Search NASA⌕ Search

SEARCH · Search NASA

Results for “Building simulation”

Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

Quote a phrase for an exact phrase match. Source license links do not imply unrestricted reuse.

At least 217 records · Page 12

Concepts for Project Galaxy

Project Galaxy will build an astronautical and astronomical simulator that will enable simulation pilots to explore all major celestial bodies in the solar system, and an increasing number of objects in the galaxy.

solar↗

Dynamic Analysis of a Building Under Rocket Engine Plume Acoustic Load

Studies have been performed to develop finite-element modeling and simulation techniques to predict the dynamic structural response of Building 4010 to the acoustic load from the plume of high-thrust rocket motors. The building is the Test Control Center and general office space for the E-complex at Stennis Space Center. It is a large single span; light-structured building located approximately 1,000 feet from the E-1 test stand. A three-dimensional shell/beam combined model of the building was built using Pro/Engineer platform and imported into Pro/Mechanica for analysis. An Equivalent Shell technique was developed to simplify the highly complex building structure so that the calculation is more efficient and accurate. A deterministic approach was used for the dynamic analysis. A pre-stressed modal analysis was performed to simulate the weight stiffening of the structure, through which about 200 modes ranging from 0 to 35 Hz were identified. In an initial dynamic frequency analysis, the maximum response over the model was found. Then the complete 3-D distributions of the displacement, as well as the stresses, were calculated through a final frequency analysis. The results were compared to a strain gage and accelerometer recordings from rocket engine tests and showed reasonable agreement.

Qian, Z.↗

Vertical motion simulator familiarization guide

The Vertical Motion Simulator Familiarization Guide provides a synoptic description of the Vertical Motion Simulator (VMS) and descriptions of the various simulation components and systems. The intended audience is the community of scientists and engineers who employ the VMS for research and development. The concept of a research simulator system is introduced and the building block nature of the VMS is emphasized. Individual sections describe all the hardware elements in terms of general properties and capabilities. Also included are an example of a typical VMS simulation which graphically illustrates the composition of the system and shows the signal flow among the elements and a glossary of specialized terms, abbreviations, and acronyms.

Danek, George L.↗

Designing, Modeling, Constructing, and Testing a Flat Panel Speaker and Sound Diffuser for a Simulator

The goal of this project was to design, model, build, and test a flat panel speaker and frame for a spherical dome structure being made into a simulator. The simulator will be a test bed for evaluating an immersive environment for human interfaces. This project focused on the loud speakers and a sound diffuser for the dome. The rest of the team worked on an Ambisonics 3D sound system, video projection system, and multi-direction treadmill to create the most realistic scene possible. The main programs utilized in this project, were Pro-E and COMSOL. Pro-E was used for creating detailed figures for the fabrication of a frame that held a flat panel loud speaker. The loud speaker was made from a thin sheet of Plexiglas and 4 acoustic exciters. COMSOL, a multiphysics finite analysis simulator, was used to model and evaluate all stages of the loud speaker, frame, and sound diffuser. Acoustical testing measurements were utilized to create polar plots from the working prototype which were then compared to the COMSOL simulations to select the optimal design for the dome. The final goal of the project was to install the flat panel loud speaker design in addition to a sound diffuser on to the wall of the dome. After running tests in COMSOL on various speaker configurations, including a warped Plexiglas version, the optimal speaker design included a flat piece of Plexiglas with a rounded frame to match the curvature of the dome. Eight of these loud speakers will be mounted into an inch and a half of high performance acoustic insulation, or Thinsulate, that will cover the inside of the dome. The following technical paper discusses these projects and explains the engineering processes used, knowledge gained, and the projected future goals of this project

Dillon, Christina↗

Development and Testing of Automatically Generated ACS Flight Software for the MAP Spacecraft

