Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.

construction time

27 posts / 0 new
Last post
King Shere King Shere's picture
construction time
After reading the naval combat thread I started to wonder how long things take to build in EP. Im sure this will become a issue for many GMs. Humanity had it self a extinction event at the fall -and had most of its infrastructure destroyed. So much infrastructure would be gone, not only do many things need to be repaired & replaced, But even rational military advisors would call for mobilisation & military mustering, to meet the next wave. This get me into thinking of what large scale defence projects that are in the pipeline. And that these military mustering, projects & research could by themselves become potential extinction events. Even with nano, large things may take a large time to build & also need time to move to its optimal or intended position. 10 years for large construction projects are almost not enough IRL. (unless its in China). Whats EPs "oppenheimer" doing? constructing or moving into position? There exist some rules on this, objects construction time varies but roughly it take 1hour per cost category (page 285), but suppose its a gigantic structure like a space station or a space ship, or a impressive death laser of doom? 5 hours? ok expanding with 5 additional levels of exuberant cost. 10 hours? I think there are more factors to consider & lifting the subject of construction time cost, guideline (and timeline), too. Despite that a DM is the sessions God & things are often built by the speed needed for plot (and his vision).
crizh crizh's picture
Re: construction time
I think the best way to do it would be to break large scale engineering into individual components. An entire habitat would consist of thousands of components that individually would be Expensive. So every CM or Medical Vat would have to be built individually and the times added up. It would take thousands of Nano-swarms months for a whole hab.
Trust the Computer. The Computer is your friend.
OneTrikPony OneTrikPony's picture
Re: construction time
Construction and Fabrication is how most of the iMorph and Clanking Masses indentures are employed. I suspect that the time required to nano-facture most items (p.285) is wildly optimistic at 1 hour per cost category. However, I believe that this time cost assumes the 40-125 Liter restriction of a Desktop sized Fabber or CM. So in many cases you'll only be able to build components and there's some assembly required. The book does reference Fabbers as large as a 10 meter cube, but it's probably safe to assume that as the size factor increases so does the time. So if a desktop unit can fabricate 125 liters of smart clothing in 2 hours it would take 16000 hours (two years) for the largest industrial unit to fabricate a thousand cubic meters of Solar Sail. (neatly folded of course) Even though you could proabably build a whole car or small ship inside the largest industrial Fabber it's probably faster to nano-facture components in multiple smaller fabbers and have your slaves assemble them.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Rhyx Rhyx's picture
Re: construction time
Yeah keep in mind that nanofabrication is the most compact but not the most efficient way of building things. Building things in regular factories is probably more efficient in the long run if you have huge production runs. The downsides to assembly lines are that they take a lot of monitoring (usually at every station) and usually have a lot of waste (that can be recycled thanks to nanites). But for relatively simple items using good old injection casting and high pressure punches and stampers is probably more efficient once the ball gets rolling. However getting them for Point A to Point B is usually a problem which is why Nanofabs are the way to go on smaller habitats although I fully expect Mars and Titan to have good old fashioned assembly lines to meet the need of larger colonies.
crizh crizh's picture
Re: construction time
I totally agree, traditional fabrication methods are likely to be massively more efficient than nano-fabrication for items that can be manufactured in traditional ways. It takes an hour to manufacture one Trivial item with a CM or Protean Swarm. A traditional assembly line could probably make tens of thousands of the same thing in the same time. If I were going to use nano in large scale fabrication I would use it to build the assembly line.
Trust the Computer. The Computer is your friend.
King Shere King Shere's picture
Re: construction time
The questions I'm contemplating in EP hard scifi and dismissing speed due to plot. How fast/slow/long does it take for the construction of a common viable space-station, a large ship or other common large constructions. How many known large projects are under-way?
Rhyx Rhyx's picture
Re: construction time
Well I'm not sure where it's written but I remember that there is a new Nano way of building habitats that's basically seeding an asteroid with the nanos and watch it grow. They guessimate about 3 years but it requires minimum supervision. So if 3 years is a good span for a standalone state of the art habitat I'd say that a good sized scum barge-like ship (housing about 20K) might be around the same time. If you divide the project time by the order of magnitude a 10K habitat 1.5 years. Then again compared to today when a supercarrier type aircraft carrier takes about a 3 to 4 years to build and a luxury liner takes 5+ year from drawing board to shakedown cruise it hasn't changed that much.
