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Doom in SpaceX

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On hardware and software used by SpaceX

Publicado en: Educación
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Doom in SpaceX

  1. 1. Doom in SpaceX On hardware and software used by SpaceX HPE Environment Virtualization (IoT), Prague, October 18th 2016, Martin Dvorak
  2. 2. Game developers takeover? "We actually hire a lot of our best software engineers out of the gaming industry…" -- Elon Musk, CEO of SpaceX “… rocket hardware is hard, but rocket software is easier than game software…” -- John Carmack, lead Id software programmer NASA HQ Does Elon knows something about Mars that others don’t know?
  3. 3. Elon Musk “I would like to die on Mars. Just not on impact.”
  4. 4. Elon Musk “I would like to die on Mars. Just not on impact.” The player takes the role of an unnamed space marine who has been punitively posted to Mars fighting his way through hordes of invading demons from Hell…
  5. 5. From unlimited resources to agile tooling-equipped skilled programmer squads Dusk of traditional aerospace mindset • From traditional aerospace mindset… – SSP STS: 1.700M base price + $450M/mission • … to competitive market/environment – SpaceX: 300M+90M base price + $57M/mission (w/o reuse) • Game designers w/ SpaceX culture-fit – Skills SpaceX is looking for to build affordable critical systems
  6. 6. SpaceX launch vehicles and spacecraft in perspective Falcon & Dragon Payload to LEO (STS 32,000kg) 68m 110m Payload Dragon spacecraft Composite fairing Žižkovská věž 213m
  7. 7. Falcon Mission Sequence
  8. 8. From 1+1 AGC/DSKY and 5xGPC, to Space X solution Hardware (Redundancy) Falcon 9 Stage / Falcon Heavy (12 strings) / Dragon
  9. 9. From PGNCS and PASS/HALS/OPS to SpaceX solution Software • Team – 35 flight SW + 9 ground (STS PASS ~270) • Programming languages (Falcon/Dragon) – C++, LabVIEW FPGA/RT + Python + C#, Matlab – JavaScript @ Chromium • Modularization – N/A (STS’s OPS like sequence) • Testing – Table rocket – Cutting the strings – Tests recordings + (reusable launch vehicle data) – Environment virtualization LabView Field-Programmable Gate Array
  10. 10. Lessons Learned • SpaceX learns through experience rather than attempting to anticipate all possible system interactions • It is difficult to build a creative high performance engineering culture • It is really easy to ruin the creativity and performance by too much organization, rules and process • SpaceX is achieving a good balance of creativity and systems engineering for agility and affordability “Failure is an option here. If things are not failing, you are not innovating enough.” -- Elon Musk, CEO of SpaceX “Failure is not an option.” -- Gene Kranz, flight director of Gemini, Apollo and STS missions
  11. 11. … mind Mars settlers .)

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