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BEYONDPLANCK IV. On end-to-end simulations in CMB analysis — Bayesian versus frequentist statistics

End-to-end simulations play a key role in the analysis of any high-sensitivity cosmic microwave background (CMB) experiment, providing high-fidelity systematic error propagation capabilities that are unmatched by any other means. In this paper, we address an important issue regarding such simulations, namely, how to define the inputs in terms of sky model and instrument parameters. These may either be taken as a constrained realization derived from the data or as a random realization independent from the data. We refer to these as posterior and prior simulations, respectively. We show that the two options lead to significantly different correlation structures, as prior simulations (contrary to posterior simulations) effectively include cosmic variance, but they exclude realization-specific correlations from non-linear degeneracies. Consequently, they quantify fundamentally different types of uncertainties. We argue that as a result, they also have different and complementary scientific uses, even if this dichotomy is not absolute. In particular, posterior simulations are in general more convenient for parameter estimation studies, while prior simulations are generally more convenient for model testing. Before BEYONDPLANCK, most pipelines used a mix of constrained and random inputs and applied the same hybrid simulations for all applications, even though the statistical justification for this is not always evident. BEYONDPLANCK represents the first end-to-end CMB simulation framework that is able to generate both types of simulations and these new capabilities have brought this topic to the forefront. The BEYONDPLANCK posterior simulations and their uses are described extensively in a suite of companion papers. In this work, we consider one important applications of the corresponding prior simulations, namely, code validation. Specifically, we generated a set of one-year LFI 30 GHz prior simulations with known inputs and we used these to validate the core low-level BEYONDPLANCK algorithms dealing with gain estimation, correlated noise estimation, and mapmaking.

79 ASTRONOMY AND ASTROPHYSICS↗

Scalable Deep Learning-Based Microarchitecture Simulation on GPUs

Cycle-accurate microarchitecture simulators are essential tools for designers to architect, estimate, optimize, and manufacture new processors that meet specific design expectations. However, conventional simulators based on discrete-event methods often require an exceedingly long time-to-solution for the simulation of applications and architectures at full complexity and scale. Given the excitement around wielding the machine learning (ML) hammer to tackle various architecture problems, there have been attempts to employ ML to perform architecture simulations, such as Ithemal and SimNet. However, the direct application of existing ML approaches to architecture simulation may be even slower due to overwhelming memory traffic and stringent sequential computation logic. This work proposes the first graphics processing unit (GPU)-based microarchitecture simulator that fully unleashes the potential of GPUs to accelerate state-of-the-art ML-based simulators. First, considering the application traces are loaded from central processing unit (CPU) to GPU for simulation, we introduce various designs to reduce the data movement cost between CPUs and GPUs. Second, we propose a parallel simulation paradigm that partitions the application trace into sub-traces to simulate them in parallel with rigorous error analysis and effective error correction mechanisms. Combined, this scalable GPU-based simulator outperforms by orders of magnitude the traditional CPU-based simulators and the state-of-the-art ML-based simulators, i.e., SimNet and Ithemal.

97 MATHEMATICS AND COMPUTING↗

Interactive Web Application for Traffic Simulation Data Management and Visualization

As traffic simulation software becomes more effective for realistically simulating and analyzing traffic dynamics and vehicle interactions on the mesoscopic and microscopic level, the management, dissemination, and collaborative visualization of traffic simulation results produced by individual transportation planners presents a significant challenge. Existing online content management systems have a very limited capability in allowing users to query specific traffic simulation scenarios and geospatially visualize simulation results through shareable and interactive web interfaces. This paper presents a web-based application for promoting the archiving, sharing, and visualization of large-scale traffic simulation outputs. The application is developed to enhance cyber-physical controls, communications, and public education for collaborative transportation planning. Unique features of the web application include: (a) allowing users to upload their new traffic simulation scenarios (parameters and outputs), as well as search existing scenarios using easily accessible interfaces; (b) optimizing simulation output files with heterogeneous data formats and projected coordinate systems for web-based storage and management using a scalable and searchable data/metadata standard; (c) standardizing user-uploaded simulation outputs using web interfaces and data processing libraries with parallel computing capacity; and (d) providing shareable web visual interfaces for visualizing the traffic flow and signal information stored in simulation outputs (e.g., regional traffic patterns and individual vehicle interactions) and visually comparing multiple simulation outputs both spatially and temporally. Furthermore, the paper presents the conceptual design and implementation of this application, and demonstrates the application’s performance for sharing, comparing, and visualizing simulation outputs from VISSIM and SUMO, two commonly used traffic simulation software programs.