Arenamontanus Arenamontanus's picture
Re: construction time
Rhyx wrote:
Well I'm not sure where it's written but I remember that there is a new Nano way of building habitats that's basically seeding an asteroid with the nanos and watch it grow. They guessimate about 3 years but it requires minimum supervision.
This is actually a current plot point in my game. Hamilton cylinders take years to grow, and require a lot of supervision during the early stages (otherwise you just get a space-capable cancer). Their growth are primarily limited by supervision/error checking at first, and then by the speed they can absorb "nutrients" from the planetary rings they lie in. Looking at the Saturn B ring, we have about 300 kg of material per cubic meter inside it, but most of it is water and the ring is just 5 meters thick. A one kilometre habitat can likely just grab about a ton of tholins per minute to build, and it will require many, many tons.
Quote:
Then again compared to today when a supercarrier type aircraft carrier takes about a 3 to 4 years to build and a luxury liner takes 5+ year from drawing board to shakedown cruise it hasn't changed that much.
Typical steel mill capacities today are around a few million tons per year. If we imagine that in EP similar systems make things like habitats and that they are ten times as efficient, then they would make a few tens of million tons of habitat per year. That might be enough to make a 1.6 km diameter Bernal sphere in one year. So for larger constructions you need the equivalent of first building an industrial complex (many "steel mills") and then running it, producing manufacturing rates 10-100 times of that. Of course, the most time will be spent on the complex, high-performance parts where you really want the details to function perfectly. Boeing corporation uses about 50,000 people to make about 400 planes per year. Let's assume an order of magnitude more efficiency in EP, and you get 0.08 planes per person/year. So you need about 12 engineers to make a plane or a shuttle per year. In practice the assembly takes a few months today, so in EP assembly happens in weeks. You can probably speed things up by using a lot of people controlling a very quick manufacturing process, giving me the guesstimate that a Stakhanovite approach where you have 120 engineers working hard could make a shuttle in a week. Building a battleship is still going to take a while. Assuming ten times current efficiency it would probably take 4+ months. When making something big the real delays are going to be waiting for enough raw materials to arrive, handling heat emissions (you have to pay the entropy cost of turning a few orders of magnitude more raw materials like ores and hydrocarbons into a low-entropy structure) and doing physical world testing (do not trust battleships that have only been run in simulations!)
Extropian
Dry Observer Dry Observer's picture
Re: construction time
One of the big things that can speed the construction of major projects will be the number of intelligent and semi-intelligent minds that can be thrown at the operation. With nanotech, industrial robots and enough competent intelligences around, you can break down an immense plan into thousands or even millions of discrete parts. This gives a huge edge to any society capable of organizing at this level, by whatever means. The Jovian Junta, the Morningstar Constellation, the Titanian Commonwealth and even the Planetary Consortium. If you have citizens, or workers, enough to throw at something, and resources that are easy enough to come by, you can get it built. Remember that there are millions of infugees available to the hypercorps if they decide to move individually or collectively on something, and most probably have few qualms about forking or even alpha forking their indentured servants "as necessary." It's a fair bet that all of the major polities have incredibly impressive defenses against overt attack, given the nature of the environment they live in, the impact of high-yield fusion and moderately advanced nanotech, and the ongoing TITAN menace.

-

Arenamontanus Arenamontanus's picture
Re: construction time
Another way of thinking about construction is the economy doubling time. Currently the size of the world economy doubles about every 15 years. Industrialism speeded things up a lot - the doubling time of agricultural societies is measured in centuries. In EP it is reasonable to think that the economy grows much faster. Perhaps not as fast as in the linked paper (doubling time in measured in weeks), but still extremely fast by current standards. The solar system was devastated beyond recognition a decade ago, but already living standards have rebounded enormously. So thinking that projects that once took years can be done in weeks is not at all strange. Something like the Apollo program, a big project stretching the capabilities of a major power like the PC, could be done in months if there was a will for it. Something that today would take many decades like building a space habitat (in EP, building a major habitat like Progress) can be done in years.
