| Page 1 of 1 |
[ 9 posts ] |
How Is The Armadillo Knowledgebase Organized?
| Author | Message |
|---|---|
|
Spaceflight Enthusiast ![]()
Joined: Mon Sep 21, 2009 5:38 am
Posts: 4 |
Belated congrats on your LLC2 qualification.
I've been following Armadillo's exploits for years and through all the iterations of engines, injectors, nozzles, etc, I've wondered how you guys kept track of this ever-growing bundle of acquired knowledge. Do you just have a bunch of text files with point-form notes, or do you have a more formal way of keeping track of what you've learned? |
| Back to top |
|
|
Space Station Commander ![]()
Joined: Mon May 31, 2004 9:47 pm
Posts: 731 Location: Yerushalayim (Jerusalem) - capital of Israel! |
If they don't, maybe we could make a project in the Spacefellowship of organizing the info in the Armadillo updates and even on their posts to the Armadillo forum . . . I'd be willing to help.
_________________ “Once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been, and there you will always long to return.” -Leonardo Da Vinci |
| Back to top |
|
|
Space Walker ![]()
Joined: Wed Mar 07, 2007 3:30 am
Posts: 211 Location: USA |
Yes a little wiki or database would be nice. With Hyperlinks of course. I would be happy to help data mine.
|
| Back to top |
|
|
Space Station Commander ![]()
Joined: Thu Oct 27, 2005 7:44 am
Posts: 623 Location: Haarlem, The Netherlands |
It's all stored in John Carmack's massive brain
_________________ Say, can you feel the thunder in the air? Just like the moment ’fore it hits – then it’s everywhere What is this spell we’re under, do you care? The might to rise above it is now within your sphere Machinae Supremacy – Sid Icarus |
| Back to top |
|
|
Space Station Member ![]()
Joined: Thu Mar 06, 2008 9:22 pm
Posts: 267 |
Lourens wrote: It's all stored in John Carmack's massive brain That's likely true, though for the whole team. Our knowledge is in emails, a few design documents, some posts to ARocket, and a lot of experiences kept in people's heads. |
| Back to top |
|
|
Spaceflight Trainee ![]()
Joined: Tue Aug 11, 2009 8:47 pm
Posts: 20 Location: Fleet Command |
Heck, as a developer I'd be darn interested in this...
|
| Back to top |
|
|
Space Walker ![]()
Joined: Mon Sep 21, 2009 10:43 pm
Posts: 146 Location: Webster, TX |
I couldn't begin to imagine what could be done with a resource like that.
I'm sure it would be a lot of work to organize, sift through the posts, data, and to pick the brains of the team members. If I had the time I would gladly help, unfortunately I am a bit sparse on that . I wonder what the Armadillo guys think about this |
| Back to top |
|
|
Spaceflight Trainee ![]()
Joined: Thu Jun 08, 2006 6:50 pm
Posts: 22 |
It sounds like 1) a lot of work for them, 2) not necessary to their operations, and 3) a potential enormous competitive loss if someone got a hold of it. They paid for that knowledge in blood, sweat, and, well, maybe not any actual tears yet, but certainly a lot of time, energy, and money. If it were all boiled down to a nicely indexed DVD, it'd be industrial espionage waiting to happen.
Wait until 10 years from now; if John follows precedent, he'll open source the plans to Pixel right about the time they do their first orbital shots |
| Back to top |
|
|
Space Station Member ![]()
Joined: Mon Feb 25, 2008 9:51 am
Posts: 420 Location: Vienna, Austria, Europe, Earth |
... as he did with Quake 1, 2 and 3 subsequently
But you don't really want to wait for him to open source the engineering plans, because a) there probably aren't any (at least no detailed technical drawings) and b) if you are willing to learn about rockets and build something like pixel or the mod, you just have to buy a book about liquid fuel rocket engines, learn and understand the principles and then read through the archive of updates over at armadillo's website. There is a TON of information there, especially regarding engine development. Of course, there isn't everything there, but certainly enough to start your own learning by doing project. It basically is the same with game engines from ID software: only the code of the engine(s) has been open sourced, not the actual content of the game(s). So you still have to develop/design your own stuff to make it work. But well, maybe Armadillo will open source their GN&C code a few years from now _________________ pride comes before a fall |
| Back to top |
|
|
|
Page 1 of 1 |
[ 9 posts ] |
Who is online
Users browsing this forum: No registered users and 8 guests |





Gabitasoft Interactive. All Rights Reserved.