96 KNOWLEDGE MANAGEMENT AND PRESERVATION↗

Further improvement and evaluation of nudging in the E3SM Atmosphere Model version 1 (EAMv1): simulations of the mean climate, weather events, and anthropogenic aerosol effects

Abstract. A previous study on the use of nudging in E3SM Atmosphere Model version 1 (EAMv1) had an unresolved issue; i.e., a simulation nudged to EAMv1's own meteorology showed non-negligible deviations from the free-running baseline simulation over some of the subtropical marine stratocumulus and trade cumulus regions. Here, we demonstrate that the deviations can be substantially reduced by (1) changing where the nudging tendency is calculated in the time integration loop of a nudged EAM simulation so as to improve consistency with the free-running baseline and (2) increasing the frequency of the constraining data so as to better capture strong sub-diurnal variations. The fact that modification (2) improves the climate representativeness of the nudged simulations has motivated us to investigate whether the use of newer reanalysis products with higher data frequency can help improve nudged hindcast simulations by better capturing the observed weather events. To answer this question, we present simulations conducted at EAMv1's standard horizontal resolution (approximately 1∘) with nudging towards 6-hourly ERA-Interim reanalysis or 6-hourly, 3-hourly, or hourly ERA5 reanalysis. These simulations are evaluated against the climatology of free-running EAMv1 simulations as well as reanalyses, satellite retrievals, and in situ measurements from the Atmospheric Radiation Measurement user facility. For the 1∘ EAMv1 simulations, we recommend using the relocated nudging tendency calculation and the ERA5 reanalysis at 3-hourly or higher frequency. Simulations used for estimating the anthropogenic aerosol effects often use nudging to help discern signal from noise. The sensitivity of such estimates to the configuration of nudging is investigated in EAMv1, again using the standard 1∘ horizontal resolution. We find that, when estimating the global mean effects, the frequency of constraining data has relatively small impacts, while the choice of nudged variables can change the results substantially. The nudging of air temperature (in addition to horizontal winds) has two non-negligible effects. First, when the constraining data come from reanalysis, the nudging-induced mean bias correction can cause significant changes in the simulated clouds and hence substantially different estimates of the aerosol effects. The impact of the mean bias correction on ice cloud formation has been noted in previous studies and is also seen in EAMv1. For applications like ours, where the preferred configurations of nudging are those capable of providing results consistent with the multi-year free-running simulations, the consequence of the mean bias correction is undesirable. The second important impact of temperature nudging is a significant suppression of adjustments to aerosol forcing, which also causes changes in the estimated aerosol effects. This effect can be seen in simulations nudged to either reanalysis or EAM's own meteorology. These results suggest that nudging horizontal winds but not temperature is a better choice for estimating the anthropogenic aerosol effects.

54 ENVIRONMENTAL SCIENCES↗

Simulated meteorological impacts of offshore wind turbines and sensitivity to the amount of added turbulence kinetic energy

Offshore wind energy projects are currently in development off the east coast of the United States and may influence the local meteorology of the region. Wind power production and other commercial uses in this area are related to atmospheric conditions, and so it is important to understand how future wind plants may change the local meteorology. In the absence of measurements of potential wind plant impacts on meteorology, simulations offer the next-best possible insight into wake effects on boundary layer height, temperature, fluxes, and wind speeds. However, simulation tools that capture these effects offer multiple options for representing the amount of turbine-added turbulence that may impact assessments of micrometeorological effects. To explore this sensitivity, we compare 1 year of simulations from the Weather Research and Forecasting (WRF) model with and without wind plants incorporated, focusing on the lease area south of Massachusetts and Rhode Island. The simulations with wind plants are repeated to include both the maximum and minimum amounts of added turbulence to provide bounds on the potential impacts. We assess changes in wind speeds, 2 m temperature, surface heat flux, turbulence kinetic energy (TKE), and boundary layer height during different stability classifications and ambient wind speeds over the entire year and compare results for the degree of added turbulence in the wind plant simulations. Because the wake behavior may be a function of boundary layer stability, in this paper, we also present a machine learning algorithm to quantify the area and distance of the wake generated by the wind plant. This analysis enables us to identify the relationship between wake extent and boundary layer height. We find that hub-height wind speed is reduced within and downwind of the wind plant, with the strongest impacts occurring during stable conditions and faster wind speeds in region 3 of the turbine power curve, although impacts lessen as wind speeds increase past 15 m s−1. In contrast, wind speeds near the surface decrease when no turbine-added turbulence is included but can increase for stably stratified conditions when 100 % of possible TKE is included in the simulations. TKE increases at hub height in the simulations with added TKE for all stability classes, suggesting that atmospheric stability does not immediately modify the TKE generated by turbines. Negligible changes in hub-height TKE manifest in the simulations without the added TKE. At the surface, TKE increases in the simulations with maximum added turbulence only for unstable conditions. In the no-added-turbulence simulations, surface TKE decreases slightly in neutral and unstable simulations. Differences in 2 m temperatures and surface heat fluxes are small but vary considerably with atmospheric stability and the amount of added TKE. Boundary layer heights increase within the wind plant when turbine-added turbulence is included and decrease slightly downwind during stable conditions. In contrast, with no added turbulence, the boundary layer height is in general reduced in stable conditions with wind speeds less than 15 m s −1 and slightly increased in neutral conditions. Finally, shallower upwind boundary layer heights tend to correlate with larger wake areas and distances, though other factors likely also play a role in determining the extent of the wind plant wake. These simulation-based results provide a bound for micrometeorological impacts of wind plant wakes: simulations that couple the atmosphere to the ocean may reduce these impacts, and we await observational verification.

