NASA Johnson
Space Center Oral History Project
Edited Oral History Transcript
Jay F.
Honeycutt
Interviewed by Rebecca Wright
Houston, Texas – 22 March 2000
Wright:
Today is March 22, 2000. This oral history is being conducted with
Jay Honeycutt at the offices of Lockheed Martin Space Operation in
Houston, Texas. Interviewer is Rebecca Wright with the Johnson Space
Center Oral History Project, assisted by Carol Butler and Sandra Johnson.
Thank you again, Mr. Honeycutt, for taking time to visit with us today.
Currently you serve as president of Lockheed Martin Space Operations,
but tell us, how did your interest in aviation and spaceflight first
begin?
Honeycutt:
Well, I'm old enough not to be able to say I always wanted to be involved
in space since I was a little kid, because there wasn't any when I
was a little kid. But it actually isn't even that exotic a story.
When I got out of school, I got drafted. I was raised in Louisiana,
and when I got drafted, they sent me to Redstone Arsenal, Alabama,
and I worked in one of the labs up there under a program where they
would take college graduate engineers that came into the Army and
put them to work for the only ballistic missile agency in the laboratories
up at what was, in fact, the forerunner of the NASA Marshall [Space
Flight] Center [Huntsville, Alabama].
When I got out of the service, I stayed for a while and then decided
that north Alabama was too far away from Louisiana and too far north
for me to be comfortable with. So at about that time they were opening
up the NASA center here, which in those days was called the Manned
Spacecraft Center [Houston, Texas]. A friend of mine had found a job
over here, so I started trying to find myself a job down here. It
took a couple of years, and I finally transferred. So my interest
really was driven more by circumstance, the fact that I got drafted
and, secondly, being that I wanted to get down here.
Now when you interview these younger folks that around here, they
all say, "Oh, yeah, when I was a little kid I'd sit before the
TV and watch Neil [A.] Armstrong," or something. Didn't even
have a TV when I was that age. So it's not as exotic.
Wright:
But why engineering when you went to college? What was your interest
there? What did you want to do with that interest when you got out?
Honeycutt:
My degree is actually in electrical engineering, and I had grown up
associated with the electrical power industry. My dad worked in the
power industry, and I worked all my summers in powerplants. It just
kind of was what I was expected to do. Then I got out. My degree is
in engineering, but any expertise I have is really in operations more
than—I mean, I couldn't design an electrical circuit anymore,
but it was an avenue to get into operations, which is what I really
liked.
Wright:
And were you able to do that when you were there?
Honeycutt:
Once I got out of the Huntsville area and got here. When I came here,
I went to work in the flight control division for [Eugene F.] Gene
Kranz and got my first set of headphones and my first console to sit
at, and I've stayed there for quite a while and loved every minute
of it.
Wright:
While you were in Alabama, Wernher von Braun was there with the scientists.
Were you aware of what they were doing?
Honeycutt:
Oh, yes. Sure. That was about the time of John [H.] Glenn's [Jr.]
flight. I got there just a little bit before John Glenn's flight.
So we knew what they were doing. I worked on several of the Army's
rocket systems, surface-to-surface programs. So we knew about engines
and reaction control systems and reentry bodies and all that kind
of stuff, and we did all that. We just didn't have a crew on them.
Wright:
Where were you when you learned about Sputnik, and did that have any
influence on—or even to think about later as you entered the
space program?
Honeycutt:
I was in Alabama then, but, no, that was above my pay grade. I mean,
we were doing what we were doing, and we didn't change based on that,
from my point of view.
Wright:
You mentioned your friend that was working in the Houston area and
one of the reasons that you came this way. Was he also working in
the flight training area or the flight controller area?
Honeycutt:
He was in recovery operations, naval recovery operations division.
Wright:
So you had somewhat in common, not something totally different.
Honeycutt:
Yes.
Wright:
Well, tell us about those first days when you came to Houston and
how you got that headset and some of the first things that you did
starting to work for NASA.
Honeycutt:
When I came down here, I was assigned to flight control division.
I was assigned to the mission simulation branch, which Hal Knorr [phonetic]
was the branch chief. What our job was, was to train the flight controllers
on the flight control team in how to execute the mission. So we took
their procedures and their flight rules and their malfunction procedures
and would write training exercises to put problems in the routine
operation of the control center to force them to work together to
solve a problem and then to allow them to work with the flight crew
so the ground and the flight team could learn to work problems together.
The crew had their simulator, and they were over in Building 5 down
at the Cape [Cape Canaveral, Florida], and they would train for some
period of time, just with themselves, and then we built systems in
the control center that simulated the crew's simulator. Then our people
would act like flight crew folks so the ground team would work first
with our people and our simulation of the simulator, and the crew
would do their thing with the simulator. Then at some point near the
mission, typically three or four months before the mission, we'd bring
the two together. Then we would conduct the simulations, they were
called, for the integrated sim with the control center at their consoles
and the control center crew in the simulators at the Cape or over
in Building 4. Then we would practice missions three or four days
a week to ensure that they could recognize problems, communicate amongst
themselves and between the air and the ground, and be able to solve
the problem.
I mean, that's the great thing about operations and about the human
space flight program, is when you've got a problem, you've got to
solve it. A lot of the robotic satellites that are flown have a sleep
mode, it's called, where some problem happens and the thing shuts
itself down, and it just kind of floats around up there and doesn't
try to execute any commands or perform any functions, and then the
people on the ground can go off and take whatever reasonable length
of time it gets to solve a problem, and then they go wake it up and
do whatever they do. Well, in the human space flight program, you've
typically got to get it solved.
In those days, between one ground station pass and another or one
trip behind the Moon, they had to get the problem solved so that you
could tell them what to do the next time you had access to them. So
the ability to recognize, work, resolve, and communicate in response
to a problem is time-critical in human space flight program, much
more so than in the robotics. And that's why, even today in the Shuttle
program, even though we're coming up on the hundredth launch, they're
still doing essentially the same thing with the simulation team and
the crew and the Shuttle mission simulator, practicing what to do
if you have all these problems. That's been a fundamental tenet of
the way the crew and the ground have prepared for missions from day
one.
