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At least 127 records · Page 7

Evaluating Three Active Thermal Architectures for Exploration Missions

Mass and cost are typically the two biggest challenges facing space craft designers. Active thermal control systems for crewed space-craft are typically among the more massive and costly systems on the vehicle. A study was completed evaluating three different thermal control system architectures to evaluate overall performance, mass and cost for a typical exploration mission profile. The architectures that were evaluated were 1 - a two-loop system using an internal liquid loop interfacing with an external liquid loop and flow loop with flow through radiators; 2 - a-single loop architecture with flow through radiators utilizing a regenerative heat exchanger and heater; and 3 - a single-loop architecture with heat pipe radiators. Environmental conditions, calculated for a given lunar exploration mission, and mission heat load profiles, generated based on previous Orion time lines, were evalauated through the phases of the on orbit mission. Performance for each of the architectures was evaluated along with the resultant mass of each system. Recommendations include adding a thermal topping system to lunar missions due to the extreme hot environments encountered in near-lunar approaches.

Cross, Cynthia D.↗

Raster-Based Approach to Solar Pressure Modeling

An algorithm has been developed to take advantage of the graphics processing hardware in modern computers to efficiently compute high-fidelity solar pressure forces and torques on spacecraft, taking into account the possibility of self-shading due to the articulation of spacecraft components such as solar arrays. The process is easily extended to compute other results that depend on three-dimensional attitude analysis, such as solar array power generation or free molecular flow drag. The impact of photons upon a spacecraft introduces small forces and moments. The magnitude and direction of the forces depend on the material properties of the spacecraft components being illuminated. The parts of the components being lit depends on the orientation of the craft with respect to the Sun, as well as the gimbal angles for any significant moving external parts (solar arrays, typically). Some components may shield others from the Sun. The purpose of this innovation is to enable high-fidelity computation of solar pressure and power generation effects of illuminated portions of spacecraft, taking self-shading from spacecraft attitude and movable components into account. The key idea in this innovation is to compute results dependent upon complicated geometry by using an image to break the problem into thousands or millions of sub-problems with simple geometry, and then the results from the simpler problems are combined to give high-fidelity results for the full geometry. This process is performed by constructing a 3D model of a spacecraft using an appropriate computer language (OpenGL), and running that model on a modern computer's 3D accelerated video processor. This quickly and accurately generates a view of the model (as shown on a computer screen) that takes rotation and articulation of spacecraft components into account. When this view is interpreted as the spacecraft as seen by the Sun, then only the portions of the craft visible in the view are illuminated. The view as shown on the computer screen is composed of up to millions of pixels. Each of those pixels is associated with a small illuminated area of the spacecraft. For each pixel, it is possible to compute its position, angle (surface normal) from the view direction, and the spacecraft material (and therefore, optical coefficients) associated with that area. With this information, the area associated with each pixel can be modeled as a simple flat plate for calculating solar pressure. The vector sum of these individual flat plate models is a high-fidelity approximation of the solar pressure forces and torques on the whole vehicle. In addition to using optical coefficients associated with each spacecraft material to calculate solar pressure, a power generation coefficient is added for computing solar array power generation from the sum of the illuminated areas. Similarly, other area-based calculations, such as free molecular flow drag, are also enabled. Because the model rendering is separated from other calculations, it is relatively easy to add a new model to explore a new vehicle or mission configuration. Adding a new model is performed by adding OpenGL code, but a future version might read a mesh file exported from a computer-aided design (CAD) system to enable very rapid turnaround for new designs

Wright, Theodore W. II↗

The Vacuum-Compacted Regolith Gripping Mechanism and Unmanned Flights via Quad-Rotors