17 WIND ENERGY↗

Use of piloted simulation for studies of fighter departure/spin susceptibility

The NASA-Langley Research Center has incorporated into its stall/spin research program on military airplanes the use of piloted, fixed-base simulation to complement the existing matrix of unique research testing techniques. The piloted simulations of fighter stall/departure flight dynamics are conducted on the Langley Differential Maneuvering Simulator (DMS). The objectives of the simulation research are reviewed. The rationale underlying the simulation methods and procedures used in the evaluation of airplane characteristics is presented. The evaluation steps used to assess fighter stall/departure characteristics are discussed. Simulation results are presented to illustrate the flight dynamics phenomena dealt with. The considerable experience accumulated in the conduct of piloted stall/departure simulation indicates that simulation provides a realistic evaluation of an airplane's maneuverability at high angles of attack and an assessment of the departure and spin susceptibility of the airplane. This realism is obtained by providing the pilot a complete simulation of the airplane and control system which can be flown using a realistic cockpit and visual display in simulations of demanding air combat maneuvering tasks. The use of the piloted simulation methods and procedures described were found very effective in identifying stability and control problem areas and in developing automatic control concepts to alleviate many of these problems. A good level of correlation between simulated flight dynamics and flight test results were obtained over the many fighter configurations studied in the simulator.

Gilbert, W. P.↗

Quantitative Technique for Comparing Simulant Materials through Figures of Merit

The 1989 workshop report entitled Workshop on Production and Uses of Simulated Lunar Materials and the Lunar Regolith Simulant Materials: Recommendations for Standardization, Production, and Usage, NASA Technical Publication both identified and reinforced a need for a set of standards and requirements for the production and usage of the Lunar simulant materials. As NASA prepares to return to the Moon, and set out to Mars, a set of early requirements have been developed for simulant materials and the initial methods to produce and measure those simulants have been defined. Addressed in the requirements document are: 1) a method for evaluating the quality of any simulant of a regolith, 2) the minimum characteristics for simulants of Lunar regolith, and 3) a method to produce simulants needed for NASA's Exploration mission. As an extension of the requirements document a method to evaluate new and current simulants has been rigorously defined through the mathematics of Figures of Merit (FoM). Requirements and techniques have been developed that allow the simulant provider to compare their product to a standard reference material through Figures of Merit. Standard reference material may be physical material such as the Apollo core samples or material properties predicted for any landing site. The simulant provider is not restricted to providing a single "high fidelity" simulant, which may be costly to produce. The provider can now develop "lower fidelity" simulants for engineering applications such as drilling and mobility applications.

Rickman, Doug↗

The LHT (Lunar Highlands Type) Regolith Simulant Series

Three NU-LHT (NASA/USGS-Lunar Highlands Type) regolith simulants have been produced to date: NU-LHT-1M, -ID, and -2M. A fourth simulant is currently in production: NU-LHT-3C. The "M" (medium) designation indicates a simulant with a grain size of <1 mm, "D" (dust) a simulant with a grain size of <36 microns, and "C" (coarse) a simulant with a 10 cm maximum particle size. The composition of these simulants is based on a NASA average Apollo 16 regolith chemical composition, However, the mixing model used to create our simulants is based on cationic nonnative mineral proportions derived from the target chemical composition to approximate lunar modal mineralogy rather than chemical composition per se. Accordingly, the amount of plagioclase, pyroxenes, olivine, and trace minerals in the simulant crystalline fraction approximates that of the lunar regolith. We also added synthetic agglutinate in amounts approximate for low-medium regolith maturity. A pure glass fraction was also added to simulate other types of lunar glasses present in the regolith. In addition, the 3C simulant will include synthetic impact melt breccia clasts for the >1 cm particles. The bulk raw materials used to create these simulants include clinopyroxene-norite, anorthosite, hartzburgite and noritic mill waste from the Stillwater Mine, Nye, MT, and olivine from the Twin Sisters dunite, WA. Added trace minerals include beach sand ilmenite, chromite, synthetic p-tricaicium phosphate (whitiockite), gem grade fluor-apatite, and pyrite. The agglutinate, glasses, and synthetic breccia were designed and prepared at an industrial plasma melting facility in Boulder, CO, using Stillwater mill waste feedstock for the melt. These simulants do not include nanophase-feO. The M and C simulant grain size distribution (down to 0.4 microns) approximates that of Apollo 16 regolith and the regolith in general.

