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Overview method: Tech-tree

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7:44 pm
September 3, 2010


Sci

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I was wondering if borrowing the tech-tree concept from computer games might be a way to help visualise overall project progress and requirements?

In basic terms it's quite simple; a sub-orbital rocket leads to an orbital rocket, which leads to a satelite, which leads to a bigger one, which leads to a space station.. etc, etc.. But many require parallel/combined advancements such as vacuum-functional electronics or life-support systems. They also nesessitate a larger cost in materials and labour.

Man-hours are the best way of handling the latter, as it means the more people are working on it the less time it takes.

So it would need to combine; tech-level development, manufacturing ability, production man-hours and material cost.

(Strictly speaking there's probably legal aspects in there as well, to do with legally launching, testing and handling certain materials in the various countries.)

 

Getting into more specific terms, each aspect would probably have it's own development tree with it's own dependencies. A certain componant may require manufacturing with a particular tollerance, and doing that may require a particular class of machine and operator skill.

Beyond here, any RTS game strategy falls apart, as we don't have the luxury of simply building up our production capacity and having the fully functional new tech designs fall in our laps. But as a general guide to how the balance of each development is progressing, it could maybe make a compelling visual draw?

Provider of practical solutions.

Sometimes stellifying Jupiter IS the practical solution.

9:58 pm
September 3, 2010


Luke Maurits

Adelaide, Australia

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This is an interesting idea.  It has a certain intuitive appeal about it, I just can't figure out how genuinely useful it will be.

I think the currently proposed set of 4 projects based around foundational technology actually provide a sufficient tree root or set of roots to cover just about everything.  The rocketry project covers, well, rocketry, the CubeSat project will cover vacuum electronics, comms, etc. and the minimal manned spaceflight project will cover things like life-support and heat shielding.  Between those bases I think by scaling things up we could cover most applications, certainly minimal space stations.

The one thing which comes to mind as being completely not covered yet is robotics.  Presumably at some stage down the road we will be looking at things like very basic rovers, sort of reminiscent of the miniature rovers people are proposing for the Google Lunar X Prize.  We don't have anything to cover this yet.  This probably isn't a big problem because it's quite a distant goal, and also I suspect perhaps less amenable than other technologies to standardisation (in that different landing locations and mission purposes could require radically different concepts).  Still, something to think about.

If nothing else, a tech tree could be, like you said, a compelling way to visually represent the interactions between all the projects.

Main CLLARE workgroups: Mission Planning, Navigation and Guidance. I do maths, physics, C, Python and Java.

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