I was fortunate to get in on it during the Apollo program. When I
came here, we were about halfway through Gemini, and Harold [G. Miller]
just assigned me to work on Apollo because it was going to be coming
up in a couple of years. So when I went to my assignment, my direct
boss was [Richard H.] Dick Koos, and he said go and essentially write
the requirements for the lunar module simulator that we're going to
build as our in-house thing.
Well, I didn't know what a lunar module was. I didn't have any clue.
Actually, I knew very little about the Apollo program and how it was
going to be conducted and all this sort of stuff, and Dick says, "Well,
go write these requirements."
I said, "Well, you know, where would I start?"
He said there were a bunch of technical field reps from Grumman [Aircraft
Engineering Corporation] down here. Grumman built the lunar module,
and they were like two or three doors down the hallway. So he said,
"Well, go talk to those Grumman guys."
So I went down there and said, "Give me some documentation on
what is a LM, what are all the parts, and what kind of telemetries
they have and all that sort of stuff, and what's likely to break,
because we've got to model these malfunctions so we can put the malfunctions
in and allow you guys to react to them and work at this."
"Oh, no. Nothing's going to break on the LM."
I couldn't get these Grumman guys to—I mean, they wouldn't admit
that anything was ever going to break on the thing. So I said, "Well,
Captain, I'll have to make up my own," which we ended up doing.
The first LM flight didn't have a crew, so you just put the thing
up on an S-IB and separated it and fired it and maneuvered it around
a little bit. So we did all that one in-house. Then we started in
on what became Apollo 7, Wally's flight, [Walter M.] Schirra's [Jr.]
flight.
We [had] started, and then the [Apollo 1] fire happened. So they shut
down the program and they got into all the fix stuff. Well, we didn't
have anything to do in ops [operations] because all the engineering
guys were off redesigning the command module and doing all this stuff.
So twice a week, every Tuesday and Thursday, we'd all meet in the
control center, and Schirra and his crew would be down at the Cape.
Glynn [S.] Lunney was the flight director, and we'd run Apollo 7 sims,
and we ran them for about a year and a half. Every Tuesday and every
Thursday we'd crank all this stuff up and sit in there.
So that turned out to be, I think, good for the flight control team
and for the sim team because we kind of learned how to do the business
on a bigger scale because Apollo was a bigger scale than Gemini. We
had more sophisticated simulators. The control center was more sophisticated.
The crew would be in a simulator at KSC [Kennedy Space Center, Cape
Canaveral, Florida] and there'd be one for the command module and
one for the lunar module, and then the data stream, you had two different
data streams. You had the simulated mission data stream and then you
had all the—and this was in 1966 and '67, and then you had the
simulator data stream, the things that kept the things in sync so
they both were operating with the same time and a visual display out
the window. The simulator had the same ephemeris in it that the flight
controller was looking at up here, and with middle-60s technology
of trying to keep all that in sync—actually, I counted them
up one time. Between the crew in the simulator and me at my console
and the simulator, there were like fourteen computers.
The control center had 360s, which were the size of that door and
about as long as that door. Today you put all of it in something that
looks like that [pointing to the audio equipment]. But huge, for their
time, they were huge computers and computing complexes and huge numbers
of people required to keep them all together and in sync and as real
life as you could make it. Then our job was to try to poke holes in
whatever they said they were going to do. We spent a lot of time—my
folks spent a lot of time reading all the mission-related planning
documentation—the mission is going to do this, we're going to
land here, EVA [extravehicular activity] is going to occur with this,
and the malfunction procedures where they would say, if this breaks,
this is the way we're going to go fix it.
Well, our responsibility was to poke holes in all that and say, "Well,
I don't really think this is the right way to do it," or, "They'd
probably do it but it's going to be hard to keep the communication
chain running," or, "Maybe they can do this, but I don't
think they can do it in the amount of time they think they can."
All those kinds of things it was our job to poke holes in, not necessarily
to say, "Well, you say you're going to do it this way. You ought
to do it this way." I mean, our job was, "Well, you say
you're going to do it that way. That's not really going to work. You
ought to go figure out another way to do it."
Wright:
Did you have any constraints when you were coming up with these?
Honeycutt:
None whatsoever. Well, I mean we had in the sense that you didn't
want to kill anybody. I mean, you didn't want to put the crew in a
set of circumstances for which there was no recovery. Occasionally
that happened because the simulator would not do what it was supposed
to. You tried not to generate adversarial cases in which you pitted
the ground against the flight crew. You built ones that tried to bond
the ground and the flight crew. It was never our intent to make anybody
fail. So you try not to overload some individual console position,
or, more importantly, sometimes in your quest to give every console
something to do, because otherwise they're sitting there and get pretty
bored all day long listening to somebody else work their problems,
well, if you weren't careful, you'd give everybody something to do,
and all of a sudden the flight director is overloaded because every
console is trying to tell him about their problems.
So you kind of just had to listen to the flight director loop and
just make sure the traffic on it was kind of—I mean, it's one
thing you learned in the sim area, is you can listen to a dozen loops,
and we'd just sit over there and see how many different yellow buttons
you could get lit up on the consoles. I mean, even today I can go
over there and plug in and listen to eight or ten loops and catch
anything significant that comes out. I mean, I couldn't repeat all
the traffic that's on it, but when somebody starts talking about a
problem, then you go concentrate on that.
So we would try to keep the exercises balanced and not get anybody
in trouble. There were some great people that were flight directors
in those days, Kranz and Lunney and Cliff [Clifford E.] Charlesworth
and people you've interviewed, I'm sure, or will. You guys plan to
interview [Gerald D.] Gerry Griffin. All of those guys were incredibly
smart and incredibly motivated and incredibly capable of managing
the flight team. Unfortunately, [Christopher C.] Kraft [Jr.] had stopped
being a flight director by the time that I got here, but he was the
role model for all of them. They would not tell you what to do. They
might say, "I think such and such a position needs a little—we
need to work on them a little bit," or, "I'm kind of worried
about such and such a procedure, and maybe you could run a case."