Stoeser, Douglas↗

Thermal Optical Properties of Lunar Dust Simulants and Their Constituents

The total reflectance spectra of lunar simulant dusts (less than 20 micrometer particles) were measured in order to determine their integrated solar absorptance (alpha) and their thermal emittance (e) for the purpose of analyzing the effect of dust on the performance of thermal control surfaces. All of the simulants except one had a wavelength-dependant reflectivity (p(lambda)) near 0.10 over the wavelength range of 8 to 25 micrometers, and so are highly emitting at room temperature and lower. The 300 K emittance (epsilon) of all the lunar simulants except one ranged from 0.78 to 0.92. The exception was Minnesota Lunar Simulant 1 (MLS-1), which has little or no glassy component. In all cases the epsilon was lower for the less 20 micrometer particles than for larger particles reported earlier. There was considerably more variation in the lunar simulant reflectance in the solar spectral range (250 to 2500 nanometers) than in the thermal infrared. As expected, the lunar highlands simulants were more reflective in this wavelength range than the lunar mare simulants. The integrated solar absorptance (alpha) of the simulants ranged from 0.39 to 0.75. This is lower than values reported earlier for larger particles of the same simulants (0.41 to 0.82), and for representative mare and highlands lunar soils (0.74 to 0.91). Since the alpha of some mare simulants more closely matched that of highlands lunar soils, it is recommended that and values be the criteria for choosing a simulant for assessing the effects of dust on thermal control surfaces, rather than whether a simulant has been formulated as a highlands or a mare simulant.

Gaier, James R.↗

Thermal Optical Properties of Lunar Dust Simulants and Their Constituents

The total reflectance spectra of lunar simulant dusts (< 20 mm particles) were measured in order to determine their integrated solar absorptance (alpha) and their thermal emittance (epsilon) for the purpose of analyzing the effect of dust on the performance of thermal control surfaces. All of the simulants except one had a wavelength-dependent reflectivity (p (lambda)) near 0.10 over the wavelength range of 8 to 25 microns and so are highly emitting at room temperature and lower. The 300 K emittance (epsilon) of all the lunar simulants except one ranged from 0.78 to 0.92. The exception was Minnesota Lunar Simulant 1 (MLS-1), which has little or no glassy component. In all cases the epsilon was lower for the < 20 micron particles than for larger particles reported earlier. There was considerably more variation in the lunar simulant reflectance in the solar spectral range (250 to 2500 nm) than in the thermal infrared. As expected, the lunar highlands simulants were more reflective in this wavelength range than the lunar mare simulants. The integrated solar absorptance (alpha) of the simulants ranged from 0.39 to 0.75. This is lower than values reported earlier for larger particles of the same simulants (0.41 to 0.82), and for representative mare and highlands lunar soils (0.74 to 0.91). Since the of some mare simulants more closely matched that of highlands lunar soils, it is recommended that and values be the criteria for choosing a simulant for assessing the effects of dust on thermal control surfaces, rather than whether a simulant has been formulated as a highlands or a mare simulant.

Gaier, James R.↗

Simulation Based Studies of Low Latency Teleoperations for NASA Exploration Missions

