Doom in SpaceX

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  • Doom in SpaceX On hardware and software used by SpaceX

    HPE Environment Virtualization (IoT), Prague, October 18th 2016, Martin Dvorak

  • 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 dont know?

  • Elon Musk

    I would like to die on Mars. Just not on impact.

  • 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

  • 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

  • SpaceX launch vehicles and spacecraft in perspective

    Falcon & Dragon

    Payload to LEO (STS 32,000kg)

    68m 110m

    Payload

    Dragon

    spacecraft

    Composite

    fairing

    ikovsk v

    213m

  • Falcon Mission Sequence

  • From 1+1 AGC/DSKY and 5xGPC, to Space X solution

    Hardware (Redundancy)

    Falcon 9 Stage / Falcon Heavy (12 strings) / Dragon

  • 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 (STSs OPS like sequence)

    Testing

    Table rocket

    Cutting the strings

    Tests recordings + (reusable launch vehicle data)

    Environment virtualization LabView Field-Programmable Gate Array

  • 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

  • mind Mars settlers .)