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Progress in Theoretical Rocket Cost Optimization


Cunjo Carl

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&) All set and ready to go!

:blink:Post still under construction!
Large posts never seem to save consistently or work first try for me, so I'm editing it all in piece by piece. I work slowly these days, so it may be a few days before it's all together, fixed for readability and proofed. Thanks for the patience!

Also, I'm never sure where to put the mathy stuff. Feel free to move the post around as desired! This felt like a general thing, so I went with it.

 

Progress in Theoretical Rocket Cost Optimization

                     What's the most bang for your buck?
 

sSw1WFx.png

dV/dC is the bang for your buck in (m/s)/(:funds:/ton). Everything on the right hand side is a materials property, situation or design choice for your rocket. Knowing these things, we can compute the optimum design choices! There's some notable caveats involved- there's no doubt this is a first order solution. Still, you gotta start somewhere!

Terms Above: (T = Dry mass fraction of the fuel tanks. E = TWRrocket/TWRengines. P = Stage payload fraction. C = Launch cost per ton up to this point . Cf cost of Fuel per ton . Ce = Cost of Engines per ton.)
 

Results

When designing a stage, we need to chose how big this stage will be relative to the next one. This size difference is called the payload fraction, P. A big P means lots of small stages, and a small P means fewer big stages. The figure below shows how P effects the look, cost and mass efficiency of a rocket (which is oddly triangular and not quite to scale). Each of the options below are made to push the same final payload the same amount of deltaV, so from a design perspective all of the rockets below are doing the same job. Each black line on the rockets represents the engines between stages, and because it's the most mass efficient the middle rocket should be considered as the 'normally best option'. (Figure 1 below)

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Using this idea, the very most efficient rockets we can design with a single kind of engine look like the ones below. Notice the cost efficient option on the right! (Figure 2 below)

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Though this same concept will apply in rockets which have more than one kind of engine, we'll stick with one kind for this to keep things simple and so we know that what we're talking about is inherent to rocket design, not our engine choices.

Regardless, P is a very convenient variable for us to use when trying to optimize a rocket. The amount of engines our stage brings along is fixed because they need to push our required TWR, meanwhile the rest of the mass is free to be either payload or fuel tanks, and how much of each we bring winds up being described through P. Since the top equation describes our cost efficiency in terms of P, we're able to use it to find find and compare the most cost-optimal engines and configurations in different situations! This is the best 1:1 comparison we can make (to date) without plugging your whole travel itinerary into a solver (which is also an effective solution). The graph below shows the cost difference between the best possible configurations of three engines (Poodle, Skipper and Dart) in terms of their cost per ton per-deltaV versus what I've been calling the accumulated launch cost, or in other words how much money we've spent to get to where we are in the mission. The chart shows that to be the most cost effective at TWR=1.7, the first few stages are best as Poodles, then one or two as Skippers, and finally we would switch to Darts deep into the mission. Of course all this would make for a silly rocket, but it makes for a great thought experiment to guide our intuition, because we can ask 'why?' and relate things back to the rockets' properties. So, why?

The Poodle is by far the cheapest (best cost per thrust), so when we're in 'big dumb rocket' mode near the beginning it's the perfect choice. That said, despite its wonderful Isp, at a TWR of 1.7 its high drymass actually causes it to be _less_ mass efficient than the other options. By the time we're 5,000 Funds/tonne into a mission, the cost of our components begin to matter less and their mass efficiency matters more so the higher TWR and decent price of the Skipper makes it the best choice next. However, eventually the ridiculously expensive Dart finally comes into its own when 20,000 Funds/tonne into the mission mass efficiency is all that matters. (Figure 3 below)

Blmr9Ms.png

Now we've had a chance to look at where all of this is going, let's go back to the beginning and discuss how we came to these conclusions and how we can use them (or things very similar) to inform our rocket design. To start with, a ton of conversational stuff that need saying!

