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8:28 pm September 3, 2010
| Sci
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| Member | posts 10 | |
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If we're going to need navigational software for these projects, what about testing them within computer games? Actual balistic trajectories wouldn't get absolute testing, as it would only be able to reference the players computer's calculations against a remote virtual system/universe, with the inherent aproximations within. But as far as testing the general functionality and layout of the software, it could be an option. As could marketing the game it's embedded in under share/donationware as an additional income stream for CSTART projects.
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Provider of practical solutions.
Sometimes stellifying Jupiter IS the practical solution.
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10:07 pm September 3, 2010
| Luke M
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| posts 1484 | |
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I'm not sure how much use it would be for testing navigation software per se (although of course I can't rule it out), but I think for testing of things like control interfaces, instrumentation layout, and even contingency planning, realistic video games could actually be tremendously helpful. If we had a large community of hundreds or thousands of people playing the games, we could get good data on average performance and try to optimise things like interfaces, instrumentation and procedures so as to maximise performance across the community, hence ensuring that operating spacecraft is as minimally demanding on the pilot as possible.
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Main CLLARE workgroups: Mission Planning, Navigation and Guidance. I do maths, physics, C, Python and Java.
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