Extropian
Extrasolar Angel Extrasolar Angel's picture
Re: construction time
Considering that in 10 years the EP society has been able to build up infrastructure for 500 million citizens, their building time must be very impressive. While I wouldn't say that a destroyer is build in a week or a month, half a year or a year would be reasonable. Consider also that besides nanotechnology(which in itselfs as it works in EP isn't a big game changer regarding time of construction but rather complexity), the EP society has machines and synths and infomorphs that can work 24hours/day(simply speaking) with extreme efficiency. All complex and detailed work within structures can be performed by nano, while the available oversight of construction is also of magnitude larger than available to us. Large scale projects require of course degree of organisation and resources not available on regular basis to individual groups but those that are in hands of organised state-like entities. Thus Titanian Commonwealth has been mentioned as engaging in several infrastructure of large scale(Scoop for getting antimatter which only partially performed up to expectations), Planetary Consortium(terraforming of Mars)/ LLA(making interior of Moon habitable, acquiring water resources), Morningstar Coalition(terreforming of Venus atmosphere). Jovian Republic probably engages in large scale military projects and energy infrastructure due to its location.
[I]Raise your hands to the sky and break the chains. With transhumanism we can smash the matriarchy together.[/i]
Quincey Forder Quincey Forder's picture
Re: construction time
remember that they have resources that we don't currently have specialized AI that can work 24/7, and transhuman supervisers that can be forked to cover all shifts Plus there is possibility to leave the sealing of the pieces and the assemblage of circuitry to nanoswarm almost in real time. I think the longest part in building habitat and ships are the inside equipments
[center] Q U I N C E Y ^_*_^ F O R D E R [/center] Remember The Cant! [img]http://tinyurl.com/h8azy78[/img] [img]http://i249.photobucket.com/albums/gg205/tachistarfire/theeye_fanzine_us...
OneTrikPony OneTrikPony's picture
Re: construction time
"Sealing of the pieces." Quincy, if you and I are thinking of the same thing, that's a really good point. even outside the Fabber, Nano-tech will probably still be applied in assembly to make the job quicker and stronger. I spend a good portion of my time at work welding. (SMAW 3g/4g) On a good day, if i'm cleaning my own slag I can weld 2-3"/ minute. With metamaterials and other exotics my job goes away. I envision most field fabrication of large parts to involve something like 'Glueing' things together. Except the 'glue' is nanites that create an actual molecular bond between parts. And because fabrication in the shop can be controled down to the molecule the fitment of the parts should be perfect. That's going to be Damn Cool! Which brings up another point. In structural steel getting the fitment right happens a depressingly low percentage of the time. It's rarely a problem on the fabrication side. It's almost always a problem on the design side. From my perspective, in the field, 80% of engineers are fucking useless CADjockeys with little to no innate mechanical ability or ability to internaly visualize spacial relationships. 15% are older and capable of doing arithmetic and making judgements independent of what their software tells them but still have little mechanical ability. 5% are really pretty bright, are capable of predicting issues and looking for alternate solutions and CARE, or they've had significant field experience. My point: Throwing more minds at a project quickly reaches a point of diminshing returns. Double that if you're useing indentured minds. You can only break an engineering project down into so many parts before the Job of managing becomes more complex than the Job of engineering. At that point your management software is complex enough to do the engineering too, I suspect.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Rhyx Rhyx's picture
Re: construction time
I definitely agree with what Quincy and Pony said but I have to add that it's actually great to have someone who actually has experience with assembling give his POV.
Quote:
From my perspective, in the field, 80% of engineers are fucking useless CADjockeys with little to no innate mechanical ability or ability to internaly visualize spacial relationships. 15% are older and capable of doing arithmetic and making judgements independent of what their software tells them but still have little mechanical ability.
Come on Pony, don't hold back tell us how you really feel! :P.
