Project Mercury Flight Manual
Project Mercury Flight Manual
FLIGHT MANUAL
PROJECT MERCURY
FLIGHT MANUAL
REENTRY
AN ORBITAL SIMULATOR
PROJECT MERCRUY FLIGHT MANUAL
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FLIGHT MANUAL
TABLE OF CONTENTS
I. INTRODUCTION ........................................................................................................................................................... 5
1. ABOUT........................................................................................................................................................................ 6
2. A BRIEF HISTORY.................................................................................................................................................... 8
3. MISSION PROFILES................................................................................................................................................ 8
4. CONTROLS ............................................................................................................................................................... 9
II. MAJOR COMPONENTS ......................................................................................................................................... 16
1. THE SPACECRAFT................................................................................................................................................ 16
2. ATTITUDE CONTROL ......................................................................................................................................... 19
3. CABIN ...................................................................................................................................................................... 21
III. LAUNCH VEHICLES ................................................................................................................................................ 23
1. MERCURY-REDSTONE....................................................................................................................................... 23
2. MERCURY-ATLAS ................................................................................................................................................ 26
IV. ENVIRONMENTAL CONTROL SYSTEM .......................................................................................................... 29
1. GENERAL ................................................................................................................................................................ 29
2. OXYGEN.................................................................................................................................................................. 29
3. COOLING................................................................................................................................................................ 31
4. CABIN PRESSURE ................................................................................................................................................ 36
5. OPERATION........................................................................................................................................................... 37
V. FLIGHT CONTROL SYSTEMS ............................................................................................................................... 39
1. GENERAL ................................................................................................................................................................ 39
2. ATTITUDE CONTROL ......................................................................................................................................... 40
3. FLIGHT MODES .................................................................................................................................................... 43
VI. RETROGRADE ROCKET SYSTEM ....................................................................................................................... 47
1. GENERAL ................................................................................................................................................................ 47
2. OPERATION........................................................................................................................................................... 47
3. RETROGRADE TIMING ...................................................................................................................................... 51
VII. SEQUENCER ............................................................................................................................................................ 53
1. GENERAL ................................................................................................................................................................ 53
2. EVENTS ................................................................................................................................................................... 54
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ORBIT ........................................................................................................................................................................... 91
FLIGHT MODES ......................................................................................................................................................... 91
SYSTEMS ..................................................................................................................................................................... 93
ENTRY........................................................................................................................................................................... 95
PRE-RETRO (TR-30) ................................................................................................................................................. 95
RETRO .......................................................................................................................................................................... 96
RE-ENTRY.................................................................................................................................................................... 97
LANDING .................................................................................................................................................................... 97
EMERGENCY PROCEDURES ................................................................................................................................. 99
LAUNCH AND ASCENT.......................................................................................................................................... 99
ORBIT ......................................................................................................................................................................... 101
ENVIRONMENT CONTROL SYSTEM EMERGENCY OPERATION .......................................................... 103
ELECTRICAL SYSTEM EMERGENCY OPERATION........................................................................................ 106
COMMUNICATIONS SYSTEM EMERGENCY OPERATION....................................................................... 110
FIRE OR FUMES ...................................................................................................................................................... 110
RETROGRADE .......................................................................................................................................................... 111
LANDING .................................................................................................................................................................. 113
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I. INTRODUCTION
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I. INTRODUCTION
1. ABOUT
Project Mercury for Reentry is one of the spacecrafts available for flight in the space flight
simulator “Reentry – An Orbital Simulator” by Wilhelmsen Studios. It comes with a study level
version modelled after the real spacecraft.
The goal of the Mercury spacecraft in Reentry is to create a gamified experience based on the
real spacecraft flown by astronauts. The capsule is modelled after the Mercury Familiarization
Manual SEDR 104 (5/20/1962) used by MA-7 (Carpenter) and MA-8 (Schirra) and contains most
of the simple and advanced controls from all the different Mercury Capsule configurations,
including the satellite clock, the Earth Path Indicator, the electrical system using 3 main fuel cells,
two standby and one isolated and so on. The reason for this choice is that this configuration of
the spacecraft has all the systems developed for Project Mercury and can fly all the real
scenarios.
All training needed to fly the capsule is available in this manual and in-game. If you want to
study the spacecraft down to the lowest details, I highly recommended to read the manual by
NASA. You can find the manual here: [Link]
NOTE
Not all of the components described in this document is simulated. Some might have been
simplified or is a placeholder for a future update, while some will never be implemented. They
are described because they are needed to complete the descriptions of systems and its
operation, or for historical accuracy. This is a computer game meant for the general user, so
some simplifications have been made to make it better suited for a computer game.
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Any donations will help me cover costs for development, assets, server hosting, and coffee for
staying up late.
You can donate from the Main Menu of the game, or online using PayPal on the following page:
[Link]
From one space enthusiast to another, thank you again for considering giving a donation!
LEGAL
Images and information in the manual, as well as in the Project Mercury for Reentry module is
based on information made public by NASA. Images and references from various NASA
documents are used.
The images in this guide and game are using public domain images from NASA.
[Link]
The information described here is tailored to the simulation and my implementation of the
spacecraft for REENTRY. Some systems are simplified or made different due to being used in a
computer software.
Both public documents released by NASA and Wikipedia has been used as a reference in my
implementation of Project Mercury, as well as writing the education material for the game,
including this manual, in-game academy, and mission flow.
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2. A BRIEF HISTORY
Project Mercury was the first space program of the United States. It started in 1958, and
completed in 1963 after six successful manned flights.
During the last decade, technology had evolved to allow the long-awaited dream of reaching
space. Project Mercury was born on October 7, 1958 and lasted for almost 5 years, ending with
Coopers long duration mission where he orbited Earth 22 times.
The six manned flights of Project Mercury provided a lot of research and knowledge on how
both technology and humans react to being in the environment of space and zero gravity for
long and short durations.
The spaceship was a cone-shaped capsule with room for one pilot. The blunt end was covered
with a heat shield to protect it during reentry, and the sharp end had sensors and antennas, as
well as an escape tower.