But they never would say, "Well, I want you to do this and I
don't want you to do that." It was our call as to what to do,
and we had a reasonable amount of independence in that respect.
Cliff Charlesworth, the day after the sim, he would always make me
go up to his office and say, "Now, why did you do this, and why
did you do this, and why did you do this?" But that was the way
he was. He wasn't trying to get me to go or not do. He just wanted
to harass a little bit over why we did things.
Wright:
When you sat down to plan these sessions, was it a team effort where
you all came up, or did each person on the simulation team take one
area and devise that? Tell us how all that came about.
Honeycutt:
The sim team was broken up by—but the leader was, and is today,
called the simulations advisor, a.k.a. sim sup. And then we had booster
people, we had trajectory people, we had spacecraft people, command
service module and the lunar module, and then we had network or voice
people, because there was no TDRS [Tracking and Data Relay Satellites],
so we had these sites strung all around and they each had different—some
of them were S-band, some of them were VHF, and some of them had radar,
and some of them didn't. So we had to simulate that entire network.
The trajectory had to be right so the look angle was right, so that
our system picked up, enabled telemetry at the same time the fight
dynamics officer had predicted that acquisition was going to occur
and the mission computers. So it took one person just to keep up with
all that configuration stuff and to chase some of the computers. Either
the mission computer or the simulation computers in those days obviously
weren't as sophisticated as they are today or as fast. The programming
was a lot more complex. So occasionally things didn't happen right
or you got the wrong—I mean, I remember several times we would
initialize in lunar orbit and we'd be going north to south, and the
big plot board in the front would get tilted. [Laughter] So we were
always chasing those.
It took somebody to do that, and then it took somebody to—each
one of these sites had a person there that the people downstairs,
the telemetry people and the track people and all the guys that were
down on the first floor that actually ran the mechanics of all the
dataflow stuff, well, they had to talk to people at all the sites.
So we had to have somebody, actually one guy, that was everybody at
every site for three or four different people to talk to. So there
was this constant keeping up with where you are and what's happening.
Every once in a while, you know, you'd throw in some malfunction that
screwed everything up, and some of them, when you were coming, sometimes
the computer would put one in, and we're off chasing the flight control
team before you figured out what it was.
So the sim team was about forty people or so, and they were broken
up. There were some of them that were track people, and there were
some of them that were LM people, and there were some command service
module, and there were some trajectory. We would divide ourselves
up into those positions, but we really were only one team. It didn't
take forty people to run a sim, but it took about ten, but there were
five flight control teams. So they had us outnumbered. The bad part
was, on the flights that went to the Moon, they were on three-month
centers. We called them integrated sims when the people in the control
center and the crew were in the same thing. Well, we were running
those for three months prior to the flight. We were running integrated.
Then we were having to run non-integrated for some of the downstream
flights. There were two floors in the control center. The second and
third floors were identical ops rooms, so they'd run, like they ran
[Apollo] 7 off the second—I can't remember—second floor,
then number 8 was off the third, then [Apollo] 9 was going to be back
on the second. So in any given week we'd have to run up and down the
stairs to—
Wright:
Great exercise.
Honeycutt:
Because on Mondays we were doing this mission, and on Tuesdays we
might be doing this one. It was only for about a year and a half or
so, but we ran sometimes six days a week, a twelve-hour sim. You had
to get in there before to make sure everybody was set, and you had
to stay afterwards to remind yourself what you were going to do tomorrow,
and fixing things that were broken during the day, sometimes six days
a week. So what we would do is on Sundays we'd come in and literally
figure out what we were going to do next week.
You'd start out, we'd have all these nice typed and formatted sim
scripts, we called them, for this exercise, these are the things we're
going to put in when we do it, and all this other stuff. After about
six months of this, we'd go in and take some piece of paper and turn
it over, and if you got this one, you'd go figure out what to do.
It was reasonably unstructured. Fortunately, nobody really knew whether
we were right or wrong. No one—I don't want to say no one knew
what they were doing, but you had no experience to compare what you
were doing with. So my idea of what could or couldn't happen was just
as good as anybody else's. So that allowed us to have some amount
of freedom. Somebody would start griping about, "Well, you put
that in, and that can't possibly happen." I said, "Says
who?"
So that helped us control, but it wasn't what you would call an academically
prepared set of things. What we really would do is say, okay, what
is the major objective we want to accomplish? Some runs were all day.
If you were practicing going to the Moon or being in lunar orbit or
something, you'd run from seven in the morning to eight at night.
If you were doing like launches or landings, you might run six, eight,
ten, twelve cases in a day. You'd try to figure out what's the main
objective you'd want to accomplish with each one of these runs and
then what other two or three things you'd want to throw in to make
it exciting for a couple of other console positions, and, oh, yes,
remember they still can't find the leak in the suit that you put in.
When it's behind the Moon, they can't catch it coming around. So the
ones they didn't get good, sometimes we'd repeat them to help them
get comfortable with it. Then, as much as anything, the rest of it
was just blind luck. [Laughter] Just go do it.
But everybody wanted to be trained. Everybody recognized it was value
added to what we were doing. Dr. Kraft at that time was the director
of flight operations. He hadn't moved upstairs yet. And was even then
legendary. I had never laid eyes on him. The bad news about running
sim six days a week is you were in the control center six days a week.
The good news about it was you never had to go to Building 1. So I'd
never even seen Kraft up close. I had seen him in the control room.
If you picture the old mission control room with the [screens] up
front and all the consoles, there were some little glassed-in rooms
over on the right, well, that's where we were, over there. So we looked
out into the control room, and we could watch the results of whatever
was going on.