Human exploration of Mars will involve both crewed and robotic systems. Many mission concepts involve the deployment and assembly of mission support assets prior to crew arrival on the surface. Some of these deployment and assembly activities will be performed autonomously while others will be performed using teleoperations. However, significant communications latencies between the Earth and Mars make teleoperations challenging. Alternatively, low latency teleoperations are possible from locations in Mars orbit like Mars' moons Phobos and Deimos. To explore these latency opportunities, NASA is conducting a series of studies to investigate the effects of latency on telerobotic deployment and assembly activities. These studies are being conducted in laboratory environments at NASA's Johnson Space Center (JSC), the Human Exploration Research Analog (HERA) at JSC and the NASA Extreme Environment Mission Operations (NEEMO) underwater habitat off the coast of Florida. The studies involve two human-in-the-loop interactive simulations developed by the NASA Exploration Systems Simulations (NExSyS) team at JSC. The first simulation investigates manipulation related activities while the second simulation investigates mobility related activities. The first simulation provides a simple real-time operator interface with displays and controls for a simulated 6 degree of freedom end effector. The initial version of the simulation uses a simple control mode to decouple the robotic kinematic constraints and a communications delay to model latency effects. This provides the basis for early testing with more detailed manipulation simulations planned for the future. Subjects are tested using five operating latencies that represent teleoperation conditions from local surface operations to orbital operations at Phobos, Deimos and ultimately high Martian orbit. Subject performance is measured and correlated with three distance-to-target zones of interest. Each zone represents a target distance ranging from beyond 10m in Zone 1, through 1 cm to contact in Zone 5 with a step size factor of 10. Collected data consists of both objective simulation data (time, distance, hand controller inputs, velocity) and subjective questionnaire data. The second simulation provides a simple real-time operator interface with displays and control of a simulated surface rover. The rover traverses a synthetic Mars-like terrain and must be maneuvered to avoid obstacles while progressing to its destination. Like the manipulator simulation, subjects are tested using five operating latencies that represent teleoperation conditions from local surface operations to orbital operations at Phobos, Deimos and ultimately high Martian orbit. The rover is also operated at three different traverse speeds to assess the correlation between latency and speed. Collected data consisted of both objective simulation data (time, distance, hand controller inputs, braking) and subjective questionnaire data. These studies are exploring relationships between task complexity, operating speeds, operator efficiencies, and communications latencies for low latency teleoperations in support of human planetary exploration. This paper presents early results from these studies along with the current observations and conclusions. These and planned future studies will help to inform NASA on the potential for low latency teleoperations to support human exploration of Mars and inform the design of robotic systems and exploration missions.

Gernhardt, Michael L.↗

Simulation Development and Analysis of Crew Vehicle Ascent Abort

NASA's Commercial Crew Program is an integral step in its journey to Mars as it would expedite development of space technologies and open up partnership with U.S. commercial companies. NASA reviews and independent assessment of Commercial Crew Program is fundamental to its success, and being able to model a commercial crew vehicle in a simulation rather than conduct a live test would be a safer, faster, and less expensive way to assess and certify the capabilities of the vehicle. To this end, my project was to determine the feasibility of using a simulation tool named SOMBAT version 2.0 to model a multiple parachute system for Commercial Crew Program simulation. The main tasks assigned to me were to debug and test the main parachute system model, (capable of simulating one to four main parachute bodies), and to utilize a graphical program to animate the simulation results. To begin tackling the first task, I learned how to use SOMBAT by familiarizing myself with its mechanics and by understanding the methods used to tweak its various parameters and outputs. I then used this new knowledge to set up, run, and analyze many different situations within SOMBAT in order to explore the limitations of the parachute model. Some examples of parameters that I varied include the initial velocity and orientation of the falling capsule, the number of main parachutes, and the location where the parachutes were attached to the capsule. Each parameter changed would give a different output, and in some cases, would expose a bug or limitation in the model. A major bug that I discovered was the inability of the model to handle any number of parachutes other than three. I spent quite some time trying to debug the code logically, but was unable to figure it out until my mentor taught me that digital simulation limitations can occur when some approximations are mistakenly assumed for certain in a physical system. This led me to the realization that unlike in all of the programming classes I have taken thus far that focus on pure logic, simulation code focuses on mimicking the physical world with some approximation and can have inaccuracies or numerical instabilities. Learning from my mistake, I adopted new methods to analyze these different simulations. One method the student used was to numerically plot various physical parameters using MATLAB to confirm the mechanical behavior of the system in addition to comparing the data to the output from a separate simulation tool called FAST. By having full control over what was being outputted from the simulation, I could choose which parameters to change and to plot as well as how to plot them, allowing for an in depth analysis of the data. Another method of analysis was to convert the output data into a graphical animation. Unlike the numerical plots, where all of the physical components were displayed separately, this graphical display allows for a combined look at the simulation output that makes it much easier for one to see the physical behavior of the model. The process for converting SOMBAT output for EDGE graphical display had to be developed. With some guidance from other EDGE users, I developed a process and created a script that would easily allow one to display simulations graphically. Another limitation with the SOMBAT model was the inability for the capsule to have the main parachutes instantly deployed with a large angle between the air speed vector and the chutes drag vector. To explore this problem, I had to learn about different coordinate frames used in Guidance, Navigation & Control (J2000, ECEF, ENU, etc.) to describe the motion of a vehicle and about Euler angles (e.g. Roll, Pitch, Yaw) to describe the orientation of the vehicle. With a thorough explanation from my mentor about the description of each coordinate frame, as well as how to use a directional cosine matrix to transform one frame to another, I investigated the problem by simulating different capsule orientations. In the end, I was able to show that this limitation could be avoided if the capsule is initially oriented antiparallel to its velocity vector.