By integrating the attitude determination and control system (ACS) analysis and design, flight software development, and flight software testing processes, it is possible to improve the overall spacecraft development cycle, as well as allow for more thorough software testing. One of the ways to achieve this integration is to use code-generation tools to automatically generate components of the ACS flight software directly from a high-fidelity (HiFi) simulation. In the development of the Microwave Anisotropy Probe (MAP) spacecraft, currently underway at the NASA Goddard Space Flight Center, approximately 1/3 of the ACS flight software was automatically generated. In this paper, we will examine each phase of the ACS subsystem and flight software design life cycle: analysis, design, and testing. In the analysis phase, we scoped how much software we would automatically generate and created the initial interface. The design phase included parallel development of the HiFi simulation and the hand-coded flight software components. Everything came together in the test phase, in which the flight software was tested, using results from the HiFi simulation as one of the bases of comparison for testing. Because parts of the spacecraft HiFi simulation were converted into flight software, more care needed to be put into its development and configuration control to support both the HiFi simulation and flight software. The components of the HiFi simulation from which code was generated needed to be designed based on the fact that they would become flight software. This process involved such considerations as protecting against mathematical exceptions, using acceptable module and parameter naming conventions, and using an input/output interface compatible with the rest of the flight software. Maintaining good configuration control was an issue for the HiFi simulation and the flight software, and a way to track the two systems was devised. Finally, an integrated test approach was devised to support flight software testing at both the unit- and build-test levels using the HiFi simulation to generate data for performance verification. Another benefit of the simulation and code-generation application used on the MAP project is that it supported bringing flight software and test data into the HiFi simulation environment. It was possible to integrate parts of the hand-coded flight software into the HiFi simulation, and also possible to import flight software test data for comparison and performance verification. This capability was used to incorporate the flight software Kalman filter into the HiFi simulation. This enabled us to greatly increase the amount of testing that could be done on the filter, because we could exert a greater degree of control over the software-only simulation than over the flight software test environment. Also, since the simulation could be used to run the Kalman filter faster than real time, our testing efficiency was greatly increased. We will conclude our discussion with a summary of the lessons learned thus far using automatically- generated code for the MAP project, and the spacecraft status as we work towards our scheduled launch in the year 2000.

ODonnell, James R., Jr.↗

Simulating Mars: Enabling Testing of the Perseverance Rover Sampling and Caching Subsystem on Earth

The development of the Sampling and Caching Subsystem (SCS) on the JPL Perseverance Rover lies at the intersection of testing, robotics, and geology. The SCS team established three primary system test campaigns and venues to aid in the development of SCS through verification and validation testing – Qualification Model Dirty Testing (QMDT) to provide a venue for testing in a Martian environment, Vehicle System Testbed (VSTB) for testing while integrated with the mobility subsystem on Martian-like terrain, and the Flight Software Testbed (FSWTB) for conducting tests using the flight motor controllers and software system on a hexapod which had the ability to simulate rover tilt. Each venue contributed a vital piece to the SCS building blocks. However, the QMDT venue operating within a 10-ft diameter Thermal Vacuum chamber to simulate Martian environment provided a sui generis opportunity to fine tune the entire sampling and caching process while building the team’s knowledge base about rock drillability, system life, and target selection. On Earth, because Martian rocks are not readily available, the development team must utilize geoanalogs to the rocks and regolith on Mars. Geologists on the team helped establish a set of standard rock types to use for Mars missions, like Basalt, Sandstone, Mudstone, Gypsum, and other related geoanalogs. These geoanalogs are characterized with a standard suite of tests for density, compressibility, and other characteristics to categorize potential drillability. This concept of drillability is what links the geoanalogs on Earth to the samples we collect on Mars. With the simulant characteristics defined, these geoanalog rocks are ready to be drilled into as we do on the Martian surface. A key aspect of interacting with the surface on Mars is rock target identification and selection. The Perseverance robotic system uses the on-board cameras, instrumentation, and software to collect enough information to identify potential scientific targets. With the targets identified, SCS can place the Corer and abrade the surface or collect a sample. For a ground test activity like QMDT, the test team did not have all of the camera and instrumentation systems that the rover does, so the team developed ground test equivalents to process a rock, build a target map, and define the target. The team constructed a Rock Scanning Station to build a 3D point cloud of the rock. This point cloud was then processed and evaluated with predefined and programmed criteria in a Target Downselect Tool. A primary output of the Target Downselect Tool is a defined target that can be uploaded directly to the robotic software system to simulate and build the robotic sequences used in tests. With these insights and programmatic definition of targets, the QMDT test team was able to make the same decisions that the Perseverance surface operations team does. In addition, valuable lessons learned from developing the target selection ground tools and using them were implemented into the tools used for surface operations.