 

The Talky Stuff

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Major Assumptions

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Quick and Easy Derivation

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Full Derivation

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Further Results

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Engine Plots

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Behaviour in limits

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Discussion - Handling the Assumptions

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Handling SRBs, LFBs and the like

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Real World Applications
Not many. Yet at least!
Applying this to KSP is fairly straightforward due to the way the game ignores (I believe smartly) many aspects of rocket science. The exception to this is fuel cost for small tanks (2.25t and less), which becomes  scale dependent, but in a predictable way (I think). Applying these equations to the industry is even more complicated. Many terms taken to be constant in this work are actually very scale sensitive in real life. An example would be T, the fuel tank dry mass fraction, which in real life scales roughly with square-cube law (the surface area to volume ratio). Fortunately, many of these correction factors can be plugged in directly to the working equation (eq. 46) without refactoring any of the derivation, it's mostly a question of how jumbled it will get. I very much doubt this will change anything in the industry, but for us arm chair rocket scientists who value understanding over the bottom dollar, I think it's still very worth while!

Further Work
Too many things!

Errata
Have you found a typo in the math, or a confusing explanation that could use some work? Let me know! I'm going to try editting the main post to make this as accessible as possible. Please note that for health reasons my ability to type is very limited, so changes may take a while, but thanks in advance for bringing things to my attention.

Code
I can make the solver code available if desired.
 

A note on the term "Effective Isp"

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And finally,

Thanks again for giving a glance, and I hope it's been interesting to ponder! It's always fun to see how these concepts we've learned intuitively really come together.

 

Edited by Cunjo Carl
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  On 9/27/2018 at 9:04 AM, Ajiko said:

Seems interesting, but what the conclusions?

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Conclusion is " Post still under construction! " and this promises some quite useful tables of what engines, what TWR on them per stage etc. Currently it's not quite "edible for general public".

 

@Cunjo Carl: Consider an option that appears rather frequently in the literature: heavy crappy lowest stage ("big dumb rocket"), and better, more efficient, more expensive engines on subsequent stages.

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  On 9/27/2018 at 9:04 AM, Ajiko said:

Seems interesting, but what the conclusions?

Seems Skipper+Poodle pair must have top cost efficiency for LfOx rockets stages, right?

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The conclusion is that the most cost efficient engine and stage size can actually depend heavily on your TWR and on where you are in your mission, specifically on how many funds you've spent up to this point.

Most people already have an intuitive feel for this because KSP is fantastic for building intuition along that line, so this doesn't change any of the quintessential cost-effective rocket recipes like Kickbacks&Twinboar -> Skipper or Poodle -> Terrier -> Spark. It does explain 'why' though, which let's us figure do things like figure out exactly what the TWR cutoff is between Poodle or Dart being the better engine... Apparently above TWR=0.75 Dart's a better choice than Poodle if you're extremely deep into a mission.  Then, above TWR=2.5, skipper would become the better choice. If you happen to be interested in more, here's the old v1.4 mass efficiency plots! https://drive.google.com/open?id=1TQUZmyqrDSCHopF3RR1x-hTuCoQZ-O0U

Sharpy's right that the end idea is that we'll probably make plots/charts/programs based on this cost analysis as well, but for now the post is mostly for the chart and plot makers!

 

  On 9/27/2018 at 9:13 AM, Sharpy said:

Conclusion is " Post still under construction! " and this promises some quite useful tables of what engines, what TWR on them per stage etc. Currently it's not quite "edible for general public".

 

@Cunjo Carl: Consider an option that appears rather frequently in the literature: heavy crappy lowest stage ("big dumb rocket"), and better, more efficient, more expensive engines on subsequent stages.

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Totally agreed about the big dumb booster! I got back into this project (which is mostly for KSP) thinking about the recently proposed Pyrios booster's F1-B engines, which are a _less_ efficient but cheaper version of the old Saturn F1 engine. The juxtapose of less efficient but more modern is a fun one. Taking it a step farther, the once-proposed Sea Dragon is the pinnacle of big dumb booster'ing, and I've always wondered at exactly what point do we go from smart money-conscious design to just wasting money with inefficient boosters fizzling away fuel and dragging around the spent tanks.