I'd see Kraft out there, but I never had been close to him, but I
knew I was afraid of him just because of his reputation and the respect
that he had from everybody. While we were doing the year and a half
of every Tuesday and Thursday on Apollo 7, I'm sitting in there one
day and Lunney was out on the flight director console, I'm sitting
in my console, which was a long one but I was there by myself, and
just room for two people, and there was a chair there, and I'm busily
doing something, listening on the loops, and the door to the sim room
opens and there comes Kraft into my room, and I went, "Oh, my
God. Now what?"
He sits down. He's got a headset on, and he sits down and plugs in,
and he says, "Any of these flight directors giving you any trouble?"
He didn't use exactly that word but one similar to it.
I said, "No, sir."
He said—and I'll never forget this—he said, "When
you're sitting on this console, you're working for me. Any of those
guys give you any trouble, you call me." He said, "You got
that?"
I said, "Yes, sir."
Unplugged, walked out, and never came back in that room again for
the whole rest of the program. [Laughter]
But that's the kind of guy Kraft was and is. I think I was twenty-seven.
He took a bunch of people that were my age or younger, Steve [Steven
G.] Bales, Jay [H.] Greene, Tommy [W.] Holloway, people that are still
around and involved in the programs, gave them an incredible amount
of responsibility, trusted them, trusted the success of the program,
the lives of the crew on these people, and built really the leadership
of the Johnson Space Center [JSC, Houston, Texas] is still benefiting
from—and a lot of the contractor team is still benefiting from
having had the opportunity to work for Kraft in the early age of the
beginning of the Apollo program and be taught how to accept and execute
responsibility.
I mean, Chris was hard. If you did your job, you did your job. If
you didn't, he didn't have a place for you on his team if you couldn't
do what he asked you to do, but if you could, it was great. And that
was his message to me really was, "You, young man," as he
always called everybody, "you've got this thing, and you'd better
not listen to the flight directors, because if they tell you wrong
and you do it wrong, then I'm going to blame you, I'm not going to
blame them. Because this is your little spot of responsibility, and
I expect you to execute it, and if you have any trouble, you let me
know." And out he went and never came back.
Wright:
You had quite a tough job, that you had to think like a controller
and you had to be able to know their job well enough to be able to
set those simulations up. How long were the longest days that you
had trying to prepare for some of those sessions?
Honeycutt:
We spent time trying to figure out what the script was going to be,
and we spent some time early on learning the systems, but the rest
of it was just get in there, "Well, you guys didn't do this.
We expected that you would have done it this way, and we would expect
that such and such a console position would have the ability to have
found this data quicker than they did. So maybe their display is not
formatted right, or maybe they're looking at the wrong display at
the wrong time. You know, things like that. But mostly our job was
not to critique them. Our job was just to point out the weakness and
then let them go figure out with the rest of the flight control team
and with the flight director on how best to handle it.
I remember one time there was a failure, a lunar orbit insertion case,
where you're getting to the Moon and you're going to turn the command
module around and fire the engine and slow down and get in the lunar
orbit, and there was this big helium tank in the service module that—I
don't remember all the number bit counts, but every bit count was
a huge amount of helium that would leak out before the telemetry would
ever indicate any change. If it was like 200 psi in there, and to
go to 199, there was this huge amount of helium that would leak out.
So we would initialize the sim, and the flight controller would sit
there with a band on all the telemetry parameters, they would put
some tolerance on them so that they didn't have to check every number
every time, they would just wait until they triggered some bottom
or top on the band and then they would ring a little buzzer or light
a light or flash something, then they'd go chase down what it was.
So we'd fudge all the numbers and get right down on the edge of the
band with it already having leaked out and then we'd initialize a
sim and we'd leak it one more time, because we'd figured out that
by the time you did that, they didn't have enough—they had enough
helium to get into orbit, but they didn't have enough to get out again.
So essentially we stranded them in orbit.
But Kranz was the flight director, and they went off—I mean,
Gene essentially turned the entire propulsion team's planning—here's
what you look at and when you look at it and how you look at it, and
what you do with it. I mean, he completely redid the entire way that
they did that. It was one of the cases where he came and said, "Run
that thing again for me, because I want to see if we've got a—"
but he went off for like a week, with all the propulsion guys trying
to figure out what they needed to do because it was a legitimate failure,
and what do we have to do in order to defend against this kind of
thing in real life. So we would see a lot of that. Nobody ever got
mad at us.
Wright:
I was going to ask you what the relationship was between the simulation
team and the actual flight controllers.
Honeycutt:
They always told us we didn't have to take the final. I don't know
if you guys got to him or if you have him on your list, but the retroflight
officer was a fellow named John [S.] Llewellyn, who's still around
here. John was an ex-Marine, and he's a big, muscular guy with somewhat
of the reputation of an ex-Marine. The very first simulation I ever
ran was a set of launch aborts. For the Apollo program, if the booster
shutdown caused you to abort, you parachuted into Africa or you parachuted
into the ocean or you parachuted into a lake in the middle of Africa,
depending on which way you rolled the spacecraft when you came off
of it. And you had to tell the crew pretty quick which one of the
abort modes you were going to use.
So John had this bunch of answers essentially on the back of an envelope,
and his technique was that as soon as abort was called, he would tell
them what abort mode to go to, and then he would go to the mission
computer and get the trajectory-driven solution that came out of the
mock. Then if it was different than what he had called, he'd call
up a change.
Well, he called up the wrong one initially and then we failed the
mock. So he couldn't get the right solution in so the crew went down
and splattered all over the desert or something. He got up from his
console and he stared and glared in there at me, and I thought, "Well,
this is going to be a short career." So I don't know, we broke
for lunch or something, and he came storming in there, and I thought,
"Well, this is the end of my career." And he came up to
me and said, "That's the smartest thing you ever did." He
said, "I really appreciate it. I've been doing this. It was wrong.
I knew it was wrong. I never got caught at it, though, so I continued
to do it, but I'm glad you ran that case." And that's was the
usual reaction that we got from some of them. Everybody griped every
now and then, but in general.