Wong, Chi S.↗

Using Open Standards and NASA Open Source Simulation Tools to Model Artemis Base Camp Mission Timelines

The United States’ National Aeronautics and Space Administration (NASA) has announced that the Artemis Program will return humans to the Moon, establishing a persistent presence with the Artemis Base Camp (ABC), and extend human exploration to Mars. The NASA Exploration Systems Simulations (NExSyS) team at NASA’s Johnson Space Center is using internationally developed simulation interoperability standards and NASA open source simulation tools to support Artemis concept, analysis, designs, development, training, and ultimately operations. The NExSyS team has been tasked to support early ABC architecture and mission analysis using mission time lines developed by the crew operations mission planning team. The NExSyS team is developing a distributed simulation framework with initial Artemis element implementations to model the ABC mission timelines using the international simulation interoperability standard High Level Architecture (HLA), the Simulation Interoperability Standards Organization’s Space Reference Federation Object Model (SpaceFOM), the NASA open source Trick Simulation Environment, and another NASA open source interface package called TrickHLA. The ABC architecture is composed of a number of key surface elements and resources. Some examples of modeled elements (also known as entities) are landers, habitats, rovers, logistics carriers, and astronauts. Some examples of modeled transferable and consumable resources are power, water, oxygen, nitrogen, scientific samples, and food. These entities and resources are modeled in a collection of individual simulations called Federates. A coordinated collection of interoperable federates is called a Federation and when these federates are tied together in a coordinated simulation run, it is referred to as a Federation Execution. The federates communicate through HLA using data exchange formats defined by a collection of machine readable files called Federation Object Models (FOMs). These FOM files are based on extensions to the SpaceFOM. This enables the instantiation and sharing of objects and interactions between federates in the federation. These provide for entity and resource tracking, object transfer, and data collection. Federate interactions are used to trigger events and notify federates of entity or resource transfers. For the initial implementation, the constituent federates are Trick-based simulations that use TrickHLA to provide the required HLA-base interoperability. These Trick-based simulations provide the required modeling for the individual Artemis elements along with the associated element resources. These federates provide a means to explore traverses between surface elements and exploration sites as scheduled in a mission timeline and explore the affects traverse times have on the overall mission timeline. The mission time lines are modeled using a Trick input file event handling capabilities. Each timeline operation is handled as individual simulation events, and triggered based on previous event status, time of operation, and simulated task completions. In addition, the ABC Federation can be used to perform Monte Carlo analysis. The Monte Carlo tool can vary the inputs, timings, and malfunctions to show how various contingencies in the mission can affect the mission timeline.