Kim, Junggon↗

Implementation of an Open-Scenario, Long-Term Space Debris Simulation Approach

This paper provides a status update on the implementation of a flexible, long-term space debris simulation approach. The motivation is to build a tool that can assess the long-term impact of various options for debris-remediation, including the LightForce space debris collision avoidance concept that diverts objects using photon pressure [9]. State-of-the-art simulation approaches that assess the long-term development of the debris environment use either completely statistical approaches, or they rely on large time steps on the order of several days if they simulate the positions of single objects over time. They cannot be easily adapted to investigate the impact of specific collision avoidance schemes or de-orbit schemes, because the efficiency of a collision avoidance maneuver can depend on various input parameters, including ground station positions and orbital and physical parameters of the objects involved in close encounters (conjunctions). Furthermore, maneuvers take place on timescales much smaller than days. For example, LightForce only changes the orbit of a certain object (aiming to reduce the probability of collision), but it does not remove entire objects or groups of objects. In the same sense, it is also not straightforward to compare specific de-orbit methods in regard to potential collision risks during a de-orbit maneuver. To gain flexibility in assessing interactions with objects, we implement a simulation that includes every tracked space object in Low Earth Orbit (LEO) and propagates all objects with high precision and variable time-steps as small as one second. It allows the assessment of the (potential) impact of physical or orbital changes to any object. The final goal is to employ a Monte Carlo approach to assess the debris evolution during the simulation time-frame of 100 years and to compare a baseline scenario to debris remediation scenarios or other scenarios of interest. To populate the initial simulation, we use the entire space-track object catalog in LEO. We then use a high precision propagator to propagate all objects over the entire simulation duration. If collisions are detected, the appropriate number of debris objects are created and inserted into the simulation framework. Depending on the scenario, further objects, e.g. due to new launches, can be added. At the end of the simulation, the total number of objects above a cut-off size and the number of detected collisions provide benchmark parameters for the comparison between scenarios. The simulation approach is computationally intensive as it involves tens of thousands of objects; hence we use a highly parallel approach employing up to a thousand cores on the NASA Pleiades supercomputer for a single run. This paper describes our simulation approach, the status of its implementation, the approach to developing scenarios and examples of first test runs.

laser↗

Numerical simulation of tornado wind loading on structures

A numerical simulation of a tornado interacting with a building was undertaken in order to compare the pressures due to a rotational unsteady wind with that due to steady straight winds used in design of nuclear facilities. The numerical simulations were performed on a two-dimensional compressible hydrodynamics code. Calculated pressure profiles for a typical building were then subjected to a tornado wind field and the results were compared with current quasisteady design calculations. The analysis indicates that current design practices are conservative.

Maiden, D. E.↗

Turbulence Measurements and Computations for the Predication of Broadband Noise in High Bypass Ratio Fans

Work was performed under this grant with a view to providing the experimental and computational results needed to improve the prediction of broadband stator noise in large bypass ratio aircraft engines. The central hypothesis of our study was that a large fraction of this noise was generated by the fan tip leakage vortices. More specifically, that these vortices are a significant component of the fan wake turbulence and they contain turbulent eddies of a type that can produce significant broadband noise. To test this hypothesis we originally proposed experimental work and computations with the following objectives: (1) to build a large scale two-dimensional cascade with a tip gap and a stationary endwall that, as far as possible, simulates the fan tip geometry, (2) to build a moving endwall for use with the large scale cascade, (3) to measure, in detail, the turbulence structure and spectrum generated by the blade wake and tip leakage vortex, for both endwall configurations, (4) to use the CFD to compute the flow and turbulence distributions for both the experimental configurations and the ADP fan, (5) to provide the experimental and CFD results for the cascades and the physical understanding gained from their study as a basis for improving the broadband noise prediction method. In large part these objectives have been achieved. The most important achievements and findings of our experimental and computational efforts are summarized below. The bibliography at the end of this report includes a list of all publications produced to date under this project. Note that this list is necessarily incomplete the task of publication (particularly in journal papers) continues.