The escape tower was used to separate and take the capsule away from the launch vehicle
during abort.
The Mercury program used two launch vehicles: Redstone for suborbital missions and Atlas for
orbital missions. The Mercury 7 was the team of the 7 astronauts who was in the Mercury
Program.
3. MISSION PROFILES
There are two different types of missions for Project Mercury. The first is a sub-orbital flight
where the capsule visits space for a few minutes before reentering again, and the second is
orbital mission where the spaceship orbits the Earth.
Sub-Orbital mission
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Orbital mission
The orbital mission profile is almost identical to the sub-orbital mission with exception of an
additional booster stage during ascent, and the time the retrofire happens. The retrofire phase is
usually hours into the flight. The ascent stage also takes a few extra minutes due to the
increased velocity needed to reach orbital velocity.
4. CONTROLS
When you load a Mercury mission form the Main Menu, you will be seated inside the cockpit. To
look around, you can use the mouse while holding in the middle mouse button/scroll wheel.
You can use the arrow keys to move the camera around.
Use F5 to F12 to move the camera to predefined spots in the cockpit view. You can use F1 to
switch to an external view and F3 to enter orbital view.
There are multiple controls you can interact with in the cockpit, as well as a joystick to orient the
spacecraft. This section describes how you can use the mouse/keyboard to interact with these
controls.
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Tigger Button
Trigger buttons are used to trigger irreversible functions
and are protected to avoid accidentally triggering it.
Switch
Multiple switches are used to configure various onboard
systems. A label is usually describing the function of the
switch and what positions it can be set to.
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Fuses
Every fuse has one primary fuse and a secondary fuse for
redundancy.
Selectors
A selector can be rotated to configure a system or select
the source sensor an indicator will use.
Pull rings
A pull ring is a trigger system that can be pulled to
activate a function, like a pyro trigger to separate a stage.
These functions are usually irreversible so take caution
before pulling any of them.
- Left click to pull the ring. This will execute the
function.
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Handle selectors
The handle selectors are used to toggle a system and can
be set to two positions:
- Left mouse button pushes it in.
- Right mouse button pulls it out.
The handle selectors can have different looks, but they all
have the same logic to them.
Gauges
Gauges are used to show the status or signal from sensors
located throughout the capsule.
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Temperature control
The temperature adjusters work the same way as selectors
and will configure the ECS to increase or decrease
temperature.
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Blood pressure
The blood pressure buttons work the same way as a
trigger button but can be used frequently. Click once on
START to activate it. Leave it on for 30 seconds, then press
STOP to deactivate it.
ORIENTATION
Maneuvering is done using the keyboard or a joystick. The input mapping can be
configured through the Reentry – An orbital simulator input settings dialogue.
W: Pitch down
S: Pitch up
A: Yaw left
D: Yaw right
Q: Roll left
E: Roll right
TOOLS
C: Show/Hide Radio Communication menu (circular buttons below the radio panel)
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Once the capsule is separated from the launch vehicle, it has no way of altering the orbit unless the
RETRO engines are fired. The RETRO engines are attached to the capsule on the blunt side, just on top of
the heat shield. Once the RETROs have fired, it is jettisoned from the capsule, exposing the heat shield
for reentry.
During ascent, an escape tower is attached on top of the launch vehicle. It is used to separate the
capsule from the launch vehicle during launch emergencies (aborts). Once the capsule reach space, it is
no longer needed and is jettisoned from the capsule.
The capsule has one drogue for use when landing. It will correct the attitude of the capsule for landing,
as well as decelerating the capsule for main parachute. The main parachute will jettison the antenna and
the drogue and slow down the capsule for landing speed. It is attached until landing. A backup reserve
chute is used if main chute fails.
A landing bag just under the heat shield will pump up after main chute deploy to reduce shock to the
structure and capsule during landing.
1. THE SPACECRAFT
The Mercury Capsule is the spacecraft itself. A launch vehicle (the rocket) carries the capsule
from the launch pad to space, where the launch vehicle is separated, and the capsule continues
the journey on its own.
The spacecraft is a cone shaped capsule attached to a launch vehicle, with a launch escape
tower attached to the top of the capsule. It is mounted to the launch vehicle using an adapter.
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During launch and ascent, both the launch vehicle and the launch escape tower will be
jettisoned/separated from the capsule, leaving only the capsule. The capsule proceeded with the
mission objectives, and reenters back down through the atmosphere and splashes down in the
ocean using drogues and parachutes to slow down after the atmospheric reentry.
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Fig 2.1.2 – The Mercury Capsule after stage separations and launch escape system jettison, SEDR
104 user manual
The capsule is equipped with a retro engine used to slow down the capsule, so it can reenter
safely, or get out from an orbit. An antenna module is jettisoned before the drogue is activated
during reentry. This antenna is used for radio communication during the mission, and is
attached on the sharp side of the capsule.
During reentry, the drogue provides initial drag and attitude correction before the main chutes
are activated.
The blunt end of the capsule contains a heat shield used to protect the capsule from the high
temperatures during atmospheric reentry, and a landing bag that is activated before splashdown
to reduce the structural shock/impact of landing.
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2. ATTITUDE CONTROL
The spacecraft can change attitude in flight using a set of attitude thrusters called the reaction
control system (RCS). Using a control stick, or automated systems, the capsule can fire the
correct thrusters to rotate and change attitude.
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The normal flight direction is with the blunt end going forward, meaning that the retro engines
is facing the prograde direction/flight direction. The reason for this is that in the case of an
emergency, the retro engines can quickly be ignited to return the capsule back to Earth.
The reaction control system thrusters can change the attitude of the spacecraft in positive and
negative Pitch, Yaw and Roll direction, giving full attitude range.
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3. CABIN
The cabin consists of one chair for the astronaut, a window, a control panel with all the fuses,
instruments and switches needed to operate the spacecraft, a hatch to enter and escape the
capsule, and various equipment lockers and so on.
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1. MERCURY-REDSTONE
The Mercury-Redstone Launch Vehicle (LV) was the first American manned space
booster. The booster was 25.41 m (83.38 ft) high and carried the spaceship on top of
it, including the Launch Escape (the tower on top of the capsule) system.