Keaton Craig Dodd↗

Multiphase Simulations of the SLS Launch Environment

NASA’s Space Launch System (SLS), which will send astronauts back to the Moon in the next few years, is powered by four RS-25 engines and two RSRMV solid rocket boosters (SRBs). During launch the SLS propulsion system generates intense acoustics and other powerful waves, such as ignition overpressure (IOP) which, if unmitigated, have the potential to damage the vehicle and possibly cause loss of mission or crew. To protect the vehicle from these powerful waves, the SLS launch pad design includes an ignition overpressure/sound suppression (IOP/SS) system which sprays 270,000 gallons per minute of water very close to the SRB and RS-25 nozzles. The SRB and RS-25 engine plumes, and the proximity of the IOP/SS water, create a complex multiphase (gas and liquid) environment during the SLS ignition sequence. The interplay among these systems creates challenges related to water spray into/onto engine nozzles, potential debris transport, and additional transient loads due to strong plume-water interactions - all of which the SLS vehicle must be able to withstand. Prior to the Artemis I launch, the SLS multiphase liftoff environment was largely unknown due to differences from the Space Shuttle and other programs. Some data was available from tests of individual systems, but no integrated testing or analysis was available. Even post-launch analysis of Artemis I cannot provide a full understanding of the complex physics involved due to limited (or obstructed) camera views and instrumentation. Computational fluid dynamics (CFD) is being used to investigate the details of the multiphase environment which could not be measured, help comprehend the data gathered from the launch, and ultimately identify phenomena that are a concern for future flights. Project Details Engineers at NASA’s Marshall Space Flight Center (MSFC) have executed simulations using the Loci/STREAM-Volume of Fluid (VoF) multiphase CFD solver to understand this environment. Initial efforts successfully validated the CFD solver on various tests, giving confidence to simulate the SLS multiphase liftoff environment prior to the Artemis I launch. The CFD simulation of the SLS ignition sequence was conducted in three phases. First the IOP/SS water system was simulated for approximately 6 seconds to reach a quasi-steady state. Next, the RS-25 engine plumes were activated and held at full power for 1 second. Lastly, the SRB booster was activated and the simulation was carried out until just prior to vehicle motion. This simulation process mimics the conditions that exist at launch. Results and Impact The SLS ignition sequence simulation results provide deep understanding of the underlying physics occuring during launch. Observations from the simulation include reduction of water splashing into/onto the engine nozzles, change in angling of the dense water sheets, and the origin of the powerful ignition overpressure (IOP) wave. These observations directly inform the SLS program on subjects including plume-water induced side loads, debris transport, and the acoustic launch environment. Additionally, with post launch comparison of CFD observations to flight data, these tools can be applied to launch vehicles and environments other than SLS with confidence. Why HPC Matters The SLS ignition sequence CFD simulations are conducted on meshes up to hundreds of millions of cells on thousands of processors for weeks at a time. These simulations generate terabytes of data that must also be stored and archived for future use on HPC systems. Simply put, the CFD simulations would not be possible without NASA HPC resources. What’s Next Comparisons between the Artemis I flight data and the CFD simulations will be continued to both improve confidence in the CFD results and provide deeper understanding into the SLS multiphase launch environment. This will be used to provide insight for decision making for the first manned SLS flight, Artemis II. Future simulations will target new configurations of the SLS IOP/SS water required to support the more powerful variants of the SLS vehicle, such as Block 1B. Additionally, this capability provides NASA the ability to investigate launch environments for vehicles other than SLS to support other missions.

Travis Rivord↗

Design and Applications of Tethered Spacecraft Simulators

Small, tethered spacecraft, or space tugs, are a promising space capability. They can be deployed on tethers and used for a wide variety of in-space activities; a large portion of which fall under in-space servicing, assembly, manufacturing (ISAM) functions. This includes functions such as structural mating and assembly, servicing, proximity operations, capture, docking, mating, and relocation. However, there is a great deal of work to be done to raise the Technology Readiness Level (TRL) of the capabilities needed to fully realize these capabilities. The Flat Floor Robotics Lab (FFRL) at NASA’s Marshall Spaceflight Center (MSFC) has been working on space tug development for several years. The eponymous floor is 44 by 86 feet, made from a self-leveling epoxy. This creates an extremely smooth surface that air bearings can float on with very little friction, creating a simulation of zero gravity in a two-dimensional plane. The lab has several platforms of various sizes that act as vehicle simulators for testing sensors, control algorithms, mechanisms, etc. One of these platforms is a small spacecraft simulator, which can be tethered to simulate a space tug. In the last several months, the FFRL team has been working with MSFC’s welding group to conduct a laser beam welding demonstration on air bearing platforms. This demo is utilizing a space tug simulator to fly up to a floating weld platform, where two parts are clamped together and laser welded. The space tug simulator has an air bearing to provide float, as well as several actuated air thrusters to provide propulsion and make the simulator maneuverable. Currently, flights of this simulator are completed by a human operator. An RF hand controller sends signals to both actuate and fire three sets of thrusters on the simulator. This makes any maneuvers of the space tug highly subject to human error, and operators must have dedicated practice time before being able to perform maneuvers with any sufficient reliability. For the current laser welding demonstration, human operated performance is sufficient, but future implementations of in-space welding and other ISAM efforts will require higher precision, reliability, and autonomy. MSFC has funded a project that will allow a small team in the FFRL to develop the next generation of space tug simulator, which will be automated. Closed loop control will allow a user to command a position, or set of positions, that the simulator will be able to “fly” to on its own. This Maneuverable Automated Tethered Spacecraft (MATS) simulator will have configurable design, to allow a variety of payloads and mission configurations to be demonstrated on the air bearing floor. This will be an invaluable test bed for low and mid TRL advancement for space tether mission subsystems, such as more advanced demonstrations of in-space welding. Once one MATSS is constructed and demonstrated effectively, several more can be built, enabling more advanced tether missions; Electric Sail test beds, sensor arrays, and other science-enabling missions. This paper will detail the design and test of the FFRL’s MATS simulator, including efforts to establish closed loop control and autonomous capabilities. It will also detail use cases for this technology, and how it will further develop both develop science and exploration missions.