Devenport, William J.↗

Self-consistent Quantum Iteratively Sparsified Hamiltonian Algorithm (SQuISH)

Due to coherence time limitations, reducing the resources required to run quantum algorithms and simulate physical systems on a quantum computer is crucial. With regards to Hamiltonian simulation, a significant effort has focused on building efficient algorithms using various factorizations and truncations, typically derived from the Hamiltonian alone. We introduce a new paradigm for improving Hamiltonian simulation and reducing the cost of ground state problems based on ideas recently developed for classical chemistry simulations. The key idea is that one can find efficient ways to reduce resources needed by quantum algorithms by making use of two key pieces of information: the Hamiltonian operator and an approximate ground state wavefunction. We refer to our algorithm as the self-consistent quantum iteratively sparsified Hamiltonian (SQuISH). By performing our scheme iteratively, one can drive SQuISH to create an accurate wavefunction using a truncated, resource-efficient Hamiltonian. By utilizing this more compact Hamiltonian, our algorithm provides an approach to reduce the gate complexity of ground state calculations on quantum hardware. As proof of principle, we implement SQuISH using configuration interaction for small molecules and coupled cluster for larger systems. Through our combination of approaches, we demonstrate how it performs on a range of systems, the largest of which would require more than 200 qubits to run on quantum hardware.

Diana Chamaki↗

Integrated Simulation Design Challenges to Support TPS Repair Operations

During the Orbiter Repair Maneuver (ORM) operations planned for Return to Flight (RTF), the Shuttle Remote Manipulator System (SRMS) must grapple the International Space Station (ISS), undock the Orbiter, maneuver it through a long duration trajectory, and orient it to an EVA crewman poised at the end of the Space Station Remote Manipulator System (SSRMS) to facilitate the repair of the Thermal Protection System (TPS). Once repair has been completed and confirmed, then the SRMS proceeds back through the trajectory to dock the Orbiter to the Orbiter Docking System. In order to support analysis of the complex dynamic interactions of the integrated system formed by the Orbiter, ISS, SRMS, and SSMS during the ORM, simulation tools used for previous ‘nominal’ mission support required substantial enhancements. These upgrades were necessary to provide analysts with the capabilities needed to study integrated system performance. Prevalent throughout this ORM operation is a dynamically varying topology. In other words, the ORM starts with the SRMS grappled to the mated Shuttle/ISS stack (closed loop topology), moves to an open loop chain topology consisting of the Shuttle, SRMS, and ISS, and then, at the repair configuration, extends the chain topology to one consisting of the Shuttle, SMS, ISS, and SSRMS/EVA crewman. The resulting long dynamic chain of vehicles and manipulators may exhibit significant motion between the Shuttle worksite and the EVA crewman due to the system flexibility throughout the topology (particularly within the SRMS/SSRMS joints and links). Since the attachment points of both manipulators span the flexible structure of the ISS, simulation analysis may also need to take that into consideration. Moreover, due to the lengthy time duration associated with the maneuver and repair, orbital effects become a factor and require the ISS vehicle control system to maintain active attitude control. Several facets of the ORM operation make the associated analytical efforts different from previous mission support, including: (1) the magnitude of the SRMS handled payload (Le., Orbiter class), (2) the orbital effects induced on the integrated system consisting of the large Shuttle and ISS masses connected by a light flexible SRMS, (3) long duration environmental consequences due to the lengthy operational times associated with the maneuver and repair of the TPS, (4) active attitude control (as opposed to free drift) interacting with the SRMS and SSRMS manipulators (also due to the length of the maneuver and repair), (5) relative dynamics between the EVA crewman and thc worksite influenced by the extended flexible topology. In order to meet these analysis challenges, an ORM simulation architecture was developed leveraging upon numerous pre-existing simulation elements to analyze the various subsystems individually. For example, core manipulator subsystem simulations for both the SRMS and SSRMS were originally combined to provide the dual-arm dynamics topology simulation (in the absence of orbital dynamics and vehicle control). This capability was later merged with the simulation used to analyze SRMS loading with a heavy payload in the orbital environment with an active payload control system (in this case, the ISS Attitude Control System (ACS)), configured for the ORM. The resulting worksite dynamics simulation, based off of the modified ORM simulation, provided the extended topological chain of vehicles and manipulators, while taking into account the orbital effects of both the Shuttle and ISS (as well as its ACS). Verification and validation (V&V) of these integrated simulations became a challenge in itself. A systematic approach needed to be developed such that integration simulation results could be tested against previous constituent simulations upon which these simulations were built. General V&V categories included: (1) core orbital state propagation, (2), stand-alone SRMS, (3) stand-alone SSRMS, (4) stand-alone ISS ACS, (5) integrated Shuttle, SRMS, ISS (with active ACS) in the orbital environment, and (5) dual-arm SRMS/SSRMS dynamics topology. Integrated simulation V&V run suites were created and correlated to verification runs from subsystem simulations, in order to establish the validity of the results. This paper discusses the simulation design challenges encountered while developing simulation capabilities to mirror the ORM operations. The paper also describes the incremental build approach that was utilized, starting with the subsystem simulation elements and integration into increasing more complex simulations until the resulting ORM worksite dynamics simulation had been assembled. Furthermore, the paper presents an overall integrated simulation V&V methodology based upon a subsystem level testing, integrated comparisons, and phased checkout.

