. The map
itself is in a good distance to quickly take a glance at the information available, as well as the
projectors on the left and right side of it.
A good FLIGHT leads the room, keeps the order, and makes sure the mission is progressing
according to plan. FLIGHT should have a clear vision for the mission, its objectives and how
to get there.
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VIII. CAPSULE
COMMUNICATOR
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The capcom desk has two monitors that can be configured to monitor data based on the
mission phase, and the descriptions being made. If the communication topic surrounds the
Fuel Cells, the desk can be configured so you see the data that is being discussed. In
addition, the GMT and the GET time is seen, as CapCom needs to be on top of things such as
burns etc. Two stop clocks can be used for this.
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As with FLIGHT, the CapCom role is also mainly out-of-desk. Your role is to be the main (and
most likely only) communication/voice link between the astronaut and the room. You will be
the one talking with the astronaut, and the only one who should submit anything on the
capsule intercom. You work with the room, listening in on team discussions, talking with
FLIGHT on issues, as well as the various desks needed to provide information requested by
the astronaut, or report important information from the room.
Your main tool will be the intercom, and if possible, be on voice if the astronaut is on voice.
However, the Text-Intercom can also be used! The communication with the crew should be
clear, explicit, and singular to keep order.
If multiple players talk with the astronaut, things will likely get out of hand pretty soon and
the roles will start to mix up. The CapCom role should be filled by a person who is an
astronaut, so they know how the panels work, and visually be very familiar with how the
cockpit and layout is set up, in order to describe things and help locating switches if needed.
If you are talking with the astronaut, you should speak their language basically.
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IX. BOOSTER
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IX.BOOSTER
1. GENERAL
The Booster Systems Engineer (BSE) aka. BOOSTER has responsibility for the pre-launch,
ignition and ascent systems for the S-IC, S-II and S-IVB stages. It’s one of the largest desks
and is used until the completion of a Trans-Lunar Injection burn, or when the S-IVB is staged.
The BSE should be familiar with the stages of the Saturn V rocket, and monitor their
performance and operation during the ascent. The BSE role has the capability of requesting
an abort. The desk is not used for the reminder of the mission.
The BOOSTER desk has three monitors that should monitor the BSE TV channels and any
other based on need during the ascent. The main tools are these monitors, as well as 5
panels with arrays of telelight that shows the status of various systems and equipment.
Panel 1 contains Telelights for the thrust signal (Thrsut Not OK) for S-IC and S-II, as well as
some He vent valves etc.
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Panel 5.
Panel 6.
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The desk also has the RTCC interaction module and the Load Number Indicator. Both are
used to control the RTCC as described in the Real-Time Computer Complex chapter.
When insertion is reached and the insertion checklists are done, the RTCC will be used to
calculate the TLI burn. This is the role of the BSE, while GUIDANCE makes sure that the AGC
is set up correctly, can receive the data and that the AGC is set up correctly etc.
Channel 90 shows the RTCC interface for program 0215 (TRANS-LUNAR INJECTION):
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BSE can trigger one of the abort mode signals using the ABORT LIGHT “ON” panel. Either
signal A or B can be triggered.
Three intercom panels exist based on where your attention is, two with the portrait layout
and one with the landscape layout.
Two panels to control the monitors exist, one to change the left and center monitor, and
another to change the right monitor.
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1.2 OPERATION
The main responsibility for BOOSTER is the ascent and the performance of the Saturn V
rocket. The BSE role basically owns the Saturn V from an engineering perspective. The BSE
should call out the staging data, thrust OK data and verify proper ignition and the ignition
sequence.
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X. RETRO
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X. RETRO
1. GENERAL
The Retrofire Officer (RFO) aka. RETRO has responsibility of getting the crew safely back to
Earth with a safe landing. The main player of a return to Earth maneuver, either through a
Trans-Earth Injection burn (TEI), or a direct abort, is the Service Propulsion System (SPS). The
desk is also a key player in the landing phase after entry.