During the course of the Kennedy Space Center Summer Internship, two main experiments were performed: The Vacuum-Compacted Regolith Gripping Mechanism and Unmanned Flights via Quad-copters. The objectives of the Vacuum-Compacted Regolith Gripping Mechanism, often abbreviated as the Granular Gripper, are to exhibit Space Technology, such as a soft robotic hand, lift different apparatuses used to excavate regolith, and conserve energy while executing its intended task. The project is being conducted to test how much weight the Granular Gripper can hold. With the use of an Animatronic Robotic Hand, Arduino Uno, and other components, the system was calibrated before actually conducting the intended weight test. The maximum weight each finger could hold with the servos running, in the order of pinky, ring, middle, and index fingers, are as follows: 1.340N, 1.456 N, 0.9579 N, and 1.358 N. Using the small vacuum pump system, the maximum weight each finger could hold, in the same order, was: 4.076 N, 6.159 N, 5.454 N, and 4.052 N. The maximum torques on each of the fingers when the servos were running, in the same respective order, was: 0.0777 Nm, 0.0533 Nm, 0.0648 Nm, and 0.0532 Nm. The maximum torques on the individual fingers, when the small vacuum pump was in effect, in the same order as above, was: 0.2318 Nm, 0.3032 Nm, 0.2741 Nm, and 0.1618 Nm. In testing all the fingers with the servos running, the total weight was 5.112 N and the maximum torque on the all the fingers was 0.2515 Nm. However, when the small vacuum pump system was used, the total weight was 19.741 N and the maximum torque on the all the fingers was 0.9713 Nm. The conclusion that was drawn stated that using the small vacuum pump system proved nearly 4 times more effective when testing how much weigh the hand could hold. The resistance provided by the compacted sand in the glove allowed more weight to be held by the hand and glove. Also, when the servos turned off and the hand still retaining its position, energy is being saved because the vacuum created the same resistance the running servos did without using power. The Unmanned Flights via Quad-rotors are built because multi-rotor dynamics are an important starting point and fair analog for space craft control systems and they make good terrestrial development platforms for various aspects of control for space crafts. The project is being conducted to see what the thrust response is going to be when a pulse width modulation command is sent to the control system since the quad-rotors are PWM controlled. A simulation environment in constructed so that one can quickly iterate and test different designs such as control systems, PID control vs. LDR control, and state estimation. Using two DIY Quad Kits, APM 2.6, testing apparatus (called a data acquisition system) to test the quad-rotors, and a simulation program such as Simulink, two quad-rotors are built and controlled via a simulation program, which is designed to be as realistic as possible and not idealistic. Due to the quad-rotors not being completely built nor ready for testing, there are no results or conclusions to report.

Granular Gripper↗

On The Development of Additive Construction Technologies for Application to Development of Lunar/Martian Surface Structures Using In-Situ Materials

For long-duration missions on other planetary bodies, the use of in-situ materials will become increasingly critical. As man's presence on these bodies expands, so must the breadth of the structures required to accommodate them including habitats, laboratories, berms, radiation shielding for natural radiation and surface reactors, garages, solar storm shelters, greenhouses, etc. Planetary surface structure manufacturing and assembly technologies that incorporate in-situ resources provide options for autonomous, affordable, pre-positioned environments with radiation shielding features and protection from micrometeorites, exhaust plume debris, and other hazards. This is important because gamma and particle radiation constitute a serious but reducible threat to long-term survival of human beings, electronics, and other materials in space environments. Also, it is anticipated that surface structures will constitute the primary mass element of lunar or Martian launch requirements. The ability to use in-situ materials to construct these structures will provide a benefit in the reduction of up-mass that would otherwise make long-term Moon or Mars structures cost prohibitive. The ability to fabricate structures in situ brings with it the ability to repair these structures, which allows for self-sufficiency necessary for long-duration habitation. Previously, under the auspices of the MSFC In Situ Fabrication and Repair (ISFR) project and more recently, under the joint MSFC/KSC Additive Construction with Mobile Emplacement (ACME) project, the MSFC Surface Structures Group has been developing materials and construction technologies to support future planetary habitats with in situ resources. One such technology, known as Contour Crafting (additive construction), is shown in Figure 1, along with a typical structure fabricated using this technology. This paper will present the results to date of these efforts, including development of novel nozzle concepts for advanced layer deposition using the Contour Crafting process. This process, conceived initially for rapid development of cementitious structures on Earth, also lends itself exceptionally well to the automated fabrication of planetary surface structures using minimally processed regolith as aggregate, and imported binder material or binders developed from in situ materials. This process has been used successfully in the fabrication of construction elements using lunar regolith simulant and Mars regolith simulant, both with various binder materials. These binder materials have resulted from extensive evaluation and include both "imported" binder materials that might be launched from Earth as well as some binder materials that can theoretically also be derived from existing regolith materials. They were chosen to 1) reduce penetrating radiation as much as possible, primarily with hydrogen-bearing polymers, 2) attempt to provide an air-tight structure, 3) sufficiently mix and adsorb to regolith grains for strength, 4) maximize tolerance to day-night thermal cycling, 5) possibly increase electrical conductivity to dissipate any accumulated static charge, and 6) ease their application on planetary surfaces (specifically, the accommodation of reduced atmosphere and lack of heat sinks). Some of these materials have been tested with respect to radiation mitigation, micrometeorite resistance, and resistance to larger, slower-traveling pieces of regolith impinging on the surface, simulating nearby launch and landing activities. Conceptual designs for a Continuous Feedstock Delivery/Mixing System (CFDMS) will also be presented and future planned activities will be discussed as well.