Thermal Protection System↗

A Framework for Sense and Follow Convoys for Collective Autonomous Mobility

Convoys are collections of vehicles that share similar velocity profiles. In the sense-and follow convoy construct, a vehicle can follow a member of an existing convoy resulting in convoy chaining. We prove conditions under which this can occur such that the resulting convoy chain is bounded and the velocities of all members converge to the leader velocity through locally distributed control algorithms. To assess the approach, we utilize a six degree-of-freedom rigid body vehicle dynamics model for each agent. A dynamic inversion based control law is used to track the desired trajectory generated by the convoy algorithms. To simulate the system, we utilize Unity, a cross-platform game engine, where 3-dimensional terrain, building, and vehicle data can be visualized. Numerous simulations are presented to illustrate the concept.

convoys↗

A Framework for Sense and Follow Convoys for Collective Autonomous Mobility

Convoys are collections of vehicles that share similar velocity profiles. In the sense-and follow convoy construct, a vehicle can follow a member of an existing convoy resulting in convoy chaining. We prove conditions under which this can occur such that the resulting convoy chain is bounded and the velocities of all members converge to the leader velocity through locally distributed control algorithms. To assess the approach, we utilize a six degree-of-freedom rigid body vehicle dynamics model for each agent. A dynamic inversion based control law is used to track the desired trajectory generated by the convoy algorithms. To simulate the system, we utilize Unity, a cross-platform game engine, where 3-dimensional terrain, building, and vehicle data can be visualized. Numerous simulations are presented to illustrate the concept. Link to video file below:

convoys↗

Locating buildings in aerial photos

Algorithms and techniques for use in the identification and location of large buildings in digitized copies of aerial photographs are developed and tested. The building data would be used in the simulation of objects located in the vicinity of an airport that may be detected by aircraft radar. Two distinct approaches are considered. Most building footprints are rectangular in form. The first approach studied is to search for right-angled corners that characterize rectangular objects and then to connect these corners to complete the building. This problem is difficult because many nonbuilding objects, such as street corners, parking lots, and ballparks often have well defined corners which are often difficult to distinguish from rooftops. Furthermore, rooftops come in a number of shapes, sizes, shadings, and textures which also limit the discrimination task. The strategy used linear sequences of different samples to detect straight edge segments at multiple angles and to determine when these segments meet at approximately right-angles with respect to each other. This technique is effective in locating corners. The test image used has a fairly rectangular block pattern oriented about thirty degrees clockwise from a vertical alignment, and the overall measurement data reflect this. However, this technique does not discriminate between buildings and other objects at an operationally suitable rate. In addition, since multiple paths are tested for each image pixel, this is a time consuming task. The process can be speeded up by preprocessing the image to locate the more optimal sampling paths. The second approach is to rely on a human operator to identify and select the building objects and then to have the computer determine the outline and location of the selected structures. When presented with a copy of a digitized aerial photograph, the operator uses a mouse and cursor to select a target building. After a button on the mouse is pressed, with the cursor fully within the perimeter of the building, the program scans from the position of the cursor to a perimeter position where a shift in grayscale is detected. Once at the perimeter, the process traces along it, around the building, until it eventually returns to the perimeter starting point. Spatial resolution limits cause the perimeter trace to be somewhat course so that a line straightening algorithm is employed. One result is that the building corner positions become more distinctly defined.

Green, James S.↗

A sensitivity model for energy consumption in buildings. Part 1: Effect of exterior environment

A simple analytical model is developed for the simulation of seasonal heating and cooling loads of any class of buildings to complement available computerized techniques which make hourly, daily, and monthly calculations. An expression for the annual energy utilization index, which is a common measure of rating buildings having the same functional utilization, is derived to include about 30 parameters for both building interior and exterior environments. The sensitivity of a general class building to either controlled or uncontrolled weather parameters is examined. A hypothetical office type building, located at the Goldstone Space Communication Complex, Goldstone, California, is selected as an example for the numerical sensitivity evaluations. Several expressions of variations in local outside air temperature, pressure, solar radiation, and wind velocity are presented.