It was derived from the first stage of the U. S. Army’s Redstone ballistic missile named
Jupiter-C. It was modified to improve the safety and reliability requirements for
human spaceflight.
The U. S. Army’s Redstone ballistic missile was chosen by NASA due to being the
oldest one in the US fleet. It had been active since 1953 with many successful test
flights.
The designers of the Mercury-Redstone chose the Rocketdyne A-7 engine. The LV
used one of these engines, producing 350 kN (78,000 lbf) of thrust. It was fueled with
a 75% ethyl alcohol and 25% water solution. This fuel was not as powerful as the what
the Jupiter-C originally used, but it was less toxic in cases of emergencies.
The fuel tank was pressurized using Nitrogen, so an additional nitrogen tank was placed above
the fuel and liquid oxygen tanks. Figure 3.1.1 shows the components of the booster.
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The Aft Unit housed the electronics, instrumentation equipment, guidance system and the
adapter where the Mercury Capsule was attached to. When the booster had launched the
capsule in a suborbital trajectory, it was separated from the capsule and the capsule would
continue on its own.
The Mercury-Redstone LV also had an automated in-flight abort sensing system. In the event of
a catastrophic error, the launch escape system would fire its own little engines and pull the
capsule away from the malfunctioning launch vehicle.
The abort detection system was also a part of the aft section.
Another section in the Aft unit is a ballast section. This section was there to prevent excess
vibrations during launch. Fig 3.1.2 shows a diagram with the booster with the capsule and the
launch escape tower attached to it. This is the configuration that was flown on the Mercury-
Redstone missions.
The total burn time of the Launch Vehicle was 143.5 seconds, enough to put the capsule in
space.
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2. MERCURY-ATLAS
The Mercury-Atlas Launch Vehicle was much larger than Mercury-Redstone, and
was capable of sending an astronaut into a low Earth orbit.
The Mercury-Atlas was a member of the Atlas family of rockets, derived from the
SM-65D Atlas missile, manufactured by Convair. It was 28.7 m (94.3 ft) high.
The choice for using Atlas was that it was the only launch vehicle in the US that
could put a spacecraft into orbit, with many test flights.
The LV had one and a half stages, with a total of 3 engines. All engines were
ignited at lift-off. Two of the engines were attached to the half-stage that was
separated after initial boost and was of the type Rocketdyne XLR-89-5 (known as
the boosters), producing 1,517.4 kN (341 lbf) of thrust with a burn time of 134
seconds.
The 3rd engine was of the type Rocketdyne XLR-105-5 (known as the sustainer)
that produced 363.22 kN (81,655 lbf) of thrust with a burn time of 5 minutes.
In addition to this, there were two Vernier engines on the sides of the launch
vehicle used for attitude control. These engines were Rocketdyne LR-101-NA7.
The engines were gimballed, meaning they could slightly change the attitude of
the rocket. The verniers were also helping with this during launch and after
booster jettison.
The first half-stage (Stage 0) was jettisoned after about two minutes into the flight,
where the Vernier engine continued on its own until orbit insertion and capsule separation.
The three main engines used LOX/RP-1 as the propellant and were in the bottom of the rocket.
The two booster engines was on each side of the sustainer engine, and was jettisoned with the
booster stage to reduce weight during the ascent. The sustainer engine was in the middle and
was thrusting throughout the flight. Two verner engines was used to help guidance and
balancing.
Figure 3.2.1 shows the layout of the engines, as well as where the two Vernier engines were
attached.
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The Mercury-Atlas also contained an adapter where the capsule was attached, as well as
instrumentation and guidance. When the sustainer stage had placed the capsule into orbit, it
was separated, and the capsule continued its own. As with the Mercury-Redstone, the same
abort launch escape tower system was used.
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IV. ENVIRONMENTAL
CONTROL SYSTEM
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It has two independent systems, one for the cabin and one for the pressurized suit the astronaut
is wearing. It removes odors, CO2 and moisture from the suit circuit, maintains cabin and suit
temperature, and provides oxygen and emergency oxygen.
The capsule carries enough oxygen and coolant to sustain life for about 20 orbits.
Figure 4.1.1 shows the ECS panel, it has 7 gauges for reading the ECS status.
2. OXYGEN
The ECS consist of two oxygen tanks, one primary and one secondary. These two are identical,
except the pressure is lower in the secondary, allowing the primary to deplete first before the
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secondary takes over. When the primary oxygen tank reaches <10%, the secondary tank takes
over. This is fully automatic.
The OXYGEN instrument will give you an indication of the amount (percentage) of oxygen left in
either of the two oxygen tanks.
The two tanks are equal, and gaseous oxygen is stored at 7500 PSI.
During launch, the cabin is pressurized with 100% pure oxygen at 16 PSI. This pressure will bleed
off during ascent. When the pressure reaches 5.5 PSIA, the regulator will seal the cabin and stop
the bleeding. The ECS will use the available oxygen in the two oxygen tanks to maintain this
pressure for the reminder of the flight.
During decent, the ECS will go to emergency mode, using oxygen to quickly circulate air in the
cabin and suit. A snorkel will also provide fresh air from outside. This will quickly deplete the
oxygen tanks.
The cabin can be decompressed manually by pulling the decompress handle, and repressurized
again using the repress handle. This is good in case of fire or toxic gas.
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If the cabin pressure is out of bounds, a cabin pressure warning light will illuminate.
During descent, a SNORKEL is used to open the cabin air inlet so outside air can enter the cabin.
This happens automatically but can also be triggered manually by pulling the SNORKEL ring.
This is normally used below 20k ft. before landing.
3. COOLING
The construction of the cabin is made so it only requires cooling, due to the low heat generating
equipment and small pressurized compartment. Air is routed through a heat exchanger to cool
the air, and a water-cooling system cools down the equipment. This water is also passed
through heat exchangers, and vented overboard.
The heat exchangers temperature can be read using the STEAM VENT TEMP gauge.
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For the water-cooling system, two heat exchangers are used. One is for the cabin circuit, and
one for the suit circuit. A water coolant tank provides the cooling water, and temperature is
controlled on the temperature panel.