Wright:
There were some occasions, I guess, that you had simulations that
you planned for and then they changed the missions on you. For example,
the one that comes to my mind is Apollo 8. Were you already planning
for simulations for 8, and then when they moved—
Honeycutt:
No. Actually, we were in the middle of 7, I guess, and getting ready
for what turned out to be 9, [James A.] McDivitt's flight. Harold
went off to Building 1 to a Kraft staff meeting and came back and
said, "Oh, by the way, we're going to the Moon in three months,
so we've got to go and invent this mission." Fortunately, they
all had a launch phase. Some of them use I-B and some of them used
the Saturn V, but they all used a booster and they all used a command
module. Some of them used the LM, and some of them didn't. So we kind
of could put all the stuff together. Then all you had to really go
try to figure out how to do was the kind of mission-specific things
and the new things. I mean, when you added a LM to something with
a command module on it, when you added an S-IVB to the launch vehicle,
when you had to figure out how to do a translunar injection sim or
a lunar orbit injection sim or a landing sim, but they all entered
and you had to run launch aborts from all of them. So we could kind
of patch together as they changed. The difficult part was in making
sure that the simulation system itself could accommodate the new part.
We didn't build any of the simulation systems. I mean, we were pure
operators, but we wrote all the requirements, and then we would send
the requirements either over to the simulator people or to [Lynwood]
Lyn Dunseith’s organization, and they would then change the
simulator computers to make them compatible with the new requirements.
So we had to always know what was coming because there was a time
delay between the time you told the computer people you needed something
and they could get it in and tested and verified and all that. So
we had to keep up always with what was coming down the road from a
requirements point of view.
Then as new phases got entered, you had to make sure that you had
a malfunction capability to allow you to test and exercise those phases.
You had to make sure you got all that in the systems.
Wright:
Those three months, once you found out that we were going to the Moon,
did it change the attitude of the people there, or did people seem
to be—
Honeycutt:
No. None. I mean, everybody worked as hard as they could work, it's
on this or on that. It was an incredibly dedicated group of people.
I remember when I first got here, which was in, really, the middle
of Gemini, you'd see a guy—I mean, Jack [R.] Garman must have
been twenty-two years old or something, Steve [Stephen G.] Bales was
about the same age, and you'd walk by their office and you'd say,
"Who are those guys? What do they do?" Because they were
always there. I don't care if it was during the day, if it was night,
if it was on the weekend, they were always there, and all the response
you'd get was, "Well, they're working on the lunar stuff."
We were in Building 30, right in the admin [administration] wing,
right next to the control center, and it was hard to tell on any given
weekend or any given evening at six or seven o'clock, it was hard
to tell whether there was a mission going on or not because there
were so many people working so many hours just making sure everything
was covered. My memory is that one mission didn't have any more importance
factor associated with it than any other one did. I mean, it just
happened to be whatever's next is the most important one to do.
For example, I think Apollo 11, we ran the least number of integrated
simulations on 11 that we did any of the lunar programs, and that
was partly because Neil [A. Armstrong] spent a lot of time training
in the LLTV [Lunar Landing Training Vehicle] and some other things,
and part because there was so much compression of time for them that
we didn't have to run that much. [Apollo] 8 and 10 had been to the
Moon, so the ground team was pretty confident. All the flight directors
had quite a bit of experience and their teams were pretty experienced,
so the integrated sims kind of went like that, with 11 being the one—I
mean, most people would think it would have been the opposite, but—
Wright:
I guess the major difference on that one was that you did simulations
for the landing.
Honeycutt:
Yes, and they probably were okay, but again, it was procedural-driven.
I'm not sure that I know how much fidelity was in the actual visual
display. Somebody would probably answer that when you guys get around
to talking to them, but from a procedural point of view, it was pretty
good. I mean, it was well done.
Wright:
About eleven days before the launch, there was a simulation that was
done with the white team that featured one of the alarms, and from
our research, we understand that the conversation you had with Jack
Garman led to that simulation being put in there, that you detected
or you found out that that alarm could be something that went off.
Do you remember that?
Honeycutt:
I know we did that, but—I mean, I've been asked that several
times. I don't really remember the circumstances. Jack was one of
our sources of "Why don't you think about this, why don't you
try that, I wonder if Bales can pick up," because Jack and Bales,
one of them was real technical, had the most knowledge of the onboard
computers, Jack did, and then Steve, as the guidance officer, he was
out on the pony end of the stick in the mission control center. But
we did do that, and we did run that thing, and it did help, I think.
It helped them.
My favorite one, though, the guidance officer console was on the end
next to where we were, and that's all computer floor, in those days,
anyway, the square computer floor. So we had somebody go in the night
before and tied a string to the circuit breaker on Bales' console
that drove his displays on the console, and then we run the strings
on the floor of the sim room, and I think we run launch aborts. It
could have been lunar landings. I don't remember now. But anyway,
right in the middle of the sim, right when Bales was coming up to
make this really critical call, we yanked the circuit breaker and
took all the power off his console. Of course, there's a whole string
of—I mean, it went from guidance to FIDO to retro to booster,
and Bales just moved them all down, and the poor guy doesn't know
they're in the booster thing. All of a sudden he's sitting down in
the middle of the floor without anything to look at because Bales
has taken over the console next to him, and they just dominoed everybody
down [the consoles].
We would do failures of the equipment in the building. One time we
simulated that a circuit breaker, all those panels in the hallways
in the old control center that were out there, all the breakers that
ran essentially all the lights and consoles and everything and on
the floor all go through these breakers.
So we failed one one day, and they took out, I don't know, a third—we
did it on an all-day sim kind of a thing, and they took out like a
third of the consoles and half the lights. I mean, it was a bad deal.
It took them forever to figure out—I mean, they figured that
a breaker had gone, but they couldn't find the breaker because they
didn't have a good set of drawings. The boxes weren't numbered, and
the breakers inside the boxes had no numbers, and there were no schematics
that you could start with a console and trace back. So they must have
screwed around for twenty or thirty minutes, and they finally came
in, and they said, "Aha! We found the breaker, and now we want
to put it back on."