Werkheiser, Niki↗

Space Science Investigation: NASA ISS Stowage Simulator

During this internship the opportunity was granted to work with the Integrated, Graphics, Operations and Analysis Laboratory (IGOAL) team. The main assignment was to create 12 achievement patches for the Space Station training simulator called the "NASA ISS Stowage Training Game." This project was built using previous IGOAL developed software. To accomplish this task, Adobe Photoshop and Adobe Illustrator were used to craft the badges and other elements required. Blender, a 3D modeling software, was used to make the required 3D elements. Blender was a useful tool to make things such as a CTB bag for the "No More Bob" patch which shows a gentleman kicking a CTB bag into the distance. It was also used to pose characters to the positions that was optimal for their patches as in the "Station Sanitation" patch which portrays and astronaut waving on a U.S module on a truck. Adobe Illustrator was the main piece of software for this task. It was used to craft the badges and upload them when they were completed. The style of the badges were flat, meaning that they shouldn't look three dimensional in any way, shape or form. Adobe Photoshop was used when any pictures need brightening and was where the texture for the CTB bag was made. In order for the patches to be ready for the game's next major release, they have to go under some critical reviewing, revising and re-editing to make sure the other artists and the rest of the staff are satisfied with the final products. Many patches were created and revamped to meet the flat setting and incorporate suggestions from the IGOAL team. After the three processes were completed, the badges were implemented into the game (reference fig1 for badges). After a month of designing badges, the finished products were placed into the final game build via the programmers. The art was the final piece in showcasing the latest build to the public for testing. Comments from the testers were often exceptional and the feedback on the badges were outstanding. The latest build will also be tested by astronauts to determine if the product could potentially be incorporated into the astronaut training program. This experience has provided the opportunity to experience the feeling of working with research and development organization. The art skills and programming skills received at the internship will provide and maintain and strong foundation for a career in computer programming and digital media.

Crawford, Gary↗

Engineering a Live UHD Program from the International Space Station

The first-ever live downlink of Ultra-High Definition (UHD) video from the International Space Station (ISS) was the highlight of a “Super Session” at the National Association of Broadcasters (NAB) Show in April 2017. Ultra-High Definition is four times the resolution of “full HD” or “1080P” video. Also referred to as “4K”, the Ultra-High Definition video downlink from the ISS all the way to the Las Vegas Convention Center required considerable planning, pushed the limits of conventional video distribution from a space-craft, and was the first use of High Efficiency Video Coding (HEVC) from a space-craft. The live event at NAB will serve as a pathfinder for more routine downlinks of UHD as well as use of HEVC for conventional HD downlinks to save bandwidth. A similar demonstration was conducted in 2006 with the Discovery Channel to demonstrate the ability to stream HDTV from the ISS. This paper will describe the overall work flow and routing of the UHD video, how audio was synchronized even though the video and audio were received many seconds apart from each other, and how the demonstration paves the way for not only more efficient video distribution from the ISS, but also serves as a pathfinder for more complex video distribution from deep space. The paper will also describe how a “live” event was staged when the UHD video coming from the ISS had a latency of 10+ seconds. In addition, the paper will touch on the unique collaboration between the inherently governmental aspects of the ISS, commercial partners Amazon and Elemental, and the National Association of Broadcasters.

Grubbs, Rodney↗

Live Ultra-High Definition from the International Space Station

The first ever live downlink of Ultra-High Definition (UHD) video from the International Space Station (ISS) was the highlight of a 'Super Session' at the National Association of Broadcasters (NAB) in April 2017. The Ultra-High Definition video downlink from the ISS all the way to the Las Vegas Convention Center required considerable planning, pushed the limits of conventional video distribution from a space-craft, and was the first use of High Efficiency Video Coding (HEVC) from a space-craft. The live event at NAB will serve as a pathfinder for more routine downlinks of UHD as well as use of HEVC for conventional HD downlinks to save bandwidth. HEVC may also enable live Virtual Reality video downlinks from the ISS. This paper will describe the overall work flow and routing of the UHD video, how audio was synchronized even though the video and audio were received many seconds apart from each other, and how the demonstration paves the way for not only more efficient video distribution from the ISS, but also serves as a pathfinder for more complex video distribution from deep space. The paper will also describe how a 'live' event was staged when the UHD coming from the ISS had a latency of 10+ seconds. Finally, the paper will discuss how NASA is leveraging commercial technologies for use on-orbit vs. creating technology as was required during the Apollo Moon Program and early space age.