Lansing, F. L.↗

Enhanced modeling features within TREETOPS

The original motivation for TREETOPS was to build a generic multi-body simulation and remove the burden of writing multi-body equations from the engineers. The motivation of the enhancement was twofold: (1) to extend the menu of built-in features (sensors, actuators, constraints, etc.) that did not require user code; and (2) to extend the control system design capabilities by linking with other government funded software (NASTRAN and MATLAB). These enhancements also serve to bridge the gap between structures and control groups. It is common on large space programs for the structures groups to build hi-fidelity models of the structure using NASTRAN and for the controls group to build lower order models because they lack the tools to incorporate the former into their analysis. Now the controls engineers can accept the hi-fidelity NASTRAN models into TREETOPS, add sensors and actuators, perform model reduction and couple the result directly into MATLAB to perform their design. The controller can then be imported directly into TREETOPS for non-linear, time-history simulation.

Vandervoort, R. J.↗

Virtual VMASC: A 3D Game Environment

The advantages of creating interactive 3D simulations that allow viewing, exploring, and interacting with land improvements, such as buildings, in digital form are manifold and range from allowing individuals from anywhere in the world to explore those virtual land improvements online, to training military personnel in dealing with war-time environments, and to making those land improvements available in virtual worlds such as Second Life. While we haven't fully explored the true potential of such simulations, we have identified a requirement within our organization to use simulations like those to replace our front-desk personnel and allow visitors to query, naVigate, and communicate virtually with various entities within the building. We implemented the Virtual VMASC 3D simulation of the Virginia Modeling Analysis and Simulation Center (VMASC) office building to not only meet our front-desk requirement but also to evaluate the effort required in designing such a simulation and, thereby, leverage the experience we gained in future projects of this kind. This paper describes the goals we set for our implementation, the software approach taken, the modeling contribution made, and the technologies used such as XNA Game Studio, .NET framework, Autodesk software packages, and, finally, the applicability of our implementation on a variety of architectures including Xbox 360 and PC. This paper also summarizes the result of our evaluation and the lessons learned from our effort.

Manepalli, Suchitra↗

Additive Construction using Basalt Regolith Fines

Planetary surfaces are often covered in regolith (crushed rock), whose geologic origin is largely basalt. The lunar surface is made of small-particulate regolith and areas of boulders located in the vicinity of craters. Regolith composition also varies with location, reflecting the local bedrock geology and the nature and efficiency of the micrometeorite-impact processes. In the lowland mare areas (suitable for habitation), the regolith is composed of small granules (20 - 100 microns average size) of mare basalt and volcanic glass. Impacting micrometeorites may cause local melting, and the formation of larger glassy particles, and this regolith may contain 10-80% glass. Studies of lunar regolith are traditionally conducted with lunar regolith simulant (reconstructed soil with compositions patterned after the lunar samples returned by Apollo). The NASA Kennedy Space Center (KSC) Granular Mechanics & Regolith Operations (GMRO) lab has identified a low fidelity but economical geo-technical simulant designated as Black Point-1 (BP-1). It was found at the site of the Arizona Desert Research and Technology Studies (RATS) analog field test site at the Black Point lava flow in adjacent basalt quarry spoil mounds. This paper summarizes activities at KSC regarding the utilization of BP-1 basalt regolith and comparative work with lunar basalt simulant JSC-1A as a building material for robotic additive construction of large structures. In an effort to reduce the import or in-situ fabrication of binder additives, we focused this work on in-situ processing of regolith for construction in a single-step process after its excavation. High-temperature melting of regolith involves techniques used in glassmaking and casting (with melts of lower density and higher viscosity than those of metals), producing basaltic glass with high durability and low abrasive wear. Most Lunar simulants melt at temperatures above 1100 C, although melt processing of terrestrial regolith at 1500 C is not uncommon. These temperatures are achievable by laser heating or by using solar concentrators. Similar to volcanic magma, the cooling rate determines the crystallite size - slower cooling develops larger crystals, and rapid quenching can result in fully amorphous glass.

Additive↗