I said, "Well, where's the replacement breaker? Show me the one
you're going to put in there."
The guys said, "Oh, well, we don't have any here in the building.
We keep them in the storehouse up at Ellington [Air Force Base, Houston,
Texas], and you don't want us to go up there and get it, do you?"
I said, "Yes." [Laughter]
So off they go. Finally, about thirty minutes later, they came back,
and they said, "Now, here, can we turn the lights back on?"
I said, "Well, yeah. Okay."
Well, the next day we went in and got there at 6:30 or 7:00 o'clock
the next morning, and there were these huge rolls of drawings spread
out on the floor and guys on their hands and knees color-coding wires,
and in about a week there was a number on every one of the boxes and
there was a number on the breaker inside the box, and you could go
and in five minutes get the right thing and trace yourself back. And
they redesigned the logistics mends in the control center so they
made sure they had the right spare parts for real-time kind of support
that you would need.
So, I mean, there were positive things that resulted from doing these
things that they benefit from today, and it was all a learning thing.
I mean, we had some incredible sims that we just stumbled into. You
went to break this, and the guy would press the wrong button and did
this, or the simulator broke something, and all of a sudden they're
off trying to react from there. We weren't brilliant script designers
as much as often just fortunate that something broke at the right
time to make us look good. Of course, we'd never admit that this wasn't
a part of our plan all along, so we took all the credit for it, but
a lot of it was just blind pig finds an acorn or something.
Wright:
We've read descriptions of simulation people or teams that have ranged
from creative and imaginative to devious and sneaky. So I guess you
kind of followed the both of those.
Honeycutt:
We were all of the above. The fun part was, I mean, we listened to
the Flights [Flight Director’s] looping and we would listen
to the loops that the front room guys would talk to their back room
with, and then we would listen to the internal to the back room loop,
and every now and then the decorum on the voice loop declined as it
got further and further away from the flight director's loop, and
when you'd get in those back rooms, you'd hear us called some awful
names and all kinds of cursing going on and yelling at each other
back and forth. I mean, they were pretty good.
Wright:
Were you around for the debriefing as well?
Honeycutt:
Yes, we conducted the debriefings. Well, the flight director would
do their debriefing. He would debrief with each one of the console
positions as to how they performed for whatever thing and how they
worked together and talk with the crew, get the crew's comments and
all that. We would come in at the end and say, "Okay, we broke
this at this time, we broke that at that time, the thing went in,
it took you guys thirty minutes to recognize that it was in."
It was Flight's job to build his team and manage his team the way
he wanted it to be managed. What we tried to do was point out things
that were either not caught as they could have been caught earlier
or could have been handled differently or did you ever think about
doing this or that. So the debriefings, from our point of view, were
primarily in that vein, "Here's what you missed, Flight, in your
thing," or, "Here's the value of the leak," or, "Here's
the time of the something or other." That was pretty much the
way we did that.
You had the different teams, and each team was somewhat a function
of the personality of the flight director, and they were all different.
Lunney was kind of laid back, and Kranz was more dynamic. A lot more
traffic on the flight director loop on Gene's shift than on Glynn's.
Charlesworth was kind of like Glynn. When Kranz was the flight director,
you didn't need too many things to do, because Gene would initiate
his own, "Well, why don't we go look at such and such,"
which would make the team work together to figure out what they were
going to do about something, which was all we were doing. So when
it was a sim for Gene, typically you'd put in fewer things, from our
point of view, than you would for the other guys, because he generated
a lot of work himself. So they were different and had different debriefing
techniques and approaches and interests that they might have for some
particular thing, whether it would be a console position or a mission
event or whatever it might be.
Wright:
This past year marked the thirtieth anniversary of the Apollo 11 mission.
Would you share with us where you were during that time period? Were
you preparing for yet another mission, or were you able to enjoy the
moment?
Honeycutt:
Since I didn't have to take the final, as they said, what my job was
during the Apollo programs, the [NASA] Headquarters [Washington, DC]
people—Chet [Chester M.] Lee, just passed away, was the sort
of Apollo person at Headquarters and was sort of the headquarters
program office for Apollo. Chet and a number of his people would come
down for each one of the missions, and they would actually sit in
the sim room, and they didn't really have any job, anything to do,
but they were providing Headquarters oversight. Although they may
have been familiar with mission objectives and the bigger things of
the flight, they really didn't know much about the details or the
specifics, so what we did was we served as sort of their technical
support. That's why I was in the sim room with Chet during essentially
every one of the missions. [Apollo] 13, I was home asleep. Other than
that, I was in the SCA [Simulation Control Area] with the Headquarters
people. You know, everybody had to be pretty proud on that day because
we worked pretty hard to get there. I mean everybody, the team.
Wright:
I believe the value of the simulations and the training has proven
itself many times over, and it's been said that the simulations and
the training helped so much when it came to rescuing the crew of the
Apollo 13. If you were asleep, I'm sure it didn't last for long.
Honeycutt:
No. Somebody called, and I came out here and we helped. The various
things that they wanted to try and all that sort of stuff, we essentially
ran sims practicing some of that stuff. Some of our guys went on some
of the teams that were trying to figure out how to—we asked
a lot of our people. I mean, we had forty people that had to know
as much as—I mean, I think Kranz was a division chief and flight
control, and there were probably, I don't know, three or four hundred
people in the flight control division, and my forty had to know what
every one of them did, plus we had to know what went on on the first
floor, which really was not in Kranz's division but it was in the
mission, so we had to know all the ticks and tracks and recorder people
and computer supes [supervisors] and all of what they did, too. So
our people were pretty knowledgeable about the mission. So some of
them went off on some of these teams that were put together to try
all these different things on what might work and what might not work.
So everybody was pretty busy.
Wright:
And it seemed to work.
Honeycutt:
Yes. Never had any doubts it was going to work.