Grubbs, Rodney↗

Venus Landsailer Zephyr

Imagine sailing across the hot plains of Venus! A design for a craft to do just this was completed by the COncurrent Multidisciplinary Preliminary Assessment of Space Systems (COMPASS) Team for the NASA Innovative Advanced Concepts (NIAC) project. The robotic craft could explore over 30 kilometers of the surface of Venus, driven by the power of the wind. The Zephyr Venus Landsailer is a science mission concept for exploring the surface of Venus with a mobility and science capability roughly comparable to the Mars Exploration Rovers (MER) mission, but using the winds of the thick atmosphere of Venus for propulsion. It would explore the plains of Venus in the year 2025, near the Venera 10 landing site, where wind velocities in the range of 80 to 120 centimeters per second (cm/s) were measured by earlier Soviet landing missions. These winds are harnessed by a large wing/sail which would also carry the solar cells to generate power. At around 250 kilograms (kg), Zephyr would carry an 8 meter tall airfoil sail (12 square meters area), 25 kg of science equipment (mineralogy, grinder, and weather instruments) and return 2 gigabytes of science over a 30 day mission. Due to the extreme temperatures (450 degrees Centigrade) and pressures (90 bar) on Venus, Zephyr would have only basic control systems (based on high temperature silicon carbide (SiC)electronics) and actuators. Control would come from an orbiter which is in turn controlled from Earth. Due to the time delay from the Earth a robust control system would need to exist on the orbiter to keep Zephyr on course. Data return and control would be made using a 250 megahertz link with the orbiter with a maximum data rate of 2 kilobits per second. At the minimal wind speed required for mobility of 35 cm/s, the vehicle move at a slow but steady 4 cm/s by positioning the airfoil and use of one wheel that is steered for pointing control. Navigation commands from the orbiter will be based upon navigation cameras, simple accelerometers and stability sensors; Zephyr's stability is robust, using a wide wheel base along with controls to "feather" or "luff" the airfoil and apply brakes to stop the vehicle in the case of unexpected conditions. This would be the science gathering configuration. The vehicle itself would need to be made from titanium (Ti) as the structural material, with a corrosion-barrier overcoating due to extreme temperatures on the surface.

Wind Sailing↗

Earthdata Search UX Lessons Learned

Crafting a great user experience is hard. Crafting a great user experience for Earth science applications is fraught with challenges. From the variability in metadata to the experience profile of various users the possible permutations of use cases introduce layer upon layer of complexities that must be designed against. In this session, the Earthdata Search team would like to highlight lessons learned over the lifespan of the application the good, the bad, and the ugly.

Earthdata Search↗

NASA Innovative Advanced Concepts (NIAC) Phase 1 Final Report: Venus Landsailer Zephyr

Imagine sailing across the hot plains of Venus! A design for a craft to do just this was completed by the COncurrent Multidisciplinary Preliminary Assessment of Space Systems (COMPASS) Team for the NASA Innovative Advanced Concepts (NIAC) project. The robotic craft could explore over 30 km of surface of Venus, driven by the power of the wind.

Landis, Geoffrey A.↗

MarCO: CubeSats to Mars in 2016

In March of 2016, the InSight lander will launch from Vandenberg Air Force Base to begin a 6.5 month cruise to Mars. Soon after InSight separates from the upper stage of the launch vehicle, the two MarCO CubeSats will deploy and independently fly to Mars to support telecommunications relay for InSight’s entry, descent, and landing sequence. These craft will have onboard capability for deep space trajectory correction maneuvers; high-speed direct-to-Earth & DSN-compatible communications; an advanced navigation transponder; a large deployable reflectarray high gain antenna; and a robust software suite. This paper will present preliminary information on the MarCO project, including a concept of operations and details of the CubeSats and subsystem design. MarCO will open the door for NanoSpacecraft to serve in support roles for much larger primary missions – in this case, providing a real-time relay of for the InSight project. It will also be the first CubeSats to reach deep space, building upon the lessons learned from the INSPIRE project. At only a 6U in size, these craft well illustrate the tremendous capability available in a small package.