The effect that really struck me from all this was that a big dumb booster actually has a cost incentive to be even bigger than its most mass efficient setup, so in KSP rather than using the standard 2000m/s per stage they might be more cost efficient at 2300m/s per stage (numbers from a hat). They're happy to trade out lost efficiency from being oversized (and pushing empty fuel tanks) in order to make next stage a little smaller than it would otherwise need to be. This is even the case if the next stage isn't any more expensive! That's one aspect of the big dumb booster concept that really surprised me. Naturally if the next stage is pricier, the effect becomes even greater. So to answer the question 'how big?' the answer is apparently 'really big!'

 

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As is typical for me, I went for the Monte Carlo like approach. The discrete nature of rocket building makes it a little harder so I had to learn something new to do it.

I have tables of engines and fuel tank properties (mostly for SSTU), including SRBs, and I use simulated annealing to minimize the cost that will successfully launch a payload of a given mass. I have grown to love simulated annealing as an algorithm in place of brute force combinatorics in a large discrete parameter space.

Launch vehicle is considered valid if dV > 3600 and sea-level TWR is between 1.2 and 1.3. 

I commend you for the work in your post, but I'm a better empiricist than theorist :)

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  On 9/28/2018 at 9:53 PM, drhay53 said:

As is typical for me, I went for the Monte Carlo like approach. The discrete nature of rocket building makes it a little harder so I had to learn something new to do it.

I have tables of engines and fuel tank properties (mostly for SSTU), including SRBs, and I use simulated annealing to minimize the cost that will successfully launch a payload of a given mass. I have grown to love simulated annealing as an algorithm in place of brute force combinatorics in a large discrete parameter space.

Launch vehicle is considered valid if dV > 3600 and sea-level TWR is between 1.2 and 1.3. 

I commend you for the work in your post, but I'm a better empiricist than theorist :)

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I happen to be working in particle physicist at the moment so Monte Carlo is near and dear to me as well! I'm not familiar with simulated annealing, I'll be sure to give it a look.

Have you been finding that TWR 1.2-1.3 is the most practical for your launchers? I'd been having a hard time getting the SaturnV style stroll to work for me in KSP.

 

  On 9/28/2018 at 5:03 AM, Mad Rocket Scientist said:

This looks like an excellent post. It might take me a while to read it though. Are you using making history? I'd be curious to see whether the wolfhound is balanced in terms of cost.

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I'd be happy to do a comparison with Wolfhound, I'm a little curious as well. Could you tell me the TWR you'd be interested in?

I think, along the same lines as you, I find the 'balance' of the new engines to be a bit of a misnomer when it comes to the Wolfhound ^_^, so it'll be interesting to see if its cost winds up being balanced.

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  On 9/29/2018 at 5:22 PM, Cunjo Carl said:

I happen to be working in particle physicist at the moment so Monte Carlo is near and dear to me as well! I'm not familiar with simulated annealing, I'll be sure to give it a look.

Have you been finding that TWR 1.2-1.3 is the most practical for your launchers? I'd been having a hard time getting the SaturnV style stroll to work for me in KSP.

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I'm an experimental astrophysicist myself (supernova cosmology to be exact) though at the moment I work on HST and JWST data from a technical standpoint rather than mostly research. Once I learned python back in graduate school I found that solving a problem quickly with a monte carlo or empirical approach was usually good enough for me outside of work :)

I like a low TWR for liftoff because it "feels" the least "wasteful". I haven't optimized that this is true, but it seems like it's the right combination of engine cost with necessary fuel; too much TWR and you're probably overspending on the engine, and a cheaper option should be available. That's only true if the engines in your save are well balanced in terms of ISP, thrust, and cost though. I also like the low TWR because it works well with mods like GravityTurn for the ascent profile; typically my launchers are SSTO (occasionally requiring SRBs) and the circularization burn is less than 100 m/s. I feel like a low TWR and a small circularization burn is more "realistic". 