Fans are used to force air through the heat exchanger, providing cool air to the system. The
cabin circuit has one fan, and the suit circuit has two, one main and one backup. These are
operated automatically but can be overridden by the astronaut. If the cabin fan fails, the
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temperature in the cabin will slowly start to increase. If the suit fan fails, the backup will start
automatically.
If all the fans fail, an emergency oxygen rate flow is available, and will push oxygen through the
circuits at a high rate. This will use the oxygen fast, so if this happens – plan an immediate
reentry.
Note: The EMER O2 system is the same system that is automatically triggered after entry.
It is important to monitor the cabin and suit temperature frequently (every 10 minutes), as well
as the oxygen quantity and pressure. The CABIN AIR gauge indicates the cabin air temperature,
try to keep it below 100 degrees if Fahrenheit.
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The SUIT ENVIRONMENT gauge indicates the temperature in the suit circuit.
The fans can be controlled using two switches on the main ECS panel, as well as fuses.
The SUIT FAN switch controls what suit fan is operational. NORM will let the ECS control the
FAN operation. No.1 will manually run the primary fan on the suit circuit, and No.2 will run the
secondary/backup fan in the suit circuit.
The CABIN FAN switch run the cabin fan. This can be turned off by setting the switch to the OFF
position.
A SUIT FAN circuit breaker/fuse controls if any of the fans will be connected to the electrical
system.
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The FANS are using AC power, and is connected to the FANS AC BUS. The FANS AC BUS
receives power from the primary or the standby power system. A switch on the electrical panel
can be used to connect the FANS AC BUS to the Standby power system if needed.
A carbon dioxide filter and odor filter are installed in the circuit. These uses lithium hydroxide
and activated charcoal to function, and excess humidity is removed by a sponge that traps water
particles. When this sponge is full, it will automatically be squeezed, and the water will flow into
a tank.
The temperatures can be controlled using the temperature control panel on the right side of the
cabin, and the main panel. This panel has 3 rotary switches. Operating these is mandatory
during the mission. If you are on the dark side of the Earth, less cooling is needed to keep the
environment heated. On the sunny side, more cooling is needed to keep the environment cool.
The Emergency O2 handle is also on this panel, and is used if the fans and cooling systems
malfunction.
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4. CABIN PRESSURE
Cabin pressure will bleed during ascent and stabilize at 5.5 PSIA. Cabin Pressure can be
monitored using the CABIN PRESSURE gauge:
If the cabin pressure cannot be maintained and falls outside of the operating limit, the CABIN
PRESS warning light will illuminate, and a tone will sound. This tone can be muted using the
switch next to it.
In the event of a fire, or any other circumstance where you will need to depressurize the cabin,
you can do so by using the two T-handles on the left panel.
One is for depressurizing the cabin, and the other is to repressurize it. Keep in mind that
repressurizing the cabin needs a lot of oxygen, so pay attention to the oxygen instruments.
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5. OPERATION
The ECS is fully automatic, and under normal circumstances you only need to check the vital
measurements on ECS instrument panel and configure temperature levels.
4 warning lights with an alarm tone will illuminate when something needs attention.
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V. FLIGHT CONTROL
SYSTEMS
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Attitude is determined by three gyros indicating pitch, roll and yaw. Three accelerometers are
used to detect rate.
Three switches control the ASCS. These can configure the capsule to either be controlled
automatically, manually or something in-between.
The ASCS controls the Reaction Control System (RCS). The RCS is a set of thrusters that can
change the capsules attitude. It consists of two systems: System A and System B. System A is
meant for automatic modes, and system B is meant for manual modes.
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Both system A and B has their own independent fuel tank, and can be monitored using the FUEL
gauge:
The Horizon Scanners are detecting the attitude relative to the horizon of Earth. The GYROS can
be slaved to these scanners, or be set to FREE mode. In FREE mode, the gyros will change based
on thrust input. Once in slave, the gyros should snap back to the orientation known by the
horizon scanners.
If the FUEL quantity is below 25% in any of the tanks, the FUEL QUAN warning light will
illuminate. If is very important to limit the use of fuel during the entire mission.
2. ATTITUDE CONTROL
Attitude is sensed by gyros and accelerometers. Two independent systems are used for attitude
control, system A and system B.
ATTITUDE
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and the angular attitude rate is sensed by accelerometers and can be read from the attitude rate
indicators.
Each axis is identified by a color code. Roll is white, pitch is pink and yaw is tallow. The roll
indicator tells you how much you have rolled relative to the stable platform, pitch is your pitch
relative to the stable platform, and yaw is your yaw relative to the stable platform. The square in
the middle consists of three arrows using the same color coding as the attitude indicators. One
long horizontal arrow is your pitch rate, while the top vertical arrow is roll rate and the bottom is
yaw rate.
The GYROs are free, and any stable platform can be set by caging the gyros. Most of the
attitude requirements during the mission is relative to Earth. The nominal orbit attitude is -34
pitch, 0 yaw and 0 roll. This means that you need to pitch your spacecraft to -34 relative to Earth.
The Earth is detected using Horizon Scanners. These scanners constantly keep track of the Earth
horizon, and the gyros can be slaved to maintain this as the stable platform.
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GYRO NORM slaves your gyros to the Horizon Scanners, FREE lets the GYROs move based on
attitude rate changes, and GYRO CAGE cages the gyros, and returns them to 0,0,0 and keeps
them there regardless of attitude or attitude changes.
The spacecraft supports orientation 360 degrees in all axes. However, the GYROs don’t like this.
Moving the spacecraft outside of the gyro operation range will cause them to drift or become
unstable. This will give you wrong readings on the attitude indicator.
When performing operations outside of the gyro limit, it’s advisable to either set the gyros to
free, or cage them.
This will make you have to realign the gyros again manually.
If your GYROs drift, become unstable or stops working, you can use the window as a platform
reference, as well as the periscope. It’s important to frequently use the gyroscope and window
to learn where the horizon is relative to the lines so you know what attitude these indicate.