Space Tethers↗

Voronoi Meshing to Accurately Capture Geological Structure in Subsurface Simulations

Mesh generation lies at the interface of geological modeling and reservoir simulation. Highly skewed or very small grid cells may be necessary to accurately capture the geometry of geological features, but the resulting poorly scaled or small grid cells can have a substantial negative impact on simulator accuracy and speed. One way to minimize numerical errors caused by gridding complex structures is to simulate on high-quality Voronoi meshes, which reduce grid orientation effects in fluid flow. This work presents a complete methodology to create Voronoi simulation grids, model fluid flow in complex geological systems, and visualize the results. A recently developed Voronoi meshing method that can automatically generate provably good unstructured meshes that conform to input surfaces creating closed volumes is used. Initially an analytical benchmark simulation is presented to validate the quality of the meshes and simulation results and demonstrate the superiority of simulation results using Voronoi meshes over flexed-hexahedral meshes on a domain with internal features. Next, meshes are created for test structures representing four of the most common geological features in the subsurface: layering, pinch-out, an interior lens that tapers to zero thickness on all sides and a fault with offset. Two benchmark flow simulations are run for each test structure. Finally, a realistic geological example for CO 2 injection into an anticline is simulated. Three realizations of the Voronoi mesh at the same resolution are generated for the simulations. Each mesh is highly refined near the injection wells and coarse in areas of less interest. These three meshes are used to model the CO 2 plume in the subsurface as it migrates to the top of the structure and then fills downward. Simulations on the meshes with randomly generated elements inside the input volumes each give slightly different fingering patterns for the viscous-unstable buoyant gas flow. The results presented in this work show a promising step towards utilizing fully automated Voronoi meshing for subsurface flow simulations in complex geology.

58 GEOSCIENCES↗

A gradient based method for modeling baryons and matter in halos of fast simulations

Fast N-body PM simulations with a small number of time steps such as FastPM or COLA have been remarkably successful in modeling the galaxy statistics, but their lack of small scale force resolution and long time steps cannot give accurate halo matter profiles or matter power spectrum. High resolution N-body simulations can improve on this, but lack baryonic effects, which can only be properly included in hydro simulations. Here we present a scheme to calibrate the fast simulations to mimic the precision of the hydrodynamic simulations or high resolution N-body simulations. The scheme is based on a gradient descent of either effective gravitational potential, which mimics the short range force, or of effective enthalpy, which mimics gas hydrodynamics and feedback. The scheme is fast and differentiable, and can be incorporated as a post-processing step into any simulation. It gives very good results for the matter power spectrum for several of the baryonic feedback and dark matter simulations, and also gives improved dark matter halo profiles. The scheme is even able to find the large subhalos, and increase the correlation coefficient between the fast simulations and the high resolution N-body or hydro simulations. It can also be used to add baryonic effects to the high resolution N-body simulations. While the method has free parameters that can be calibrated on various simulations, they can also be viewed as astrophysical nuisance parameters describing baryonic effects that can be marginalized over during the data analysis. In this view these parameters can be viewed as an efficient parametrization of baryonic effects.

79 ASTRONOMY AND ASTROPHYSICS↗

An ultrahigh-resolution E3SM land model simulation framework and its first application to the Seward Peninsula in Alaska

The availability of supercomputers and state-of-science datasets has made it possible to conduct large-scale land simulations at an ultrahigh-resolution. This study reported a computational framework for land surface simulation using the E3SM land model (ELM) at an unprecedented resolution (1 km x 1 km gridcell). The ultrahigh-resolution ELM (uELM) simulation framework includes three parts: (1) high-resolution atmospheric forcing and surface properties dataset generation, (2) massive gridcell-based simulation, and (3) large-scale simulation results analysis. Additionally, we implemented the uELM simulation framework and completed the first 1 km x 1 km terrestrial ecosystem simulation (from 1850 to 2014) over the Seward Peninsula in Alaska (78,000 km 2 ). The experiment contained two phases: a spin-up simulation and a transient simulation, and required five weeks of calculations using 320 cores in a 44-node Linux HPC computer. It created approximately 1.3 TB of data from the transient simulation alone (1850 - present). We selected sample results (monthly and daily simulation outputs) to illustrate the temporal and spatial variations of several variables in high-latitude Arctic ecosystems’ water, energy, and carbon cycles. At last, we summarized the lessons learned and proposed new developments for full-scale uELM simulations over the entire North American continent (approximately 22,000,000 km 2 ).

54 ENVIRONMENTAL SCIENCES↗