Analyze reusability of launch vehicles and spacecraft systems. Use this skill to size recovery hardware, estimate refurbishment costs, model reuse degradation, and calculate flight-rate economics. Trigger for "reusability," "landing propellant," "recovery system," "refurbishment," "turnaround time," "flight rate economics," "booster recovery," or "reuse degradation."
Install
npx skillscat add luncosim/space-engineering-skills/reusability-analysis Install via the SkillsCat registry.
Reusability Analysis Skill
Read
CONVENTIONS.mdat the repo root before proceeding.
This skill evaluates whether reusing a vehicle element is economically and technically viable. Reusability is the single largest cost lever in spaceflight — but only if the recovery penalties and refurbishment costs don't erase the savings.
Before You Begin
Ask the user (if not already known):
- What element is being reused? (First stage booster, upper stage, fairing, spacecraft, capsule)
- Recovery method? (Propulsive landing, parachute + ocean recovery, parachute + land, glide-back, mid-air capture)
- Target reuse count? (1x = expendable baseline, 10x = Falcon 9 class, 100x+ = Starship ambition)
- Flight rate? (Launches per year — amortization only works above a minimum cadence)
- What design phase?
Applicable Phases
- Primary: Phase A (reusability vs. expendable trade), Phase B (recovery system preliminary design)
- Supporting: Phase C (detailed refurbishment planning), Phase D (operational reuse tracking)
Analysis Domains
1. Recovery System Sizing
Propulsive Landing
- Landing propellant reserve: Typically 10-15% of stage propellant for boostback + entry burn + landing burn.
- Performance penalty: Payload reduction = $\Delta m_{payload} \approx m_{prop,landing} \cdot (1 + k_{structural})$ where $k_{structural}$ accounts for landing legs, grid fins, and additional avionics.
- Reference: Falcon 9 loses ~30-40% payload to LEO for RTLS, ~15-20% for ASDS (downrange landing).
- Landing hardware mass: Legs (1-3% of stage dry mass), grid fins (0.5-1%), additional avionics and sensors.
Parachute / Splashdown
- Parachute system mass: Typically 1-3% of recovered mass.
- Salt water exposure: Drives refurbishment scope — engines, avionics, and structures all affected.
- Recovery fleet: Ship + crane + logistics per recovery (operational cost).
Fairing Recovery
- Parafoil + GPS guidance: Fairing halves, ~1000 kg each.
- Economic value: Each fairing costs $5-6M; recovery saves ~$3-4M per flight after capture costs.
2. Reuse Degradation Modeling
Components degrade with each flight cycle:
| System | Degradation Driver | Typical Limit | Inspection |
|---|---|---|---|
| Engines | Turbopump wear, chamber erosion, injector coking | 10-100+ flights (depends on engine) | Borescope, flow testing |
| Structures | Fatigue (launch + landing loads), thermal cycling | Fatigue life analysis per MIL-STD | NDT (UT, X-ray) |
| Thermal Protection | Ablation, tile damage, heat shield erosion | Per-flight mass loss tracking | Visual + thickness gauge |
| Avionics | Vibration fatigue, connector wear | Typically not the limiter | Functional test |
| Tanks | Pressure cycling, cryo-cycling fatigue | COPV cycle life (design dependent) | Proof test, acoustic emission |
3. Refurbishment Cost Model
- Level 0 — Inspect & Fly: Visual inspection, functional test, propellant reload. (Target: <5% of new-build cost)
- Level 1 — Minor Refurb: Replace consumables (igniters, seals, pyros), touch-up coatings. (Target: 5-15%)
- Level 2 — Major Refurb: Engine teardown/rebuild, structural repair, avionics replacement. (Target: 15-40%)
- Level 3 — Overhaul: Comparable to new build — if you're here regularly, reuse isn't saving money.
- Turnaround time: Days (inspect & fly) to months (major refurb). This directly limits flight rate.
4. Flight-Rate Economics
The break-even calculation:
- Expendable cost per flight: $C_{exp}$
- Reusable cost per flight: $C_{reuse} = (C_{vehicle} / N_{flights}) + C_{refurb} + C_{recovery} + C_{ops}$
- Break-even flight count: $N_{break} = C_{vehicle} / (C_{exp} - C_{refurb} - C_{recovery} - C_{ops})$
- Payload penalty cost: If reuse reduces payload, some missions need a larger (more expensive) vehicle — factor this in.
Key insight: Reuse only wins if $N_{flights}$ exceeds $N_{break}$ AND the flight rate is high enough to amortize fixed costs (facilities, recovery fleet, refurb workforce).
5. Design-for-Reuse Checklist
- Landing load cases added to structural design
- Engine designed for multiple ignition cycles (bearing life, seal life)
- TPS designed for multi-flight thermal cycling
- Avionics designed for rapid functional test (automatable)
- Propellant system designed for rapid drain/purge/reload
- Access panels for inspection without extensive disassembly
- Data recording (flight loads, temperatures) to support health monitoring
Output Format
- Reusability Trade Report (
reusability_report.md): Expendable vs. reusable comparison with performance penalty, break-even analysis, and economic model. - Recovery System Summary: Hardware mass, propellant reserves, and mission impact.
- Refurbishment Plan: Per-flight and periodic maintenance requirements.
- 🟢 / 🟡 / 🔴 status: Economic viability at projected flight rate.
Interface
- Reads from:
/requirements/,/analysis/propulsion-assessment/(engine specs, propellant),/analysis/structural-assessment/(fatigue life),/analysis/cost-modeling/(expendable baseline cost) - Writes to:
/analysis/reusability-analysis/ - Consumed by:
cost-modeling(reuse economics),trade-study-manager(reuse as architecture option),systems-engineering-assessment(mass/performance impact)