Quote:
Throwing more minds at a project quickly reaches a point of diminshing returns. Double that if you're useing indentured minds. You can only break an engineering project down into so many parts before the Job of managing becomes more complex than the Job of engineering.
Yeah any of us that were in any kind of business in the 1995's-2000's got an eyeful of that! It seemed like middle management was ballooning and soon there seems to be more managers than workers (had to find a place to put all those baby boomers!). So yeah information took so long to get from the top of the food chain to the bottom that the information became irrelevant before anyone could make a decent call to fix the problem. I imagine that it must only be worst in large scale building projects with tight schedules and a relatively unmotivated workforce!
Dry Observer Dry Observer's picture
Re: construction time
There are some substantial differences between Eclipse Phase and the real world, besides the obvious advances in nanotech. One, people are, on average, much smarter, healthier, agile, etc, and better educated as well. Two, with the vast number of infugees in storage, many polities have their pick of extremely talented people to restore. Three, even less enthusiastic indentured workers can be made so using basic psychosurgery or other forms of influence, or made more talented using skillsofts. Four, infomorphs operate at a few times normal human speeds under even normal conditions, and can go into simulspaces where the time differential can be sped up to a multiple of 60 -- thus enabling an infomorph scientist or engineer to pull off enormous amounts of work in hardly any time whatsoever. Five, plenty of AIs and AGIs exist that can handle basic details, not to mention synths and industrial robots. And so forth. How many pieces you choose to believe a major project has been broken down into is your option... there's an argument to be made that with the inclusion of nanites, there are easily billions if not trillions of discrete elements involved. I still suspect, given the technology, resources and limitations described in Eclipse Phase, that many of the stronger powers are capable of immense construction projects, and are likely engaged in them all the time. Remember, though, that many of their key works may be focused on basic aspects of their infrastructure -- energy, manufacturing, resource acquisition, habitations, communications and computronium -- as much as on defense alone.

-

OneTrikPony OneTrikPony's picture
Re: construction time
On the one hand I want to think that the types of things I work on today will be so, relatively, simple to future tech that they'll pretty much build themselves. On the other hand the types of things I build today have been done over and over and friken over until I'd expect that design mistakes couldn't happen. Yet they still do. I like to believe that the people on the design team (Architards and CADjockys in the vernacular ;) ), are on average smarter than me. But the complexity of thier job exceeds mine to the point that they're wong as often as I am. The thing I have on my mind is that breaking a large project down into descrete elements adds further levels of complexity in coordinating those elements. At one extreme you can have one intelegence designing each element of a whole biosphere, for example. At the other extreme you have a trillion inteligences designing a trillion elements of a whole biosphere. One is really slow, one is really fast but has a low probablity of success. So it becomes a balancing act. The point about psychosurgury is an Awesome idea. Motivational attempts by management are one reason I choose to risk working for small contractors. I'm sure anyone here who works for a large company can agree with my distaste there. When I was in school years ago I worked at a call center. In my opinion they could have saved alot of money and time by dropping all the managment training, motivational meetings, and spifs by just giving everyone a line of coke when the walked in the door. :D Hell, if they had, I might still be working there.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Arenamontanus Arenamontanus's picture
Re: construction time
OneTrikPony wrote:
I like to believe that the people on the design team (Architards and CADjockys in the vernacular ;) ), are on average smarter than me. But the complexity of thier job exceeds mine to the point that they're wong as often as I am.
I think this is a very important observation. In EP many projects are not so much materials limited as complexity limited: getting the myriad parts to work together without serious bugs is very hard, and testing all interactions suffers from combinatorial explosions. And thanks to apparent ease of design, ease of assembly and high ambition level devices are at the edge of feasibility. It is a lot like software. Many big software projects show enormous cost-overruns (and embarrassing total failures are not uncommon), often because they were slightly too complex. Many of the most successful projects build on smaller pieces instead. Just consider what medichines are supposed to do - diagnose, repair and protect an entire transhuman body. That [cost: low] gear is the pinnacle of a century of medical engineering, millions of man-years of work and likely many billion man-years of testing. A cut-down simpler version that merely fight bacterial infections or diagnoses problems would likely be much easier to design, build and use. Most likely current medichines emerged from a myriad of smaller specialized tools and projects, which were later integrated into usable packages. A lot like web browsers - and there are still plenty of exploits, misfeatures and plain bugs around.