The RETRO desk has two monitors that should monitor the trajectory and the SPS engine
during the deorbit/RTE (Return-To-Earth) burn, or the recovery related channels. The panel
has 4 stop clocks used during the various burns, or by planning.
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1.2 OPERATION
The main responsibility for RETRO is the retrofire burn and recovery, and the condition of the
SPS engine during the TEI burn.
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XI. FDO
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XI. FDO
1. GENERAL
The Flight Dynamics Officer aka. FDO or FIDO monitors the trajectory of the vehicles (both
CSM and the LM) during the entire mission. This includes watching orbital parameters, and
the trajectories during Saturn V ascent, burns, Lunar Descents and Ascents, and entry. The
FDO can request an Abort.
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1.2 OPERATION
The main responsibility for FDO is to monitor the orbital parameters, be part of burn
planning, or initiate correction burns, and monitor them to verify the trajectories of both the
Saturn V, the CSM and the LM.
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XII. GUIDANCE
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XII. GUIDANCE
1. GENERAL
The Guidance Officer (GUIDO) aka. GUIDANCE is responsible for the guidance systems for
both the CSM and the LM. This mostly involved the Apollo Guidance Computer and the
Lunar Guidance Computer. Guido can use the RTCC for aid with burn planning with the
person responsible for the burn (BOOSTER for TLI if needed, RETRO for TEI and FDO for the
rest). GUIDANCE has the option to send DSKY commands to the CSM and the LM.
Bla bla
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1.2 OPERATION
The main responsibility of guidance are the computers onboard, and the guidance systems
from an execution perspective. While GNC is the engineer of the systems, guidance will focus
on the actual attitude, and the usage of the computer during the various phases of the
mission. Guidance can interact with the AGC and LGC, as well as the RTCC.
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XIII. EECOM
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XIII. EECOM
1. GENERAL
The Electrical, Environmental, and Communications controller aka. EECOM has the main
responsibility for the electrical and environmental systems onboard the CSM. The main
priority is to ensure the CSM is in a good state from a systems perspective to do its intended
job. The EECOM should know the procedures for turning on and off the Fuel Cells, how the
Main Bus is connected and what fuses and switches are used to tie it when something
breaks.
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1.2 OPERATION
The main responsibility for EECOM is the electrical and environmental systems onboard the
CSM.
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XIV. GNC
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XIV. GNC
1. GENERAL
The Guidance, Navigation, and Control aka. GNC is responsible for the systems that enabled
the CSM to point in a given direction, translate and function from a hardware perspective.
The primary systems involved is the Reaction and Control system and the Service Propulsion
System, and the hardware around the guidance systems.
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The main responsibility for GNC is the engineering perspective of the guidance and control
systems, the hardware used to maneuver the spacecraft.
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XV. TELMU
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XV. TELMU
1. GENERAL
The Telemetry, Electrical, and EVA Mobility Unity console aka. TELMU is similar to the EECOM
station but for the Lunar Module.
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1.2 OPERATION
The main responsibility for TELMU is the electrical and environmental systems onboard the
Lunar Module.
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XVI. CONTROL
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XVI. CONTROL
1. GENERAL
The CONTROL console is similar to the GNC console but for the CSM. It’s responsible for the
hardware used by guidance to point the Lunar Module where it should, and that the
guidance systems get the proper data from the radars and so on.
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The main responsibility for CONTROL is the engineering perspective of the guidance and
control systems, such as the hardware used for attitude control and maneuvering.
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1.2 OPERATION
The main responsibility of the assistant flight director is to work directly with the flight
director, and configure the operations room such as projectors.
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To open the troublemaker’s tools, use the hot key CTRL+T. A new window will render on top
of everything.
The only tool available for now it the FAILURES menu. If you do not have access, it will look
like the below.
To request access, let the astronaut know over chat, or a different channel.
Nobody will know who issued the failure, when, or even if a failure has been issued. This is
something that must be detected, and identified by paying attention to systems, both on
ground, and by the astronaut in the spacecraft.
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