SYSTEM A
This system is the AUTOMATIC system, and its fuel is dedicated to the automatic flight controls.
There are three automatic flight modes: Automatic Stabilization & Control System, AUX DAMP,
and Fly-By-Wire
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orbit attitude, reentry attitude and so on. The Orbit attitude is the base attitude used through
orbital flight.
AUX DAMP
The AUX DAMP mode will damp out any attitude rates. It will try to hold the spacecraft’s
orientation in place. This is good if you just want the spacecraft to maintain a given orientation.
Fly-By-Wire
This system is an electrical orientation system that enables you to use the attitude control stick
to change attitude. The thrusters are fired based on what direction to push the control stick.
SYSTEM B
System B is the MANUAL system. It uses fuel from the MANUAL fuel tank. It can use variable
thruster power, and can be used in two different main modes: Manual Proportional and Rate
Stabilization & Control System.
Manual Proportional
You use the attitude control stick to adjust the attitude, and provided variable attitude
acceleration. This is the only mode that don’t require any electrical power to function.
3. FLIGHT MODES
In section 5.2 we already looked at a few different flight modes. There are more flight modes
available using the two flight mode switches mentioned above, and 4 push/pull handles.
These handles can be used to combine the different modes. The main handle is MANUAL, which
is needed to enter the MANUAL modes.
The MANUAL handle switches between the manual (DIRECT) thrusters and the automatic, and
the three white handles, one for each axis, is used to cut the fuel supply from the automatic
system to these axes. This can be used to let the ASCS control two of the axes, while you control
the other.
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This section will describe the switch configurations needed to enter the various main flight
modes. You can be creative and use others that’s not been described here as well.
The first switch is named ASCS switch, the 2nd is named RSCS switch and the last is named
GYRO switch.
1: FULLY AUTOMATIC
The fully automatic mode is using the ASCS only, and provides no manual control. Remember,
this mode can fail or the sensors/systems can fail so pay attention and be ready to take over if
something happens.
CONFIGURATION
ASCS to NORM
RSCS to AUTO
MANUAL handle to PUSH
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2: FLY-BY-WIRE
The Fly-By-Wire control mode enables you to control the attitude in the automatic mode, thus
using fuel from the automatic fuel tank.
CONFIGURATION
ASCS to FLY-BY-WIRE
RSCS to AUTO
MANUAL handle to PUSH
3: MANUAL PROPORTIONAL
The MP control mode enables you to control the attitude manually, thus using fuel from the
manual fuel tank.
CONFIGURATION
4: RATE COMD
This mode allows you to control the attitude of the spacecraft, but when not stick input is
detected, the ASCS will fire the thrusters needed to stop the rates.
CONFIGURATION
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In short, the retros are the only equipment the spaceship has that can alter the Orbit itself. The
RCS can only controls changes orientation, but the velocity direction remains unchanged.
A lot of caution is needed while operating the retro engines. If you fire them in the wrong
orientation, you might alter the orbit in such a way that you never get back to Earth, or reenter
too steep and burn up in the atmosphere. The timing of when you fire the retros are also
important as it defines where you will land on Earth. You want to fire them so you land in a
recovery zone.
The retrograde sequence can be started automatically by the internal sequencer and TIME TO
RETRO, or manually by the astronaut.
The three engines will fire for 10 seconds each, with a 5 second time delay between each of
them.
Once fired, the RETROs will automatically be jettisoned (if RETRO Auto Jett switch is armed), or
manually by the astronaut.
Due to the importance of these engines, never arm the auto retro squibs unless you plan to
jettison them soon, and ensure you have control over the respective fuses. It’s a good practice
to open and close the fuses based on need. Without the retro engines, you will not have any
way of returning to Earth.
2. OPERATION
The three retrograde engines are located on the Retrograde Package attached to the blunt end
of the capsule. It’s attached to the Heat Shield by three straps and explosive bolts. 60 seconds
after retrograde, the bolts are detonated and a spring assembly pushes the pack away from the
capsule. Each engine is directed relative to the center of gravity to keep the spacecraft stable
during retrograde, but some attitude rate can occur.
Each rocket delivers about 1000 pounds of thrust for 10 seconds. When they receive the retrofire
signal, the No.1 engine will ignite and fire for 10 seconds. 5 seconds after ignition of No.1
engine, No.2 will fire for 10 seconds. 5 seconds after No.2 has ignited, No.3 fires for 10 seconds.
Total engine-on time is 20 seconds.
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The pack also hosts three smaller engines. These are named the posigrade engines and will fire
automatically when the capsule is separated from the launch vehicle in the prograde direction.
These are only fired for about one second to move the capsule away from the LV.
The retrograde engines are fired either automatically based on the TIME TO RETRO timer (Tr).
This timer can be set manually, or by the ground station through radio commands.
The RETRO SEQUENCE will start when Tr is reached, or manually by pressing the protected
RETRO SEQ trigger given that the EMER RETRO SEQ fuse is ON.
Left click the protective cover to remove the cover and press the trigger. Once the SEQUENCER
initiates the RETRO SEQUENCE, this light will illuminate. At this point you will need to maneuver
the capsule in RETROGRADE attitude, and the FIRE RETRO signal is given 30 seconds after.
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The RETRO DELAY switch lets you choose if the RETRO FIRE signal will happen immediately
when the RETRO SEQ has started, or INSTANTLY. NORM is preferred as it gives you time to
verify, and use the automatic sequencer to complete the next steps. Use INST only in
emergencies.
The RETRO ATT will illuminate orange if you are in the wrong attitude and green if you are in the
correct attitude. The FIRE RETRO trigger will not automatically happen if you are in the wrong
attitude.
The switch next to this light allows automatic RETRO ATT event handling to the sequencer. If you
put this to bypass, the retros will FIRE regardless of attitude. This is not desired as firing in the
wrong direction will make a safe reentry impossible.
With the attitude control mode set to ASCS, the ATTITUDE SELECT switch will orient the
spacecraft to the selected attitude. RETRO is used before and during retro fire.