Wright:
Some of these situations that you put these folks in, you didn't have
any idea if that situation would ever occur, but then you'd have things
like on Apollo [12] when the lightning struck. Did you plan on anomalies
like that as well, natural problems that might occur?
Honeycutt:
We did some of that. I mean, we'd have a hurricane take out the Canary
Islands or an earthquake take out Guam. We'd make up some of those.
Or a crewman has a heart attack and some of those kinds of things.
But usually we got those by the simulator. That means some simulator
funny that would just spit out some weird thing. I had a back door
loop to the flight director, and we'd kind of decide whether to take
the thing out, reset, or, "Well, this looks pretty good. Why
don't we play with this one for a while," depending on whatever
their preferences were.
Wright:
Well, simulations changed as the mission changed and technology changed,
but the other thing that changed was your role. As you walked in,
you were starting in the flight training division, but yet you were
the chief at this time, or at the end of the Apollo era. Could you
tell us how that role came about, how you received more and more responsibilities
and what led to that latest position?
Honeycutt:
Well, as much as anything, it was being in the right place at the
right time. When I came here, for whatever reasons I ended up on the
console and stayed out of my own way. So I did okay. So Harold Miller
decided that he had a section head opening, and so he asked me if
I wanted it, and I took it, which didn't change anything other than
I got a grade raise. But I was still on the console and stayed there
until after Skylab.
Then after Skylab, they reorganized the center, and they took the
branch that I was in and moved it to—let's see. During Skylab,
they had a reorg [reorganization] within flight control, in which
they combined the requirements branch and the sim branch. So they
put me in as the deputy of that. Then after Skylab, they took half
of that branch and moved it to flight ops, [Donald K.] Deke Slayton's
old organization that Warren [J.] North was running at the time.
So they sent me over to work for [James W.] Jim Bilodeau, who had
the procedures, the flight crew procedures bunch, Tommy Holloway and
John [W.] O'Neill and Dave [David C.] Schultz, then me as the sim
branch. We were the four branch chiefs that reported to Bilodeau.
So I got taken from the comfort of flight control with all these people
that I'd known and worked with and thrown over to flight crew.
In the old days, flight crew people and the flight control people
didn't really get along near as well as they do today, not the flight
crew themselves, but the people that worked in procedures and training
and the things over there. They worked with the crew, and we just
worked with the flight control team. So then they threw me in there
with all those guys. So all of a sudden I was over there with a bunch
of strangers that suspected our heritage anyway, and working for Jim
Bilodeau. That got us through Apollo-Soyuz [Test Project], I guess.
Then after Apollo-Soyuz, I actually went up to work for—George
[W.S.] Abbey was in the job that Sue Garman's in now, and Kraft was
the [JSC] Center Director by then. So I went over to be essentially
an aide to George, working for Kraft, and I stayed up there for six
months or so.
Then George moved down to the eighth floor to run flight ops, and
I went down there with him and got out of the simulator training business
pretty much. That was in '77 or so time frame, and then for the next
two years we selected the astronaut class of '78.
Then I went to headquarters after that. In 1980 I went to headquarters
and spent a year with one of those same kind of horse-halter jobs,
people call them, for John [F.] Yardley when he was in the job that
[Jospeh H.] Rothenburg's in now.
Then I came back and went in the program office and stayed in the
program office till '89, when I went to Kennedy, and stayed there
in Shuttle ops until '95 and when went upstairs for two years and
I got out and came here, and still trying to figure out what I'm doing.
Wright:
Well, apparently someone thinks you're in the right place at the right
time. So that works out.
During those days that you were working so closely with the Apollo
program, as you mentioned, you were working so many hours and so many
days of the week, what were your thoughts when you heard that the
Apollo program was going to be canceled?
Honeycutt:
Skylab was coming up. The other thing is, everybody now wants to know,
well, gee, there are a lot of allegations that everybody worked hard
on the Apollo programs to beat the Russians, and I never saw any indication
of that whatsoever. I mean, we worked hard on the Apollo program to
be successful. The President [John F. Kennedy] said we ought to go
there and land and come back in this decade, and everybody was busting
their buns to make that happen. I mean, I never had or knew of anyone
or heard of anyone that said, "Well, I've got to do this because
it's going to help us beat the Russians." I mean, "I'm going
to do this because I'm working on the Apollo Program." I mean,
I'm sure somewhere, maybe in the State Department or somewhere, everybody
was wanting to know how we were doing against the Russians, but I
never had that sense.
I've been very fortunate, with the exception of a couple of very,
very brief periods, I've been blessed with having a good job. I've
been blessed with having some wonderful bosses, and I've been fortunate
enough to have some really good opportunities. In those days Apollo
was going to end but Skylab was coming. Skylab is going to end, but
ASTP is going to be right behind. It got a little that way between
'75 and '80 when Shuttle kept kind of moving to the right, but we
had the Approach and Landing [Tests, ALT] thing that went on. For
me, we had astronaut selection stuff, which was pretty cool. We had
7,000 applications. I read every cotton-picking one of them. We had
220 people that we interviewed. I talked to the references on every
single cotton-picking one of those. I mean, it was an incredible task.
Duane [L. Ross] and George [Abbey] and I spent more time than anybody
else on going through all that stuff. So, I mean, although we weren't
inclined, we weren't bored.
Then I got to go, had to go, went to go to Washington, and I got to
see a little bit of the Washington scene and then came back and stuck
my oar in program office work, which turned out to be a lot different
than ops, but just as much fun. I had a wonderful series of opportunities
in NASA to do some really fun stuff. It never really was like a job.
They paid you for it, you know. [Laughter]
Wright:
That was the good part of it.
Honeycutt:
Working with some great people and for some great people. When you
can list John Yardley and Chris Kraft and George Abbey and people
like that as your supervisors, you did all right. I mean, you had
a lot of opportunities to learn from some pretty cool people.
Wright:
Hard to select a time period that was your favorite?
Honeycutt:
Right now is. You know, I mean, they all were. Apollo was when it
was going on. It's hell to grow old, but having had the opportunity
to work on the Apollo programs, it's obviously the highlight of anybody's
professional career.