Since I've been playing with SSTU, I've noticed I frequently don't need SRBs for typical launches, but as you're going through the tech tree, the annealing frequently picks SRBs to punch up that initial TWR while using a more efficient engine once they come off. I don't simulate the ISP atmospheric curve in my procedure, but I do keep track of how long the burns are and the rate of fuel consumption, so the code knows how much sea level TWR will be there when the SRBs come off. I require it to be > 1, which in practice means it's a bit higher than that since usually the SRBs burn for 30-45 seconds and the ISP and thrust have come up a bit.

My philosophy for this particular code was "don't let perfect be the enemy of good enough" :) With SSTU and my code I can build a launcher for any payload in < 10 minutes and I don't have to build a collection of payload-rated subassemblies. I did that once and it took me weeks. And then I wanted to change mods for my next career and most of my launchers didn't work. So I wrote this to be flexible about the options available in any particular save and so that I could build the most cost-efficient launcher for any payload super fast.

 

Edited by drhay53
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I just finished reading the post, very impressive work. I don't yet know enough calculus to follow the derivation, but the results are very satisfying, and align with my intuition and the common sense advice on the forums. It's super interesting how the idea of using more expensive engines only when going very far shows up in the graphs.

Where does the NERV cross the poodle's line at 0.8 TWR? And does it cross it faster at 0.2 TWR?

  On 9/29/2018 at 5:22 PM, Cunjo Carl said:

I'd be happy to do a comparison with Wolfhound, I'm a little curious as well. Could you tell me the TWR you'd be interested in?

I think, along the same lines as you, I find the 'balance' of the new engines to be a bit of a misnomer when it comes to the Wolfhound ^_^, so it'll be interesting to see if its cost winds up being balanced.

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I'd be most interested in 0.8 TWR or thereabouts, but I wonder how it would look at 1.2 TWR or higher.

I agree, but I was surprised to see how well balanced the vector was for cost. (Only justifiable for reusable first stages)

Edited by Mad Rocket Scientist
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  On 9/30/2018 at 10:11 PM, Mad Rocket Scientist said:

I just finished reading the post, very impressive work. I don't yet know enough calculus to follow the derivation, but the results are very satisfying, and align with my intuition and the common sense advice on the forums. It's super interesting how the idea of using more expensive engines only when going very far shows up in the graphs.

Where does the NERV cross the poodle's line at 0.8 TWR? And does it cross it faster at 0.2 TWR?

I'd be most interested in 0.8 TWR or thereabouts, but I wonder how it would look at 1.2 TWR or higher.

I agree, but I was surprised to see how well balanced the vector was for cost. (Only justifiable for reusable first stages)

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Thanks! And thanks for taking the time to read through.

It's true about the vector- I also really appreciate how it fills a funny niche of having the best thrust per size in the game. It was the first time I'd ever exploded a rocket from overheating while going up!

(plots in the spoiler)

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So the interplay between Poodle and NERV seems to be an interesting one. Above a TWR ~.75, Poodle actually winds up being more mass efficient, and since it's already much cheaper, there's no real benefit for NERV above there. NERV winds up becoming useful for late missions with TWR=0.5, and early mission (ie. circularizing to LKO) with TWR=0.2 . At this low TWR=0.2, Dawn then becomes cost efficient for the late mission, or more likely for me, any time the NERV is too big and clunky! Dawn is much more _mass_ efficient than NERV everywhere beneath a TWR~~0.5, but it's also far and away more expensive. For that reason, it seems to mostly be useful for very late missions or times when a smaller engine is unavoidable.