Extropian
Dry Observer Dry Observer's picture
Re: construction time
Arenamontanus wrote:
OneTrikPony wrote:
I like to believe that the people on the design team (Architards and CADjockys in the vernacular ;) ), are on average smarter than me. But the complexity of thier job exceeds mine to the point that they're wong as often as I am.
I think this is a very important observation. In EP many projects are not so much materials limited as complexity limited: getting the myriad parts to work together without serious bugs is very hard, and testing all interactions suffers from combinatorial explosions. And thanks to apparent ease of design, ease of assembly and high ambition level devices are at the edge of feasibility. It is a lot like software. Many big software projects show enormous cost-overruns (and embarrassing total failures are not uncommon), often because they were slightly too complex. Many of the most successful projects build on smaller pieces instead. Just consider what medichines are supposed to do - diagnose, repair and protect an entire transhuman body. That [cost: low] gear is the pinnacle of a century of medical engineering, millions of man-years of work and likely many billion man-years of testing. A cut-down simpler version that merely fight bacterial infections or diagnoses problems would likely be much easier to design, build and use. Most likely current medichines emerged from a myriad of smaller specialized tools and projects, which were later integrated into usable packages. A lot like web browsers - and there are still plenty of exploits, misfeatures and plain bugs around.
Hmm. One assumption I'm making about complexity in a lot of the large construction projects is that many designs are actually much [i]simpler[i/] at the macro level than you would expect if you simply extrapolated modern complexity forward along a smooth arc. If I were building "defenses" for one of these polities, for example, I might well use billions of independent, mass-produced sensors arrays to do things like creating radio-telescope dishes effectively as wide as the Inner System, and process data through millions of simple parallel processors. Weapons might well be fewer in number, but Eclipse Phase weapons are often as simple or simpler than modern weapons, even if the materials and manufacturing methods used to make them are not. Vast lasers, railgun/coilgun mass drivers, plasma plumes, nukes and anti-matter are very well-understood technologies in Eclipse Phase, so while the tactics and strategies that employ them may be impenetrable, the concepts behind them might not be. Further, many advanced habs could be, at their most basic, multi-hulled containers with some interesting physical properties and working airlocks, with everything else -- life support, communications, computronium, sensors, weapons -- being modular add-ons. A major warship would probably be more of an integrated system, but even there, modular tech makes a great deal of sense -- in Eclipse Phase, they [i]expect[/i] specific elements to be outdated very quickly, and assume that they'll be ripping out and replacing all kinds of things in the frame of the ship, with the possible exception of the hull itself. And even that is apt to get resurfaced every now and then. The big downside to complexity that none of us have mentioned, of course, is transhumanity's very legitimate fear of seed AI and large, easily suborned masses of computronium. Potential singularity tech is a touchy subject After the Fall, and I could see real concern about letting the AI/AGI/infomorphs designing and overseeing everything get a hold of too much processing power. Then again, that's one of the reasons I still think they would break a lot of this stuff down into separate component parts. The computronium has to be broken down (save for rare, and highly strategic, exceptions), many of the sensors will be integrated networks, and quite a few other functions (like hab life support) will be broken up so that the failure of a single piece doesn't kill everyone. So I could see there being a lot of parts to contend with in one of these operations. Shrug. Having said that, I could also see some things being built, like individual mass drivers for starship launches, to be incredibly simple, easily repaired, and hard to sabotage.