Krajewski, Joel↗

Responses of Microbes to Modeled Space Radiation

The built environment of spaceships is host to a microbial community that affects crew and craft alike. While the static composition of this community has been characterized and its temporal dynamics examined, the mechanisms controlling its make-up and evolutionary trajectory are not understood. Systematic analyses of microbial diversity show consistent patterns in community composition and function. Understanding these patterns' ecological origins remains a significant challenge, as it requires connecting processes at varying temporal and spatial scales. However, it is clear that the state and trajectories of microbial communities are in-part determined by their physical environment. In this regard, the spaceflight environment includes numerous interacting factors that differentiate it from Earth environments, including an altered atmospheric composition, reduced gravity (and thus altered fluid dynamics), and increased ionizing radiation. These factors impart selective pressures on microbial communities that affect their evolutionary trajectories and thus the risks and benefits these communities represent to crew and craft. The radiation environment of space leads to chronic exposure to low doses and is difficult to mimic on Earth. Thus, little is known about how microbial communities in spacecraft will respond and evolve. Therefore, given the limitations of existing studies, we aim to empirically determine how exposure to low doses of ionizing radiation for thousands of cell divisions affects rates of mutation accumulation in bacteria and the trajectory of their evolution. In this way, we will provide a critical set of data for designing safe and robust space missions. Here we discuss our progress towards this aim, including the construction of exposure facilities, our culturing and analysis approach, and preliminary data.

radiation↗

The Gateway Program as Part of NASA’s Plans for Human Exploration Beyond Low Earth Orbit

This paper provides an overview and status of Gateway, humanity’s first space station in lunar orbit as a vital component of the NASA-led Artemis missions to return humans to the Moon as preparation for the first human missions to Mars. Gateway is an aggregation point in deep space for a variety of spacecraft, including the crewed Orion vehicle, the Human Landing System that will ferry astronauts to and from the lunar surface, logistics supply craft, and vehicles transiting further into deep space beyond the Earth-Moon system, such as to Mars. NASA is building on decades of partnership with space agencies on three continents and multiple commercial partners to design, build, and launch Gateway’s core elements to near-rectilinear halo orbit (NRHO) around the Moon, where it will operate for a minimum of 15 years. Gateway is humanity’s next in-space science utilization platform, and its first in deep space, with three science payloads already selected to study solar and cosmic radiation. This paper will provide an overview of the Gateway space station’s major components in various stages of development, including the Power and Propulsion Element (PPE), Habitation and Logistics Outpost (HALO), the International Habitation (I-Hab) module, ESPRIT Refueling Module (ERM), the planned airlock, advanced external robotics systems, Deep Space Logistics supply craft, and next-generation autonomous Vehicle System Manager software. It will also provide an overview of how Gateway will be utilized for science, and highlight the space station’s multilateral governance structure and international agreements.

Emma Lehnhardt↗

Starling Swarm Mission – Technology Objectives, Status and Future Applications

NASA’s Starling mission is advancing the readiness of technologies for cooperative groups of space craft referred to as swarms. The Starling swarm of four 6U spacecraft launched in July 2023, and is completing its tests in Low Earth Orbit (LEO) of four key technologies that will enable future swarm missions: onboard maneuver planning and execution to adjust the swarm formation; establishing and maintaining an adhoc network in space; relative and absolute orbit determination using optical sensors; autonomous collaboration between spacecraft for establishing and conducting a science observation plan. A mission extension is also being prepared to demonstrate a space traffic management architecture to address the large and rapidly growing number of space craft in LEO. In this presentation, the objectives of the Starling mission and its extension will be reviewed along with the latest status and mission outcomes. The presentation will also look at the revolutionary potential for swarms in future science and exploration missions and the impact to operations.

SpaceOps Starling Swarm Distributed Spacecraft Net↗

THE INDUCED DRAG OF A DECELERATING AIRFOIL

In a recent paper in Soaring, C.A. Moeller proposed a method for determining the performance of a sailplane by recording the deceleration history of the craft following a steep dive. The advantage claimed for this method was that it would allow performance testing to be done in relatively quiescent air near the ground. It would thus be possible to eliminate the errors and uncertainties associated with conventional testing procedures, by avoiding the effects of the extraneous air currents which exist at altitude. Unfortunately, however, deceleration evaluation technique necessarily involves unsteady aerodynamics, and is thus itself subject to certain inherent error source of unknown magnitude.

DRAG↗

Scoop attachment makes helicopter recoveries easier and safer

Helicopter with rigid boom and net attachment performs rescue or recovery operations easily and safely. The attachment in the front of the helicopter scoops objects from difficult and otherwise inaccessible areas and pivots to the side hatch of the aircraft so that no crew member need leave the craft.

Koons, W. E.↗