30 seconds before the FIRE RETRO signal is given, a warning light with a tone will trigger to let
you know that the engines will soon trigger. At this time, ensure everything is correct, panels are
configured, and that the attitude is right just to be sure.
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When the correct attitude is reached and the RETRO SEQ timer reaches 0, the engines will fire
given that the RETRO MAN (optional), and NO.1,2,3 RETRO RCKT are ON.
The FIRE RETRO light will be red 10 seconds before the FIRE SIGNAL is given and will switch to
green when the retros has fired. If you are not using autopilot here, the RETROS will push the
orientation and build up rates. Keep this under control manually.
When the retros have fired, it’s time to jettison the retro pack as it’s no longer needed. To do
this, the AUTO RETRO JETT switch and the SQUIBs must be set to ARM.
If one of the retros didn’t fire due to fuse settings, you can fire it again by enabling the fuse and
pressing the manual FIRE RETRO trigger.
60 seconds after the retro fire, the signal to jettison the retros will be given. To manually jettison
the retros, you can use the trigger button next to it. The light will turn red two seconds before
jettison, and green when complete. The EMER RETRO JETT and RETRO JETT fuses must be on for
this to happen.
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3. RETROGRADE TIMING
The timing of the retro grade fire event varies depending on the altitude and velocity when they
are fired, and where in the Orbit you currently are. Missions have preset retrograde times, but
these will most likely change. Ground will do this for you, or you can do it manually using the
clock.
Basically, the lower the altitude, the faster you are going relative to Earth due to the smaller
orbit (lower orbit period). At this point, the retros will need to be fired earlier. If you are far out,
you are going slower and the retros can be fired later.
Generally, the retros are fired about 3000nm miles before the splashdown location.
The Retrograde Time Control panel is used to modify the time to retrograde. The handle can be
held in the MIN and SEC positions to adjust the time.
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VII. SEQUENCER
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VII. SEQUENCER
1. GENERAL
The sequencer is a system that controls all the automatic events, and the sequencer status can
be read using the column of lights on the left side of the panel. It indicates what state the
capsule is in, what state is being executed, what is completed, and what has failed.
The sequencer consists of various sensors, switches, relays, and time delays to function correctly.
It’s the state machine of the spacecraft. The sequencer applies power to the various systems,
such as the FIRE RETRO signal, or the release of the chutes. It also detects when you separate
from the LV, and what mode the ASCS needs to be in.
Tower Separation is the first stage and indicates if tower has separated. Capsule separation is
the next and indicates if the capsule is separated from the LV. The next set is for RETROs, .05g
(atmosphere is detected), DROGUE and MAIN chutes.
Each stage can be manually executed by the astronaut, but the sequencer is usually fully
automatic.
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2. EVENTS
The sequencer is operated by using the sequencer panel. Each stage has a light and might have
switches or trigger buttons to manually control or aid the sequencer. The sequencer is
controlled by the Programmer, so the Programmer fuse must be on for it to operate. Fig 7.2.1
shows the Sequencer stages.
At launch, the sequencer will fire the boosters and the sustainer engines. At the right time, the
booster engine cutoff will happen (BECO) and it will be jettisoned. 20 seconds after BECO, the
tower will be jettisoned, and the TOWER JETT light will illuminate, and the landing system will be
armed. Then the sustainer engine will initiate cutoff and the capsule will be separated after a
short delay. At cutoff, the posigrade engines will fire to clear some distance from the launch
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vehicle. At this point, the ASCS is asked to enter the damp mode, and then perform a 180 yaw
turn to attain orbit attitude.
Fig 7.2.2 – Sequence during SECO and Capsule turnaround, from the SEDR 104 manual
The retro sequencer will start at the given retro time, and 30 seconds later, then retrograde fire
signal will be given. If everything is in order, the retros will fire, and then jettisoned 60 seconds
later. At 21.000 ft. the drogue will be deployed, and the snorkel will be opened.
At 10.000 ft. the main chutes will be deployed, releasing the drogue and jettisoning the antenna,
as well as releasing the heat shield and filling the landing bag.
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[Link] SYSTEM
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A 1500 watt-hour Isolated battery is also available for squib firing and the emergency audio bus.
During failures and emergences, the main DC bus can be connected to the standby DC bus. The
Isolated Bus can also be connected to the standby bus. This provides to possibility to
reconfigure the electrical system to power the main DC bus using the standby batteries and/or
the isolated battery.
AC power is created by inverters of 150 and 250 volt-amperes each. Two systems require AC
power: The ECS FANS bus and the ASCS bus.
A standby 250-volt-ampere inverter can be used in case of failures. If this happens, a warning
light will on the panel will let you know - this is fully automatic. Switching the FANS AC or ASCS
AC switch from NORM to STBY position control what inverter they are connected to.
The ammeter can be used to see how much ampere is being drained from the batteries, the
voltmeter can be used to see the status of each battery, and the inverter load. Fuses can turn on
or off systems, as well as switches to balance or reduce load on batteries. Battery capacity check
can only be done with GROUND by a telemetry radio command.
2. DC POWER
The Main Batteries are connected to the Main DC bus through a battery bus. The STBY BTRY
switch ties the standby battery bus directly to the Main DC bus. If the Standby Batteries are
connected, both the Main batteries and the Standby batteries are powering the Main DC bus.
The Isolated Battery is connected to the Isolated Battery bus, powering the Squib Bus and an
Emergency Audio bus. The Squib Bus powers the pyros needed for staging and sequencing. If
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this fails, the Isolated bus can be tied to the Standby bus for power using the ISOL BTRY switch.
The AUDIO BUS switch can tie the AUDIO BUS to the ISOLATED Battery.
The DC Amps load on the various batteries and the Main bus can be read using the Ammeter.
The DC Volts indicates the voltage of the selected system, meaning if it’s producing power, and
how much it produces. The system that you want to look at can be changed using the DC
selector. MAIN shows the volts and load on the MAIN DC bus, 1,2,3 shows battery status, SBY
1,2 shows standby battery status and ISO shows the Isolated Battery status. If a voltage is low,
something is wrong. The voltage should display a value around 24 volts.
The DC amps shows the load on the system. Turning on or off systems will increase/reduce the
power load on the power sources.