-

Arenamontanus Arenamontanus's picture
Re: construction time
I agree with Dry Observer about how things ought to be done - modularity, using hightech to make very simple and robust parts, built in upgradeability, reusable well-tested parts, extensive testing etc. This is more or less what I was told in our first software engineering class in the early 90's: these considerations are the way to make good software (and object oriented programming will take us there!). In fact, my teachers were probably told roughly the same thing in the early 80's or even 70's - these are the hard-won insights of software. Even my old teacher who had once had his foot crushed by a falling byte from a 50's computer attempted modularity and re-use in his punched tape machine code ("just tape the subroutines together"). But as we see every day, just because we know how we ought to program doesn't mean our software (or hardware) behaves like that. It is hard to really make good software. Economic and practical pressures favour fast development, having many and cool features, leaving much of the testing to users through betas and bug reports and solving problems well enough, not perfectly. The result is a lot of exploitable weaknesses, bugs and plain useless software that nobody really understands. Things get even worse when systems are distributed and run in parallel - human minds do not seem to be good at writing multitasking code. In EP the same thing is true for everything. Matter can be engineered just like software, and unfortunately just as badly. There is at least a century more experience about what not to do, but also a century more of imperfect solutions. In the 60 years since my teacher used a screwdriver to flip a recalcitrant bit we have moved up about 5 or 6 levels of abstraction in programming (hardware to machine code to assembly to high-level languages (in themselves evolving from direct stuff like Fortran to abstracted languages like Python and Haskell) to very high-level languages and developer tools that solves constraints and tasks). In a century I expect at least an equal number of levels, many of which are AI. EP engineering is to a large degree telling systems what they ought to be, and the tough part is having a dialogue that manages to find and straighten out problems and uncertainties before they happen. But there is so much room for software/hardware bloat (why do the mandatory recycling-tag nanites include translation libraries? does my cogwheel really need a firewall, and how do I get the software to leave it out?), unexpected interactions (medichines meeting enhancement nanites, defense sensors seeing a very remote and very weird Factor spaceship) and sloppiness (sure, *you* are a great programmer, but one of the sub-sub-AIs implementing the garbage collection part of your design is a rip-off - the error will not show up until the device has been used continuously for one year, then it will suddenly crash mysteriously). Making a really simple and robust rail-gun is possible, in the same way as making a simple and robust word processor is possible today. But most word processors in use are bloated, buggy systems that do a hundred non-word processing things too. I expect the same thing to be true about the rail-gun to some extent.
Extropian
King Shere King Shere's picture
Re: construction time
Even in the futuristic EP I expect red tape delays, if not even more. Even though national legislation might have vanished & their equivalents (hypercorp agreements & procedures) might have become quicker. Bureaucracy and political indecision,organisation redundancy just bloats more if given opportunity. Delay due to opposition or delay due to non optimal working conditions & bad seasonal environmental phenomena/ "weather" to exist as well. I imagine for example that when a company with potenital of militaristic construction buys a travel agency, a large quantity of existing steel mills and "occupies"/activates a secluded habitat or mining colony -That Firewall would want to know what is being built. Other signs that might spark a Firewall investigation is if prominent/highly educated individuals start to become be less available, cancels public appearances or vanishes. Question is also how big & long a project would be before it provokes a negative reaction or a unhealthy public intrest. Whats celebrated, Whats accepted & what's not. Probably similar to today. I think the difficulties regarding a critical & desired mega engineering project is a good backdrop background noise for a campaign. GM also need to provide Firewall agents (players) some red herrings. Hmm... Stealing key plots & stories from popular films without the players noticing.