The great part about it was that it was a bunch of twenty-five and
twenty-seven-year-olds that were doing it and had all this responsibility,
and the crime of today is that in virtually every case you've got
to be forty-five or fifty before they will let you have that same
amount of responsibility. It's a real downer for development of people.
You develop people by giving them responsibility and giving it early,
and some of them flunk out, but that's okay. The ones that are left
will do okay for you.
We do it within my company as well as within the government. Kranz
and Lunney and Griffin and Charlesworth and [M. P.] Pete Frank [III]
and all those guys, Chris, that were the truly great flight directors
of the program quit being a flight director at a younger age than
today most people get selected to be one. That and the creeping bureaucracy
that tends to roll into the programs are the real disappointments
that you see as it gets older. I mean, you could do things. If you
wanted to do something, you just did it. And now you've got to go
get forty people's permission, and nobody in the field is authorized
to make all these decisions, they have to go to headquarters. That's
all a result of bureaucracy taking over the system.
By golly, in the Apollo program, we thought we were damned invincible.
I mean, "We've got to do this, and ain't nobody gonna stop us,
and there's no chance that we're going to fail. We are invincible."
And everybody had that attitude. Well, today not everybody, but there
are a lot of people who now have the fear of failure attitude, and,
"Well, I don't know. Maybe we ought to review that some more.
Maybe we ought to bring in some outside people to look at it. Maybe
that's a little too risky, we shouldn't even try that." You see
that beginning to creep into the management where, in the Apollo days,
"Hell, let's go do it. We couldn't possibly fail. We don't fail."
Those are the kinds of things you see today that are different than
they were then.
Now, having said that, I've got a lot more insight into the system
today than I did then, and it may be that a lot of that was there,
we just weren't exposed to it because we were off doing real work
and somebody somewhere had that same fear of failure and all that
kind of stuff, but it wasn't filtering down to the guys on the floor
like today I think maybe it does. So it may have been there, I just
may not have seen it. But from a personal experience, that's the kind
of differences.
Wright:
When you were so busy accomplishing so much every day, did you know
what was going on in the world outside of spacecraft?
Honeycutt:
No. I pretty well missed the sixties. I mean, I would see it on the
news or something, but the hippie generation, I mean, I know a lot
of music from the fifties, but you play tunes from the sixties and
I don't recognize most of them. I don't recognize most of the movies
or the bands or the popular events. I mean, what went on in Vietnam
I knew about and some of the stuff that went on on college campuses.
I know H. Rap Brown and some of those major events, but kind of the
general cultural thing that went on in the sixties, I pretty well
missed it, certainly the last half of the sixties.
Wright:
And I guess your family life was a little contained to the few hours
that you had off as well?
Honeycutt:
Yes. For a number of people, that was a pretty major strain on the
families. Have you talked to Kranz? He used to do these family pep
talks. He'd get the auditorium over there, and you had to bring your
wife in and you had to bring the kids, and then Gene would get up
there and talk about the program and the sacrifices that were being
made and how they were all part of the team and the patriotic thing.
I mean, you know how Gene is. All these wives were sitting there with
this glassy look on their face, and 90 percent of them walked out
and said, "What the hell is he talking about?" [Laughter]
But he felt he had to do them, you know.
Wright:
Well, I'm glad you shared that with us. No, he didn't mention that.
[Laughter]
Honeycutt:
But they were classic Kranz, [General] Patton's speech up there. I
mean, you'd see the flag back there, and you could see Gene in his
little shiny helmet. [Laughter]
Wright:
Sometimes, as a sim sup, did you have to talk with your folks to kind
of work them through a little bit as some of the days got long and
kind of give them pep talks?
Honeycutt:
Never. Malcontents you got rid of. We used to be the burial ground
for people that didn't fit in some other area, and all of the branch
chiefs were always looking to dump some folks on us. They sent me
this guy one time, I can't remember now where he came from, but they
sent him to me, and I think he worked for Arnie [Arnold D. Aldrich].
I can't remember. They said, "You've got to try to make something
out of this guy because we owe it to him."
Okay. I said, "Well, what's your problem?"
He said, "Well, nobody will give me any responsibility. They
won't let me do anything. I just want some responsibility."
I said, "Okay. I can fix that." So I started loading him
up. "Write a script about this, go do this, go find out about
this." This goes on for about a month.
That's when personnel used to be up at Ellington before they moved
down here. So one morning at ten minutes after eight, the phone rings—now,
this was in 1968 probably. The phone rings. The personnel guy says—I
can't remember the person's name now—said, "They're up
here and they're resigning."
I said, "They are? Why? He didn't say anything. He was up here
yesterday and he seemed to be in a pretty good mood."
He said, "Well, he's resigning effective immediately, and the
cause is too much pressure."
So I said, "Well, okay."
So time passed, time passed, time passed. I was in the program office
in probably 1983 or '84, one day. Shirley [G.] Huss was my secretary.
The phone rings. She says, "There's some lady wants to talk to
you."
"Hello?"
"Well, I'm So-and-so from the something Rehabilitation Center
in downtown Houston, and do you know—" whatever this guy's
name was.
I said, "Yes."
She said, "Well, we're trying to make him a productive member
of society and get him back in the work force, and you're his last
supervisor." [Laughter] I mean, when I sent that guy out, he
dropped completely out of this society for twenty years.
Wright:
Goodness. Haven't heard any more from him, huh?
Honeycutt:
No. I was his last supervisor. But those kind of people would pass
through. Normally, everybody was motivated. People just didn't complain
about hours or anything. The divorce rate went up, but you couldn't
keep people away. My problem was more burnout than it was them grousing
about having to do it.
Wright:
We'd like to close out the session today.
Honeycutt:
Is this what you're looking for?
Wright:
Absolutely. You're doing really well, and we'd like to set up another
time, pick up from Apollo and move into Skylab and go from there.
Honeycutt:
Okay.
[End
of Interview]
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