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The AMMETER switch can either be bypassed (to conserve power if needed) or operate normally
in the NORM position.
CAUTION: Powering the AMMETER OFF will remove power to the entire MAIN DC bus.
The ASCS AC BUS switch can be used to switch the ASCS AC Bus from the main inverter to the
standby inverter.
The FANS AC BUS switch can be used to switch the FANS AC Bus from the main inverter to the
standby inverter.
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The STBY AC AUTO light will illuminate if the Standby Inverter is being used.
4. LIGHTS
Multiple light bulbs are located on the cockpit panels. The chance that any of them might fail is
small, but the event can be catastrophic. If a light turns off during a system failure, or turns on
during normal operations when it should not – a wrong reaction can be triggered.
To ensure that all the lights are functional, you can perform a light bulb test using the LIGHT
TEST switch. Middle is normal state, while the right is to test all red lights, and left is to test all
green lights. Left will also illuminate the red bulbs where no green light exists.
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The switch can be found next the MANEUVER switch on the lower left central panel.
There are two cabin lights. One on the left side and one on the right side. Clicking the light itself
when it’s on will apply or remove a red filter. The CABIN LIGHT switch allows you to select what
light is on or off.
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5. FUSES
There are is a huge range of fuses, and for the beginners it’s best to just leave them on unless
told otherwise by the checklists.
Each fuse switch has three positions. Position 1 is UP, OFF is middle and 2 is down. Each fuse has
two fuses, No.1 and No.2, for redundancy.
All the fuses are located on two different panels. One on the left side, and one on the right side.
All of the fuses are functional, so you should spend some time locating each, and understanding
what system they belong to.
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IX. COMMUNICATION
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IX. COMMUNICATION
1. GENERAL
The capsule has three antennas that is used for communication. One HF (High-Frequency) for
backup and reentry use, and two identical UHF (Ultra High-Frequency) antennas for primary use.
One high powered amplified UHF antenna is used as primary, and in case of failures, a low
powered normal UHF antenna is used. The best range is the amplified UHF antenna.
2. OPERATION
The C key on the keyboard will bring up the Radio Command menu, and you can select what
commands to send to GROUND. If GROUND sends you a message, it can be read in the
communication window.
There are many ground stations around the Earth that will be used when in range.
Always ensure (if possible) a communication link with ground is active. You can check
connection status by a radio command. If no reply, change radio settings to backup UHF or HF
and try again.
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Telemetry is also seen by ground and you can check status based on this, like battery status and
so on. If they can't see telemetry, you can change telemetry settings and try again.
A map is available showing you what stations are nearby. Remember, the green ring is an
indicator, and the range is usually stretching a bit longer than what it indicates.
The Radio is operated using the panel below the Electrical Control Panel.
The UHF switch selects what UHF system you want to use. Either the Main HI PWR antenna, or
the backup LO PWR antenna. The HI PWR UHF antenna has the longest range.
The Transmit switch selects if the HF radio system should be used, or the selected UHF antenna.
Beacon sends out a continues beacon signal for recovery and tracking.
VOX can also be used instead of the C key to bring up the radio command menu.
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X. NAVIGATIONAL AIDS
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X. NAVIGATIONAL AIDS
1. GENERAL
The Mercury Capsule comes with a set of equipment that can be used to aid you while
operating the spacecraft, and orient the spacecraft if the GYROs or the attitude indicators would
fail. This includes the Periscope located in the lower part of the center panel, a satellite clock, the
Earth Path Indicator, an Altimeter and a longitudinal altimeter.
2. THE PERISCOPE
The Periscope is a tool that can aid you in orienting the spacecraft, check the drift and motion
relative to Earth. The periscope is retracted during launch and descent, and extended for the rest
of the mission.
An automatic system or a handle can be used to turn it on or off. A black filter can be applied to
avoid any light to enter the cockpit. Colored filters are also available. The periscope panel
contains all the controls needed to control it. One knob is used to move bars around the globe
to measure the altitude, one for turning the drift lines, one to apply magnification and apply a
filter to the light entering the cockpit. A retract light is illuminated when the periscope should be
retracted.
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Both the FILTER and MAGNIFY knob is added to this panel in Reentry due to accessibility. Fig
10.2.1 shows the periscope components. Note that some of the features is not yet implemented.
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The position of Earth can help you understand the attitude. If it’s centered, the roll and yaw is
level. If it’s on the indicated lines on the globe screen, you are in retrograde attitude. The
position of Earth in the vertical axis indicates your pitch.
3. OPERATION
The periscope will extend and retract automatically. However, if manual control is preferred, set
the Retract Periscope switch on the Sequencer to MAN:
Next, use the handle next to the periscope to extend and retract as you wish:
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When the periscope is extended, a cover on the capsule hull is open, exposing the camera.
It is important that this cover is closed during ascent and reentry. Failure to close this will be
catastrophic.
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1. RETROGRADE
The retrograde rockets can be fired in multiple ways. As indicated in chapter VI, the retrograde
rockets are fired either by automatically or manually. Once the retrograde rockets have fired, the
reentry phase of the mission has started and the spaceship has no additional ways to alter the
orbit.
The retrograde rockets are jettisoned after the retro fire, exposing the headshield.
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2. REENTRY
Before reentry, the ATTITUDE SELECT switch is places to the REENTRY position. If the capsule is
automatically controlled by the ASCS, the attitude will be change to the reentry attitude. Please
note that the ASCS can fail and you should be ready for manual control during reentry.
If manual control is being used, this attitude must be attained and maintained manually.
At this time, the 0.5g sensor is waiting to detect the atmosphere. Once the atmosphere is
detected, a 10 deg/s roll is established.
If this sensor is not functional, the .05G state may be initiated manually but pressing the .05G
trigger button manually. If manual control, the rotation should either be avoided and done
manually.
3. LANDING
The automatic landing system consist of a drogue parachute used to decelerate and stabilize the
capsule, a main parachute used to decelerate the capsule to a landing speed, and a landing bag
that will inflate before impact to reduce the impact force.