Something important to note, the cost problems of NERV or Dawn can be heavily offset if they're used on dockable/refillable craft with a mothership. In these cases, if they happen to better on paper late mission, they'll actually be better anytime.

So it turns out Wolfhound is just massively better than Poodle in every way. It's actually really disappointing! It has better TWR, Isp and Cost per thrust than the Poodle, so on paper there's no cases where you'd ever want to use the old stand by, given the choice. It wasn't until I plugged the values into my spreadsheets that I noticed the cost per thrust of Wolfhound is only 4.48F/kN, which is easily the best for any liquid fueled engine in the game! It even edged out the previous cheapest Reliant at 4.58, so Poodle didn't stand a chance (5.2F/kN). Out of some puckish curiosity, I plotted Poodle and Wolfhound alongside Thud (representing KSP's worst medium-sized LFO engine), and well, I think the plot almost speaks for itself! Wolfhound is as much better than Poodle as Poodle's better than Thud!

OBjz3YB.png

I of course have no idea, but I've always wondered if they designed the specs for new engines like Wolfhound so that certain of their missions would work out conveniently. That's all I can imagine, at least? Or someone just had a really big crush on the AJ10!

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  On 10/1/2018 at 9:26 PM, Mad Rocket Scientist said:

Wow, looks like it's better than the poodle in every case, and better than the NERV in a surprising number of cases. How does it compare to the terrier?

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Terrier is slightly worse than Poodle in all three categories (Isp, TWR and Cost/thrust), so it'll always wind up being slightly less cost effective than Poodle on a per-ton-of-payload basis. That means that Wolfhound is better than Terrier to an even greater degree than it's better than Poodle! As far as I can see, Wolfhound is the simply the best by a wide margin for TWR=~0.7 to TWR=~3 in vacuum.

I haven't run the numbers, but just looking at its stats, Skiff is pretty fantastic looking as a launch engine (used as a stage-and-a-half with Kickback boosters), being almost as good on the launch pad as the two present reigning champions Skipper and TwinBoar, while it manages to handily outclass them in TWR and Isp above 8km when the kickbacks would separate.

The engines from the original game have a lot of interesting niches and nuances, which I think we've all found over the years. As far as I can see (and saying this as someone who hasn't played with the new engines), on paper it looks like Kickback, Skiff and Wolfhound could outclass everything else from the launch pad up, assuming TWR>0.7 .  It's a bit of a dull conclusion, and to be honest, I think it's one of the big reasons I never adopted the new engines, despite having been a been a big fan of the other new parts and features. For others though, I'm glad they make for some exciting missions.

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Could the wolfhound be good because of economics of scale?  Also if you are using the wolfhound you have an enormous payload.  Perhaps you need to be more efficient with your payload.  I have always wished I had versions of the terrier and poodle that were 70% smaller.

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  On 10/1/2018 at 11:28 PM, Nich said:

Could the wolfhound be good because of economics of scale?  Also if you are using the wolfhound you have an enormous payload.  Perhaps you need to be more efficient with your payload.  I have always wished I had versions of the terrier and poodle that were 70% smaller.

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Could be, the economics of scale definitely appear in the engines, where larger versions are typically a little bit better on the whole than smaller versions. The most direct example is Poodle/Terrier or Mamoth/Mainsail, but it's definitely a trend in KSP that bigger is in general a bit better. That said, despite them sharing a niche, Wolfhound (2.5tonne) is dramatically better than Rhino (9tonne) in almost all conditions they'd normally be used in, so I don't think economics of scale quite cover it here...

(** Here using economics of scale to refer to larger objects being cheaper per mass rather than the other meaning of things being cheaper by the dozen)

As for payload efficiency, it's definitely super important. But fortunately, the whole kit'n'kaboodle up at the top is expressly to find the best possible payload efficiency, so that's all covered! It's been a long time coming.

I also wish we could tweak the scale of the engines. I'd totally want a little baby twin boar for trips to Eve!

Edited by Cunjo Carl
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