Dry Observer Dry Observer's picture
Re: construction time
Arenamontanus wrote:
I agree with Dry Observer about how things ought to be done - modularity, using hightech to make very simple and robust parts, built in upgradeability, reusable well-tested parts, extensive testing etc. This is more or less what I was told in our first software engineering class in the early 90's... (Lots of good commentary snipped)
All good points, Arenamontanus. I suppose the assumption I'm making is that Post-Fall, transhumans are really scared of certain kinds of complexity. Which means on the one hand that there's good reason to assume that projects could reach a complexity level where they couldn't be handled by throwing more processing power at it -- not because it's impossible or they don't know how, but because Post-Fall civilizations are truly terrified of slapping that much computronium together in one place and running an incredibly powerful AGI or AGIs on it. Especially a seed AI managing key defense systems. The flip side of that, though, is that military forces also realize the danger of complexity on the smaller scale, not that they're entirely able to get away from it. So it makes sense to have at least some weapons, sensors, communications and power sources that are really difficult to hack, as a matter of survival. As far as making things is concerned, I believe your points are especially well taken. There's a multitude of things in Eclipse Phase that are constantly changing, and usually growing in complexity as they do so. But there are plenty of simple items out there using very basic tech, well known to many users. I think that open-source people (ironically) would be providing military forces with sufficiently rudimentary designs, if no one else were. Basically, some Ruster in a Martian backwater needs a railgun because she lives near the Zone, and it worries her. So she goes to her rep-rap, fab lab, open-source CNC, or whatever, and slaps together a very simple device... just enough to be rugged and get the job done. And having done that, she circulates the blueprints among her close Ruster friends and a few other contacts, thus gaining a touch of @rep. Eventually, the military gets this build or one like it. Meanwhile, some Brinkers are really concerned about lurking Exhuman raiders wandering in, stripping the local hab of everything of value and leaving the asteroid a smoking ruin. Not so much about their lives, because they all have emergency farcasters, but *darn* if rebuilding isn't expensive. Not too convinced of their own ability to counter the brilliant but aggressive Exhumans in a fair fight, they stamp out a huge array of parallel sensors (too many and too simple to hack) and a couple dozen separate parallel-processing data crunchers to assess info. And finally, once an incoming intruder meets certain criteria and fails to hail the hab (and subsequently to change routes of approach, exchange messages, agree to certain ground rules), all heavy weapons are given authority to automatically lock on and fire within a certain distance. If any major military *didn't* have the basics of how to run a hard-to-hack, back-to-basics defense system, the general concepts would be floating around everywhere, and certain minor but technically savvy habs' original (and already outdated) plans would be accessible for a reasonable price. Having said that, I suspect even a lot of open-source programming of a basic nature is a hideous tangle and getting worse, as you imply. But where simplicity is a matter of life and death, and where people who have to build from the ground up anyway have addressed these problems, I suspect a fair number of bare-bones approaches proliferate.

-

crizh crizh's picture
Re: construction time
I can see that being a lot like Linux Distro's where different open source groups have developed tightly integrated trees of highly compatible tech that are extremely similar to other tech-trees developed in parallel by other groups and that each tree might have different bugs and quirks and might interact poorly with tech from other trees because the groups are operating under different base assumptions or have chosen to stress different design ethics. This is a good thing because it creates a degree of redundancy in human tech. The inevitable exsurgent infection might blast through one firewall in seconds but find that the next device has a firewall that is designed in such a different way that it takes it precious minutes to adapt and penetrate it.
Trust the Computer. The Computer is your friend.
Arenamontanus Arenamontanus's picture
Re: construction time
I discussed my airplane/shuttle estimates earlier in the thread with an engineer friend, and he pointed out that besides the complexity issues of modern airplanes there is also a much more cumbersome organisation involved in building them. But most of this organisation is relatively inefficient, dominated by people doing a lot of planning and management (and their hangers-on) rather than actual engineering. Compare Skunkworks with Boeing. As the Fall occurred there was not time to do things properly or by the book, and the real doers went off and did what needed to be done. This typically happens when there is a crisis, and in the case of the Fall the rare places where the managers blocked the necessary fixing simply died or were reduced to abject poverty (parts of the LLA come to mind). What also typically happens after such a crisis is consolidation: by now the managers are taking back power (after all, they are on average better at powergaming than the doers). So while people were hacking together new farcasting protocols, hammering out the Treaty of Uniform Enforcement and manufacturing new habitat domes by the week in the first year after the Fall, by now these processes have slowed. Issues of intellectual property, political viability, safety, quality assessment and ideological purity are allowed to influence the engineering process again.
Extropian
Rhyx Rhyx's picture
Re: construction time
Quote:
King Shere: 10 years for large construction projects are almost not enough IRL. (unless its in China).
and
Quote:
Arenamontanus: As the Fall occurred there was not time to do things properly or by the book, and the real doers went off and did what needed to be done.