There are two baroswitches, one is for 10.000 ft. and another for 21.000 ft. The 21.000 ft.
baroswitch will trigger the deployment of the drogue chute, while the 10.000 ft. baroswitch will
release the drogue and deploy the main chute.
The Drogue is automatically deployed, but can manually be deployed during an emergency by
pushing the DROGUE trigger button.
A snorkel is used to allow air to enter the cabin during the landing phase. This is also
automatically opened, but can manually be opened by pulling the SNORKEL trigger ring.
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The main chute is automatically deployed, but can manually be deployed using the MAIN
trigger ring, and if this is malfunctioning, a reserve chute is also available and can be deployed
by pulling the RESERVE trigger ring.
When the main chute is deployed, the antenna and the drogue are released.
The landing bag is also automatically deployed, but can be inflated manually using the landing
bag switch.
This switch has three positions. AUTO will let the sequencer control it. OFF will turn it completely
off, and MAN will inflate if manually. If manual control is desired, set it to OFF and then to MAN
when you need to inflate it.
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An overview of the landing and recovery systems can be seen in Figure 11.1.2.
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Not all of these systems are modelled or simulated in REENTRY, but the entire sequence can be
followed based on the checklists.
When the capsule touches the water, the chute is automatically cut and landing aids are
deployd. From here, the mission is complete and you can press ESC and end the Simulation
Session.
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XII. CHECKLISTS
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XII. CHECKLISTS
1. GENERAL
The checklists are available from the in-game Mission Pad menu. The in-game menu version is
always up to date, so if you notice any difference between this and what you see in-game, the
in-game instructions are to be followed.
You can always export all the checklists form the game to a text file using the following console
command from a Mercury mission: “cl -export”
This will export the checklists into “C:\Users\<your user>\AppData\LocalLow\Wilhelmsen
Studios\ReEntry\Export\ChecklistsAsFile\[Link]”
The following checklists can be accessed using the checklist menu. Click on the checklist you
want to access, and it will take you to it. Two buttons are available on the selected checklist view,
BACK and RUN. Back will take you to the checklist menu, and RUN will run the checklist with a
highlighter to show where to click on most of the instructions, with exception of the optional
steps or side-steps.
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The highlighter will mark the switch that is in the wrong position.
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The green bar will highlight the current step. Set the switch to the correct position and it will
automatically proceed to the next item when/if a step is complete.
If the green bar is flashing, it means that a manual step is required. In this case, you will need to
press the checkmark when you have performed the requested action to proceed.
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2. CHECKLISTS
PREFLIGHT CHECKLIST
Note: These switches are located on both sides of the crew seat.
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a. Time of Day
c. Time to Retrograde
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a. Primary - 100%
b. Secondary - 100%
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53. Maneuver - ON
3. DC Selector - ISOL.
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Use the Tools Menu (default mapping: [C]) below radio panel
5. Transmit - UHF
8. DC Volts knob -1
ASCENT
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4. Monitor DC Voltage
5. Monitor DC Ammeter
6. Monitor AC Voltage
At Engine Cutoff:
ASCENT/REDSTONE
MECO)
ASCENT/BECO (ATLAS)
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ASCENT/SECO
At SECO:
ORBIT
If out-of-range from radio station, set UHF PWR - HI for longer reach
FLIGHT MODES
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FLY-BY-WIRE
MANUAL
NORMAL MODE
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SYSTEMS
GYRO ALIGN
2. Attitude - 0, 0, 0
Maneuver the attitude to the 0,0,0 attitude, using window reference, eyesight, or periscope.
HORIZON CHECK
1. Attitude - RETROGRADE
Align the spacecraft with the retrograde horizon. You can also use the marks on the periscope
PRE-DARK
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(c) ASCS mode and check for proper attitude orientation and holding
within limits
PRE-DAY
2. Photo Lights - ON
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(c) ASCS mode and check for proper attitude orientation and holding
within limits
ENTRY
PRE-RETRO (TR-30)
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9. Periscope Fuse - ON
RETRO
At Tr -5 Mins:
At Tr +0 Secs:
At Tr +20 Secs:
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RE-ENTRY
2. Jett Retro Telelight goes green 60 seconds after Retro Fire signal.
LANDING
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After Impact:
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EMERGENCY PROCEDURES
WARNING
5. Check that the ASCS positions the capsule in retrograde attitude. Use manual control if
needed.
c. SQUIB - ARM
6. Monitor altimeter and complete normal landing procedures with manual override if needed.
3. Check that the ASCS positions the capsule in retrograde attitude. Use manual control if
needed.
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c. SQUIB - ARM
5. Monitor altimeter and complete normal landing procedures with manual override if needed.
c. On aborts,
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ORBIT
2. If conditions permit:
retrograde time,
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c. Stop tumbling
Failure of Fly-By-Wire
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Cabin Pressurization
faceplate is closed.
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or less and consume O2 from the active bottle. When the cabin
Cabin Depressurization
Cabin Repressurization
Emergency Oxygen
and the suit fans. The emergency oxygen rate valve may be
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is exhausted overboard.
If the No. 1 suit fan fails with the Suit Fan switch in the
If the No. 1 fan fails, and the No. 2 fan does not cut in
and the suit Fan fuse in the No. 2 position. If No. 1 fan
ventilation.
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If the No. 1 suit fan fails and No. 2 does not switch in
automatically:
WARNING
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that battery off. If the main batteries also fail, place the
may also be connected to the main bus through the Standby Battery
STBY position.
equipment.
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WARNING
pyrotechnics.
3. Before retrograde
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Inverter Failure
telelight. If the light goes out, the ASCS bus inverter has
has failed; if not, return the switch to NORM, and place the
procedure:
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failed.
WARNING
FIRE OR FUMES
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affected equipment.
cabin.
RETROGRADE
RETROGRADE SEQUENCE
sequence while depressing the Fire Retro button will fire the
if capsule is in
retrograde attitude.
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retrograde attitude.
over 30 seconds.
If it fails:
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If ASCS does not reposition capsule to correct re-entry attitude when Attitude switch is set to
RE-ENTRY:
re-entry attitude.
attitude.
LANDING
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