So it seems to me like the "real doers" in crisis situations seem to have a tendency to be totalitarian. This is probably why overinflated management sneaks in after. You can only do the "long hours, no pay" for so long thing before the workers get restless. After that strikes begin and then negotiations begin resulting in security measures, quality control, work norms, unions and other things of the sort that "slow down" actual construction but raise overall standard of living.
Arenamontanus Arenamontanus's picture
Re: construction time
Rhyx wrote:
Quote:
Arenamontanus: As the Fall occurred there was not time to do things properly or by the book, and the real doers went off and did what needed to be done.
So it seems to me like the "real doers" in crisis situations seem to have a tendency to be totalitarian. This is probably why overinflated management sneaks in after. You can only do the "long hours, no pay" for so long thing before the workers get restless. After that strikes begin and then negotiations begin resulting in security measures, quality control, work norms, unions and other things of the sort that "slow down" actual construction but raise overall standard of living.
I don't think the doers are totalitarian. Rather, the mindset of everyone in a crisis is totally problem oriented: what do we need to do to survive? People who have ideas and do something about it tend to get the others with them. Sure, it is hard work, but it beats the alternative. People are extremely highly motivated when it is about survival. When the pressure lessens, that is where niceties such as pay, social norms and freedom began to reappear as motivations. Looking at how societies have handled real crises most don't go from survival mode to striking for better conditions mode (that seems to happen much later, when they feel entitled to it), but rather there is a gradual more or less subtle ousting of the doers from control. Think of the fate of Winston Churchill after WWII.
Extropian
crizh crizh's picture
Re: construction time
It should be noted that Churchill's Britain was arguably more Totalitarian than either Nazi Germany or Stalinist Russia.
Trust the Computer. The Computer is your friend.
Dry Observer Dry Observer's picture
Re: construction time
Arenamontanus wrote:
I discussed my airplane/shuttle estimates earlier in the thread with an engineer friend, and he pointed out that besides the complexity issues of modern airplanes there is also a much more cumbersome organisation involved in building them. But most of this organisation is relatively inefficient, dominated by people doing a lot of planning and management (and their hangers-on) rather than actual engineering. Compare Skunkworks with Boeing. As the Fall occurred there was not time to do things properly or by the book, and the real doers went off and did what needed to be done. This typically happens when there is a crisis, and in the case of the Fall the rare places where the managers blocked the necessary fixing simply died or were reduced to abject poverty (parts of the LLA come to mind). What also typically happens after such a crisis is consolidation: by now the managers are taking back power (after all, they are on average better at powergaming than the doers). So while people were hacking together new farcasting protocols, hammering out the Treaty of Uniform Enforcement and manufacturing new habitat domes by the week in the first year after the Fall, by now these processes have slowed. Issues of intellectual property, political viability, safety, quality assessment and ideological purity are allowed to influence the engineering process again.
Well, arguably some of those factors are well worth considering. But I think in particular during and after the Fall, quite a few contingencies were slapped into place using whatever was available -- scrap metal, repurposed equipment, scavenged parts -- because of the urgent need to fill the gap with [i]something[/i]. There probably are some management slowdowns, but remember that a lot of the Eclipse Phase "red tape" is actually handled by muses, not people. Also, quite a few managers and engineers know the basics of each others' business, simply by using skillsofts to add in the skills. Still, there [i]would[/i] be issues. One of the big problems may actually be less a concern about how slowly major projects are going, and more the question of whether they should technically be going [i]slower[/i]. You see, if the first Post-Fall sensor arrays or warships were prototypes, using the best anti-TITAN tech yet developed or acquired by the polity in question, perhaps there's a very real question as to whether Planetary Consortium or Jovian Republic "drydocks" should continue stamping out the same basic build 10 years AF. In other words, while recognizing that major modular components have undoubtedly already been switched out (even as we upgrade modern military technology), should the major Solar System powers be radically overhauling their survival-critical technologies every few years, if not sooner, simply to have any chance against these incomprehensibly intelligent adversaries? Realistically, a divided Solar System may not have a chance against another serious TITAN assault, but getting the major powers to come together may be beyond anyone's ability to engineer at this point, even Firewall's.

-